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Made in gb
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

You can choose not to shoot some guns or models if you wish, to avoid hazardous checks.

Select Targets
Each time a unit shoots, before any attacks are resolved, you must select the enemy units that will be the targets for all of the ranged weapons you wish its models to make attacks with.

Note the phrase at the end.

My painting and modeling blog:

PaddyMick's Paintshop: Alternative 40K Armies

 
   
Made in dk
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Danmark

This is good. And very important to not overly destroy yourself with Hazardous tests.

Thanks

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
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Growlin' Guntrukk Driver with Killacannon





Prague

Regarding the Big Hunt - “selecet one CHARACTER unit” means “select one unit with the character leader inside” or “one single character not nested in some unit” ?

Bloody huge difference!

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Humming Great Unclean One of Nurgle





In My Lab

 Tomsug wrote:
Regarding the Big Hunt - “selecet one CHARACTER unit” means “select one unit with the character leader inside” or “one single character not nested in some unit” ?

Bloody huge difference!
Character unit should be any unit with a Character in it.
Character model would be that one model.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

Going over the detachement rules. Few points:

1. For those little bit confused in rules for detachement - you can choose just one. No soups

2. Bully boyz are incredibly good. Almost all of their strategems are good, powerfull, universal anddetachement have a great targets for these strategems. Nerfhammer is swinging around….

3. Buggies are trash. As I said before. Kult of speed could be build around bikes, koptas, planes and a single TRUKK with the INFANTRY. Let' s see what the FW rules show with the warboss on warbike and Nob bikers..

4. As I read it, the hot picks to paint and trukks (or transports generaly) and infantry (elite mostly). Even in the Kult of speed the biggest hit is a Trukk with the Nobz or something…

5. Beaststangass “Prey” is not as much limited as it seems.

6. Walkers on competitive level will run out of time due the huge amount of self exploding / random effect dice rolls.

7. Deffkilla wartrika seems to be effective in various detachements

This message was edited 7 times. Last update was at 2024/04/15 19:23:44


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Danmark

Im not sure the Kult of Speed will be that bad. It will be able to play missions really well and you can do very good damage with stratagems and warbikers or deffkoptas i think.

Also the Lethal hits + Mek + Dakkajet combo seems really good. Im intrigued to try it out. But i do have other things i need to try first

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

Kult of Speed - the reason I say that is, that the datasheets are weak. Half amount of the dakka the units had in the late times of Speedwaaagh. It means post-all-nerfs-reasonable-amount-of-dakka. For the same price. So no real targets for the rules the Detach offer except Koptas, that dies in a stiff breez and grant the opponent tons on VP for destroied vehicles. But maybe I 'm utterly wrong and miss something. My knowledge of 10th ed comp games is pretty limited.


On the other hand I look more and more on Big Hunt. All Endhancement and half of the strategems is not limited to the Prey, incl. one allowing to take Killrig with the transported unit from the table after enemy fight phase a come back in your turn from deepstrike.


Or Beastboss leadit unit of Riders coming from deepstrike with the +1” coming from Beastboss. With full reroll on charge when charging a Prey? While ignoring all charge modifiers?


And the Pres can be except any unit incl. Char, so there will be almost anytime 2-3 targets for the prey. Good target? Honestly, I don' t know!

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Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Kult of Speed will be the detachment that wins on points and good movement more than anything else.

Bully Boyz and Green Tide look really good, along with War Horde.

Dread Mob looks really fun, but I reckon it will be more of a rogue detachment that occasionally steals tournament wins. The odds of blowing up your own units will be what swings this detachment.

I've already made my thoughts on Da Big Hunt clear (I really like it).

Really liking this book so far. Now we just have to wait for points.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

+ to be absolutely honest, I form my thinking about the new codex rules around the models I wanna paint and play during next year. I want to play a machines, not tons of infantry.

So for me, there are these options:

1. Kult of speed - I have 100% of the models available except nice conversion of the wartrike, I gonna do anyway. Mostly I' m on 100%+ of the max amount of the models allowed on the table. Maybe ad few koptas and bikers is possible. Only model I 'm do not have are the Nob Bikers. But is there a future for them?

2. Something build around BWs, Trukks etc - I have them. Some of them are without guns etc or lame paintjob. Boooring to fixing.

3. Walkers - I have just 2 meka/mega dreads in full paint and some half finished Deffdreads. So a lot of nice work before I can actually play. Like it. But I want to be sure, the detach works first.

4. My conversion of Beast snaggas to DreadSnaggas / roboorks - 70% done. Need more riders, maybe one more squat of BSboyz and 2 marvelous conversions of Rigs in front of me. That could work!

5. Mix of stuff above fitted in the Index detachement. Which is not bad either! +2 adv +2 charge strat, fight after dead, solid melee boost, good defence buff for Riders or bigger blobs of infantry, good enhancements… this could work too.



Automatically Appended Next Post:
 Afrodactyl wrote:
Kult of Speed will be the detachment that wins on points and good movement more than anything else.


Everybody say that.
But Buggies are pretty slow in fact. Theyr bases are huge. There is a terrible waste of the M around the corners. I drove them for almost a year so I know pretty well, what are they capable of - and what not.

The only fast action monkeys you have are 3 squads of warbikers. They die hard. That is good. But they are just 3/6 boyz on bikes. And just 3 units. Can be easily wiped out in turn or two. What next? Big hope for Kult of Speed are the Nob bikers. These can add 3 another squads with the Klaws. That could work.

Ou yes, and the telyporting SJD. But too expensive for what they actually do.

Build a list around these fast units, add a Trukk with the squad that charge after disembark + koptas for some dakka - that could work. Maybe? Missing some high S knight killing units. And some hard units that can stay alive.

This message was edited 1 time. Last update was at 2024/04/16 08:53:41


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Mekboy Hammerin' Somethin'





United Kingdom

Oh yeah, it will 100% be a bikes, koptas and trukks detachment. Might even get some use out of Dakkajets.

Buggies are a bit naff at the minute, which is a shame.
   
Made in pt
Feral Wildboy with Simple Club




Besides the cheese you mentioned for big hunt i still think kult of speed has more game then it. Don't underestimate move phase. games are lost and won, some time on a move, kult of speed has a lot in that department.

Either way it's too soon. I Wan't to do a green tide one and flood the board. Happy ork with it's lads!
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

 Afrodactyl wrote:
Oh yeah, it will 100% be a bikes, koptas and trukks detachment. Might even get some use out of Dakkajets.

Buggies are a bit naff at the minute, which is a shame.


The planes - dakkajet and wazboom - are dirty cheap at the moment and can do some dakka actualy.

BIG HUNT

/ edited to be right

Beastbossrider + 6 Riders with the 2 nobz

Sequence n1.
In Oponnent turn If he Falls back, you can move for 6” to any direction! Than if your opponent charge 6” from you, you can do HI for 0CP as another unit and charge with the +1” from beastboss (with full reroll on Prey) - this is another 2D6 + 3” movement. After charge comes the fight and after that you can take this unit from the table to deepstrike

Sequence n2

1. Have a BS riders with the bossrider in reserves.
2. Rapid Ingress and come from the reserves.
3. Charge with +1 and possibly full reroll to your prey + deal MW in charge

Have I mentioned, that 3 Rider + Nob used to be 185 and are 150p now according to the new dex sheet? Guess this should be ramped up!

Nice tricks. Very chess-like-playstyle.
All cost around 2-3 CP however….

This message was edited 5 times. Last update was at 2024/04/16 16:27:04


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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Maybe look at kult of speed and look for what it can do, instead of searching for things it can't do?

The detachment clearly wants you to run 3 units of 6 warbikers, and probably 1-2 wartrikes to lead them. With blitza fire, you can get them to flash git levels of shooting and if they are lead by a wartrike, you can give them a 4++.
SJD were borderline playable before, in that detachment they can freely jump around and pelt units with their rokkit and SJD while scoring points.
Fasta than Yooz has more potential than people recognize and should be in every KoS army. You can put it on a beastboss/beastyboyz, a MA character/MANz or a warboss/nobz unit in a trukk, wagon or rig and have a durable melee threat of your choice in your opponent's face faster than you can say rapid ingress.
Koptas benefit from both dakkastorm and speediest freeks, so one or two big units
Honorable mention to the scrapjet and the wazzbom who benefit a lot from the detachment's abilities but might or might not be good enough depending on their price tags.

On top of that, you aren't limited to speed freeks anymore. So you can add flash gits, mek guns, gretchin, squig riders, stormboyz or snikrot or stuff holes.
Flash gitz in a trukk (potentially with a buff mek?) could be a great supporting unit because you can drop a 4++ on the trukk.

Snazzwagons and KBBs weren't great and remained unchanged. Squigbuggy was meh and got worse. None of them have enough shots to compete with warbikers for the lethal hit stratagem, none of them have the quality to compete with koptas, scrapjets or the wazzbom for sustained hits
Dakkajet feels like it should work well with the stratagem, but 6 extra shots or lethal hits aren't actually better than the Snazzwagon or KBB.
Bommers aren't worth talking about.

So the bad news is that "pile of buggies" isn't a working army concept right now and makes me as sad as it does you. Running a super fast army that literally races across the board and starts the fight in your opponent's deployment zone T1 should absolutely be possible though.

That said, I'm totally going to play dread mob mek mob until I get sick of it.
SAG leading lootas, MA mek leading MANz, Ufthak Blackhawk and big mek leading shoota boyz, mek guns, gretchin, solo snikrot, deff dreads, kanz, morkanaut... the list is practically writing itself.

This message was edited 3 times. Last update was at 2024/04/16 15:12:05


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Fixture of Dakka





A lot is going to depend on the cost of Squighogs and Meganobzz. Most of the detachments feel like they want at least some of them assuming their not priced out of play.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

Jidmah - ad KoS - yeah, you are right… but.. I think calling 6 biker squad shooting in KoS “flashgitz level” is a little bit bold….

Shoota boyz with the Mek? Huh?


Automatically Appended Next Post:
EDIT - WRONG! War Horde strat works on INFANTRY ONLY!

Squigboss + Riders are epic in War Horde too. Enhancement +2” move + strat +2” adv and charge + 1” cahrge from boss + no modifiers.

10+2+2=14” move + 10” charge average = 24” exactly across deployment

Plus you can cover them with -1 to wound

This message was edited 3 times. Last update was at 2024/04/17 11:14:10


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Danmark

EDIT: Removed point 3 as i had clearly played it wrong by taking 4 hazard tests on melee deff dreads. They only need to take one.

Had my first Ork Codex battle versus another Ork player (a buddy of mine).

We used the current updated points (unless either of us had the new Bik Mek, or squiggosaur bosses or Mozrog, but we didnt).

I used a Dread Mob and he used the Bully boys.

I had Snikrot
1 Mek With 10 lootas
1 Shokk attack gun Big Mek with 3 Bubble chucka Mek Gunz
4x10 grots
4 Grot tanks w. Rokkits
6 Killa Kanz w. Rokkits
2x3 Killa Kanz w. Rokkits
Gorkanaut
Lone Mek to give Gorkanaut +1 to hit
3x Deff Dreads with Melee weapons only

I ended up winning with like 5 points or something (or something because we didnt play it out fully as i would win) but it was a narrow victory. Both made mistakes, like he comitted a lot to the middle objective and i forgot to use my reactive move on grots properly on many occations.

All in all many different mistakes but the hot takes i guess:

1: Taking hazardous tests is difficult to remember when you are not used to and have to do it so often
2: Actually just rolling for your dread mob test is relevant, least you want to take too many tests that kills you.
3: (REMOVED)
4: Its not a super durable army. Not many high toughness models have Grot vehicle or walkers keyword. Rather Glass cannon'ish
5: Rokkits, Rokkits, and more Rokkits. But even if you have many rokkits, you dont actually have many high strength guns. So lethal hits would be your best friend against actual tanks.
6: Mega Nobz are really really durable on waaagh Turns. Outside of it? Not so much! (Gorkanaut with +1 damage threw 5 Mega Nobz in the trash can with a sweep turn 4, outside of a waagh round)
7: Grots are great! always were, especially in this detatchment. Block the enemy off from charging you. Reaction move them. Do everything. And afterwards, reaction move your Grot tanks!
8: 2 Round Waaagh is Brutal
9: I am very unsure if i like Lootas or not. Lootas and a mek for 145 points.. Maybe the points are better else where. Or maybe if i had other targets than Mega Nobz or regular Nobz with -1 to wound it would be better.
Mobile units are a must, like stormboyz.

Over all i really like that i can finally field Meks and walkers. Its very glass cannon ish though. and im worried about how good we play in to enemies that excels at shooting with high toughness models. I guess we could just force Lethal hits and all that, but in the end, you cant keep picking and doing hazardous tests. Sometimes you just gotta roll for the test.

Do Gorkanauts have a place in the list? Not sure. I feel like its too expensive and while it was definitely worth it for me against a non shooting army.... Shooting armies will just shoot him dead and off goes my 285 points. I cant figure out if i big models like that are worth it or if you should just spam Killa Kanz and Grot tanks really. My original list had both a Morkanaut and a Gorkanaut just to try out the units but i removed the Morkanaut in the end. I also removed my storm boys simply because i wanted to try out dread mob units but it really hurts when you have no stormboyz as Dread Mob. You can go through walls, you have no speed, you cant do anything that requires you to be specific places.

This message was edited 3 times. Last update was at 2024/04/18 07:19:59


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Jidmah - ad KoS - yeah, you are right… but.. I think calling 6 biker squad shooting in KoS “flashgitz level” is a little bit bold….

They do get 10 lethal hits between them, irrespective of enemy toughness, and the wartrike adds another two. Follow up with a charge and drop the +1 to wound on them and they will tear a serious hole into pretty much anything.

Shoota boyz with the Mek? Huh?

To double-dip the buff in shooting and melee. Sustained hits and an extra -2 AP do a lot for the shoota profile.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Krazed Killa Kan






If I did the math/rules right.....sustained hits 2 within 9" with the -1 AP and rapid fire:

5*6 = 30 shots

30/6 = 5 sustained hits *2 = 10

Against MEQ assuming no cover or AOC:
10*.88*.5 = 4.4
.33*.88*.5*30 = 4.356

E.g. about 8.8 unsaved wounds at damage 1 with 6 warbikers against MEQ. Cost 150 points, 1 CP, must be within 9". Sustained hits 2 doubles their output. Only one unit could do this a turn obviously. Assuming Intercessor models, that's 128 points worth of damage, a lot less if they're in cover. A lot less bad than most of the shooting options available currently, but not exactly Flash Gits. Wartrike could add another couple of wounds. You could move 12" + 6" advance for 27" range to pull off the shooting with a Trike.

If you could assault into the unit at +1 from the Wartrike, you could easily wipe a squad of 10 marines with damage to spare, especially with Full Throttle strat +1 to wound. It's definitely not a tickle gun with the strategem, and the lethal hits strat allows you to put some output into a second unit. The detachment ability provides a lot of flexibility for being able to pull this off repeatedly.

I agree that Warbikers are the obvious choice and should be mandatory include for the points in Kult of Speed.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
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Prague

 Jidmah wrote:

To double-dip the buff in shooting and melee. Sustained hits and an extra -2 AP do a lot for the shoota profile.


Huuh, I see! These “Walker and Grot Vehicles” rules affect any unit that has a MEK leader = MANz, boyz, nobz, tankbustas, lootas.

As Bearddragon hinted already - Dread Mob can create really super random and due the extra dice rolls time consuming combinations that could be hard to manage. Play on the clock could be the best counter strategy


Automatically Appended Next Post:
Simple 10 Boyz without the leader + Trukk could be a very popular choice imho for controling and cleaning the flanks and objectives. Cheap, pretty solid in CC, 10 bodies on 32mm base for good screening and STICKY OBJECTIVE + Trukk is the cheapest TANK SHOCK delivery machine = total max around 150p?

This message was edited 1 time. Last update was at 2024/04/17 11:23:19


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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
 Jidmah wrote:

To double-dip the buff in shooting and melee. Sustained hits and an extra -2 AP do a lot for the shoota profile.


Huuh, I see! These “Walker and Grot Vehicles” rules affect any unit that has a MEK leader = MANz, boyz, nobz, tankbustas, lootas.

As Bearddragon hinted already - Dread Mob can create really super random and due the extra dice rolls time consuming combinations that could be hard to manage. Play on the clock could be the best counter strategy


Try tossing together a dreadmob army and count how many extra dice you actually need to roll. Then compare it to the time you need to advance and charge a single unit of boyz.

Anyone going to time because of the dread mob detachment rules has no chance of ever finishing a game with an ork army using any detachment that's not all stompas.

Plus, any time it makes a difference, you can just pick the trait you need in exchange for hazardous.

For 2 CP you can have a Morkanaut with full re-rolls to hit, +1 to wound and +1 to damage and sustained hits or rending. Sure, you are going inflict 6 MW on yourself, but whatever you were targeting is gone afterwards.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Sounds reasonable

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Danmark

 Jidmah wrote:
 Tomsug wrote:
 Jidmah wrote:

To double-dip the buff in shooting and melee. Sustained hits and an extra -2 AP do a lot for the shoota profile.


Huuh, I see! These “Walker and Grot Vehicles” rules affect any unit that has a MEK leader = MANz, boyz, nobz, tankbustas, lootas.

As Bearddragon hinted already - Dread Mob can create really super random and due the extra dice rolls time consuming combinations that could be hard to manage. Play on the clock could be the best counter strategy


Try tossing together a dreadmob army and count how many extra dice you actually need to roll. Then compare it to the time you need to advance and charge a single unit of boyz.

Anyone going to time because of the dread mob detachment rules has no chance of ever finishing a game with an ork army using any detachment that's not all stompas.

Plus, any time it makes a difference, you can just pick the trait you need in exchange for hazardous.

For 2 CP you can have a Morkanaut with full re-rolls to hit, +1 to wound and +1 to damage and sustained hits or rending. Sure, you are going inflict 6 MW on yourself, but whatever you were targeting is gone afterwards.


+1 to wound and damage is only versus Vehicles and Monsters though, but you can do the full reroll yes. Also if you go for full reroll and decide on your dread test rather than rolling it, and fire all your guns, you have 6 total guns that needs to take hazard tests. If you do that, you will probably lose more than 6MW i think, and you only have 20 wounds to begin with. Making you easier to kill now, on a model that isnt hard to kill to begin with.

The thought process does take a tiny bit of time because its not just "any time it makes a difference, pick the trait" because you also need to gauge what battle round you are in (to know how much longer this specific unit NEEDS to stay alive) and whether its worth it to take the mortal wounds. Its not always a clear answer given you damage yourself and your opponent damages you as well.

For instance with with the Deff dread, if you fail a single test, you are down to 5 wounds. And it has to take 4 tests every time you do melee (or shoots if you decided to go with 4x guns and shot with all of em, or 4x melee).

Point simply is, we are not a durable army. And we really dont want to take more damage than we absolutely have to because we will get shredded fast. I was not shredded fast because i played against melee orks, but what if you play against a shooting army? How many rounds will a 6 man unit of killa kanz survive, when 2 of them are down to 2 wounds from hazard tests? Not long.

So one really needs to gauge if its important to pick the trait, or go for hazardous tests in general. The fact that Ork shooting in general is very swingy doesnt really help on that matter. Because can these 2 units kill the unit i want to kill? I think so, so you start shooting, roll for your trait and get no hazard tests, and you failed. because you needed a 5 or 4 to hit. So it can swing a lot, which helps making the decision a little harder. Its a lot more difficult to make the math in your head, for what you expect to happen when you fire, with Dread Mob.


Anyway it didnt feel cookie cutter straight forward to me when i should pick the test or not. Well it was a bit, but if he was a shooty army it would be a lot harder.

This message was edited 4 times. Last update was at 2024/04/17 17:37:52


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in dk
Regular Dakkanaut




For instance with with the Deff dread, if you fail a single test, you are down to 5 wounds. And it has to take 4 tests every time you do melee (or shoots if you decided to go with 4x guns and shot with all of em, or 4x melee

I would argue that in melee, you only take a single test, as per the dead choppy rule, the dread klaw is a single weapon that increases its attack characteristics and not 4 separate weapons.
   
Made in ca
Smokin' Skorcha Driver




Canada

Bossdoc wrote:
I would argue that in melee, you only take a single test, as per the dead choppy rule, the dread klaw is a single weapon that increases its attack characteristics and not 4 separate weapons.

Yep, supported by the melee core rules which only let you make attacks with one weapon.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in dk
Longtime Dakkanaut




Danmark

 DakkaHammer wrote:
Bossdoc wrote:
I would argue that in melee, you only take a single test, as per the dead choppy rule, the dread klaw is a single weapon that increases its attack characteristics and not 4 separate weapons.

Yep, supported by the melee core rules which only let you make attacks with one weapon.

Oh is that so? Yea I guess you only do take one test, because you can only attack with one melee weapon. I definitely took more tests than what I had to! I was so focused on using tests on each weapon during shooting that i forgot that isnt the case for melee Dreads.

This message was edited 1 time. Last update was at 2024/04/18 07:21:29


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




Bossdoc wrote:
For instance with with the Deff dread, if you fail a single test, you are down to 5 wounds. And it has to take 4 tests every time you do melee (or shoots if you decided to go with 4x guns and shot with all of em, or 4x melee

I would argue that in melee, you only take a single test, as per the dead choppy rule, the dread klaw is a single weapon that increases its attack characteristics and not 4 separate weapons.


This
Deff dreads with 4 klaws is the only way to play def dread.. go crazy on hazardous buffs because it’s a single test at a max of 1-2 on a d6.

Being competitive doesn’t matter on the bad datasheets it’s the good datasheets that make the difference.
Dread mob completely depends on grot tanks which look absolutely busted for thier cost in a dread mob.. playing around with Mek units makes a lot of other you it’s viable lootas look decent. Deff dreads with 4x klaws are good, meka/mega dread have play, Morkanaut is extremely cheap, heck meganobs with attached bigmek in mega armor actually does damage and massive durability. Killakans are cheap. Grot bombs with the mortal wound strat is just crazy good. This list is competitive but it’s not broken.

I truly believe greentide is just broken. Boyz cost so little for how good they are are stealing objectives and being extremely hard to kill. A 20 man blob that has a 5+/5++ reroll. And 5+++ that can return boyz and having to kill 120 of them is impossible for almost any army. It’s just incredibly boring and tiring to play competitively.

Bully boys will be the most played detachment becuase it’s almost as competitive as greentide and easier to play there is no hidden units to it. Spam mega nobs and nobs in transports. Use ghaz for fun here. Don’t forget to take a boy unit or stormboy unit for objective play.

Warhorde is good but not really changed.

Big hunt is good but middling like warhorde even considering squiggoths. Yes squigboys are very good but they are still kinda expensive and you can easily be outgunned with a squig spam list. This might be better as a varied list of squigriders, rig and beastboy list.

Kult of speed might be the weakest but this also depends on nob bikers and warboss on bike. But ya spam deffkoptas.

This message was edited 1 time. Last update was at 2024/04/18 12:23:07


 
   
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gungo wrote:
Bossdoc wrote:
For instance with with the Deff dread, if you fail a single test, you are down to 5 wounds. And it has to take 4 tests every time you do melee (or shoots if you decided to go with 4x guns and shot with all of em, or 4x melee

I would argue that in melee, you only take a single test, as per the dead choppy rule, the dread klaw is a single weapon that increases its attack characteristics and not 4 separate weapons.


This
Deff dreads with 4 klaws is the only way to play def dread.. go crazy on hazardous buffs because it’s a single test at a max of 1-2 on a d6.

Being competitive doesn’t matter on the bad datasheets it’s the good datasheets that make the difference.
Dread mob completely depends on grot tanks which look absolutely busted for thier cost in a dread mob.. playing around with Mek units makes a lot of other you it’s viable lootas look decent. Deff dreads with 4x klaws are good, meka/mega dread have play, Morkanaut is extremely cheap, heck meganobs with attached bigmek in mega armor actually does damage and massive durability. Killakans are cheap. Grot bombs with the mortal wound strat is just crazy good. This list is competitive but it’s not broken.

I truly believe greentide is just broken. Boyz cost so little for how good they are are stealing objectives and being extremely hard to kill. A 20 man blob that has a 5+/5++ reroll. And 5+++ that can return boyz and having to kill 120 of them is impossible for almost any army. It’s just incredibly boring and tiring to play competitively.

Bully boys will be the most played detachment becuase it’s almost as competitive and easier to play there is no hidden units to it. Spam mega nobs and nobs in transports.

Warhorde is good but not really changed.

Big hunt is good but middling like warhorde even considering squiggoths.

Kult of speed might be the weakest but this also depends on nob bikers and warboss on bike. But ya spam deffkoptas.


Maybe its me but i feel like there are some statements here i dont fully agree with. I havent extensively used Grot tanks, but i dont see them as busted. They have 6 guns for 4, at a price of 155 points that arent too difficult to kill. At least i dont see them as difficult to kill, and their damage out put doesnt seem overly insane either. Like, point for point, you get more damage out of Killa Kanz i think. Killa Kanz dont have the reaction move of course and that makes grot tanks relevant. Also in the end you cant field more Killa Kanz, then you gotta recruit their grot tank counterparts.

But i dont consider grot tanks busted or directly cheap. I also dont really think Killa Kanz are that cheap for a ld8 model that only moves 6 inches. At least they are not durable for the price. I guess. But Killa Kanz and Grot tanks to me, do seem like the way forward. They are glass cannons but this seem to be the best way to use Dread Mob at my own first glance, with a ton of Rokkits. And Deff Dreads. Many "cheap" mechanical bodies that can deal good damage, but not really tank all that much them selves. The question simply is, can we field something that can actually tank? Or do they even need it to begin with. Maybe its about swarming the field with smaller robots.

One could use Mega Dreads or Meka Dreads. But they are in the 200+ point range and i feel like, the Mega Dreads dont have enough attacks to warrent that price tag, and the same goes for Meka Dreads. While all ork vehicles are like this, at least some are cheaper than others, or have an advantage of being a ranged unit. These units are not ranged units, unless you want to go for double kill kannon on the Meka Dread, if thats still possible. The amount of damage they deal is also nothing to really write home about, given none of them has a sweep profile, so i dont think ill be incorporating them in my army.

You can give it -1 damage and maybe it helps but i still feel like any type of las cannon or melta type will just.. erode these dudes and your -1 damage wont matter. That info was from someone who has only looked at the Mega/Meka Dreads, but not actually used them in a Dread Mob so i could be wrong.

I wonder if the best tank isnt just a battlewagon with Ard case? If you want someone to soak up damage. Maybe throw some Mega Nobz with a big mek in there too. Not sure.

Also i dont think the Morkanaut is any where extremely cheap. its almost 300 points for a model with a 5++ with no way of giving it -1 damage or giving it a 4++. I tried a gorkanaut in my previous list and that was fine but i will try out the Morkanaut next Which i deem will do better. But i wouldnt exactly call a morkanaut cheap either, nor difficult to kill.

My first thought would be that Killa Kanz, Deff Dreads and Grot tanks w many grots and stormboyz/snikrot for mission play, is the way forward. Im unsure if sinking 300ish points in to one model (morkanaut) is the competitive choice. I mean it might, at least you have that one model that can trash enemy vehicles when needed untill it dies.

This message was edited 3 times. Last update was at 2024/04/18 12:25:37


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Grot tanks have better movement 10in and can be taken in units of 4-8..
you can put a single strat on them as a whole to reduce damage characteristics by 1 (durability) or increase wound roll and damage characteristics by 1 or reroll hits (Damage).

This is important considering the amount of shots by grot tanks.. whereas killakans seem more like a rokkit body grot tanks are more a kustom megablasta body.. which benefits from the multiple stacks of hazardous.
A unit of 8 grot tanks is 20x shots of a kustommmega blasta at str 9 ap-2 d6 with +1 wd, +1 damage with either sustained hits, lethal hits or ap-2 on 6 your choice.. and each model rolls a max of 1x hazardous test at 1-2 on a d6. That’s brutal shooting… heck if you are in rapid fire range it’s probably worth shooting the big shoota with +1 wound/+1 dam and sustained/lethal hits. I’d take another hazoudous test for 5x str5 +1 wound, 2dam and extra hits on 6 X8

Take a unit of meganobs, attach the bigmek w mega armor add the stealth relic and enjoy nearly unkillable unit at 1+ armor save, that can heal and bring back a body each turn.

The meka dread can use its heal ability on itself. To heal 3 wounds each turn AND add 1 to hit roll making it essentaliy bs4+. This makes the dual killkannon version a great shooting platform. D6x2 +6 shots and you can use almost any strat on it.

Personally I think the deff dread is the best melee platform with 4 klaws.

This message was edited 3 times. Last update was at 2024/04/18 13:01:32


 
   
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Imho, a single unit auf 8 grot Tanks is too unwieldy to be competitive viable, and can easily be neutered by tagging in CC - blast weapon in combination with weak CC is not great. Basically any dread mob will give up full points on bring it down, so secondary play against any army that is capable of fulfilling one of the other fixed secondaries reliably will be very hard. I really like the rules, they seem absolutely viable for decent tournament placings and give lots of options for playable fluff lists, but they probably will not dominate in highly competitive settings...
   
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Bossdoc wrote:
Imho, a single unit auf 8 grot Tanks is too unwieldy to be competitive viable, and can easily be neutered by tagging in CC - blast weapon in combination with weak CC is not great. Basically any dread mob will give up full points on bring it down, so secondary play against any army that is capable of fulfilling one of the other fixed secondaries reliably will be very hard. I really like the rules, they seem absolutely viable for decent tournament placings and give lots of options for playable fluff lists, but they probably will not dominate in highly competitive settings...
then take a unit of 4x they are still incredible shooting platforms to push it with hazardous rolls.

The Meka dread as I said before heals itself and is a good shooting platform… the deffdread with 4x klaws is probably the best melee platform.

The Morkanaut isn’t just a gorkanaut with +1 invul… its the best walker to benefit the most from the reroll hit strat. It also gets +1 to hit during waggh shooting.
   
 
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