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 – today, focusing on the Evil Sunz…
This article was originally published on the Warhammer-community page.
Orks aren’t just obsessed with violence – many also find the very act of going fast a rapturous experience, and none more so than Speed Freeks. Indeed, such Orks will seek to combine their two favourite pastimes of racing at high speed and mindless carnage, forming a great Speedwaaagh!of smoke-belching racing vehicles with which to roar into battle, full throttle. Foremost among these speed-worshipping Orks are the Evil Sunz – firm believers in the old Ork adage that “red ones go fasta” to the extent that they paint all of their vehicles (and sometimes even their ammunition) red!
Evil Sunz Orks are almost universally members of a Kult of Speed – vast gatherings of Speed Freeks who drive, ride or fly into battle. Even the footsloggers of a Kult of Speed will cram their way aboard transport vehicles so that they can embrace the thrill of the wind in their hair squigs as they race to war. The obsession that the Evil Sunz have for speed is at the heart of their Clan Kultur…
Yep – for the Evil Sunz, the red ones really do go faster! By choosing Evil Sunz for your Clan Kultur, you’ll get an army-wide speed boost (even for your Infantry units!), with a particular turn of speed for your Speed Freeks units – that’s Warbikers, Deffkoptas and buggies such as the Kustom Boosta-blasta and Megatrakk Scrapjet. You’ll also be able to shoot Assault weapons without penalty when you Advance, letting you maintain a semblance of accuracy as you close in on your enemy.
Top Units
Chances are, if you’re playing Evil Sunz, you’ll have a LOT of vehicles, so a Mekboy Workshop goes a long, long way. This new terrain piece is available to pre-order this weekend and, for a mere handful of points, helps enhance the abilities of the rest of your army considerably. Every turn, each Mek Workshop can give a nearby Ork vehicle a Kustom Job – a powerful enhancement to the ability of said vehicle. As you’d expect, you can repair stuff, but you can also amp up the dakka:
Just imagine combining this with a Stompa for a guaranteed 18 shots with the Deffkannon – and a chance at improving its Damage in the process! The only downside is that a model can’t shoot in the turn it receives a Kustom Job – but even so, you’ll find them absolutely invaluable in a mechanised army.
Warbikers, Deffkoptas and the new buggies are all Speed Freeks – a new Ork keyword that applies to the fastest-moving ground (or near-to-ground) units, and which offers a range of powerful new synergies. Consider, for example, the Speedwaagh! ability of the Deffkilla Wartrike when combined with a bonus 2″ Move on all of your Evil Sunz Speed Freek units and their potential to re-roll charge rolls:
A handy Stratagem for your Speed Freeks is Billowing Exhaust Clouds, which makes your chosen unit that little bit harder to hit:
For a mechanised Ork army that’s fast, furious and unstoppable on the move – or for as good an excuse as any to paint everything red – choose Evil Sunz for your Clan Kultur. And if you like the threat posed by a potential mass charge in the first battle round, an Outrider Detachment of Evil Sunz is the perfect answer. We’ve got more previews coming, and soon – check back tomorrow for our preview of the avaricious Deathskulls.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
That clan trait is going to be really good on deep strikers. Bringing the charge roll needed from a 9 to an 8 with reroll is a pretty serious improvement (72% chance of successful charge I’M SORRY I CAN’T HELP IT). I can see tellyporting evil sunz killsaw Meganobz being the bane of a lot of things. That’s crazy.
Not to mention how good bikes and buggies are going to be at picking off isolated high-value targets or clearing small units off of objectives.
YUP!
Evil Sunz MANs will be the business for that exact reason. You only need to roll an 8 on 2d6 with a re-roll of either or both dice.
It’s just flat out good in general though, honestly. Boyz moving 6″+d6+1″+2d6+1″ with re-rolls…you are covering some ground in a serious hurry.
Their Nob Bikers move 16″+D6+1″+2d6+1″ (Potentially going 37″!), it’s nuts. An average of 29″ plus they shoot with no penalty when doing so.
Then they punch your face off when they get there.
I feel like this one is the best!
I like 6 FNP but this one looks soooo cool.
Don’t start new orks project, don’t start new orks project… Soooo tempting!
Give in! Muahahaha!
That is a lot of speed. And since I’m guessing most Ork guns are still Assault, they’re not going to have to give up much, if any, firepower for that speed.
They’re so fast 🙂
My prediction for the best klan. Or at least the boyz detachment. I don’t care about their damage. They’re already insane in that regard (even though they’re probably going to 7 pts). Just get them there and make them survive is what’s important IMO.
Okay, rant time.
Mek Shop. Boy do I love paying 80 points to make my shooting worse. D6 shots example:
1. 3.5+3.5 = 7
2. 6 and skip a turn so the damage is delayed and your guy will just get focused. Should be AT LEAST 2x max shots if not 3x on every weapon, not just one.
Did they not learn anything from the Knights’ fortification?
Here’s the thing: If you don’t want to pay 80 points for that…don’t. Don’t take it. Take something else.
Problem solved. Let me know if you need any more help 😉
How smart.
A) douche comment
B) this thing actually makes the army worse, why would someone use or design such a thing? Unless they don’t care about rules, that is
I remember thinking the same thing. It should max the attacks AND increase by 1 automatically…
I will admit though the repair 3 wounds automatically isn’t bad, it’s just not 80pts good.
That’s actually a valid point. That justs saddens me when GW makes such obvious rule blunders cough fly rule in the faq cough. Looks pretty sick though)
Yeah, I preordered it like 4 hours before I found out the rules. I kinda regret it but it does look really cool and detaile
It will look really cool on a display board – and it will be fun when you are kicking back and relaxing with some non-competitive games. In general the terrain/fortification rules are not very compelling for any of the factions but they fit really well into narrative games. There are plenty non-competitive and narrative gamers, there is no problem with GW catering to those gamers.
Let’s face it less than half of any codex is really going to see much play in top-tier lists, if that. Does it really matter if this one is not top table at LVO next year?
After the fuss with Void Shield Generators i think the designers may be erring on the side of caution with the efficiency of fortification and terrain models in 8th. That is OK if that is what they are doing – it is the same for everyone and really it comes down to whether you want cool looking terrain pieces that do at least have some rules for playing games.
The Nurgle tree after the pts increase is perfectly balanced. Half of the successful Nurgle lists have it and half done.
The Mek Shop however will never be in a top list in it’s current form unless there is a broken combo somewhere else in the codex. Like a vehicle with 2d6 shots and if you fire max shots it’s 12 mortal wounds or something stupid.
I don’t need every unit be top-tier, though it’d be nice. What I do need is for units to have some form of utility. It sucjs to have your units do literally nothing, however many points you pay for the them.
I will say this, I can’t wait to make an orc themed battlefield for Stacey and others to play on. With actual ork terrain again… Junkyards are going to be fun!