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Squigosaur Boss - built to be durable, but can still dish out a lot of damage. His job is to boost the Squighogs and hunt down units that don't want to take D3 attacks or need to be friend in MWs to die.
Zagstruk - character missile #1. He starts in the trukk and immediately disembarks and attempts a turn one charge against anything squishy left exposed or that can't kill him and didn't want to be tied up in melee.
Smasha Squig - character missile #2. He is dirt cheap and his really hard for what you spend on him. He's also decently quick so he can get to where he wants to be. Hunts character primarily but otherwise just true to charge as often as possible to get the most out of his MW potential.
Grots - the two standard units ride in the BWs with the MANz and then disembark before spamming Good Bits for easy VP. They also soak up wounds for the MANz if their rides explode. The remaining unit sits at home plate and try not to die.
Kommandos - deploy forward, release Bomb Squigs then either get played very aggressively and go for turn one charges, or they hunker down in cover and hold onto the midfield early game.
MANz - more durable than regular Nobs, and with Hit Em Harder they can crack some very heavy targets. They rise in the wagons with the Grots and get pointed at the hardest targets. Klaws for consistency, Saws for the heaviest armour.
Nobz - they ride with Zaggy and with Trukkboyz they're looking for a turn one charge. They hit decently hard with the free Big choppas and the PKs make sure they don't bounce off of armour. These guys are looking for a turn one charge most games.
Squighogs - cheap, decently fast, hard hitting and surprisingly durable. Rush forward and chase things away from the midfield while the Grots move up and then try to put all their D2 attacks to good use.
Stormboyz - cheap, very fast, and great for actions and board control secondaries. They have a PK so that they can muck in on a fight if they absolutely need to, but otherwise they just stick to objectives.
Wagons - decently durable for their cost, their mission is to ferry the MANz and Grots to the middle of the board, then menace fragile of damage units or damaged units with their rollas. Really good for blocking LOS as well.
Mega Dread - starts in reserves and then comes steaming in with either its 3d6 drop lowest charge, or Ramming Speed. AP-3 D3+3 damage attacks is really, really good. Covers the "beatstick" aspect of Ghaz for a great deal cheaper. Great for clearing any roadblocks that pop up.
Trukk - it's a trukk.
The list has been treating me well so far, but let me know what you all think.
Thanks in advance.
EDIT
Updated the list.
- Burna Boyz
- 1 unit of Squighogs
+ Trukkboyz Nobz
+ Stormboyz
This message was edited 1 time. Last update was at 2023/03/14 21:39:53