
40K’s Ghazghkull got the ability to join up with a unit of Ork Boyz, so let’s rank the best HQ’s that can combo into a greenskin wrecking ball!
This past week we saw Ghazghkull get the ability to join up with a unit of Ork Boyz. This is pretty wild as there is a fun little rule that allows a 20 sized squad of Ork Boyz to have 2 HQs joined to them if one of the HQ’s is a Warboss. Of course the greatest Warboss of them all is Ghazghkull so today let’s rank the other HQ’s that can join up with Ghazghkull and create a wrecking ball of Orky nonsense.
Ghaz & Mek – Pass
Abilities – Gains Lone Op when within 3″ of a vehicle and can fix a vehicle by healing it d3 wounds.
Look this guy isn’t joining a unit with Ghazghkull. It just isn’t worth it and he gives nothing to the unit itself other than a cheap Killsaw or body that could take some damage. Just ignore this model that I don’t think you can buy anymore.
Ghaz & Big Mek – Meh
Abilities – Reroll ranged attack rolls of 1 and reroll advance rolls. Also, the unit can ignore terrain features and enemy units when they make a normal, advance, or fallback move.
While this model has a decent set of attacks as needed their extra rules really don’t do a lot for this blob of Ork Boyz and Ghazghkull. There isn’t enough “shooting” to make reroll 1’s worth it. The ability to ignore things and move is pretty neat, but the overall move of the Boyz squad isn’t enough to take advantage and do something like move through an enemy unit and get to attack their back line.
Ghaz & Big Mek w/Shokk Attack Gun – Maybe…
Abilities – Reroll ranged attack rolls of 1 & and cause units hit by their Shokk Attack gun to take Battle-Shock tests.
I ranked this one over the Big Mek as the Shokk Attack gun can hit hard. I just don’t see the point of either of these Big Meks when Ghazghkull really wants to get involved in some combat and needs benefits that help that or at least help him hit harder.
Ghaz & Painboy – Nice!
Abilities – Gives the unit a 5+ Feel No Pain and if this model hits a nonvehicle unit with a critical wound (roll of a 6) causes d6 mortal wounds. Also, once per battle can heal d3 Bodyguard models.
Here is something to think about with Ghazghkull as it would allow more of his boyz to survive, give you another smashing body to throw into someone, and can bring back some boyz to allow for more wounds to keep Ghaz alive. This is one of the models to think about as it does give you some more punchy action as well as “protection” which is awesome with Ghazghkull.
Ghaz & Weirdboyz – YES PLEASE!
Abilities – For every 5 models in an Ork unit joined his ‘Eadbanger shooting attack gains 1 strength and 1 Damage characteristic but gains Hazardous after 10 models. He also has the ability to cast ‘Da Jump which allows the model and the unit attached to be picked up and placed within 9″ of the enemy but you have to roll a d6 and on a 1 the Weirdboy takes d6 Mortal wounds.
The ability to redeploy Ghazghkull and get an 7” charge with the Stratagem ‘Ere we Go seems pretty dang amazing. This is a huge brick of nonsense coming in and wrecking your opponent turn 1 which could be a big batch of pressure. On top of that it appears it just happens so even if losing the Weirdboy still gets you a pile of nonsense into the enemy’s army which is a win. You could even add in some Enhancements to make the unit faster or just even more deadly depending on the detachment you take.
WAAAAAGH!
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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.





