More Ork hype! This time the Bad Moons are up for a sneak peak.
This article was originally published on the Warhammer-community page.
Welcome to Clan Fokus – a new series on Warhammer Community where we’ll be taking a closer look at all the new Clan Kulturs in the new Codex: Orks. These powerful special rules let you tailor your play style and offer huge benefits to nearly every unit in your army. We’ll be previewing a new Clan Kultur every day this week, carrying on today with the Bad Moons…
No Ork clan is richer than the Bad Moons – and the Bad Moons never tire of reminding everyone else of that fact. This is due to the simple fact that Bad Moons grow teef (which is what passes for Ork currency) much faster than the Orks of other clans. Of course, what this means is that every other Ork knows that if you’re short of a few teef, you just need to smash a Bad Moon in his gob to be rewarded with a shower of currency! This leads every sensible Bad Moon to spend their teef on the biggest, shootiest gunz to deter any would-be attackers.
Ostentatious even by the normal standards of the Orks, Bad Moons augment their dakka with all manner of upgrades and enjoy demonstrating the shootiness their weapons in devastating fusillades. With the new Codex: Orks, you’ll even be able to represent this on the tabletop with a new Clan Kultur…
The Bad Moons are the shootiest Ork clans you can choose, giving you a welcome re-roll of 1s to hit in the Shooting phase. Combined with Dakka! Dakka! Dakka!, you’ll be able to make the most of your shootin’ and blow the enemy away in murderous salvoes of bullitz, wazzy lazerz and bomms.
Top Units
This walking idol of destruction is nothing short of terrifying in the new Codex: Orks, with a host of improvements to its close-combat abilities, shooting and durability. Take the Stompa Rigger Crew – your enemy won’t just have to chew through 40 Wounds to take it down, but an extra D3 almost every turn:
Or the close-combat attacks – a couple extra go a long way when you’re hitting at Strength 20 (yes, really!) with its mega-choppa:
Or, most importantly, the Dakka – your three biggest guns have all been given a huge increase in their shot count:
With re-rolls of 1s to hit from choosing the Bad Moons, the Stompa is going to make mincemeat of anything it points its guns at…
It may not be as big as a Stompa, but the Morkanaut is covered in shiny gubbinz and gizmos – it couldn’t be more appropriate for the Bad Moons! It’s also received some significant improvements. First and foremost, the kustom mega-kannon is now a kustom mega-zappa, and boasts a much better attack profile, with 3D3 shots instead of D6:
With its kustom force field giving nearby units a 5+ invulnerable save, it will also serve to protect your shootiest units (Boyz with shootas, Meganobz, Shokkjump Dragstas, etc.) if you keep them close. Speaking of which…
It would almost be rude to talk about Bad Moons and not give this awesome vehicle a quick look at. It’s not only ridiculously shooty, but is also one of the most accurate units in the army thanks to its Grot Gunner and Targetin’ Squig ability, which add 2 to your hit rolls when firing its deadly kustom shokk rifle.
Rolled a 1 to hit? Don’t worry, you can re-roll that – you’re a Bad Moon, remember?
If you want nothing more than to annihilate your foes with epic levels of dakka, you’ll want to choose the Bad Moons for your Clan Kultur. If you haven’t already picked up a copy of Speed Freeks and got your hands on a Shokkjump Dragsta, you can pre-order yours now.
However, if it’s sheer speed you’re after, every Ork player knows that the red ones go faster, and in the new Codex: Orks that’s literally true! To learn more about it, come back tomorrow for a closer look at the Evil Sunz…
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
I see lots of Bad Moons on the rise 😉
Re-roll 1’s to hit in the shooting phase? SHOOTING PHASE!?!? What kind of pansy-assed Marine stuff is this for Orks?!?! Give me re-rolls of 1’s to hit in the Fight phase, then we’ll talk 😉
Goffs got that, Bad Moons are more about the Dakka, bruh! =P
Goffs got 6’s extra to hits in Assault not reroll ones. or did They get Both? that would be Awesome.
Ah yeah, exploding 6’s. I may have misspoke.
They’re mathematically equivalent, so you’re not far off. (Exploding hits benefits more from +1s to hit like the waaagh banner, but it specifies unmodified 6s like most rules of the type nowadays so that’s kaput.)
I don’t know… I believe we need to see stratagems first. Just rerolling 1s does not make orks competitive. I personally think that 6s FNP is more powerful trait.
Their strat is awesome =)
Yeah the rerolling 1s is solid. I don’t think people realize how good that is for orks combined with Dakka Dakka. Rolling for extra shots on 6s and getting to reroll 1s for bad moons makes bad moon orks almost as accurate as guardsmen. Bad moons get about 8 hits with 18 shots where as guard get abiut 9.
And orks have lots of dakka.
Making an army that is already one of the best in melee even better is nice but making their shooting from the worst to average is i think the smarter way. Hence bad moons are better then goffs i think.
Playing against Orks was already the most annoying due to the amount of models and rolls they made. Adding all these rerolls and additional rolls is going to make it almost mandatory to have a timeclock against them in tournaments.
Lol, tell me about it. For 30 boyz, roll 60 dice with re-roll 1’s.
Then for each 6 roll another shot. Then re-roll 1’s for those.
You can’t even use the dice app for it.
Yeah, only getting to turn 2 will be common.
CAUSE ORKS GONNA BE TABLING FOOLS!!!!!
I completely agree. One of my biggest gripes with this game is the sheer amount of rerolling that happens. It eats up such a large amount of time, and in a lot of cases has a statistically similar effect to simply +1 to hit/wound.
Try charging a full size squad of conscripts, with them rerolling all their 1s, which is such a marginal increase in the potential total hits that it seems almost pointless to do in the context of the overall game. I know that this is exactly the thing that chess clocks account for in tournament games, but in casual games it simply means that the overall percentage of time spent actively participating in the game is so skewed one way that it leaves the other player spectating for a lot of the game.
As a player of mostly elite armies, this is a real bugbear! Don’t get me wrong – I know this is caused by my own choice of the type of army I play, but fielding my 25-man Custodes force against an infantry heavy Guard army means that all of my phases are pretty quick, while my opponent takes as long to move or shoot as I take for two whole turns. Endless rerolls and extra attacks just add to this.
I’m not really sure what my point is here, and I don’t have a solution. I mainly just wanted to grumble!
A little bit disappointed they did not preview Flash Gitz and Lootas. They both had very underwhelming gun stats in index and are very Bad Moon-ish. More than any Morkonaut or Stompa.
They need to get rid of the random shots on Lootas and the pitiful range on flash Gitz heavy weapons which kills the 4BS (or just change it to assault for a nice bumpy ride on battlewagons).
At least assuming they give freebooters keyword in codex.
I’m guessing we’ll see Lootaz tomorrow when the Deffskullz preview lands. That’s historically been their signature Unit.
I’m going to be a bit bitter if I see orks hitting on 4 and 3+s with two-three times as many shots as tau stuff
It will be interesting how far they buff the rest of the units when the plain 6 point boyz could already win games even without stratagems, clan buffs and new spells.
The Stompa is nice and cool looking but for the index base price u could get 150 boyz. 150 Bad moon boyz with shootas will outshoot and outlast Stompa several times in 5 rounds. And also chop dawn everything even with base combat weapon.
Quantity wins over quality in 8th edition.
People will put knights on the shelves and maybe use units like SM aggressors with storm bolt gauntlets or crisis suits with triple flamers.
Math hammer puts dakkadakkadakka and re-roll 1’s at a 46% hit rate. Mek gunz gonna be insane, 68% hit rate (better then BS 3+). And A unit of 20+ grots? (if they keep their old rule) 90% hit rate!
Glad most of my boyz are yellow! Now as long as the points line up and aren’t absurd!
But you guys are missing the point , its the powergamers who are counting fractions n rerolls to see if orks are tornament viable.
The rest of ork players n modlers , ie those who shout WHAaaaaaGH in a crouded game room on their second rd, or those who think plasticard is an inportant as a sprue for ork building. We dont care, yes igs great to getz mofe rules n gibbonz but orks is n alwayz the best lolz.
That said. I