Ok, so next time turned out to be six months later. We're still alive, people!
COR recently updated to Version 3.0.4 - check it out!
In this post we'll take a brief look at the Troop choices available in COR.
Ork BoyzAh yes, the humble Boy. You know them, you love them, they're the workhorse of the Ork army. Boyz perform as well as ever, and now only set you back 5 of your shiniest teef each!
Heads-up: The layout of this unit sets trends for Boy-level units.Starting out with Slugga/CCW and Stikkbombz, Boyz can buy Shootas, Choppas, special weapons and better armour. They also get access to three (!) different dedicated transports. The Nob benefits from additional weapon options, as well as defensive options such as Snazzy Armour and Cybork Body, mitigating their perceived weakness to challenges.
But we're not done yet! The unit has the option to upgrade to two new types: Skarboyz and Stikkbommaz! Skarboyz lose Furious Charge but up their base Strength to 4 (5 for the Nob), increasing their offense in prolonged combat. Stikkbommaz gain two additional grenade types, and a special rule that allows more than one member to throw them at a time, and at greater range.
Proppa MobWho needs a Formation to Green Tide? You can do it with just one unit!
A Proppa Mob is for those who think 30 Boyz is too few. With a starting squad size of 50, you can just keep adding more and more Boyz - there is no upper limit! This unit gets a few more special rules to emphasise their hard-and-fast approach, allowing them to move through terrain better and costing them the ability to claim and contest objectives. Additionally, they allow nearby retreating units to merge with them!
The Orks in this unit get largely the same options as the Ork Boyz unit, with the exception of no range weapons. A Nob is also available, again with the same options as the Boyz (minus range weapon upgrades).
Long story short, they act as a sledgehammer compared to the Ork Boyz' suspiciously hammer-like scalpel.
Deff Dread MobThe Dread Mob is alive! Deff Dreads can be fielded in squads of 1-5 as Troops. Walkers historically aren't the most competitive choice, but hopefully some cheap squads of them will do the trick!
Heads-up: Like the Boyz, the Deff Dread Mob sets trends for subsequent Ork Walkers.Each Deff Dread starts out really cheap, but with a total of zero weapons - you have to buy two from the list to make them legal, and have the option of taking two more. Klaw Dreads? Of course. Dakka or Skorcha Dreads? Go for it. Mixed combat? Sure.
What could make this unit better? How about a Dread Nob, with better stats and options for more powerful CCWs?
What could make it even better? How about a wealth of vehicle upgrades, like Extra Skrap for +1 Front Armour, or a RED PAINT JOB for Go-Fasta Dreads?!
RuntzA Grot by any other name... Not just Gretchin though - Squigs, Snotlings and Yoofs get in on the action too! Classically used for objective claiming, tarpitting or just a simple meatshield, but the different Runt types allow the unit to 'excel' at various roles. They may be low quality, but they're damn cheap! Zodgrod (covered later) can join any Runtz unit.
10-50 models in a unit of Runtz, all of the same type, accompanied by a Runtherd for every 10. Gretchin of course provide weak but accurate firepower, while Squigs give a better close combat punch, Snotling 'Ords drown the enemy in bodies, and Yoofs are essentially Ork Conscripts. A few wargear options exist for the Gretchin and Yoofs, and the Gretchin and Squigs gain a special rule to clog up enemy big guns.
That's the Troops out the way. Next time we'll start looking at the Elites (and hopefully not be
another six months away).