75775
Post by: Rismonite
Only bad thing about this codex is the stack of boyz sprews I'm looking at.
Soo many boyz..
87131
Post by: Daveh
I played my first 2 games with the new codex today a won both times. It worked great. Just kept charging into combat and knocking heads. Beet both necrons and Chaos Space Marines. Nob Bikers with KKF, PK, and a pain Boy Kicked ass. They tore up th place against the Necs, The Noise Marines... Not so much. Bt 10'Ard Boys charged the Hell out of those and I ended you cleaning the bored.
Allinall not as bad as I though. Only lost 2 boyz to the chart. I am now a fan. New Mek Guns are the Boss!
48746
Post by: Billagio
Daveh wrote:I played my first 2 games with the new codex today a won both times. It worked great. Just kept charging into combat and knocking heads. Beet both necrons and Chaos Space Marines. Nob Bikers with KKF, PK, and a pain Boy Kicked ass. They tore up th place against the Necs, The Noise Marines... Not so much. Bt 10'Ard Boys charged the Hell out of those and I ended you cleaning the bored.
Allinall not as bad as I though. Only lost 2 boyz to the chart. I am now a fan. New Mek Guns are the Boss!
Awesome! Its nice to hear someone enjoying it instead of all the doom and gloom.
22133
Post by: Spartan089
15 war buggies for 375 points! A wall of ramshackle vehicles has never looked so frightening.
47876
Post by: Ghenghis Jon
Daveh wrote:I played my first 2 games with the new codex today a won both times. It worked great. Just kept charging into combat and knocking heads. Beet both necrons and Chaos Space Marines. Nob Bikers with KKF, PK, and a pain Boy Kicked ass. They tore up th place against the Necs, The Noise Marines... Not so much. Bt 10'Ard Boys charged the Hell out of those and I ended you cleaning the bored.
Allinall not as bad as I though. Only lost 2 boyz to the chart. I am now a fan. New Mek Guns are the Boss!
Good to hear. It doesn't have to be full battle reports, but could you tell us what did you brought, what you fought against, at what point levels, and if anything worked differently? Such as Boarding Planks, challenges, whatever. Any information is appreciated. Thanks!
87256
Post by: Tazmork
About more than one relic. What does the Ghaz supplement say. Is it the same wording?
As I understand it HQs in "Crimson Slaughter" can have more than one.
Edit: Looking at posted pictures from the Ghaz supplement there is no such wording?
87608
Post by: Warboss Dan
I just got a quick question, in the boys section it says one other model may be upgraded to a boss Nob. Does it mean we can have two Nobs in one unit or am I just reading it wrong ? Its the word Other in the sentence that is making me think this.
Cheers
47876
Post by: Ghenghis Jon
Warboss Dan wrote:Does it mean we can have two Nobs in one unit or am I just reading it wrong ? Its the word Other in the sentence that is making me think this.
No. The 'other' refers to the option above in which models can be upgraded with a special weapon, so a Nob can no longer take a Big Shoota.
87608
Post by: Warboss Dan
Ghenghis Jon wrote: Warboss Dan wrote:Does it mean we can have two Nobs in one unit or am I just reading it wrong ? Its the word Other in the sentence that is making me think this.
No. The 'other' refers to the option above in which models can be upgraded with a special weapon, so a Nob can no longer take a Big Shoota.
Thanks for clearing that up, its clear to me now, just feel like a bit of a melon lol
65311
Post by: Vineheart01
eh characters lost precision shot so not much reason to give a nob a bigshoota now.
Also on the "one relic" thing....its one of each relic per army not one relic period. The thing were just noticing is its one of any relic per HQ taking the relics.
As of right now, you can have the relic bike, da fixer uppers, and da lucky stikk in the same army without going double foc but you will have 3 warbosses and/or big meks.
Really wish Painboyz could take relics. I'd gladly give him the Stikk lol.
20880
Post by: loki old fart
codex contradicts itself.
These lists detail the points values of various items of wargear available to units
in your army. Many unit entries in the datasheets that follow may include
wargear options from one or more of these lists – in each instance, the datasheet
will tell you (in bold text) exactly which of these lists you may use. Rules for these
items can be found in the Appendix.
Ranged Weapons
A model may replace its ranged weapon with one of the following:
- Shoota…free
• May include up to twenty additional Ork Boyz…6 pts/model
• The entire mob may replace their sluggas with shootas…1 pt/model
Slugga Range12" s4 ap 6 pistol
chopper user melee
If a slugga has a range and doesn't have melee in its profile, is it a ranged weapon.?
65311
Post by: Vineheart01
It has pistol. Pistols are considered a close combat weapon with no AP and user strength in melee combat.
Thats how we get our +1 attack for slugga choppa.
20880
Post by: loki old fart
Vineheart01 wrote:It has pistol. Pistols are considered a close combat weapon with no AP and user strength in melee combat.
Thats how we get our +1 attack for slugga choppa.
Everything else has melee in its description
55015
Post by: The Shadow
loki old fart wrote: Vineheart01 wrote:It has pistol. Pistols are considered a close combat weapon with no AP and user strength in melee combat.
Thats how we get our +1 attack for slugga choppa.
Everything else has melee in its description
But its type is Pistol, which allows it to be used in Melee. It doesn't need to have a special rule allowing you to do that.
I also have a rules query of my own, concerning the Ork Warband. I'd quite like to use a list which makes use of the Warband and Dakkajets for the Waaagh + Extra Shot every turn. However, if I do this, does the warband count as one detachment and so, in order to stay battle forged, I'd have to add in another detachment (i.e. minimum of 1 HQ and 3 Troops) in order to add in my Dakkajets?
87403
Post by: BooBoo
Can Warbosses, Big Meks or Painboys and MegaNobz Mobs purchase Waaagh! Banners? I can only see clearly that Nobz Mobs can take those but in the Ork Wargear section there is no mention of the Banner (nor its cost). It is listed under the Nobz Mobs options although we can find on the Guns and Gubbinz section the description for the Waaaagh! Banner.
Can someone please clarify this?
55015
Post by: The Shadow
It's not in the Wargear list, so a unit/model has to have a separate option to take it so, no, Warbosses and the like can't take it. They can take the Lucky Stikk though, which is better.
20880
Post by: loki old fart
The Shadow wrote: loki old fart wrote: Vineheart01 wrote:It has pistol. Pistols are considered a close combat weapon with no AP and user strength in melee combat.
Thats how we get our +1 attack for slugga choppa.
Everything else has melee in its description
But its type is Pistol, which allows it to be used in Melee. It doesn't need to have a special rule allowing you to do that.
I also have a rules query of my own, concerning the Ork Warband. I'd quite like to use a list which makes use of the Warband and Dakkajets for the Waaagh + Extra Shot every turn. However, if I do this, does the warband count as one detachment and so, in order to stay battle forged, I'd have to add in another detachment (i.e. minimum of 1 HQ and 3 Troops) in order to add in my Dakkajets?
Look in ranged weapons rule book 7ed.
pistol is there as a ranged weapon.
look in melee weapons no mention of slugga's.
I know what it was in 5/6th ed but this is 7th ed.
87595
Post by: Killbles
loki old fart wrote:
Look in ranged weapons rule book 7ed.
pistol is there as a ranged weapon.
look in melee weapons no mention of slugga's.
I know what it was in 5/6th ed but this is 7th ed.
Look under 'Close combat Weapons', there's a section about how to use pistols as a CCW.
48746
Post by: Billagio
loki old fart wrote: The Shadow wrote: loki old fart wrote: Vineheart01 wrote:It has pistol. Pistols are considered a close combat weapon with no AP and user strength in melee combat.
Thats how we get our +1 attack for slugga choppa.
Everything else has melee in its description
But its type is Pistol, which allows it to be used in Melee. It doesn't need to have a special rule allowing you to do that.
I also have a rules query of my own, concerning the Ork Warband. I'd quite like to use a list which makes use of the Warband and Dakkajets for the Waaagh + Extra Shot every turn. However, if I do this, does the warband count as one detachment and so, in order to stay battle forged, I'd have to add in another detachment (i.e. minimum of 1 HQ and 3 Troops) in order to add in my Dakkajets?
Look in ranged weapons rule book 7ed.
pistol is there as a ranged weapon.
look in melee weapons no mention of slugga's.
I know what it was in 5/6th ed but this is 7th ed.
Pistols as Close Combat Weapons
A pistol can be used as a close combat weapon. If this is done, use the profile given above
– the Strength, AP and special rules of the pistol’s shooting profile are ignored.
Found under Close Combat Weapons- Pistols as a close combat weapon/no specified close combat weapon
80243
Post by: darkcloak
Indulge me for a moment.
As a new Ork player, what should I be looking at as far models go? I will have about 20 Boyz, 2 Buggies, 5 Bikes and a Nob, plus the old metal Warboss w/ Squig, if everything works out.
My question is, where should I go from there?
83978
Post by: Melevolence
Wait a tic...didn't people say Choppa gives +1 str now? Does this mean our Boyz are WS4, Str4 and T4 all the time? Meaning with a Waaagh banner/Lucky Stixx, we now have WS5, Str 5, T4 Boyz on the charge?
26380
Post by: Geemoney
darkcloak wrote:Indulge me for a moment.
As a new Ork player, what should I be looking at as far models go? I will have about 20 Boyz, 2 Buggies, 5 Bikes and a Nob, plus the old metal Warboss w/ Squig, if everything works out.
My question is, where should I go from there?
I would recommend starting with:
At least 40 to 60 boyz total.
At least one mek with a KFF.
A painboy.
A couple battlewagons
10-15 Lootaz
Mega Nobz, and/or Nobz
These units are useful in almost any list.
61374
Post by: Madcat87
Melevolence wrote:Wait a tic...didn't people say Choppa gives +1 str now? Does this mean our Boyz are WS4, Str4 and T4 all the time? Meaning with a Waaagh banner/Lucky Stixx, we now have WS5, Str 5, T4 Boyz on the charge?
Yes a lot of people did say that, doesn't mean it was true.
39296
Post by: gpfunk
Bit of an opinion question:
If a certain dakkanaut was looking to make a single Orky purchase to buff up his current roster what would it be? Combat effectiveness and Aesthetic pleasure are equal in terms of weight of consideration. Between 50 - 100 dollars could be spent. Already got plenty of regular boyz, a Battlewagon, a few trucks, lootas, bustas, and burnas. So most of the little gitz are already part of the line up.
Thoughts? Looking forward to cracking some 'eads.
47876
Post by: Ghenghis Jon
gpfunk wrote:Bit of an opinion question:
If a certain dakkanaut was looking to make a single Orky purchase to buff up his current roster what would it be? Combat effectiveness and Aesthetic pleasure are equal in terms of weight of consideration. Between 50 - 100 dollars could be spent. Already got plenty of regular boyz, a Battlewagon, a few trucks, lootas, bustas, and burnas. So most of the little gitz are already part of the line up.
Thoughts? Looking forward to cracking some 'eads.
So you don't have Warbikerz/Nob Bikerz, Killa Kanz, Deff Dreads, Stormboyz, Buggies, Deffcoptas, 'Nauts, Stompas, MegaNobz, Big Gunz, or Gretchin. All are cool, kustomizable, and fun to play. I would wait a few weeks until the meta settles down and those who already have those models can test the waters to see which builds are worth while. I love my Speed Freeks, so I recommend the Bikes, Stormboyz, and Deffkoptas.
39296
Post by: gpfunk
Ghenghis Jon wrote: gpfunk wrote:Bit of an opinion question:
If a certain dakkanaut was looking to make a single Orky purchase to buff up his current roster what would it be? Combat effectiveness and Aesthetic pleasure are equal in terms of weight of consideration. Between 50 - 100 dollars could be spent. Already got plenty of regular boyz, a Battlewagon, a few trucks, lootas, bustas, and burnas. So most of the little gitz are already part of the line up.
Thoughts? Looking forward to cracking some 'eads.
So you don't have Warbikerz/Nob Bikerz, Killa Kanz, Deff Dreads, Stormboyz, Buggies, Deffcoptas, 'Nauts, Stompas, MegaNobz, Big Gunz, or Gretchin. All are cool, kustomizable, and fun to play. I would wait a few weeks until the meta settles down and those who already have those models can test the waters to see which builds are worth while. I love my Speed Freeks, so I recommend the Bikes, Stormboyz, and Deffkoptas.
Oh shucks. Forgot to mention those bikers. I actually have both the regular and Nob variety. I loved 'em in previous editions. And I do have some Koptas. I'll see what I can see. I suppose I could also get one of those nifty planes. We shall see. Thank you for your opinion.
83978
Post by: Melevolence
Madcat87 wrote:Melevolence wrote:Wait a tic...didn't people say Choppa gives +1 str now? Does this mean our Boyz are WS4, Str4 and T4 all the time? Meaning with a Waaagh banner/Lucky Stixx, we now have WS5, Str 5, T4 Boyz on the charge?
Yes a lot of people did say that, doesn't mean it was true.
Well, didn't know that, considering my books were not delivered to my store on time. That, and no one who had the book confirmed nor denied that rumor from what I'd seen. A simple 'yes or no' would have sufficed.
465
Post by: Redbeard
Played my first game @ 1850. Probably not an optimal list, but I wanted to try some of the units that had been buffed and see how much damage the kff/painboy mob could take.
Warboss on bike, PK, supa-bike.
Big Mek, KFF
Painboy.
3x 30 sluggas, 3 rokkits, PK nob
19 grots + grotminder
30 stormboyz, pk nob
10 lootas
2x 2 kannons
15 kommandos, pk nob, snikrot, 2 burnas
Played versus daemons. Orks nearly got tabled, and would have been had the game gone past turn 5. It's easier to get to combat, but losing the first round can be really bad. Winning versus small sacrificial units and ending up bunched up for templates is pretty bad too.
80243
Post by: darkcloak
Geemoney wrote:darkcloak wrote:Indulge me for a moment.
As a new Ork player, what should I be looking at as far models go? I will have about 20 Boyz, 2 Buggies, 5 Bikes and a Nob, plus the old metal Warboss w/ Squig, if everything works out.
My question is, where should I go from there?
I would recommend starting with:
At least 40 to 60 boyz total.
At least one mek with a KFF.
A painboy.
A couple battlewagons
10-15 Lootaz
Mega Nobz, and/or Nobz
These units are useful in almost any list.
Thanks man, Deadpool rules!
Also, what about the Warboss? I got him in a trade through the swap shop and at first I didn't like him, but now I just wanna clomp him around the table. He weighs like 5lbs I swear! How does he fare in the new codex as he is? He's armed with an Attack Squig, a Combi Burna and a Bosspole it looks like.
65311
Post by: Vineheart01
darkcloak wrote:Indulge me for a moment. As a new Ork player, what should I be looking at as far models go? I will have about 20 Boyz, 2 Buggies, 5 Bikes and a Nob, plus the old metal Warboss w/ Squig, if everything works out. My question is, where should I go from there? Im noticing a running theme with the new ork codex. It was there before, but its nowhere near as noticable as it is now. Spam something. Yes, BW spamming was a thing before. Boyz spamming was a thing before. Wazdakka lists warbiker spamming was a thing before. But they always lacked something. Almost every one of these lists including a couple others (i would say walker lists are a thing again, using KFF mek on bike to guard them) has other units in other FoCs that either indirectly or directly support the tactic. The list i posted earlier before i realized the "only one relic per character" limitation is a good example of this. Its trukk boyz technically, but im using a gakton of warbikers as a shock attack so you either let 30 bikers blow you to kingdom come and then charge, or let the trukkers reach you. You decide lol. Outside the supporting of Mek Gunz, which are universal in any tactic, it seems like every unit has a different tactic they actually function in and another they suck balls in thats still a viable tactic (just without that specific unit). Wall of text overwith, i would suggest looking at the models personally. What ones appeal to you the most/can you afford/able to kitbash effectively? Decide that, read the rules on them to determine how many of what you decided on you need, and spam the gak out of it. Warbikers are probably going to be very common now though. Or buggies for that matter. Orks have always been regarded as the most fun army to play. Use this to guide what you buy. Very little in our new codex is total garbage, there just isnt any broken overpowered gak anymore. Hell even burna boyz are viable, though i'd say theyre the lowest on the totem pole atm. Melevolence wrote:Wait a tic...didn't people say Choppa gives +1 str now? Does this mean our Boyz are WS4, Str4 and T4 all the time? Meaning with a Waaagh banner/Lucky Stixx, we now have WS5, Str 5, T4 Boyz on the charge? There is a massive, MASSIVE list of things people claimed orks were getting. Supposedly we were also getting army wide 6+ FNP and Boyz were going to be 5pts each. Prior to about a week ago, i would ignore anything you read unless it was a snapshot of a WD. Warbosses are not restricted to only one, however i think you'll find it hard to find the slots for more than one. Whether you use the Ork FoC (3HQs) or double normal FoC (4HQs) youre probably going to use them all lol. Remember, Painboyz are HQs now....that eats a LOT of the slots right there.
26380
Post by: Geemoney
darkcloak wrote:Indulge me for a moment.
Also, what about the Warboss? I got him in a trade through the swap shop and at first I didn't like him, but now I just wanna clomp him around the table. He weighs like 5lbs I swear! How does he fare in the new codex as he is? He's armed with an Attack Squig, a Combi Burna and a Bosspole it looks like.
He should have at least a power claw. Generally speaking a Warboss should either be wearing Mega Armour, or be on a bike.
65311
Post by: Vineheart01
Yeah thats the issue with the old metal boss sadly. You can convert him into a MANz boss with some plasticard and various orky platy bits fairly easily so he'll retain that weight factor you like, but the only other option of warbosses that work is on a bike and GL with that lol. I have the old metal boss with big choppa, i actually broke my tools trying to get that loincloth thingy off his pants so he could sit on a bike lol
22133
Post by: Spartan089
What's the consensus on which boyz are better to run in trukks, slugga or shoota? Need to know considering I'm thinking of buying 100 boyz of either or for my mass trukk list.
83978
Post by: Melevolence
Spartan089 wrote:What's the consensus on which boyz are better to run in trukks, slugga or shoota? Need to know considering I'm thinking of buying 100 boyz of either or for my mass trukk list.
Depends on what you plan for them to do. If I take Trukk Boyz, It's to put pressure on my opponent by threatening them with CC. So, I'll take them all with Slugga/Choppas with Nob/Klaw/Bosspole. Especially now with the Shoota tax, it keeps the squad cheap, but it is still threatening with 4 attacks per Boy on the charge, and of course the unsavory Klaw headed their way too.
If you plan on using them as just a pesky bullet platform, then go ahead and load up with Shootas and scoot about. Just don't expect the Trukk to keep them very safe. Shootas best serve in a BW so they have something sturdy to keep them going, and you can bring up to 20 Shootas instead of only a meager 12 (11 if you bring a Nob to keep them in line). But, this can be a major point sink due to BW costs and their odd shape, meaning you have to be perfect with positioning the Wagon to get the best armor protection possible, or that easy to hit side arc will mess your day up.
65311
Post by: Vineheart01
I find that low units such as those in trukks tend to favor sluggachoppa even in 6th. Now with the price hike on shootas, even more so. And the run + charge on waaagh and reroll 1 die on charge.
Bigger thought with trukks is what else are you bringing. If the trukks are your main force, youre wasting your time. I have fairly good luck, before the 7th changes btw as i havent even touched my orks since 7th, getting my trukks across the table in 1 turn when i have something thats a lot more dangerous looking and/or durable thats in the way....namely bikers or stormboyz.
83978
Post by: Melevolence
Vineheart01 wrote:I find that low units such as those in trukks tend to favor sluggachoppa even in 6th. Now with the price hike on shootas, even more so. And the run + charge on waaagh and reroll 1 die on charge.
Bigger thought with trukks is what else are you bringing. If the trukks are your main force, youre wasting your time. I have fairly good luck, before the 7th changes btw as i havent even touched my orks since 7th, getting my trukks across the table in 1 turn when i have something thats a lot more dangerous looking and/or durable thats in the way....namely bikers or stormboyz.
In my games thus far, even before 7th, and the few 7th I've played, Trukks are such a viable distraction from the rest of my force, so in that respect, they are simply amazing, even if they still pop to a mild breeze. I only own 4 of them sadly, wish I had at least one more. With those running up 2 feet in a turn, it really FORCES your opponent to respond, depending on their own lists of course.
I still sport Kanz as often as I can. I do love the buggers. So any shots not going for them is a bonus, same goes with my biker units, while my other foot bound Boyz follow up to camp objectives. If they ignore the Trukks in favor of Kanz or Bikes, then thats a promised CC on my following turn, allowing me to tangle up a shooty unit for a turn, and POSSIBLY kill it too if Gork & Mork favor my dice and curse my opponents.
Even with the tweaks, I feel Trukks are still such a staple (At least, for me anyway). It's no BW spam, thats for sure, but it still makes your opponent question their turn...waste a round of shooting trying to pop those Trukks, or hit the scarier stuff out back?
And with my Morkanaught (Aka, Steve) on the way, my Trukks should get even more survival if they choose to try to glance the Naught to death (IF they can with the KFF, Riggers, and Mek(s) inside)
22133
Post by: Spartan089
Vineheart01 wrote:I find that low units such as those in trukks tend to favor sluggachoppa even in 6th. Now with the price hike on shootas, even more so. And the run + charge on waaagh and reroll 1 die on charge.
Bigger thought with trukks is what else are you bringing. If the trukks are your main force, youre wasting your time. I have fairly good luck, before the 7th changes btw as i havent even touched my orks since 7th, getting my trukks across the table in 1 turn when i have something thats a lot more dangerous looking and/or durable thats in the way....namely bikers or stormboyz.
Right now I'm think my list will look something like this for 2000pts range
1 battle wagon with Boss and mega Nobz
2 trukks with 5 Burnas each
6 trukks with boyz
15 war buggies
3 looted wagons
83978
Post by: Melevolence
Spartan089 wrote: Vineheart01 wrote:I find that low units such as those in trukks tend to favor sluggachoppa even in 6th. Now with the price hike on shootas, even more so. And the run + charge on waaagh and reroll 1 die on charge.
Bigger thought with trukks is what else are you bringing. If the trukks are your main force, youre wasting your time. I have fairly good luck, before the 7th changes btw as i havent even touched my orks since 7th, getting my trukks across the table in 1 turn when i have something thats a lot more dangerous looking and/or durable thats in the way....namely bikers or stormboyz.
Right now I'm think my list will look something like this for 2000pts range
1 battle wagon with Bois and mega Nobz
2 trukks with 5 Burnas each
6 trukks with boyz
15 war buggies
3 looted wagons
You can't mingle Mega Nobz and Boys in one wagon, as they can't be part of the same unit. Unless you meant 1 wagon with Boyz, and a different wagon for Mega Nobz?
23433
Post by: schadenfreude
Do wrecking balls hit on a 5+ now?
Trucks seem scary if orks get the first turn, less so if they get blown up by an alpha strike.
If an opponent goes first with agun line the only thing I can think of is to reserve all of the trucks and go to ground with t7 grot artillery.
22133
Post by: Spartan089
Melevolence wrote: Spartan089 wrote: Vineheart01 wrote:I find that low units such as those in trukks tend to favor sluggachoppa even in 6th. Now with the price hike on shootas, even more so. And the run + charge on waaagh and reroll 1 die on charge.
Bigger thought with trukks is what else are you bringing. If the trukks are your main force, youre wasting your time. I have fairly good luck, before the 7th changes btw as i havent even touched my orks since 7th, getting my trukks across the table in 1 turn when i have something thats a lot more dangerous looking and/or durable thats in the way....namely bikers or stormboyz.
Right now I'm think my list will look something like this for 2000pts range
1 battle wagon with Bois and mega Nobz
2 trukks with 5 Burnas each
6 trukks with boyz
15 war buggies
3 looted wagons
You can't mingle Mega Nobz and Boys in one wagon, as they can't be part of the same unit. Unless you meant 1 wagon with Boyz, and a different wagon for Mega Nobz?
it was supposed to be boss* damn auto correct.
83978
Post by: Melevolence
Spartan089 wrote:Melevolence wrote: Spartan089 wrote: Vineheart01 wrote:I find that low units such as those in trukks tend to favor sluggachoppa even in 6th. Now with the price hike on shootas, even more so. And the run + charge on waaagh and reroll 1 die on charge.
Bigger thought with trukks is what else are you bringing. If the trukks are your main force, youre wasting your time. I have fairly good luck, before the 7th changes btw as i havent even touched my orks since 7th, getting my trukks across the table in 1 turn when i have something thats a lot more dangerous looking and/or durable thats in the way....namely bikers or stormboyz.
Right now I'm think my list will look something like this for 2000pts range
1 battle wagon with Bois and mega Nobz
2 trukks with 5 Burnas each
6 trukks with boyz
15 war buggies
3 looted wagons
You can't mingle Mega Nobz and Boys in one wagon, as they can't be part of the same unit. Unless you meant 1 wagon with Boyz, and a different wagon for Mega Nobz?
it was supposed to be boss* damn auto correct.
XD No worries brah! Just be careful with the Megaboss, as he will Slow & Purposeful the entire squad as well, so if the Wagon pops, they might be in some trouble XD
60622
Post by: pepe5454
Spartan089 wrote:What's the consensus on which boyz are better to run in trukks, slugga or shoota? Need to know considering I'm thinking of buying 100 boyz of either or for my mass trukk list.
I am not sure on any vehicles any more they all seem like death traps with the new mob rule. Trukk blows up lose half your boys, take a pinning check and if you fail lose more boys, now you lost over 25% take another ld test if you fail lose even more boys hopefully they don't have allot of models that cause fear or moral tests. Seems like there is a chance you might kill more of your own models than you opponent =P . Maybe if you take a gak ton of trukks or BW's. I need some more games to tell for sure but I am thinking of bikes and stormboyz for sure then you might force your opponent to shoot at them instead of your vehicles for a turn or two.
87595
Post by: Killbles
I made up a quick 2000pt list based around a Stormboy/Trukk rush. Hopefully there is enough fast movers in there to split the opponents fire and let a bit get through. Big gunz are in support to crack tanks, flyers and any heavy hitters you don;t want your boyz getting tangled up with.
Thoughts?
83978
Post by: Melevolence
pepe5454 wrote: Spartan089 wrote:What's the consensus on which boyz are better to run in trukks, slugga or shoota? Need to know considering I'm thinking of buying 100 boyz of either or for my mass trukk list.
I am not sure on any vehicles any more they all seem like death traps with the new mob rule. Trukk blows up lose half your boys, take a pinning check and if you fail lose more boys, now you lost over 25% take another ld test if you fail lose even more boys hopefully they don't have allot of models that cause fear or moral tests. Seems like there is a chance you might kill more of your own models than you opponent =P . Maybe if you take a gak ton of trukks or BW's. I need some more games to tell for sure but I am thinking of bikes and stormboyz for sure then you might force your opponent to shoot at them instead of your vehicles for a turn or two.
It always seems worse on paper and when our minds make up the worst case scenarios possible in order to justify that something is bad. Trukks are still worth taking. With Ramshackle giving us a chance at least not to lose any guys, we can still make out good. Also, with Ard Armor, you can shrug off those explosion hits fairly easily. Nob with Bosspole should keep them in line, again shrugging off hits with Ard Armor.
Even if you don't use armor, and your opponent focuses on your dirt cheap trukk, thats less shots aimed at your important things. And that, I'm OK with. Every shot not fired at my Kanz, or soon to arrive Naught, the better. Leave my Big Gunz alone like a fool, and take out my Trukks like a silly man. Trukks, in my bottom line, are threat saturation, and cheap ways to keep fire off everything else, as my opponent knows they can't shoot if those Boyz tie them up. Even one turn of no shooting will hurt them. Any turn my large blobs of angry Boyz get of free running with no casualties is good in my book.
I wouldn't bother with Storm Boyz unless you got Zag to get them to deep strike. Thats how you REALLY get them to focus fire on them, Otherwise, they will just pie plate you before you even get to lift off.
Automatically Appended Next Post:
Killbles wrote:I made up a quick 2000pt list based around a Stormboy/Trukk rush. Hopefully there is enough fast movers in there to split the opponents fire and let a bit get through. Big gunz are in support to crack tanks, flyers and any heavy hitters you don;t want your boyz getting tangled up with.
Thoughts?
Traktor Kannonz will be dead weight unless you know your opponent is bringing some fliers. I'd only take a couple of them, since I believe they have Skyfire, and will only be able to snapshot things on the ground. Maybe 2 Traktors and replace the third with a different Gun for a little extra wham.
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Post by: Dr. Delorean
Skyfire things can still target Skimmers wi'out penalties though, right?
So you'll be okay unless your opponent doesn't take any flyers or skimmers.
61374
Post by: Madcat87
Melevolence wrote:Traktor Kannonz will be dead weight unless you know your opponent is bringing some fliers. I'd only take a couple of them, since I believe they have Skyfire, and will only be able to snapshot things on the ground. Maybe 2 Traktors and replace the third with a different Gun for a little extra wham.
Flyers, FMC & skimmers. This consists of a lot of strong consistent choices among a lot of armies I'd say it's a very easy bet that something they are designed to kill will be on the board.
If not the unit was cheap and not a major loss worse case you can throw them up the front of your army and have some T7 screening wounds.
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Post by: Melevolence
Madcat87 wrote:Melevolence wrote:Traktor Kannonz will be dead weight unless you know your opponent is bringing some fliers. I'd only take a couple of them, since I believe they have Skyfire, and will only be able to snapshot things on the ground. Maybe 2 Traktors and replace the third with a different Gun for a little extra wham.
Flyers, FMC & skimmers. This consists of a lot of strong consistent choices among a lot of armies I'd say it's a very easy bet that something they are designed to kill will be on the board.
If not the unit was cheap and not a major loss worse case you can throw them up the front of your army and have some T7 screening wounds.
I suppose that true enough as well. Suppose it depends on how well you know your opponents really as well. Example, our local Necron player is notorious for his Doom Scythes. So, anytime I play him, I'll be bringing Trakktors.
61374
Post by: Madcat87
Something that occured to me as I'm looking through the codex, the following units/models don't have stikk bombs:
Painboy
Weirdboy
Mad dok
Gretchin
deffkoptas
warbikes
Mek Gunz
The mad dok has a powerfist; Deffkoptas, warbikes & Mek Gunz aren't getting into vehicles any time soon and gretching are well... gretchin. So the painboy and weird boy are the only two models suffering from a lack stikkbombs, so why the feth does the codex still have the option of a stikkbomb chukka for vehicles? It is a literally useless upgrade for 95% of the codex. Granted it wasn't that useful last codex but at least it could have been used in some way now it's just a trap for newbies to fall into.
28259
Post by: Ugly Green Trog
Seen quite a few times that people are saying Killkannon has no transport tax. It has the same 8 model capacity tax as it used to, reducing capacity to 12. Pg 79 of the codex.
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Post by: mrfantastical
So what if you combine the Ghazzy supplement FoC & Ally the Ork codex FoC.... Could you then take multiple relics per army per model?
One from the Ghazzy Supplement & one from the normal codex.
Nevermind... The answer is no
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Post by: Thulsa Doom
Been reading the codex all night. from what I can tell, it is harder to use Painboyz now that they are an HQ. I used to run 2 painboyz, one in Nob bikerz and one in regular nob unit now they just don't seem to justify the cost.
So far it is looking like all we really got is more expensive shoota boyz.
I guess stacking Meks with KFF's is a good thing. I do also think the Weirdboyz may be viable now. I may have to buy some Nurgle demons for summoning.
I am trying to find ways to make the Morkanaut useful, but am having trouble justifying the cost.
I have never played MegaNobz, but putting them into a vehicle and pointing them at something to destroy might be fun.
Jury is still out for me, I am really looking at the clear cut advantages that Orks got and there doesn't seem to be anything major.
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Post by: Ugly Green Trog
Just finished a Quartermaster template for the new book. I've added in the Looted Wagon and left out LoW and special characters. Please let me know of any errors.
https://www.dropbox.com/s/ajav6vbh4fgit08/Orks%20%287th%20Ed%29.qmtemplate
The link is to drop box needs opening with QM. Edit to fix Warbiker costs and adds Painboy wargear.
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Post by: coolmandool
Firstly, Apologies if this has already been discussed.
I've been looking through the main codex and I'm a bit confused about why Ghaz is a Lord of War. He actually seems weaker than before without his invulnerable, +2A headbutt and guaranteed 6" waagh...
The only reason I could see why he might be Lord of War was the Ork warband formation that lets you waagh every turn... With a 2+ invul on waagh, this might actually make Ghaz worthwhile....
The issue is that I can't see how Ghaz can be taken with this formation. The formation specifically requires a generic Warboss who is also the Warlord for waagh to be called every turn. Ghaz doesn't HAVE to be warlord, but he only gets the 2+ invul if he is warlord...
Am I missing something here? Ghaz can't do endless 2+ invul, can he? I haven't seen the Ghaz supplement so not sure if there are shenanigans that allow this in there.
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Post by: TedNugent
Trukk results
1 unit of 12 Trukk Boyz w/ Nob w/ PK+BP
72+30+10+25+5
142
If a unit shoots a krak missile at this Trukk, 66% chance to hit, 66% chance to pen 83% chance to bypass ramshackle = 36%
chance to cause explodes result = 16%
6% chance per missile to cause an explodes result / per Long Fang pack = 29%
If a unit shoots a Lascannon at this Trukk, 66% chance to hit, 83% chance to pen 83% chance to bypass ramshackle = 45%
chance to cause explodes result = 33%
15% chance per Las to cause an explodes result / per Devasator squad = 60%
Explodes result causes S4 AP- hits * 12 squad members = 6 wounds * .83 for 6+ armor save = 4.98 unsaved wounds. 12/5=41%
Pinning Test 42% chance to fail leadership test, .55% chance for Breaking Heads result = D6/3.5 S4 hits average * .5 for T * .83 for 6+ armor = .42*.55*3.5*.5*.83 = .33 wounds avg
Chance to fail Pinning Test w/ bosspole = .42*.45 = 18.9% chance for squad to become pinned
41% casualties lost to explosion triggers leadership test on average.
Leadership Test 42% chance to fail morale test, .33% chance for Breaking Heads result = D6/3.5 S4 hits average * .5 for T * .5 for 6+ armor = .42*.55*3.5*.5*.83 = .33 wounds avg
Chance to fail Pinning Test w/ bosspole = .42*.45 = 18.9% chance for squad to fail morale test, break and run.
Avg results from a squad of Long Fangs shooting at a Trukk w/ 12 Boyz:
29% chance of explodes result * 5.66 wounds * 18.9% chance to pin * 18.9% chance to fail morale test= 1.64 unsaved wounds average, 5.5% chance to pin, 5.5% chance to fail leadership
Avg results from a squad of Devastators w/ Lascannons shooting at a Trukk w/ 12 Boyz;
60% chance of explodes result * 5.66 wounds * 18.9% chance to pin * 18.9% chance to fail morale test = 3.396 wounds, 11.34% chance to pin, 11.34% chance to fail morale test
===================================================
1 unit of 'ard boyz in Trukk w/ Nob with PK + BP
120+30+10+25+5
190
If a unit shoots a krak missile at this Trukk, 66% chance to hit, 66% chance to pen 83% chance to bypass ramshackle = 36%
chance to cause explodes result = 16%
6% chance per missile to cause an explodes result / per Long Fang pack = 29%
If a unit shoots a Lascannon at this Trukk, 66% chance to hit, 83% chance to pen 83% chance to bypass ramshackle = 45%
chance to cause explodes result = 33%
15% chance per Las to cause an explodes result / per Devasator squad = 60%
Explodes result causes S4 AP- hits * 12 squad members = 6 wounds * .5 for 4+ armor save = 3 unsaved wounds. 12/3=25%
Pinning Test 42% chance to fail leadership test, .55% chance for Breaking Heads result = D6/3.5 S4 hits average * .5 for T * .5for 4+ armor = .42*.55*3.5*.5*.5 = .20 wounds avg
Chance to fail Pinning Test w/ bosspole = .42*.45 = 18.9% chance for squad to become pinned
25% casualties lost to explosion triggers leadership test on average.
Leadership Test 42% chance to fail morale test, .33% chance for Breaking Heads result = D6/3.5 S4 hits average * .5 for T * .5for 4+ armor = .42*.33*3.5*.5*.5 = .20 wounds avg
Chance to fail Pinning Test w/ bosspole = .42*.45 = 18.9% chance for squad to fail morale test, break and run.
Avg results from a squad of Long Fangs shooting at a Trukk w/ 12 'ard Boyz:
29% chance of explodes result * 3.4 wounds * 18.9% chance to pin * 18.9% chance to fail morale test= .6 unsaved wounds average, 5.5% chance to pin, 5.5% chance to fail leadership
Avg results from a squad of Devastators w/ Lascannons shooting at a Trukk w/ 12 'Ard Boyz;
60% chance of explodes result * 3.4 wounds * 18.9% chance to pin * 18.9% chance to fail morale test = 2.04 wounds, 11.34% chance to pin, 11.34% chance to fail morale test
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Post by: Ghenghis Jon
Yes. The Stampede rule is a command benefit of the Formation Warboss only. You can include Thrakka as a LoW, but, if you make him your Warlord, he does not gain access to the Formation Command Traits. Also, he only gains his 2+ invul when he calls is Waaagh!, so no permanent 2+ invul.
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Post by: Perfect Organism
The stikkbomb chukka says 'the vehicle is armed with stikkbombs' as well, so at least you get another shooting attack out of it, pathetic as it may be.
Looks like 'eavy armour is rather necessary for trukk riders.
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Post by: Wakshaani
Hey, here's a weird question... can Big Gunz run?
Because I'm here thinking, you know, those are big honkin' models. They have wheels, so I know they can move. The unit has a Toughness of 7.
Paradoxically as it seems, if you take them with just the free weapon, they could be rolled in front of your army as a screen, protecting the more fragile boyz behind them. Heck, place 'em base to base and you can't even shoot through the unit at all, while spreading them out gives the 5+ cover save.
Weird concept, but.
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Post by: Perfect Organism
I see absolutely nothing preventing artillery from running in 7th edition.
At 18 points for two grots and a gun, it actually seems more efficient than using gretchin for cover, although you probably want some method of ensuring they don't run away... I've got a terrible notion that Mad Dok Grotsnik might just be the best way to do that. He can't give FNP to the crew for most shots, but he can grant it to the guns as far as I can tell.
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Post by: doktor_g
Just got the codex. Could some one talk me off of the ledge. I'm seeing an over arching NERF to my army. 8000 points painted! Ready to go! I have a brand new codex and a tourney TODAY 750 pt doubles. Thinking of leaving the boys at home.
Fie on:
-Mob Rule
-Deff Rolla Nerf
-Loota class switch
-Shootas more expensive (WTF, GW?)
-Goobernaut
-Killa Kan Nerf and more expensive
-KFF Nerf. I would rather have the old one.
-Waagh jet Nerf
Horay for:
-Pain Boss
-'Ere We Go
-Warlord Traits
-Restoring Waagh (overdue)
-Mek IC
-Stampede (big tax to get it though)
-Gifts of Gork
Show me the path dakka. You're my only hope.
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Post by: Vineheart01
The sheer fact that big guns are not straight up denied shooting if they move is kinda interesting. Vast majority of them wont fire anyway since theyre blasts firing snapshots. But we are one of the few armies that can confer "relentless" to a random unit through SnP. Previously the only unit that could benefit from that were Lootas and they didnt need to move....ever...now Mek Gunz can benefit and unless youre using Lobbas or another 48" gun, moving up once or twice might be important and make or break your army's killin power.
Stikbombs have and always will be pointless. Unless they gave orks a static I3 so we could at least attack before the gunline armies that do not like melee (ig, tau, necrons) which would make SENSE....stikkbombs literally means jack squat lol. I never bought that stikkbomb chukka before, never will this codex either.
Not even going to take boarding planks except on a BW. 15pts is WAY steep to slap on a trukk lol
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Post by: Agent_Tremolo
Codex in hand, I'm positively appalled. I still don't know what to do of my orks when a lowly tank-shocking rhino or fear-inducing enemy can throw the bulk of my forces into a suicidal frenzy. Sure, there are some good picks here and there but, surrounded by non-threats as they are, any opponent can single them out and, in no small part thanks to Mob Rule, break them with ease. Anyways, let's focus on the positives. - Mek Guns: Resilient, cheap and absolutely devastating. One of the few units without obvious cons. The age of the Loota is over, all hail the Mek Gun. - Buggies: What's the point in taking Tankbustas when you can take the cheaper, faster and more accurate buggies instead? And outflanking to boot! - Warbikes: While a bit tougher than every other ork unit, they're still vulnerable to the pesky Mob Rule so adding a bikerboss for a Ld boost is pretty much mandatory. Speaking of which, now that warbosses in general have lost some of the little goodies that made them shine, babysitting bikers and striking down targets of opportunity will be my Bikerboss' main duties. And if an enemy CC beatstick rears its ugly butt, I'll be unleashing the combined power of 16 twin-linked big shootas upon it and driving over its bullet-ridden corpse. - Blitza Bomma: I always loved the model, now I have good reasons to field it. - KFF Bikers: Still unsure if it's possible or not (a fellow ork player swears you can). If it is, that mobile, resilient bubble of 5++ will surely come in handy. - Stompa: Though my group is still reluctant to let superheavies in, I think the Stompa is one of the better balanced units in the codex. Good guns, crazy good in CC, fast, dead hard if kitted properly and packing a nice bubble of fearlessness around it, the Stompa seems to be the deathstar Nob Bikers once were. We ork players must lobby hard to gain widespread acceptance for our fat robot ballerinas. It's sad that we have been forced to invest 700+ points in a superheavy to get what other armies take for granted, but as things stand now it is our lackluster codex's only answer to all the threats we're powerless against.
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Post by: Crimson-King2120
So is a flash Gitzcforce possible ?
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Post by: herpguy
So Flash Gitz seem like they are better than Nobz in any way since they're only 4 pts more than regular nobs and also all come with bosspoles. However I am still confused at what they are supposed to do. Sure, they sound cool, but 3 S5 shots on a 6+ save platform isn't really that amazing and isn't likely to shoot any unit off the board in a turn. Sure they have a 50% chance of ignoring power armor but I don't really count 50% as good odds especially when you can't roll the AP until after you target a unit.
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Post by: Gratlugg
Are regular nobz in a transport useful at all these days? They don't seem to have changed much since the last Codex, except now they need to be babysat by an HQ (Painboy) to be as much of a threat as they used to. In a fluffy Goff-styled army (maybe in a battlewagon), can they compete at all with Meganobz and hordes of Slugga Boyz as a close combat tool?
I understand they simply lack the beastliness to fight other dedicated CC units from other armies, so what is their purpose? If it's bullying non-dedicated CC units, don't larger numbers of boyz do it just as well with a hidden PK?
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Post by: Windir83
My 2 largest armies are Tyranids and Orks, with Orks being my first love, and I'm despairing right now. Both codexes seem to have been written in a vacuum where none of the really powerful 'dexes exist and the rules of 7th don't overwhelmingly favour shooting unless you have insane speed AND resilience, neither of which Orks/'Nids have. As for positives about this codex Agent_Tremolo pretty much hit it on the head with the possible addition of Deffkoptas. In short: Codex: Orks = one massive monobuild meh. Oh well, maybe I'll have some fun playing it as long as I don't have to face really powerful lists.
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Post by: Jambles
I played a game against Dark Angels last night at 1000 points, and I won quite handily. I think he kept too much in reserve and spent too many points on HQ and a Land Raider, to be fair.
I quite like being able to take eavy armour on all of my boys mobs. Makes it feel like a more elite army but you still get to bring a big horde of boys.
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Post by: DaKrumpa
Jambles wrote:I played a game against Dark Angels last night at 1000 points, and I won quite handily. I think he kept too much in reserve and spent too many points on HQ and a Land Raider, to be fair.
I quite like being able to take eavy armour on all of my boys mobs. Makes it feel like a more elite army but you still get to bring a big horde of boys.
I keep coming back to this as well, you can spam ardboyz! With a painboy in the unit they really feel elite.
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Post by: Saevus
Jambles wrote:I played a game against Dark Angels last night at 1000 points, and I won quite handily. I think he kept too much in reserve and spent too many points on HQ and a Land Raider, to be fair.
I quite like being able to take eavy armour on all of my boys mobs. Makes it feel like a more elite army but you still get to bring a big horde of boys.
I played a 1000pt game vs space wolves last night and I got poop in my mouth. I'd love to spam 'ard boyz, but I feel like in my small list, it over cost me. Definitely want to try 'ard boys and a doc to create an elite blob in my next 1850 game.
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Post by: Spartan089
Is there any point to still putting Klaws on nob lead trukk boyz? They dont even seem to last long enough to make a difference.
Also heres a 2000pt list I came up with, its a trukk list with a screen of buggies to defend the wave of trukks.
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Post by: Melevolence
Spartan089 wrote:Is there any point to still putting Klaws on nob lead trukk boyz? They dont even seem to last long enough to make a difference.
Also heres a 2000pt list I came up with, its a trukk list with a screen of buggies to defend the wave of trukks.
I haven't had much chance to test the newer changes, but I always feel Klaws on Nobz is manditory. Without it, those Trukk Boyz DEFINATLY won't be doing a heck of a lot once in CC. In my last game, a single Klaw nob single handedly killed a Necron walker, while boys acted as wound shields.
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Post by: herpguy
So I've been trying hard to think of what to do with a tellyport blasta big mek, because it just sounds so cool to me. I finally had a eureka moment.
Big mek + mega armor (with klaw and mega-blasta), tellyport blasta, and LUCKY STIKK.
This guys rolls with a unit of Flash Gitz and uses the stikk to tank for them on his 2+ rerolling save in the enemy's turn (or simply LoS if getting shot with AP 1 or 2), and then he uses his hit reroll for his tellyport blasta (or even his mega-blasta if he's not within 12"). Finally, he can reroll wounds just in case you're up against something like Centurions or a Wraithknight.
I'm glad I thought of a use for him that should work pretty well!
This unit would probably do best staying low key until late game when it shows up and starts blasting, or else I would throw a painboy in there, but I think that would attract too much attention.
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Post by: Spartan089
Melevolence wrote: Spartan089 wrote:Is there any point to still putting Klaws on nob lead trukk boyz? They dont even seem to last long enough to make a difference.
Also heres a 2000pt list I came up with, its a trukk list with a screen of buggies to defend the wave of trukks.
I haven't had much chance to test the newer changes, but I always feel Klaws on Nobz is manditory. Without it, those Trukk Boyz DEFINATLY won't be doing a heck of a lot once in CC. In my last game, a single Klaw nob single handedly killed a Necron walker, while boys acted as wound shields.
Thats why I didnt phase out all the klaws, out of 6 groups of trukk boys I put 3 of them with klaws
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Post by: Hazard30
No one has been talking about our wierdboys...
I feel they are pretty freaken awesome. They have some nice witchfire spells but where I think they really shine is there WC1 deepstrike rule.
Attach a painboy and a weirdboy in a squad of flashgitz and just tellaport them around the field killing all the fun stuff.
Since the psykic phase is its own phase now the squad doesn't count as moving, letting them get anywhere and retain that BS3.
Then you start adding in tellaporting MANz...who needs trukks when you can show-up behind the enemy turn 1
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Post by: sirlynchmob
Hazard30 wrote:No one has been talking about our wierdboys...
I feel they are pretty freaken awesome. They have some nice witchfire spells but where I think they really shine is there WC1 deepstrike rule.
Attach a painboy and a weirdboy in a squad of flashgitz and just tellaport them around the field killing all the fun stuff.
Since the psykic phase is its own phase now the squad doesn't count as moving, letting them get anywhere and retain that BS3.
Then you start adding in tellaporting MANz...who needs trukks when you can show-up behind the enemy turn 1
When you deep strike, you count as having moved for the shooting phase.
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Post by: Stashgordon36
Just played my first 2 games today with the new codex vs IG and Necrons... Speed Freaks are going to be a lot of fun. The new Waaagh! Is a total game changer. I was in cc with 80% of my army round 2 in both games.
Plus even though I hate the new ramshackle its way better than getting blown up 2/3 of the time. I lost 2 out of 12 trukks to explode results over 2 games and just 1 of 4 wagons.
The new mob rule isnt that bad. I missed a few checks but never lost a lot of boyz because of it. There is light at the end of the tunnel for those of us that feel the need for speed.
Beat Necrons 11 to 4 in 5 turns.
Beat IG 23 to 3. Tabled him turn 6.
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Post by: Makinit
What about a weird boy with a Gorkanaut. If I drop a gorkanaut in your lap I don't think you will be shooting at the trucks charging across the board. I really wish they had made the Deffdread a unit of 2. They look like fun but just are not worth the HS slot.
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Post by: Dr. Delorean
Stashgordon36 wrote:Just played my first 2 games today with the new codex vs IG and Necrons... Speed Freaks are going to be a lot of fun. The new Waaagh! Is a total game changer. I was in cc with 80% of my army round 2 in both games.
Plus even though I hate the new ramshackle its way better than getting blown up 2/3 of the time. I lost 2 out of 12 trukks to explode results over 2 games and just 1 of 4 wagons.
The new mob rule isnt that bad. I missed a few checks but never lost a lot of boyz because of it. There is light at the end of the tunnel for those of us that feel the need for speed.
Beat Necrons 11 to 4 in 5 turns.
Beat IG 23 to 3. Tabled him turn 6.
Good to hear! Could you maybe state what your list was, and what lists they were running (roughly speaking)?
It's good to get some actual in-game info, anecdotal though it may be.
For all of you coming here to complain about the changes: We all sympathise with your position, being Ork players ourselves, but as valid as your complaints are, this thread is not the place for them. This thread is about brainstorming tactics using the NEW Ork codex, not lamenting the old one.
If you've come here with the sole intention of complaining about what changed, save your time and don't post. No one here who is actually here to discuss tactics will read it anyway, I know I've long since blocked out the vast majority of complaints as white noise.
Anyway, I had a great time today with a unit of 17 'ard boyz with a painboy and a warboss in mega armour with the lucky stick, all rolling in a battlewagon. That unit just did not die.
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Post by: mrfantastical
Couple of observations about MegaNobz. They are both improved, but still situational.
Good:
*may trade both weapons for 2 killsaws. With this upgrade, MegaNobz are the best CC anti-vehicle unit in the codex (S9, armourbane, +1 from two specialist weapons, AP2).
Bad:
*still can't run.....except, if Ghazzy calls a Waaagh.
*same point cost as a terminator, yet not invul, or deepstrike
*still no sweeping advance
*no waaaagh banner
All in all, they make a good secondary CC unit, but are too slow, and transport dependant to be a front line unit. Funny thing is that now that Cybork bodies lost invuls, and any unit can get a Painboy, value for MegaNobz has gone up.
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Post by: Geemoney
herpguy wrote:So I've been trying hard to think of what to do with a tellyport blasta big mek, because it just sounds so cool to me. I finally had a eureka moment.
Big mek + mega armor (with klaw and mega-blasta), tellyport blasta, and LUCKY STIKK.
This guys rolls with a unit of Flash Gitz and uses the stikk to tank for them on his 2+ rerolling save in the enemy's turn (or simply LoS if getting shot with AP 1 or 2), and then he uses his hit reroll for his tellyport blasta (or even his mega-blasta if he's not within 12"). Finally, he can reroll wounds just in case you're up against something like Centurions or a Wraithknight.
I'm glad I thought of a use for him that should work pretty well!
This unit would probably do best staying low key until late game when it shows up and starts blasting, or else I would throw a painboy in there, but I think that would attract too much attention.
I like it. The only issue I can see is you could end up in situations where you are up against something that the Flashgitz shouldn't be shooting at, put is a prime target for the Tellyporty, ie vehicles.
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Post by: Clang
mrfantastical wrote:Couple of observations about MegaNobz. They are both improved, but still situational.
Good:
*may trade both weapons for 2 killsaws. With this upgrade, MegaNobz are the best CC anti-vehicle unit in the codex (S9, armourbane, +1 from two specialist weapons, AP2).
Bad:
*still can't run.....except, if Ghazzy calls a Waaagh.
*same point cost as a terminator, yet not invul, or deepstrike
*still no sweeping advance
*no waaaagh banner
All in all, they make a good secondary CC unit, but are too slow, and transport dependant to be a front line unit. Funny thing is that now that Cybork bodies lost invuls, and any unit can get a Painboy, value for MegaNobz has gone up.
A unit of 3 in a trukk, hugging cover as it zooms across the board, would at least be a great distraction unit. But yes, annoyingly slow - if the trukk blows up early, then plodding 6" per turn towards the enemy won't scare anyone :(
69018
Post by: Solar Shock
A unit of 3 in a trukk, hugging cover as it zooms across the board, would at least be a great distraction unit. But yes, annoyingly slow - if the trukk blows up early, then plodding 6" per turn towards the enemy won't scare anyone :(
But hopefully those 3 trukks of slugga boyz who burst through the flaming wreck of the MANz missile and straight into the faces of all those wimpie tau are plenty scary alone
With trukks being able to be brought as FA at a pretty darn cheap price, perhaps simply a couple back-up trukks for 70 pts is in order? Especially if you've ran alot of MANz ( Manz formation eh). They can scoot about and pick up that stranded MANz unit, act as a LOS blocker, or simply ram things  Either way, if the enemy decides shooting your empty transport is the best move he can make, then either he's not a particularly great player or hes gona table you
49290
Post by: katfude
Here's a headscratcher: Tankbusta Nob has access to Melee Weapons.
Melee weapons says you MAY replace a melee weapon to get access to a PK or Big Choppa.
Only way to give a Tankbusta Nob a melee weapon is to pay 2 points to give a normal tankbusta a tankhammer, then upgrade him to a Nob, then replace the tankhammer with a PK or Big Choppa. This wastes one of your possible 2 tankhammers in the unit.
39309
Post by: Jidmah
Yeap. I don't think there is a point in giving the tankbusta nob a PK though. He already has a melta bomb, as does the rest of the unit. You can simply toss 12 meltabombs as any given vehicle or MC in close combat, few are going to survive that anyway.
Added formations and the detachment from Waaagh! Ghazghkull to first post.
87082
Post by: MagicMan
Tank-Hammers in general seem a bit lame. Whats the point when you have Melta-Bombs..?
39309
Post by: Jidmah
Well, they work pretty well when stuck in combat with regular infantry.
87458
Post by: BigmekRatsmek
Is there any reason to take the stikkbomb upgrade for vehicles?
Am I just missing something?
27151
Post by: streamdragon
BigmekRatsmek wrote:Is there any reason to take the stikkbomb upgrade for vehicles?
Am I just missing something?
It should count as a weapon for Weapon Destroyed (after all, it does allow you to shoot) so on a BW with Killkannon or something it might be worth it for the extra random weapon destroyed protection.
That's about the best thing I can say about it though, unless you are putting Grotz into trukks for some reason. Pretty much it just looks like GW wasn't paying attention.
87458
Post by: BigmekRatsmek
streamdragon wrote: BigmekRatsmek wrote:Is there any reason to take the stikkbomb upgrade for vehicles?
Am I just missing something?
It should count as a weapon for Weapon Destroyed (after all, it does allow you to shoot) so on a BW with Killkannon or something it might be worth it for the extra random weapon destroyed protection.
That's about the best thing I can say about it though, unless you are putting Grotz into trukks for some reason. Pretty much it just looks like GW wasn't paying attention.
Well thats something, I guess.
Got to say the HQ formation from the Ghazghkull supplement looks fun. Might try that out on a 1000 points game, see what my opponent has to say to that, when all I field is one BW.
1567
Post by: felixcat
Looking through the thread, I think we need to just max out the better units. If I was building a list I would start with this:
zagstruk ( cheap and great warlord trait )
2 painboy bikers ( for warbikerz mobs)
2x 3 meganobs in BWs (cover those advancing bikes)
troops (undecided)
2x 15 waerbikerz, nob klaw
3x2 mek guns (undecided on mix)
I'm sure this would be a good basis for a 1850 list. Just need someone to flesh it out properly.
27151
Post by: streamdragon
Tanksbustas should get in there somewhere. With their reduced cost, fixed Glory Hogs, standard melta bombs, and AP3 melee weapons along with S8 shooting enmasse, they are easily one of the most buffed units in the book.
1567
Post by: felixcat
Mek guns will do the job. The list now - without troops is around 1500+. Adding a tankabuster squad leaves too little for troops.
25232
Post by: mrfantastical
felixcat wrote:
Looking through the thread, I think we need to just max out the better units. If I was building a list I would start with this:
zagstruk ( cheap and great warlord trait )
2 painboy bikers ( for warbikerz mobs)
2x 3 meganobs in BWs (cover those advancing bikes)
troops (undecided)
2x 15 waerbikerz, nob klaw
3x2 mek guns (undecided on mix)
I'm sure this would be a good basis for a 1850 list. Just need someone to flesh it out properly.
Problem I've been running into is our troops.... They suck. I usually pay the gretchin tax (they did get cheaper), or just run unbound. Automatically Appended Next Post: This is what I ran the other day against a friends tournament list. It did well.
Warboss: Warbike; Power Klaw; Da Finkin' Kap. 120
Warboss: Power Klaw; Warboss Gazbag's Blitzbike. 120
Warboss: Warbike; Power Klaw; Da Lucky Stikk. 135
Painboy: Warbike. 75
9 Warbikers: Nob (Big Choppa). 177
5 Mek Gunz: 5× Kustom Mega-Kannon. 150
5 Mek Gunz: 5× Kustom Mega-Kannon. 150
5 Mek Gunz: 5× Kustom Mega-Kannon. 150
10 Lootas 140
10 Lootas 140
10 Lootas 140
1,497 points
76031
Post by: Stashgordon36
Dr. Delorean wrote:Stashgordon36 wrote:Just played my first 2 games today with the new codex vs IG and Necrons... Speed Freaks are going to be a lot of fun. The new Waaagh! Is a total game changer. I was in cc with 80% of my army round 2 in both games.
Plus even though I hate the new ramshackle its way better than getting blown up 2/3 of the time. I lost 2 out of 12 trukks to explode results over 2 games and just 1 of 4 wagons.
The new mob rule isnt that bad. I missed a few checks but never lost a lot of boyz because of it. There is light at the end of the tunnel for those of us that feel the need for speed.
Beat Necrons 11 to 4 in 5 turns.
Beat IG 23 to 3. Tabled him turn 6.
Good to hear! Could you maybe state what your list was, and what lists they were running (roughly speaking)?
It's good to get some actual in-game info, anecdotal though it may be.
For all of you coming here to complain about the changes: We all sympathise with your position, being Ork players ourselves, but as valid as your complaints are, this thread is not the place for them. This thread is about brainstorming tactics using the NEW Ork codex, not lamenting the old one.
If you've come here with the sole intention of complaining about what changed, save your time and don't post. No one here who is actually here to discuss tactics will read it anyway, I know I've long since blocked out the vast majority of complaints as white noise.
Anyway, I had a great time today with a unit of 17 'ard boyz with a painboy and a warboss in mega armour with the lucky stick, all rolling in a battlewagon. That unit just did not die.
Here was the 1500 point List I used:
HQ
Warboss - Mega Armor, Bosspole, Cybork, Lucky Stikk
Elites
Mega Nobz (3) - Kombi Skorchas x3, Battlewagon w/ ram and rockits
Burna Boyz (8) - Trukk w/ ram and rockits
Nob Squad (5) - PK, BP, Big Choppa x2, Eavy Armor, Battlewagon w/ ram and rockits
Troops
Trukk Boyz - Nob, PK, BP, Trukk w / ram and rockits
Trukk Boyz - Nob, PK, BP, Trukk w / ram and rockits
Trukk Boyz - Nob, PK, BP, Trukk w / ram and rockits
Fast Attack
Warbikes (3) - No Upgrades
Heavy Support
Flash Gitz (5) - Trukk w/ ram and rockits
Kannon
Kannon
Total Points 1499
The IG player had 3 Russes (2 Plasma, 1 Vanquisher), 2 Chimeras full of melta vets, Command Squad with Master of Ordiance, Wyvern, and a few platoons.
The Necron Player had 2 Stalkers, 1 Ghost Arch, Around 30 warriors, 2 Flying Crouissants, Deathmarks and 2 Necron Lords
69832
Post by: Hoitash
How'd you handle the Wyvern? That thing really worries me when it comes to playing my orks.
39309
Post by: Jidmah
I'll try this for my first game, since my opponent insists on running his tzeench daemons:
Combined Arms Detachment 1:
Warboss, PK, BP, 'eavy armor, Da Lukky Stikk 114
Painboy, BP, Grot Orderly 60
14 Tankbustaz, Nob, BP 197
19 Boyz, Nob, BP 129
20 Boyz, Nob, BP, PK 160
Blitza Bommer 135
Blitza Bommer 135
Combined Arms Detachment 2:
Painboy, BP 55
Painboy, BP 55
19 Boyz, Nob, BP, PK 154
19 Boyz, Nob, BP, PK 154
BW Formation from Waagh! Ghazghkull 650
5x Battlewagon, Ram, Boarding Planks
Total 1998
To make live harder for my opponent, I'm going to make all five battlewagons equally threattening. One has the warboss and a unit of boyz, two have boyz with FNP, one has just a regular unit of boyz (first one of the column), and one has tankbustaz with a painboy. Blitza bommers are there for two reasons: First, I'm hoping that they can take out the soulgrinders that have given me troubble in the past, second, I really want to see if they are viable now.
37016
Post by: More Dakka
Played a game yesterday against Crimson Fists led by Pedro:
Warboss
Bike, PK, BP Lucky Stikkz
Pain Boy
Bike
Weird Boy ML2
(got Ead Banger and the S10 Ap2 Beam Power)
5 Nob Bikerz
2 PK
2 BC
3 Manz
1 BP
Trukk boarding plank
30 Boyz
Nob PK BP
30 Ard Boyz
Nob PK BP
15 Lootaz
BW Grot Riggerz
10 Flash Gitz
BW Grot Riggerz
He had:
Pedro
5 Honor Guard with a mix of Power Mauls, Relic Blade and Power Axe
4 Units of 9 tactical Marines in Rhions, 2 flamer 2 plasma
5 Las Cannon Devastators
3 Grav Centurions
2x Storm Talons and 1x Storm Raven in that formation that gives them Strafing Run
ADL
The Nob Bikers were excellent, better even than in 6th using the old dex. They were basically Turbo-boosting onto objectives while simultaneously moving into the back lines to get into charge range. 3+ cover on them was great, and I didn't miss the 5++ at all (and didn't mind the price reduction for not taking Cyborks)
Manz did a great job too, the boarding ramp made all the difference to them charging into cover. Having a squad leader and being able to take boss poles was great too. They failed one leadership test and took 2 S4 hits, one wounded and I made the save.
The changes to challenges make Nobz in the Boyz mobs really worth while, they did a lot of damage every turn.
New Waaagh was also great, the Boyz got into combat no problem on foot.
Ard Boyz were worth it, I don't know that I'd always run 30 of them but they really hung around all game and shrugged off a lot of bolter fire and flamer hits.
The Weirdboy... I feel like he's a powderkeg. there's some real potential there, but he didn't manage to do much other than strip a few hull points off some rhinos. Psychic powers are just tough to get off without rolling a double. In a more competitive game I'd drop him for a Big Mek or a 2nd Painboy, but I will keep trying to run him just to see if he will live up to his potential.
Speaking of Painboy, great unit, same price as he used to be, but now more survivable with the IC special rules, made a bunch of Look Out Sirs on him that were pretty crucial.
I didn't feel disappointed by anything overall. The changes to the game gave them a boost overall, especially the ubiquitous cover saves, that kept my lads alive against the initial onslaught of shooting.
76031
Post by: Stashgordon36
Hoitash wrote:How'd you handle the Wyvern? That thing really worries me when it comes to playing my orks.
If I failed a charge that thing made me pay. It probably killed 15 to 20 boys in all. Wyverns are solid at clearing objectives for IG in general. Against boyz theu are phenomenal lol
69832
Post by: Hoitash
Stashgordon36 wrote: Hoitash wrote:How'd you handle the Wyvern? That thing really worries me when it comes to playing my orks.
If I failed a charge that thing made me pay. It probably killed 15 to 20 boys in all. Wyverns are solid at clearing objectives for IG in general. Against boyz theu are phenomenal lol
Charge or have the snotlings beaten out of you. Sounds like a proper ork strategy  .
Any helpful tips for facing IG in general?
25232
Post by: mrfantastical
I played a game verse my friends white scars all bikes scout first turn build. I played 3 warbosses, 1 painboy, 14 warbikes, 2 BW's that had 4 MegaNobz (all with Kill saws), and 5 outflanking big shoota buggies.
I lost that game, but mainly because I was told (not by my friend) that you couldn't charge at all turn 1. If it wasn't for that my warbikker mob would have killed his bikes turn one, and my mega nobz would have eaten what was left.
It's hard to state how I feel about the game because of me not charging turn 1. I felt out classed the entire game, except in CC, where we excel.
76031
Post by: Stashgordon36
Get first turn lol. But besides that Ive had a lot of success vs IG using flamer units and PKs. Get close then cook n krump. If you bring even our best guns youre still going to get out shot. Might as well go for close quarters combat, its what we are good at. Plus at close range those Russ pie plates always seem to gravitate to their own troops.
25232
Post by: mrfantastical
Stashgordon36 wrote:Get first turn lol. But besides that Ive had a lot of success vs IG using flamer units and PKs. Get close then cook n krump. If you bring even our best guns youre still going to get out shot. Might as well go for close quarters combat, its what we are good at. Plus at close range those Russ pie plates always seem to gravitate to their own troops.
funny you mention "get first turn". everytime I've played my friend, I've won first turn, but he's managed to steal the iniative... EVERY SINGLE TIME SO FAR.... uggghhh
69832
Post by: Hoitash
Stashgordon36 wrote:Get first turn lol. But besides that Ive had a lot of success vs IG using flamer units and PKs. Get close then cook n krump. If you bring even our best guns youre still going to get out shot. Might as well go for close quarters combat, its what we are good at. Plus at close range those Russ pie plates always seem to gravitate to their own troops.
I was curious how Burnas would fair now that Lootas aren't auto Elite Slot-users.
Turn their own weapons against them? How very Blood Axe of you.
I love it
19909
Post by: Freddie Gibbs
I'm actually really excited about the new dreadmob formation here, but I dunno if I should actually get the Supplement too for just that one formation...
Do I actually need the Supplement, or can I just go with what you wrote of it Jidmah?
76031
Post by: Stashgordon36
big mek crazygit wrote:I'm actually really excited about the new dreadmob formation here, but I dunno if I should actually get the Supplement too for just that one formation...
Do I actually need the Supplement, or can I just go with what you wrote of it Jidmah? 
I think the new supplement has 7 formations. But i'm prerty sure you can get the dredd mob for free of forgeworld.
68355
Post by: easysauce
burnas with the pts decrease are great now too...
Im having much more trouble deciding what elite units I want to take then HS...
which says something awesome about this codex when litereally, EVERY SINGLE SLOT is full of units that I want to take...
the only slot where there isnt much thinking is troops... and only because I can take 9+ (even with most tournament 1+1 detachment rules) troops so I wont be short on boyz or grots.
manz are just going to wreck face...
I will likely max out on 3 man manz squads, artillary+ warboss/mek in MA, and use the BW's from the manz for my 20 strong mob of boys, and the trukks from theboyz for my mans.
rest of pts probably in bikes/stormboys to taste.
my opponent will have a fun time deciding what to kill, provided he has the luxury of first turn... otherwise hes prety much SOL
"hmmm... do i kill the MAN's in their trukk who will walk through my army, those BW's full of boyz that can walk through my army, the bikers, or wast pts shooting at grot artillary thats shooting my army up."
no real obvious choice there for target priortiy, easy to overwhelm the enemy simply because everything I take is in combat turn 2 (or 1!!) and everything can conceivably hurt anything... even the boyz with a mere PK nob can hurt lots of stuff.
65311
Post by: Vineheart01
burnas with points decrease? is that the suppliment thing? they actually went UP a point in the new codex vs old codex
5462
Post by: adamsouza
So is there anything ruelswise beyond the 7 new formation in the Second Codex ?
41672
Post by: herpguy
I rescind my previous statement of saying a Lucky Stikk Mega-Tellyporta Big Mek would be best with Flash Gitz. After reviewing the codex again I have to say Tankbustas would be waaaaayyy better. S8 compliments both the Mek's S8 weapons, and they can threaten anything with their weapons. Not to mention this unit could easily take on a Knight and win (especially with the +1 WS). Tankbustas are the best we got for fighting Knights, and a rerolling 2+ save could tank pretty much every wound from the annoying double battlecannon shots.
Even though Flash Gitz saw a huge buff I still don't think they're useful. S5 is just that lame strength that is barely enough to hurt MEQs and not enough to hurt vehicles. If they were S6 they maybe would be useful but a 6+ save hurts too much. Automatically Appended Next Post: Also I don't have the rulebook but does slow and purposeful now say anything about counting as stationary? I'm wondering if gitfinda would always work with a slow and purposeful model but I'm inclined to say no.
65311
Post by: Vineheart01
i personally dont think flash gitz got buffed. they got what they needed - a price cut, a more reliable gun - but in the process lost their ignores cover and their armor. Thats pretty huge imo. Even if theyre nobz, big deal T4 models are easy to paste. They got a side-buff, making them easier to field but significantly less threatening and easier to clean off. Mek Gunz will cause just as much if not more damage for not even half the cost, and further away. Have to admit i like the tellyporta tankbusta idea. I outta try that.
17671
Post by: PipeAlley
felixcat wrote:
Looking through the thread, I think we need to just max out the better units. If I was building a list I would start with this:
zagstruk ( cheap and great warlord trait )
2 painboy bikers ( for warbikerz mobs)
2x 3 meganobs in BWs (cover those advancing bikes)
troops (undecided)
2x 15 waerbikerz, nob klaw
3x2 mek guns (undecided on mix)
I'm sure this would be a good basis for a 1850 list. Just need someone to flesh it out properly.
The list I built is similar to yours:
KFF on Gazbags Bike
Painboss on Bike
Warbles with Lucky Stikk on Bike
All go with 1 of two full size mob of Bikerz. The second mob is there for when the first takes 10+ casualties. Switch out the 3 HQ's to a fresh Mob of 15 and the remainder of the first mob becomes a harassment/distraction/backfield objective taker.
Moving up the field with them is 6 Killsaw MegaNobz with Grotsnik in a BW with RR and 4 Rokkits and a Zzap gun. Move 12" and stay with the KFF Mek on bike. Multi-assault everything possible on the second turn while bikes provides covering fire. No problem if you lose a Str and attack to disorganized assault, killsaws are Armorblam! and the Doc's Rampage rule guarantees you that attack back and most likely at least one more.
Max out the 4 remaining slots with Single Rokkit DeffKoptas: immune to Ld tests, fast, 2 wounds, Jink, powerful weapons. We play the new missions with the contanstly changing objectives so speed is king, esp when all you have to do sometimes is Turbo-boost 3 units!
4 min squads of Grots, maybe in bastions with some inside and some on top firing a Quad gun.
And some mix big guns. I already have the old kind and they got cheaper so why not?
Finally, got to go with the Stompa and if they won't let me use it, it'll be a Gorkanut or Morkanut. No way I'm buying another $100 point model this year!
76031
Post by: Stashgordon36
herpguy wrote:I rescind my previous statement of saying a Lucky Stikk Mega-Tellyporta Big Mek would be best with Flash Gitz. After reviewing the codex again I have to say Tankbustas would be waaaaayyy better. S8 compliments both the Mek's S8 weapons, and they can threaten anything with their weapons. Not to mention this unit could easily take on a Knight and win (especially with the +1 WS). Tankbustas are the best we got for fighting Knights, and a rerolling 2+ save could tank pretty much every wound from the annoying double battlecannon shots.
Even though Flash Gitz saw a huge buff I still don't think they're useful. S5 is just that lame strength that is barely enough to hurt MEQs and not enough to hurt vehicles. If they were S6 they maybe would be useful but a 6+ save hurts too much.
Automatically Appended Next Post:
Also I don't have the rulebook but does slow and purposeful now say anything about counting as stationary? I'm wondering if gitfinda would always work with a slow and purposeful model but I'm inclined to say no.
Im pretty sure mega armor lost slow and purposeful
37016
Post by: More Dakka
With the change to Painboyz I'm considering dropping my Nob Bikers and taking a WB, Painboy and normal Warbikez with a PK nob.
You get more ablative wounds for considerably less points (2 normal biker bieng 9 points cheaper than a Nob Biker) and you get a discount Nob Biker in the unit to boot (53 points with a PK vs 70 for one in a Nobz Mob).
You loose a bit of close combat punch, but realistically you just want to win that first round of combat by a slim margin and remain locked rather than just bowl through the enemy and be caught in shooting the next turn.
87595
Post by: Killbles
Mega Armour still gratns Slow and Purposeful, its right on the entry for Mega Armour.
S&P only means you count as staying stationary for certain weapons (Heavy, Salvo and Ordnance I believe) so using it with a gitfinda has limit use as most HQs (I.E. Things that can get gitfindas), can't get heavy weapons and Mega Armour.
47876
Post by: Ghenghis Jon
I played this list against Fire Prism/Wave Serpent Eldar today. These are just my first impressions from my first game.
Like always, Powerklaws ruled the day.
Battlewagons are still awesome, especially with an embarked Mek and It Will Not Die.
Boarding Planks and 'Ere We Go ensured successful assaults every time.
Stikkbomz were an unexpected boon to glance a skimmer to death after charging into terrain but before my PK could blow the thing up in my face.
Painboys were a great force multiplier.
MegaArmour and Trukk did not do well against Eldar shooting.
Tankbustas were OK. Not enough shots at BS2 to consistently threaten jinking skimmers.
Even twin-linked, BS2 Rokkitkoptas had worse shooting than I remember from 5th.
I will try to finish the batrep this week.
65311
Post by: Vineheart01
Pipealley....a unit of MANz toting SIX killsaws? Geez the point sink is strong with that.
I dont see any point to adding more than 1 per 3 MANz. Any vehicle even land raiders are made short work from 2-3 PK Nobz, the lone killsaw is just to guarantee the last bit finally dies. Theys expensive to just add an entire unit worth.
Probably the biggest thing im stoked for when it comes to wagon lists is the addition of Meks in any unit wielding a killsaw. Yeah, hes S7 on the charge since hes a boy so he wont paste any T4 models with an armor save, but he'll still pen their armor and wreck vehicles. Additional powerklaw in a unit of boyz without requiring an HQ is just sexy soundin. Even if its a tad more expensive (45pts for a Boy vs the 46/50 for a Nob without/with 'Ard Armor)
Armorbane makes up for the -2 strength on the charge vs a Nob, so he'll still wreck vehicles. This is why i always viewed Koptas with Buzzsaws to be a total waste of points - S7 isnt going to kill anything we cant kill with just weight of fire anyway. The additional D6 pen is just what was needed...too bad koptas didnt get Killsaws >.<
37016
Post by: More Dakka
Securing Tactical Objectives seems to be the thing that everyone is overlooking when they talk about this dex. The thing I noticed is that the book has a lot of options for mobile assault at all 3 ranges (close, medium, long) in every section (HQ down through HS).
I won my first game pound for pound on points, and that was very early on when I only killed 2 units, but grabbed several objectives, successfully cast psychic powers etc. As I started to bully up on my opponent and go for the throat I found myself not scoring as much while he was still focusing on scoring and the game ended up very close (15 to 11).
Most competitive play is moving towards Malestrom missions and I think this book shines on those.
17890
Post by: Zog Off
felixcat wrote:
Looking through the thread, I think we need to just max out the better units. If I was building a list I would start with this:
zagstruk ( cheap and great warlord trait )
2 painboy bikers ( for warbikerz mobs)
2x 3 meganobs in BWs (cover those advancing bikes)
troops (undecided)
2x 15 waerbikerz, nob klaw
3x2 mek guns (undecided on mix)
I'm sure this would be a good basis for a 1850 list. Just need someone to flesh it out properly.
I have been toying with this 2000 pts. list, which seems to be following your line of thought, though no Meganobz in a Battlewagon:
HQ -
1 Painboy + Warbike = 75 pts.
1 Painboy + Warbike = 75 pts.
1 Mek + Killsaw = 45 pts.
1 Mek + Killsaw = 45 pts.
Troops -
29 Ork Boyz
1 Ork Boyz Nob + Bosspole, Power Klaw = 220 pts.
29 Ork Boyz
1 Ork Boyz Nob + Bosspole, Power Klaw = 220 pts.
29 Ork Boyz
1 Ork Boyz Nob + Bosspole, Power Klaw = 220 pts.
Fast Attack -
14 Warbikers
1 Warbikers Nob + Bosspole, Power Klaw = 310 pts.
14 Warbikers
1 Warbikers Nob + Bosspole, Power Klaw = 310 pts.
Heavy Support -
5 Kustom Mega-Kannons = 150 pts.
5 Kustom Mega-Kannons = 150 pts.
5 Kustom Mega-Kannons = 150 pts.
Total Army = 1970 pts.
The only things that make me unsure are the lack of any saves beyond their t-shirt for the Ork Boyz and the lack of a Warboss for Waaagh!. As far as the Ork Boyz and their t-shirt saves, I hope the Warbikers with the Painboys would absorb enough dakka to give the Ork Boyz a break.
I feel like I should put this in the army lists section, but since we're kind of brainstorming ideas...
61374
Post by: Madcat87
In the interest of trying to make the codex work I'm trying more radical ideas. The troops sections is the only place I'm really struggling to make work. I'm almost at the point were I want to just by 2 units of grots and hide them or *gasp* unbound and skip troops entirely.
Eavy armour boys in trukks, yes/no?
I'm wondering if the extra cost is worth it to offset the losses from exploding trukks and having to take wounds from mob rule.
65311
Post by: Vineheart01
Not having a WAAAAGH! isnt the end of the world though. Its a round of shooting you give up, which then again for slugga boyz big deal, for a possible ~3" movement into a charge.
Sure its useful but its not going to be the win-or-lose decider most of the time (famous last words?)
25232
Post by: mrfantastical
Played a game today against chaos space marine with the list below:
Formation: BW (w/scout): Meganob (+1ws, fear, fearless)
Painboy 50
Painboy 50
Big Mek: Warbike; Mega Kustom Force Field 135
5 Meganobz: Battlewagon (Reinforced Ram; Big Shoota; Rokkit Launcher); killsaws. 335
5 Meganobz: Battlewagon (Reinforced Ram; Big Shoota; Rokkit Launcher); killsaws. 335
5 Meganobz: Battlewagon (Reinforced Ram; Big Shoota; Rokkit Launcher); killsaws. 335
20 Boyz: Nob (Power Klaw; Boss Pole). 160
20 Boyz: Nob (Power Klaw; Boss Pole). 160
10 Gretchin: Runtherd. 35
Battlewagon: 2× Rokkit Launcha; Reinforced Ram. 125
Battlewagon: 2× Rokkit Launcha; Reinforced Ram. 125
1,845 points
My opponent brought 2 units of 5 chaos spawn, 2 units of space marine in rhinos, 1 deep striking unit of 5 terminators, 1 unit of guardsmen equivalent stationed with an ADL Quad gun, 1 sorcerer, 1 Superheavy (looked like a scorpian). Game ended in tie.
Highlights:
* Armourbane, MegaNobz were amazing at taking out Superheavy.
*Mega Nobz were good at taking out chaos spawn
*scouting BWs are a good delivery system
Lowlights:
*chaos terminators were cheaper, and much "better" than MegaNobz. I honestly don't know why our MegaNobz, which are a really pathetic version of terminators cost as much as terminators, or in this case cost more than chaos terminators. Deep striking terminators came in and nearly destroyed one unit of MegaNobz with Kombi-melta shooting. Then destroyed another unit with all the powerfist attacks. I had an argument with my opponent about how overpriced MegaNobz are because they always require a transport.
*psychic phase is really painful without having a psyker. Going to try and work in a weirdboy to some lists.
*without deff rollas, BW's seem too expensive. As I stated above I'm already angry that MegaNobz MUST have a delivery system, which should have been reflected in their price, but once your MANz are delivered, my BW's had nothing to do... They are such a point sink now it just seems like it's a waste to have them on the board.
*boys unit was outclassed by everything on the board. I'm really struggling to understand why Boyz didn't get a point reduction. The only unit on the board that my Boyz with PK Nob would have been able to go up against was the guardsmen that manned the Quad gun, and the rhinos.
Honestly this game upset me. I couldn't help but feel my Orks were out classed all the way. From chaos spawn/chaos space marines being more than my Boyz could handle, to their terminators being heads and tails better than mine to 500+ points of BWs doing pretty much nothing. This will probably be the last time I field mass MegaNobz because it takes to many points to make them good, especially if other armies can do it better for cheaper. With the nerf to deffrollas, and the point increase to BW's it's hard to justify bringing it in lists. Also i spent the entire game wishing I had a biker unit w/ Warboss, or Lootas, or Mek Gunz.
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Post by: Vineheart01
um, isnt the formation with scouting battlewagons requiring 5 of them?
and why do you have 3 Da Lucky Stikks?
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Post by: mrfantastical
Vineheart01 wrote:um, isnt the formation with scouting battlewagons requiring 5 of them?
and why do you have 3 Da Lucky Stikks?
There are 5 Battlewagons. And the big Mek with 3 lucky sticks is to represent the point cost of the Mega KFF from the Ghazzy supplement (it's not in the program I was using). I'll update my post.
86714
Post by: Fos Kenos
All in all, I'm really disappointed with the new codex.
All the units I use and love (boyz, kans, wagons) are all more expensive and inferior in some way or another (and they weren't terribly competitive to begin with). Meanwhile, units i never really liked are now cheaper but still not particularly impressive.
Losing all forms of CC invuln saves is also a pretty hefty piss off. Now I have sad face... =(
69018
Post by: Solar Shock
Haven't had a chance to play yet (thursday is when GW store stays open late), but from reading of the battle reports i've seen promising things  With the maelstrom missions it seems less about simply attempting to cross a board while a line of riptides blast you to kingdom come. with orks providing target saturation in almost any list you build it seems the ability to secure more objectives is greatly helping. Ive seen a few batreps where mob rule has been a total pain in the ass, but others where it hasn't. I think 'ard boys will go along way this dex. the saves simply add that chance we need with mob rule, flamers into vehicles and overwatch.
Theres a nice batrep about a grot force vs a imperial knight list and it sounded hilarious in that the grots could do nothing about the knights, yet every turn were simply pumping out the objective VP's.
Quick clarification? Can i take two formations? Ive read through my suppliment, but not sure it states in there. Guess it would be in the BRB right? If so, dred formation with teleporta formation and loads of grots here i come! DSing grots into the middle of there army as 14 walkers tear up the battlefield
EDIT: Hmm now im more konfuzed :S The 'Great Waaagh detachment' means I use those specific rules, I then pick a formation and the detachment rules still apply by the sounds of it, as the formation is a setup within the W!G. If so then fantastic
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Post by: Jidmah
big mek crazygit wrote:I'm actually really excited about the new dreadmob formation here, but I dunno if I should actually get the Supplement too for just that one formation...
Do I actually need the Supplement, or can I just go with what you wrote of it Jidmah? 
You'll probably need the supplement as I don't have the supplement yet and am going from what I read on the forums. Also note that I don't provide enough rules for people to play without the codex on purpose, as that would violate dakkadakka's rules. The purpose of the first post is to serve as a quick reminder for people who don't have their codex present, as an overview for people who don't have the codex yet and as a summary of changes for veterans who are returning from hiatus.
Personally I feel that I'll be using the supplement a lot (I own 5 battlewagons, after all), so I'm going to buy it when it becomes available on its own, and update the first post. GW does a lot of stupid things, but I think they still should be rewarded when doing nice things. Since the supplement is probably one of the most useful yet, rewarding them for it feels right. My personal opinion though, YMMV. Automatically Appended Next Post: Solar Shock wrote: Hmm now im more konfuzed :S The 'Great Waaagh detachment' means I use those specific rules, I then pick a formation and the detachment rules still apply by the sounds of it, as the formation is a setup within the W!G. If so then fantastic 
No, the Formation is not part of a detachment. Formations are fielded as detachments on their own, so you don't get to use Snikrots Kommando formation as part of "The Great Waaagh!" but rather in addition to it.
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Post by: Solar Shock
I agree, I think the supplement is done really well. The relics are a little lackluster compared to some of the really cool ones in the standard dex. But the formations simply allow you to field those more interesting forces. Who hasn't dreamed of a all stormboy list? or multiple kommandoz. i really like it and like jidmah think il be using it alot.
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Post by: Kanluwen
You need to correct what you have about the Choppa of Da Ragnarork. It's +1 S and -1AP for any casualties caused in any Assault phase, cumulatively capping out at +6 S and AP1 with the effect lasting the entire game.
The "Biggest an' da Best" rule as well makes it so that if your Warlord kills an enemy character in a challenge he gets to reroll all failed To Wounds for the rest of the game.
19909
Post by: Freddie Gibbs
Then I guess I'll save up money for the supplement then.
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Post by: Kanluwen
Not necessary unless you want to have the formations or Altar of War/Echoes of War missions.
19909
Post by: Freddie Gibbs
Kanluwen wrote:
Not necessary unless you want to have the formations or Altar of War/Echoes of War missions.
The Formations are pretty much why I save up money for the book. :v
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Post by: Kanluwen
Then you will get your money's worth, especially if you already have big numbers of strange units.
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Post by: Jidmah
I think infiltrating kommandoz into every ruin on the table and calmly explaining how they've got a 2+ rerollable cover save until their next turn is pretty much worth it
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Post by: suramsor
mrfantastical wrote:Played a game today against chaos space marine with the list below:
Big Mek: Warbike; Mega Kustom Force Field 135
Just as an aside, If I'm reading this correctly, this is a Big Mek on a Bike with Mega Armor? - You can't do that, he can have the bike or the Mega Armor, not both.
How do people feel about a giant boys blob using lots of HQ's?
I though about a blob of 30 boyz with a PK nob, Warboss with Mega Armor and Lucky Stikk, Painboy, Mek in MA with KFF.
This gives you 90 str 4, ws 5 attacks (120 on the charge) + 12 PK attacks (15 on the charge). They have a 5++ and FNP.
Obvious issues are that they can't run, which really hurts, and the blob costs over 500 points, but I guess it would be hard for most armies to stop you controlling the centre with it?
You could even think about adding a weirdboy - if you took sanctic, you might be able to improve the invuln to 4+, or give them +2 str.
I'm not sure I'm convinced, but does anyone else think it's viable?
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Post by: Kanluwen
Jidmah wrote:I think infiltrating kommandoz into every ruin on the table and calmly explaining how they've got a 2+ rerollable cover save until their next turn is pretty much worth it 
Boss Snikrot's Red Skull Kommandos formation does not work that way.
The "Sneaky Gitz" is the entire formation being held in Reserves, rolling once for every unit to arrive at the same time and they must all arrive from the same table edge. The rerollable cover save is also if the unit does not shoot.
"Strike from da Shadows" replaces Stealth with Shrouded on the turn they arrive from Reserves until the start of their next turn. Automatically Appended Next Post: suramsor wrote:mrfantastical wrote:Played a game today against chaos space marine with the list below:
Big Mek: Warbike; Mega Kustom Force Field 135
Just as an aside, If I'm reading this correctly, this is a Big Mek on a Bike with Mega Armor? - You can't do that, he can have the bike or the Mega Armor, not both.
The Mega Force Field is an item from Waagh! Ghazghkull's "Orkimedes' Kustom Gubbinz" list(which you can ONLY pick from with the Waagh! Ghazghkull detachment/formations and you cannot mix and match except with separate detachments i.e. one from Codex: Orks and one from Waagh! Ghazghkull). The bearer and all models within 6" receive a 4+ invulnerable save against shooting attacks. If the bearer is embarked in a vehicle then the vehicle receives a 4+ invulnerable save against shooting attacks instead.
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Post by: Solar Shock
suramsor wrote:mrfantastical wrote:Played a game today against chaos space marine with the list below:
Big Mek: Warbike; Mega Kustom Force Field 135
Just as an aside, If I'm reading this correctly, this is a Big Mek on a Bike with Mega Armor? - You can't do that, he can have the bike or the Mega Armor, not both.
This is a big mek on a bike with a KFF, not MA. the Mega kustom force field might be referring to the relic KFF in the suppliment, which is 4++.
How do people feel about a giant boys blob using lots of HQ's?
I though about a blob of 30 boyz with a PK nob, Warboss with Mega Armor and Lucky Stikk, Painboy, Mek in MA with KFF.
This gives you 90 str 4, ws 5 attacks (120 on the charge) + 12 PK attacks (15 on the charge). They have a 5++ and FNP.
Obvious issues are that they can't run, which really hurts, and the blob costs over 500 points, but I guess it would be hard for most armies to stop you controlling the centre with it?
You could even think about adding a weirdboy - if you took sanctic, you might be able to improve the invuln to 4+, or give them +2 str.
I'm not sure I'm convinced, but does anyone else think it's viable?
Im actually thinking the other way. Multiple smaller blobs with lots of HQ's. So keep some HQ's pretty cheap and barebones, then a few with MA and relics etc. Going off giving the enemy a high saturation of pretty killy units. they may not be the ultimate deathstar and able to smash dedicated assult units, but should be all round able to handle anything with good chances.
I think with your large blob you'd have trouble with actually assaulting stuff. you'd never actually get them all into assault and you'd simply have a big group of boys tagging along but not being very useful. They would be extremely tough il give you that. a KFF, FNP and a 2+ with re-rolls would be one tough nut to crack. You should look at the Ghazzy formation?
Ghazzymad dok2 warbossesbig mekunit of nobz
This could be equally as deadly as your idea, but with a lower model count so that most will still make it into combat. Could be very deadly for controlling the middle of the board in terms of there not being much that could stop it
Or the greentide formation? Which is like 3x 30 boys all count as 1 blob. so 90 boys. If you spaced those nicely you could cover the entire middle of the board and deny objectives simply with the fact that its not possible to get there?
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Post by: Kanluwen
Green Tide formation is 1 Warboss and 10 Mobs of Boyz. The Warboss can use the Waagh! special rule each and every turn after the first provided he is your Warlord and no vehicles at all can be in the formation. So no Trukks for the Boyz and no Warbike for the Warboss.
Bear in mind that is a "Waagh! Ghazghkull"(henceforth referred to as W!G) formation.
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Post by: Jidmah
Kanluwen wrote: Jidmah wrote:I think infiltrating kommandoz into every ruin on the table and calmly explaining how they've got a 2+ rerollable cover save until their next turn is pretty much worth it 
Boss Snikrot's Red Skull Kommandos formation does not work that way.
The "Sneaky Gitz" is the entire formation being held in Reserves, rolling once for every unit to arrive at the same time and they must all arrive from the same table edge. The rerollable cover save is also if the unit does not shoot.
"Strike from da Shadows" replaces Stealth with Shrouded on the turn they arrive from Reserves until the start of their next turn.
Since all they've got is sluggas and maybe burnaz, not shooting isn't that bad if it means they will most likely still be there to charge. Ruins are 4+ cover, so shrouded alone is enough to make them 2+. I wasn't aware that the formation had to start in reserves though. Bummer.
Still, you could have sixty boyz with nobz arrive in the middle of the enemy army with high resilience to shooting, or you could just enter with four minimal units with burnaz and have yourself a barbecue.
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Post by: Kanluwen
Again:
You only get Shrouded on the turn the Kommandos arrive.
It's basically just Snikrot's special rule applied to all 4 Kommando Mobs instead of the unit he joined.
Also you need to have Snikrot in the formation.
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Post by: Jidmah
Did I imply anything else?
The turn after that, I plan to have those kommandoz stuck in combat, so reverting back to stealth isn't an issue. Point being, that they don't get shot dead before they can charge, one of the major downsides of kommandoz in the old codex.
Snikrot isn't a bad deal with his six S6 shredding attacks on the charge, plus his IC status allows you to LOS! wounds off him on a 2+. And who knows, your opponent might accidentally fails his fear check and kill a lot less kommandoz during the fight.
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Post by: Kanluwen
Just making sure.
Also you still need to fix the Choppa of da Ragnarork. It's cumulative and lasts for the entire game, capping out at +6 Strength and AP 1.
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Post by: Jidmah
Yeah, I knew that. I clarified the choppa entry, is better now?
Keep in mind that I don't want to have the exact game rules in the first post though.
Just checking, the Snikrot formation has to start in reserves? It cannot start the game on the board or infiltrate?
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Post by: Kanluwen
Yup that works.
And yes, the Red Skull Kommandos have to start in reserve.
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Post by: Solar Shock
When taking turns deploying terrain make sure to stick a nice big fat set of ruins on the table edge behind his gunline  then put all your objectives in it, arrive turn 2 and hold that fort!
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Post by: DieselJester
My initial thoughts on the new dex:
I just got my new Codex yesterday and I was about to throw it into the shredder when I couldn't find my beloved Lootas at first. But then I found them under HS instead of Elites. I love the fact that you can take Trukks as dedicated transport with pretty much anyone now.
I'm actually disappointed that Ramshackle got changed. I thought that the old rule/table was a lot of fun. However, I think that the new RS rule will give them better survivability than the One Turn Wonders that they used to be.
We get to take more characters as independent choices now!? WHHHAAAAT!? Awesome!
They got rid of Wazdakka Gutzmek and Old Zog...  Now I got to redo the models I'd kitbashed for those two. Well, maybe just Wazdakka. I can use my Zog as a Wierdboy.
Cybork just gives FNP now?
Eavy Armour can be taken on multiple mobs of boyz now, nice!  However, you STILL can't take them on Lootas, or Flash Gitz?  I'm glad that Deffgunz haven't changed. I'm on the fence about the Snazzgunz however.
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Post by: Jidmah
Solar Shock wrote:When taking turns deploying terrain make sure to stick a nice big fat set of ruins on the table edge behind his gunline  then put all your objectives in it, arrive turn 2 and hold that fort!
That rule has luckily been filled with all sorts of explosives and a single grot has been told to absolutely not touch the red button that was installed in front of it
So no more tactical deployment of terrain, just fill a table with stuff, place objectives, then chose table sides and deploy. The order is important here.
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Post by: keltikhoa
I have the digital edition of the codex. I am really confused by the stompa.
Its a walker vehicle but its stat line reads like a biological. Toughness stat, Wounds stat, Leadership, save stat.
please explain how I use the stompa.
For clarification
It says the stompa has Toughness (13), Wounds (13), Leadership (4) and a save of (12)
What does save (12) even mean?
I guess 13 wounds means 13 HP?
why do I have leadership on a vehicle
why does it have a T value rather than an AV?
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Post by: mrfantastical
ok after reading through a lot of peoples comments a few thoughts on the direction of ork playstyle:
1) We have to play Malestrom games: seems like our book lacks the punch, & surviveability to play straight up attrition games of 40K. However we can win on points.
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
3) Speed Freaks still work sort of. Basically MSU fast bikes, deffkoptas. Put a bunch of small fast units on the board, and do the same as above, "Get to the objectives, and survive". This type of playstyle ads the benefit of constently turboboosting from objective to objective to get that 3+ cover, and just survive.
I welcome any thoughts on this.
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Post by: Redbeard
mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
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Post by: mrfantastical
Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Trust me, this type of playstyle doesn't sound fun to me, but that's my take away from some of feedback I've read.
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Post by: Jidmah
keltikhoa wrote:I have the digital edition of the codex. I am really confused by the stompa.
Its a walker vehicle but its stat line reads like a biological. Toughness stat, Wounds stat, Leadership, save stat.
please explain how I use the stompa.
For clarification
It says the stompa has Toughness (13), Wounds (13), Leadership (4) and a save of (12)
What does save (12) even mean?
I guess 13 wounds means 13 HP?
why do I have leadership on a vehicle
why does it have a T value rather than an AV?
They've pasted the stompa numbers into the wrong template. S/T/W should be AV Front,Side and Rear, Save should be HP.
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Post by: keltikhoa
Ok thank you Jidmah. I should have seen that. lol now that I am looking at the values correctly I almost want to go back to trying to play it as a T-13 model
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Post by: Billagio
Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
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Post by: Solar Shock
Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
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Post by: nflagey
Solar Shock wrote: Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
I'm pretty sure the answer is yes, as indicated in the 7th edition allies matrix
84897
Post by: forgotten ghosts
you can not ally with the same book, but you can take more than one detachment from the same faction so yes you would be able to bring a detachment from each book.
but which do you choose as your primary for warlord trait?
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Post by: Billagio
nflagey wrote:Solar Shock wrote: Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
I'm pretty sure the answer is yes, as indicated in the 7th edition allies matrix
I think you can just take a CAD from the ork codex if you want.
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Post by: nflagey
Billagio wrote: nflagey wrote:Solar Shock wrote: Billagio wrote: Redbeard wrote:mrfantastical wrote:
2) Greentide still works, but not they way you think. We can put a lot of cheap bodies on the board that can cover opjectives. Opponents will have a hard time digging through all those models especially if we dig into cover. No longer do we try to get up the board to try and wade through a hail of gun fire to kill your opponent, just get to objective, and survive.
How... fun?
Dont worry, its plenty killy if you take the green tide formation, give that warboss da big bosspole, add a painboy and a few nobs and another warboss or big mek from codex orks with the lukk stikk for a 100+ mob of fearless fnp WS5 boys.
can you ally with the ork codex in order to use their relics?
I'm pretty sure the answer is yes, as indicated in the 7th edition allies matrix
I think you can just take a CAD from the ork codex if you want.
oh yes, technically you can NOT take them as an allied detachment, but you can use multiple detachments from either books Automatically Appended Next Post: by the way, I just realise something that I don't understand: why can Orks ally with themselves?
I mean, you cannot have a Primary detachment of Orks with an Allied detachment of Orks, as per the BRB
and this is true for all the factions
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Post by: sirlynchmob
Jidmah wrote: Kanluwen wrote: Jidmah wrote:I think infiltrating kommandoz into every ruin on the table and calmly explaining how they've got a 2+ rerollable cover save until their next turn is pretty much worth it 
Boss Snikrot's Red Skull Kommandos formation does not work that way.
The "Sneaky Gitz" is the entire formation being held in Reserves, rolling once for every unit to arrive at the same time and they must all arrive from the same table edge. The rerollable cover save is also if the unit does not shoot.
"Strike from da Shadows" replaces Stealth with Shrouded on the turn they arrive from Reserves until the start of their next turn.
Since all they've got is sluggas and maybe burnaz, not shooting isn't that bad if it means they will most likely still be there to charge. Ruins are 4+ cover, so shrouded alone is enough to make them 2+. I wasn't aware that the formation had to start in reserves though. Bummer.
Still, you could have sixty boyz with nobz arrive in the middle of the enemy army with high resilience to shooting, or you could just enter with four minimal units with burnaz and have yourself a barbecue.
I'm planning on running the same thing once I get all the kommandos for it. I'll use the great Waaagh detachment for some deep striking boys as well. With 8 trukk boys you should end up with 2 mobs of boys deep striking and at least 1 trukk taking his boys along for the ride. Then as you roll before deployment, have all trukks with 11 boys, then after you know what trukk has deep strike, you can put a HQ's in that one.
It should make for lots of good ol fashioned orky goodness
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Post by: Vineheart01
Every race was listed as battle brothers with themselves last edition too, but a paragraph said they couldnt anyway. It was just completing the chart. I dont think they can ally with themselves outside a suppliment, like the other races. However, why would you anyway when you can just take 2 CADs for more of everything for a mere 1 troop cost more than the allied detachment (face it we need all the HQs we can get, +1 isnt that much but +2 is nice) Played around with the Weirdboy today. Have to admit, hes kinda scary atm. His only downfall is lack of any defense (he really should have some waaaagh-born invuln save even something dinky like a 6++ lol) but hes nasty if used properly. I put him in an 18man 'Ard Boyz unit and a random Mek in a battlewagon. Once he got out of the battlewagon he started causing all kinds of damage, especially since i rolled both Da Krunch and Killbolt lol. Made short work of a LAND RAIDER on his own rofl. Granted i caused 2 S10 attacks from Da Krunch and another from Killbeam at AP1, but that was quite impressive even if it was a bit of luck. Incidentally even Frazzle is kinda nasty, and its a WP1 Primaris power, so i get that for free. Using a Nob and a random Mek or two you can have things eat the challenge as well, since hes S6/7 in combat with an AP4 weapon (instant death if you activate it) so you DONT want him in a challenge. Really curious what optimum list would be good for him. Randomly bringing him kinda hurts since thats 1 less Painboy, Big Mek, or Warboss. Wagon was useful since he has short ranged spells, but as the issue with all psykers he cant do anything but Witchfire from within (why i have no idea but hes disallowed from OTHER shooting spells). Might toy around with a foot list.
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Post by: Makinit
Did you upgrade the weird boy to level 2?
I added a weird boy to my army this week. I was really hoping he was going to draw the teleport ability. I ended up with the beam. Which I found not very useful. As stated before he has to be out of the vehicle to use it which makes him an easy target. When your opponent draws the kill a psyker card you will be hating life. On the other hand if you get teleport then life is good.
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Post by: Vineheart01
ML2 is kinda must-take. 25pts for a 2nd power outside the primaris. And another WP.
48746
Post by: Billagio
So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think?
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Post by: Vineheart01
I would imagine yes, since LoW is just a super heavy slot which the Stompa iirc is the only super heavy that is actually IN the codex.
Stompa being in the Codex just helps people like me that dont have IA8 lol. The stock form of it isnt bad at all. I think i would do some repairing shenanigans if i used it though (7 Lootas, 3 of which are Meks other 4 shooting from its access points. Add in Big Mek with Fixeruppers and 3 Normal Meks. Grot riggers. Thats 7 5+ repairs and a 3+ repair on a model that cannot die instantly and has 12hp lol)
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Post by: Billagio
I'm confused. So you think the IA8 one is outdated?
61374
Post by: Madcat87
Well since IA8 is technically 2 editions old the entire thing is out of date and you need to rely on various FAQs and entries in other FW books to work out how to use the stuff in it.
Without houseruling you're gak our of luck if you're wanting to field anything from IA8 with the 7th edition codex.
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Post by: Vineheart01
Pretty much what he said.
If youre using weapons that only exist in the IA8 then theyre probably as written, unless a FAQ/Errata changed that for some reason (possible, unlikely).
Using weapons that are listed in official and newer GW books (the apoc book, or ork codex in this situation) you will need to verify if it changed.
I wasnt that familiar with the stompa pre-Apoc book that came out a year-ish ago so im not that sure what changed, but i heard it changed quite a bit.
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Post by: Jidmah
Billagio wrote:So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think? Actually it's not better. Some of the stompa's weapons have gotten some pretty nasty upgrades, the supa-gatler can no longer break on his first shot and has no limitations for picking additional targets, the Deff-Kannon can shoot whatever it feels like since it's no longer co-axial to the gatler and supa-rokkits have become large blasts instead of single shot weapons, turning the stompa into a ranged killing machine. Technically you could still use the Kustom Stompa rules, but IMO it would be bad sportsmanship to use the updated(better) rules with the old point costs, but if you use the old weapon profiles, there should be no issue for your opponent.
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Post by: Tazmork
Warboss idea:
Ghazghkull supplement. No restrictions on number of relics in that one.
Mega Armor Warboss. Axe of Ragnarork (use the claw until boosted). Fearless bosspole. 5+ fnp, EW. Since it's a relic, why not the 4++ force field for fun.
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Post by: Lansirill
The KFF relic is Big Mek only.
Has anyone played with the Green Tide formation yet? Big Boss Pole, Grotsnik, and a bunch of power klaws and you could be in business. Mix in a few ard Boyz for sucking up wounds in cc possibly. A KFF might be nice, but it'd be hard to get good coverage while staying spread out.
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Post by: Solar Shock
Tazmork wrote:Warboss idea:
Ghazghkull supplement. No restrictions on number of relics in that one.
Mega Armor Warboss. Axe of Ragnarork (use the claw until boosted). Fearless bosspole. 5+ fnp, EW. Since it's a relic, why not the 4++ force field for fun.
oooo good spot? But doesn't the ruling that they can only take one come from the fact that it says that in their actual unit entry? therefore even when using the suppliment its still only limited to 1?
No, I stand corrected:
you can indeed take multiple relics from the suppliment relic list. As the warboss entry states may use the list and the list does not limit.
Hmm liking this idea then,
Warboss on bike, Ragnarok, fearless bosspole, then just put him in a nob biker squad,
Hmm either painboy or the supa-cybork relic? shame, as EW would be nice, but the 5+ FNP is covered by a painboy at the same price and is then over the entire unit too. So il probably skip the cybork relic for a painboy (to keep the cost down a tad).
Yeh then just rack up some kills with the claw, if you keep the squad size down then with a reasonable sized target you should be able to stick it out and wipe them their turn, for +2 str -2AP. That could be an awesome setup so that once your into the meaty targets you can swing that big choppa with AP2 hopefully at initiative.
The only suckiest thing about this is...... that the relics from the suppliment are rather dull and there aren't many i see myself taking
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Post by: felixcat
Question ... which are better ... deffkoptas or warbuggies? The big advantage of rokkit buggies is that they are fearless. But deffkoptas can join assaults. Also 5 warbuggies (outflanking) are 125 whee as three koptas, 2 rokkits and a buzzsaw are 115. So?
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Post by: Stashgordon36
felixcat wrote:Question ... which are better ... deffkoptas or warbuggies? The big advantage of rokkit buggies is that they are fearless. But deffkoptas can join assaults. Also 5 warbuggies (outflanking) are 125 whee as three koptas, 2 rokkits and a buzzsaw are 115. So?
For combi charging i like the deffkopta. Nothingbetter than a 30pt unit soaking up overwatch so your mob of boyz can get in untouched.
I run skorcha trakks as well. They are awesome for softening up the enemy. I haven't outflanked them yet.
If you prefer cc then i'd run deffkoptas. If you like shooty then go buggies.
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Post by: Thulsa Doom
Back to Weirdboyz for a second.
I think they could do a lot of nasty stuff.
I agree that with the New Psyker Phase you pretty much need at least one. Hence why orks get 3 HQ now.
My theory was to run 1 in a unit of 20 shoota boyz in the back sitting on Objectives. Maybe behind an Aegis Defense line
Take Daemonology Primas Power to summon daemons and just sit back and spawn Plague Bearers. The daemons could bubble wrap the orks and the objective.
thoughts on using the Weirdboy in this way?
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Post by: Murrdox
Jidmah wrote: Billagio wrote:So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think?
Actually it's not better. Some of the stompa's weapons have gotten some pretty nasty upgrades, the supa-gatler can no longer break on his first shot and has no limitations for picking additional targets, the Deff-Kannon can shoot whatever it feels like since it's no longer co-axial to the gatler and supa-rokkits have become large blasts instead of single shot weapons, turning the stompa into a ranged killing machine.
Technically you could still use the Kustom Stompa rules, but IMO it would be bad sportsmanship to use the updated(better) rules with the old point costs, but if you use the old weapon profiles, there should be no issue for your opponent.
I was disappointed that more weapon loadouts for the Stompa weren't available. I was looking forward to seeing the Liftadroppa, Belly Gun, and Gaze of Mork rules updated. What are our options if we wanted to use a Stompa with those weapons? I'm guessing a Stompa with any of those is likely better suited for Apocalypse instead of as a Lord or War in a normal 40k game.
In that case what would we use as the basis for the Stompa? The Apocalypse book or IA:8?
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Post by: Vineheart01
I agree i wish the stompa had some variants to it. As it is youre going to always pay 840pts for it since why the gak wouldnt you get the grot riggers and supa rokkits.
I have an interesting question about the stompa though...or any super heavy walker for that matter.
The BRB says it follows the rules of regular walkers, has moves through cover, fear, invincible behemoth, and a few other rules that probably never will mean anything. But it says it moves 12" rather than 6. Moves through cover doesnt make it immune to slowing down in terrain, and i dont see anything else that does. How the hell would you determine how slow it moved using a 1D6 method if it moves 12? lol
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself lol
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Post by: Murrdox
Vineheart01 wrote:
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself lol
Ironically, the Weirdboy is also so inexpensive that throwing him at Deamon summoning might not be a bad idea. Put him with a unit of Boyz, and pray that you get one of the better summoning powers. Summon Deamons until he kills himself with Perils. He's got two wounds, so you've got at least two tries to do it. All you need to do is end up with more than 70 points of Deamons, and he's pretty much paid for himself.
Also I was looking at Mad Doc Grotsnick and realized that his Cybork Body is totally pointless.
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Post by: Ian Sturrock
The lack of Stompa options is probably to stop Chapterhouse making variant Stompa weapons. :(
It's a bit of a PITA as a I made my son's Stompa up with a belly cannon, along with changeable arms so as to be later able to add a lifta droppa... but I guess it is most likely to be used in Apoc-ish games anyway.
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Post by: Vineheart01
Pretty much apoc only lol. I want a stompa, but i dont ever intend to field it until i hit 3k points or higher. im sorry but at 3k points if you complain about something i bring you have problems because at that point level you should have ample counters to any powerful things i can bring. Stompa is easily going to cost me 1000pts or so after i fill it up with meks lol.
And i more dont like weirdboyz summoning daemons because yes hes cheap, but hes an HQ slot, which is a high value slot. A warboss on bike can do more damage than 1 summon of daemons (remember you can perils on doubles that dont succeed too), a big mek could be a SAG or a KFF, and a painboy adds a LOT of durability to a random unit.
I find the most tactical decision in this army isnt what the units are made of, but rather which HQs you bring for said army lol. So freakin many utilities that are solely available in HQ....
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Post by: keltikhoa
Murrdox wrote: Vineheart01 wrote:
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself lol
Ironically, the Weirdboy is also so inexpensive that throwing him at Deamon summoning might not be a bad idea. Put him with a unit of Boyz, and pray that you get one of the better summoning powers. Summon Deamons until he kills himself with Perils. He's got two wounds, so you've got at least two tries to do it. All you need to do is end up with more than 70 points of Deamons, and he's pretty much paid for himself.
Also I was looking at Mad Doc Grotsnick and realized that his Cybork Body is totally pointless.
Just take the primaris daemon summon and an ork power (ml2 right), then summon 10 pink horrors (115 point squad thanks to character,icon,instrument free. WIN). If he kills himself doing it then you have actually gained 45 points. If not then he can continue doing his other power and then have the daemons continue summoning more daemons. as an added bonus if you keep summoning more pink horrors you will generate more WC for your Wierdboy to use power with.
only downside is psyker heavy armies are most likely never let you cast anything. One Wierdboy is just not enough and two+ and your start to loose out on other very important elements that Vineheart01 pointed out, the other HQs are just too good to replace with Wierdboyz
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Post by: Billagio
Jidmah wrote: Billagio wrote:So with the stompa being in the codex, does that make the kustom one from IA8 outdated as a LoW in reg 40k? The kustom one is so much better than the codex one :/ What does everyone else think?
Actually it's not better. Some of the stompa's weapons have gotten some pretty nasty upgrades, the supa-gatler can no longer break on his first shot and has no limitations for picking additional targets, the Deff-Kannon can shoot whatever it feels like since it's no longer co-axial to the gatler and supa-rokkits have become large blasts instead of single shot weapons, turning the stompa into a ranged killing machine.
Technically you could still use the Kustom Stompa rules, but IMO it would be bad sportsmanship to use the updated(better) rules with the old point costs, but if you use the old weapon profiles, there should be no issue for your opponent.
sure, but I could put the same weps on the IA8 stompa (albeit different rules like you mentioned) plus a deff arsenal and 2 supa skorchas and it would still be like 100pts cheaper. IMO the codex and apoc stompa is way overpriced, especially compared to an IK. Oh well.
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Post by: Vineheart01
what, you expected something big and nasty to be on even grounds with an imperial variant? how dare you speak with such logic???
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Post by: easysauce
??? stompa is about equal to two knights in pts, but has 2x the HP, better side armour, lacks the invul but grants fearless, has way , wayyyyyyyyyyyy more firepower then two IK's too.
its d weapon is ap1 too vs ap2 on the knights if i am not mistaken.
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Post by: Billagio
It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
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Post by: Murrdox
keltikhoa wrote:Murrdox wrote: Vineheart01 wrote:
Also weirdboyz summoning daemons is a bad idea. Our waagh! spells are pretty fething nasty, only the 'Eadbanger is kinda pointless since it requires a 5+ after you pass the psyker test to even do anything (and its a toughness test, so meh...). As a non-daemon or gk/eldar, if you roll doubles of anything not just 6s you will peril. That means unless you only roll 3 you pretty much will peril, and if you only roll 3 you have good odds of not getting enough warps.
Weirdboy is squishy enough, dont make him kill himself lol
Ironically, the Weirdboy is also so inexpensive that throwing him at Deamon summoning might not be a bad idea. Put him with a unit of Boyz, and pray that you get one of the better summoning powers. Summon Deamons until he kills himself with Perils. He's got two wounds, so you've got at least two tries to do it. All you need to do is end up with more than 70 points of Deamons, and he's pretty much paid for himself.
Also I was looking at Mad Doc Grotsnick and realized that his Cybork Body is totally pointless.
Just take the primaris daemon summon and an ork power (ml2 right), then summon 10 pink horrors (115 point squad thanks to character,icon,instrument free. WIN). If he kills himself doing it then you have actually gained 45 points. If not then he can continue doing his other power and then have the daemons continue summoning more daemons. as an added bonus if you keep summoning more pink horrors you will generate more WC for your Wierdboy to use power with.
only downside is psyker heavy armies are most likely never let you cast anything. One Wierdboy is just not enough and two+ and your start to loose out on other very important elements that Vineheart01 pointed out, the other HQs are just too good to replace with Wierdboyz
Oh absolutely. I'm not going to argue that a Weirdboy is a great use of an HQ slot compared to a Warboss, Painboy, or a Big Mek. He's clearly 3rd tier at best. On top of that, several of the Ork psychic powers are actually GOOD, so you're probably better off using the actual Ork psychic powers.
BUT... if you have some demon models lying around to use in a battle... I think it could be really fun and not a TERRIBLE choice.
It would work best in a Green Tide type army with at least two Weirdboyz. That way you'd have +4 Warp Charge dice from the Mastery Levels of the Weirdboyz, and an additional +2 from each of them generating their extra charge for having Orks nearby. That would give you a VERY good chance to be able to summon deamons with at least one of the Weirdboyz each turn.
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Post by: Vineheart01
I think my favorite spell is killbolt, just because its auto-hit lol. 18" range kinda limits and you have to position him so it doesnt hit your own unit, but S10 AP1 Beam is just naaaasty. Also would like to say im kinda shocked. Theres no ork FAQ yet to fix dumb typos or something simple that every codex seems to need on release lol.
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Post by: NamelessBard
Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa.
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Post by: herpguy
easysauce wrote:??? stompa is about equal to two knights in pts, but has 2x the HP, better side armour, lacks the invul but grants fearless, has way , wayyyyyyyyyyyy more firepower then two IK's too.
its d weapon is ap1 too vs ap2 on the knights if i am not mistaken.
You are blowing past the value of an invul. A 4++ blocks out a straight 50% of damage. So against shootin they are pretty much identical, which is bad when one is double the cost.
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Post by: Vineheart01
NamelessBard wrote: Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table. Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa. Yeah i cant find these either. the LoW entry in the BRB simply mentions what they are and where the rules/costs can be found. The seize the init entry doesnt mention any modifiers to the roll, just a 6+ if you elected to go first after you deployed first. And i dont even know where i would look for the additional VP rule, since that sounds like a special mission rule like First Blood and i see nothing for that. Also question about the knight, as only one exists in my FLGS and ive never faced it, is the Imperial Knight immune to Explode! results? Its not a Super Heavy far as i know.
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Post by: Freddie Gibbs
Vineheart01 wrote:NamelessBard wrote: Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa.
Yeah i cant find these either.
the LoW entry in the BRB simply mentions what they are and where the rules/costs can be found.
The seize the init entry doesnt mention any modifiers to the roll, just a 6+ if you elected to go first after you deployed first.
And i dont even know where i would look for the additional VP rule, since that sounds like a special mission rule like First Blood and i see nothing for that.
I think he was thinking about the rules in the Escalation book, since the opponent gets VP and +1 for seizing initiative in that one.
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Post by: Billagio
Vineheart01 wrote:NamelessBard wrote: Billagio wrote:It would be equal to the knight in HP's if you brought 2 to equal the points, both of which get the invul. Plus the knights don't count as a lord of war so your opponent gets +1 to seize and an extra VP if you bring a stompa and they have 2 IKs. Not to mention if an IK assaulted a stompa it would go first and it basically comes down to who roles better on the D table.
Where are these additional rules regarding lord of war? I looked it up in my 7ed book and it doesn't say any of this. Standard CAD has a LoW slot so I don't need escalation to use a stompa.
Yeah i cant find these either.
the LoW entry in the BRB simply mentions what they are and where the rules/costs can be found.
The seize the init entry doesnt mention any modifiers to the roll, just a 6+ if you elected to go first after you deployed first.
And i dont even know where i would look for the additional VP rule, since that sounds like a special mission rule like First Blood and i see nothing for that.
Also question about the knight, as only one exists in my FLGS and ive never faced it, is the Imperial Knight immune to Explode! results? Its not a Super Heavy far as i know.
Sorry, its 1 vp for 3 hull points lost by the superheavy. Both rules are in the escalation rulebook. From what ive read on other threads is that you still use these rules in 7th, though I have not used them myself. I figured that the 7th edition rulebook officially allows the LoW in 40k, and escalation details the rules for using them.
I could be wrong (and probably am). I guess you just ignore the escalation book now and there is no drawbacks for using a LoW? (besides tons of points obviously)
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Post by: Vineheart01
Thats kinda a massive loophole that they didnt directly say you have to do. We can field a Stompa without that book, and thats a lot of rules that wouldnt be used or even known. The BRB literally just says you can find them in some codexes and in that escalations book, says nothing about "oh btw theres rules you need to know in there too"
Which sounds like yet another optional expansion. There are numerous FW super heavies you dont need the Escalations book for, so the Stompa isnt the only super heavy that has points/rules without the book.
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Post by: Billagio
True, I guess you dont have to.
Getting back to Stompa vs IK. IK is still more points efficient imo (atleast when comparing to the codex/apoc book stompa). The IA8 one is better with all those cool customization in my opinion. Not to mention that lots of people dont like playing vs a LoW, whereas with an IK you dont really need to worry about that as much.
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Post by: keltikhoa
Jidmah wrote:
But it is. In regular combined arms detachments the trukks you by for your 30 boyz would even gain objective secured. Put them in reserves and drive them onto objectives. At worst, they are driving bombs, causing huge S4 explosions. Quit a steal for 30 points - style point for modeling your trukks a bomb-squiggoths.
I need more trukks, mini squiggoths sounds like great way to make them. I will even scrap up some nice explosive cargo for it to pack around when not actually packing boyz
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Post by: Vineheart01
And a fast one at that. Bare-bone trukks move 12" flat out 12" and unless youre in trouble as it is i highly doubt they'd get shot at so they can easily zoom to an objective.
Cheaper, FoC-less, more durable (technically), and far faster than backfield Grots. i like that idea. And i think i have like 7 stinkin trukks lying around, only got 2 assembled atm (battleforces plus Ebay deals. I had since stolen the wheels from them but theyre easily replaced)
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Post by: Vineheart01
Yeah i inadvertently did that and someone called it out during my game the other day lol. I love pointing out that it is NOT fleet so my bikers can benefit from it, they failed their 7" charge by rolling a 5 and a 1 so i rerolled the 1 and went "Ere we go!!" subconsciously in marios voice apparently since i immediately got called out rofl.
I have 5 battlewagons as well, 3 assembled. Im kinda having a bit of a pickle here though with them. Since i had such a good and fun run with the Weirdboy i want to keep using him, but i see two major issues that kinda force battlewagon lists.
1) Juicy target. Even 'Ard Boyz wont protect him for long as they footslog up the board. 3 battlewagons provides one hell of a deterrent when theyre full of sluggaboyz.
2) Theres a flaw in the Weirdboy bonus WC skill. It doesnt give you an option to generate that extra WC, and unless you got the ONE non-offensive Waaagh! spell you will take 1-2 psyker phases of S2 hits with no saves allowed, since you always generate that extra WC UNLESS you are in a vehicle.
I saw that and went " Wtf...." lol. Yeah it needs a 6 to wound him but when hes squishy enough as it is....rather not risk it. And the forced wagon list prevents any big gunz or walkers
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Post by: Madcat87
Heh, just an interesting little tid bit from reading the grot entries in both the ork codex & dread mob list.
Dread Mob:
If the mob numbers 11 or more Grot Scavs, you must include an additional Runtherd. This requirement increases to an additional two Runtherds if the mob numbers 21 or more Grot Scavs
Ork Codex:
Must take one additional Runtherd for every 10 additional Gretchin in the unit.
The ork codex still has it written that you can have 29 grots but still only require 2 runtherds where as the dreadmob writers realise this loophole and require the additional runtherd as soon as you go beyond the ten grots a runtherd can look after.
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Post by: More Dakka
Reading the Snikrot and Kommandoz entry, you can take Snikrot (who is 15 points cheaper now) and a Nob.
Thinking a unit like this will be pretty solid:
Snikrot
Nob: PK BP and Kombi Skorcha
5 Kommandoz with 2x Burnaz
Comes to 185, has a tiny footprint for hiding/making use of cover and poses a serious threat to backfield light infantry the turn it arrives, then threatens basically everything else in subsequent turns.
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Post by: Vineheart01
Not sure id use any kommandos without infiltrating. Snikrot's Shrouded rule affects infiltrate too. Odds are there arent any cover on the side they came in that is close enough to a target to actually help, else they get blasted off the table before they can assault.
If you infiltrate them thats a 3+/2+ save in any rubble/ruin and can easily get a T2 assault, or soak a LOT of shots.
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Post by: More Dakka
Yeah that's also a good idea. I mean the thing is you'd have to look at the given situation, but the good thing is that you have the option to do either.
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Post by: Vineheart01
Agreed.
Though the only reason i ever used them before was to sneak a meganob boss behind my opponent's tank line turn 2 lol. Soak up any nonAP2 attacks with his face, LoS any AP2. Unfortunately they straight up denied that...bastards.
Honestly dont think Snikrot is worth 65pts. If he had Rending instead of Shred i think i'd be a little more inclined to take him, but except against Tau, IG, Orks, or small Nid bugz he wont ever pen anything and causes slightly more damage than a slugga boy  for WAY more the cost.
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Post by: underlord
What are the thoughts on using bomb squigs from transport that has moved at cruising speed?
Since they are a shooting attack that hits on a 2+, they would not be subject to snap-shooting and this might not be a bad idea to use to almost guarentee some hits with a s8 shooting attack. Provided the tankbustas get in range of course.
I might just have a place for trukk mounted tankbustas now. And at 110 points for a bare bones squad of 5 in a trukk with 3 squigs, its not too expensive either.
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Post by: Amiricle
Vineheart01 wrote:Yeah i inadvertently did that and someone called it out during my game the other day lol. I love pointing out that it is NOT fleet so my bikers can benefit from it, they failed their 7" charge by rolling a 5 and a 1 so i rerolled the 1 and went "Ere we go!!" subconsciously in marios voice apparently since i immediately got called out rofl.
I have 5 battlewagons as well, 3 assembled. Im kinda having a bit of a pickle here though with them. Since i had such a good and fun run with the Weirdboy i want to keep using him, but i see two major issues that kinda force battlewagon lists.
1) Juicy target. Even 'Ard Boyz wont protect him for long as they footslog up the board. 3 battlewagons provides one hell of a deterrent when theyre full of sluggaboyz.
2) Theres a flaw in the Weirdboy bonus WC skill. It doesnt give you an option to generate that extra WC, and unless you got the ONE non-offensive Waaagh! spell you will take 1-2 psyker phases of S2 hits with no saves allowed, since you always generate that extra WC UNLESS you are in a vehicle.
I saw that and went " Wtf...." lol. Yeah it needs a 6 to wound him but when hes squishy enough as it is....rather not risk it. And the forced wagon list prevents any big gunz or walkers 
You always have a way around that. Just activate your force weapon.
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Post by: Vineheart01
Oh yeah, derp, forgot thats done in the psyker phase not assault phase lol
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Post by: Amiricle
Vineheart01 wrote:Agreed.
Though the only reason i ever used them before was to sneak a meganob boss behind my opponent's tank line turn 2 lol. Soak up any nonAP2 attacks with his face, LoS any AP2. Unfortunately they straight up denied that...bastards.
Honestly dont think Snikrot is worth 65pts. If he had Rending instead of Shred i think i'd be a little more inclined to take him, but except against Tau, IG, Orks, or small Nid bugz he wont ever pen anything and causes slightly more damage than a slugga boy  for WAY more the cost.
With Snikrots formation (4x kommando + Snikrot) for 380 points (base squads with max burnas) you can drop 8 flame templates on anything within 6" of a board edge. can add 4 more with nob+Kombi in each for another 100 points if desired as well. That has potential imo. Also, if you build them more assaulty with bigger squads and nobs, this formation alows rerolls of cover saves if you don't shoot. These options make him easily worth his points imo.
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Post by: flaming tadpole
So I've gotten in a couple games the past couple days with the new Orks and so far my impressions are:
Mega-armor boss with da lucky stick and a painboy in a squad of MANZ is LEGIT!
Gorka and Morka nauts are a lot of fun, not super effective for their points, though they are by far the best option for carrying a KFF across the board for shielding the boyz and vehicles, and are pretty crazy hard to kill, especially when you have a big mek with da fixer upper camping inside.
Traktor kannons are an auto take imo.
MANZ are an auto take.
Warbikers are an auto take.
Stormboyz are lot better with their points drop. Take a squad of 20 to 30 with a nob and zagstruk and they can easily rip a hole in your opponents defenses by turn 2.
Weirdboyz are good, if for nothing else but denying your opponents powers. I had the unfortunate circumstance of facing a hole army of gk psykers the time I fielded a weirdboy so I was denied all my powers basically the hole game...sooooo probably not the best test to see what a weirdboy really adds to an army.
Flashgitz are pretty devastating WHEN you roll lucky for them. Unfortunately, for that reason alone they likely won't see much table action at competitive events, though I'm very curious to see how they work in builds designed around them.
Lootas are lootas.
Still don't like deffkoptas even with their price drop.
Haven't fielded any tankbustas yet. The only reliable use I can see from them is fielding small suicidal trukk squads, much like haywire wyches are for de.
That's what stuck out to me the most so far anyways.
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Post by: Dr. Delorean
What did the MANz do in the game that qualified them so in your eyes?
Not doubting you, just wondering whether you have a tale of awesome krumpin' to tell with the Warboss and his retinue.
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Post by: felixcat
Wow. I find Manz unimpressive compared to tankbustas. They crumple to dedicated cc units.
At 1500 I tested this:
warboss: lucky stikk, relic bike, headwompa, da finkin kap, bosspole (in warbikerz mob) 135
painboy biker (in warbikerz mob) 75
10 tankbustas, nob, bp, truk, ram 170
2x 12 boyz, slugga/choppa, bob, pk, bp, truk, ram 294
15 gretchin, runtjherder 50
15 warbikerz, nob klaw 305
2x 3 defffkoptas, tl rokkits, buzzsaw 230
10 lootas 140
3 mek guns, traktor kannon, 3 ammo runts 99
Now I rolled twice on strategic and got ambush. We had a debate that I won that the tankbustas could infiltrate in a dedicated transport since the unit had infiltrate. Could not find a rule prohibiting it. I got first blood that way.
I found the warbikers with boss and painboy amazing. The mek guns are quite good if you face skimmers or flyers or FMCs. Lootas remain a good buy.
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Post by: Amiricle
So, the wrecking ball is awesome. For those missing the def rolla, just make your BW def rollas count as ram + wreckin ball. Not quite as good as the old def rolla, but its still good and since trukks can take em too mekanized trukker orks can run an explosive demolition derby. Makes empty trukks somethin opponent can't ignore too since those taken with boyz using combined arms are scoring units and can pose a danger to a lot of things with wreckin ball / rokkit.
boyz don't even need to ride in these little deathtraps either, can footslog behind em if you make an av10 screen and target saturate with trukks & buggies
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Post by: Jidmah
Most empty trukk are troops with the Objective Secured special rule. Why would your opponent want ignore them?
I don't think that putting a 10 point upgrade on vehicle that is killed so easily is very useful. On battlewagons, they are a valid point-sink, but by no means mandatory. Keep in mind that d3 shots at BS2 only average to .33 hits per turn, meaning that any given wrecking ball will rarely kill anything in a game. 10 points can be spent better than that.
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Post by: Mr.T
Felix you can take only one relic per model in normal codex
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Post by: Kangodo
More Dakka wrote:Reading the Snikrot and Kommandoz entry, you can take Snikrot (who is 15 points cheaper now) and a Nob.
Thinking a unit like this will be pretty solid:
Snikrot
Nob: PK BP and Kombi Skorcha
5 Kommandoz with 2x Burnaz
Comes to 185, has a tiny footprint for hiding/making use of cover and poses a serious threat to backfield light infantry the turn it arrives, then threatens basically everything else in subsequent turns.
You might want to recalculate those points.
A Boss Nob is also unable to take a Kombi Skorcha per "The Boss Nob may take items from the Melee Weapons list."
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Post by: felixcat
You can only take the 'same' relic once.
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Post by: XC18
How will you guys play the morkanaut and gorkanaut?
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Post by: PipeAlley
XC18 wrote:How will you guys play the morkanaut and gorkanaut?
I really want to like them, they just really needed Assault Vehicle as a rule. Also they are slower then the rest of my Biker and BW list.
They should also be able to inspire Killa Kanz like a Dred, they are a lot bigger?!?!
I do like the Rampage rule, if it ever sees combat. The Mork is good pretty much for the KFF.
In an all walker list is pretty much they only way I'd play them ATM. Pity since they are so cool looking!
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Post by: Charles Rampant
The Morkanaut's 6" KFF bubble is probably the biggest reason to take one. They are both severely undergunned for the price, and otherwise mainly offer a sturdy hull. So I'd plump for the KFFanaught and use it to protect a wall of Battlewagons on turn 1 and suchlike.
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Post by: Vineheart01
Theres about 3-4 pages on this not that far back.
The Gifts of Gork and Mork read
My take ONE of the following
You may have 1 of each per army, but only 1 of anything in that list per HQ that has access.
Da Finkin Kap will probably never be used unless you dont want your warboss to be your warlord.
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Post by: NamelessBard
Technically you don't need your warlord to have the finkin cap. It just says to generate an additional one. Non warlords generate 0 so you with he cap the model generates one total.
Edit
Just noticed on the first page of point values that you can only take it on the warlord.
The whole one per model is so stupid.
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Post by: flaming tadpole
Dr. Delorean wrote:What did the MANz do in the game that qualified them so in your eyes?
Not doubting you, just wondering whether you have a tale of awesome krumpin' to tell with the Warboss and his retinue.
Well besides being awesome at capturing/denying objectives, one 3 man unit with the boss and painboy managed to take out a paladin squad including Drago and then weaken another paladin squad with the boss killing their librarian in a challenge. They also almost blew up a land raider too. The squad only cost 325pts too, which is dirt cheap considering all that they did, plus they were able to capture and deny objectives the hole game. Between them and my warbikers I was able to out score my opponent 24 to 5 in yesterdays maelstrom of war match with those units scoring roughly 2/3 of those points.
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Post by: dreamakuma
Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?
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Post by: More Dakka
Kangodo wrote: More Dakka wrote:Reading the Snikrot and Kommandoz entry, you can take Snikrot (who is 15 points cheaper now) and a Nob.
Thinking a unit like this will be pretty solid:
Snikrot
Nob: PK BP and Kombi Skorcha
5 Kommandoz with 2x Burnaz
Comes to 185, has a tiny footprint for hiding/making use of cover and poses a serious threat to backfield light infantry the turn it arrives, then threatens basically everything else in subsequent turns.
You might want to recalculate those points.
A Boss Nob is also unable to take a Kombi Skorcha per "The Boss Nob may take items from the Melee Weapons list."
Ah missed that part, well not a huge loss, so 175 for the unit I described above, still pretty solid IMO.
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Post by: Jidmah
dreamakuma wrote:Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?
If your target is within 6" of the trukk. Only the mek and his unit is protected from strays, his transport is not.
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Post by: Perfect Organism
dreamakuma wrote:Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?
I think so, yes. The trukk isn't the same unit as the mek. With around a 93% chance it will do nothing to the trukk, I'd be happy to take the risk.
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Post by: Solar Shock
Perfect Organism wrote: dreamakuma wrote:Question:
If I take a mek/w dead shiny shoota, put Him with lootas In a Trukk, can the stray shots hit the trukk?
I think so, yes. The trukk isn't the same unit as the mek. With around a 93% chance it will do nothing to the trukk, I'd be happy to take the risk.
HAHA that would add some ork hilarity, big mek storming up the battlefield with his manic 6 shot shoota blasting away, shoots his own driver with a stray, just a shame the old ramshackle doesnt still exist! for having the trukk then kareen straight into the enemy for the mek to assault out of would just be the darn funniest.
Dread mob ideas:
Ive been looking at the dread formation and for a non-fully decked out (not quite barebones) setup your reaching around 1400 pts (so this is taking KFF on both naughts, extra weapons on dreds, but a cheap HQ). For me this seems quite a lot of points, especially when sinking 600 into 2 walkers, who while extremely durable are only outputting a reasonable amount of dakka. PLus with 2 KFF's the only thing your really shielding is the kanz if you ran CC dreads (as I cant really imagine bringing dreads with dakka being very effective use of them).
So with that i've been looking at simply making a multiple FOC/ CAD list that covers the same sort of grounds;
1 Morkanaught
2/3 Dreads with CCW
unit of 5 Kanz (zookas)
Then from this core ive saved points on the extra morka and kanz, (so about 500 pts-ish) I want to add in some gun platforms and trukks. So I can have some trukks and bikes press up, with the gun platforms moving alongside the morka, shooting and keeping within the KFF.
My question is; what do you guys think is a reasonable platform to have alongside the morka's? i was thinking;
Trukk of tank busta's - Although paper flimsy, hopefully with the trukks pressing ahead they wont be a huge target prio T1 and T2. I can then also hop out into midfield terrain so they can blast away, leaving the trukk free to either shoot ahead and perhaps pick up a stranded unit etc.
Looted wagons? - still seem really flimsy, but i suppose as with the trukk I can hope they wont be target uno and once its in range it can start adding fire
Battlewagons? - Higher AV, but still not exactly hard to pop with their enormous sides. Plus they are now a considerable points investment and a slot from my already heavily used HS slot.
The IA:8 big trakks and a couple others from that dex look pretty solid imo.
EDIT: Thanks Jidmah  I was doing some looking up on thoughts about the big trakk and in a post you made in like 2011 - has sold me Jidmah - answering your questions before you question!
Solar
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Post by: Vineheart01
BWs did get more resilient with the 7+ to explode result. Yes theyre open topped so anything can pop them but its a 6+ now not a 5+, and any random AP2 gun doesnt have a 50-50 chance anymore. Ive played 3 games with orks so far, all 3 with wagons. Havent lost a wagon yet which is shocking as hell. Granted, immobilization isnt much better but with the Meks inside i have a chance to fix that. Im used to my wagons being as easy to pop as my trukks. This is mindbogging to see them actually take DAMAGE but not be destroyed instantly.
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Post by: Ghenghis Jon
Vineheart01 wrote:This is mindbogging to see them actually take DAMAGE but not be destroyed instantly.
Grot Riggers and an embarked Mek are clutch. 2 5+ chances to repair hull points and damage results.
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Post by: XC18
Reading the gazghkull supplement, something is a bit unclear for me : in the dreadmob formation , they give the definition of 'ere we go.
Meaning the walkers gains "ere we go in this formation ?
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Post by: Jidmah
Yeah, looks like it. Which in turn also makes all the walkers able to benefit from a Waaagh.
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Post by: Kanluwen
XC18 wrote:Reading the gazghkull supplement, something is a bit unclear for me : in the dreadmob formation , they give the definition of 'ere we go.
Meaning the walkers gains "ere we go in this formation ?
No. Remember that the formation has a Painboy and Big Mek in there and they have 'Ere We Go.
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Post by: XC18
Yes, but why writing that special rule here, and not on the other formations?
it does not make sense to write it as a formation special rule, unless the whole formation has it, no?
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Post by: Kanluwen
That is actually a good question.
Maybe it is supposed to have 'Ere We Go? Strange.
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Post by: Vineheart01
Does it say something along the lines of all units in this formation have ere we go, or is it saying "all units that have 'ere we go...."? If it says the first one, ok thats huge. 'Ere we Go is damn awesome, even without the run then charge from Waaagh! because units that normally dont benefit from Fleet still get to reroll a single die on charge. I love using that on my bikes lol. Back on my previous mentions of wanting to use weirdboyz - i retract that statement lol. Played a couple more games, won one lost the other (barely...damn objective point cards) and both games he fell way too easily even inside a 30man 'Ard Boyz blob. I think a mek with sag or another painboy would go further. Which blows, the spells are fun, the weridboy is just tooooo easy to kill. If he wasnt an HQ slot or at LEAST had some kind of waaaagh-born invul save, i'd still use him. Right now way too threatening of a model to let live (the game i lost i managed to get a triple Da Krunch! on a squad of outflanking bikes....sadly AP4 didnt pen so he SAVED IT ALL grumblegrumble lol)
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Post by: XC18
Unfortunately, it is the second one ;(. (All units with Ere we go ...)
But it doesn't make sense to write this rule here, that's why it is confusing.
Though I have the eBook version which has many flaws and bugs. Maybe the paper version shows differently ?
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Post by: Sinji
Just spent the last few days going over this thread from start to end checking between rule book and ideas presented here and some of my own. So what I have come up with is that I believe that the old rule boys before toys only applies to a Green Tide style of list. Any other list seem best to minimize boyz squads.
For a trukk rush army I'm thinking just 2 squads of Ard boyz in trukks then load up on MANZ Missiles and big Warbike Squads any left over point can go into Lootas and/or Mek Gunz.
For a Battle Wagon Rush it seems crazy to not take the formation from the Gaz Book. 5 BW which don't take up FOC slots that get Scout seems like a bargin and you can still load up of HS slots as well. For this type of list 5 Squads of 20 boyz might work. I would go cheep on the Wagon though probably just Ram and Big Shoota maybe plank if really needed but I think it could be passed on due to the 12" move pre game. Kill Kannons were another consideration I had but then the points start sinking in a bit.
Warboss Zardsnark from IA8 seems like a really solid choice now. He is pretty decent from the updated download version. I would probably run him with 2 Biker Painboyz and 3 full squad of bikes with the new Formation. This will open up slots for Death Koptas in FA all of which get scout along with Zardsnarks squad of you wanted to scoot them forwards. For the HS slots I would take 2-3 squads of 15 Lootas (Can't take big guns with Zardsnark but there is no mention to Mek Guns I'd assume that Mek Guns are ruled out as well wouldn't want to play too dirty.). I'd then throw the Lootas behind an Agies maybe even with a Quad-Gun for some AA and have a really solid Shooting list that has some CC potential as well. The other options would be to swap out the Pain Boyz for Big Meks on bikes with KFF's and Killsaws and send them out Tank Hunting. Or instead of full bike squads maybe MSU 6 man Squads with PK Nobz. Adds some redundancy sure some will die but there quite cheep now so who cares and they can turbo-boost turn 1 into enemy territory with objective secure to deny some early Malstrom of War VP for your opponent or take them for yourself. I am going to put together a list or 2 tonight in this format and start playing a few games with them. Nob Bikers might even get an appearance as well.
I can see some really potential for some good walker list builds bit I will need to do some more research into that before posting anything.
I believe that standard Trukk boyz are dead though. That makes me a sad Ork. I do believe though the Ard Trukkers are in with a vengeance. Big points sink but a bit more durable. I was at first excited to see that Burna's and Tankbustas got access to trukks but the suffer all the same problems as Trukk boyz. As stated above earlier the only real use for Tabkbustas in a Trukk would be as a small suicide squad used the same way as Haywire Wyches.
I will get a few more games in and some more findings.
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Post by: Otto Weston
It appears to me that our Warbosses are very flexible now.
Able to take -
Rokkit Pack
Warbike
Mek's Tools
Dok's Tools
etc.
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Post by: pepe5454
Otto Weston wrote:It appears to me that our Warbosses are very flexible now.
Able to take -
Rokkit Pack
Warbike
Mek's Tools
Dok's Tools
etc.
I think you are misreading look to the table on page 53. I made the same mistake at first and had to double check.
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Post by: Otto Weston
pepe5454 wrote: Otto Weston wrote:It appears to me that our Warbosses are very flexible now.
Able to take -
Rokkit Pack
Warbike
Mek's Tools
Dok's Tools
etc.
I think you are misreading look to the table on page 53. I made the same mistake at first and had to double check.
Weird.... yeah... but, on the Warboss page it says you can take anything from the Orky Know-Wots list and on page 98, the full Orky Know-Wots list contains:
Bosspole
Cybork
Dok's
Gitfinda
KFF
Mek's Tools
Rokkit Pack
Waaagh! Banner
Warbike
The other side to that cake is the page 53 list with only:
Cybork
Bosspole
Gitfinda
Warbike
:/ Damn. I was hoping our Warboss could be customized to take virtually any style of loadout, I thought that was pretty cool of them to do that but it looks like just errors in their book.
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Post by: Solar Shock
Vineheart01 wrote:
Back on my previous mentions of wanting to use weirdboyz - i retract that statement lol. Played a couple more games, won one lost the other (barely...damn objective point cards) and both games he fell way too easily even inside a 30man 'Ard Boyz blob. I think a mek with sag or another painboy would go further.
Which blows, the spells are fun, the weridboy is just tooooo easy to kill. If he wasnt an HQ slot or at LEAST had some kind of waaaagh-born invul save, i'd still use him. Right now way too threatening of a model to let live (the game i lost i managed to get a triple Da Krunch! on a squad of outflanking bikes....sadly AP4 didnt pen so he SAVED IT ALL grumblegrumble lol)
How was your weirdboy dying?
I am really interested in bringing a weirdboy (as I made an awesome conversion for one), how in your blobs were they dying? if kept centred etc, I cant see how its any different than having an old style KFF big mek in a blob of boys.
Im considering taking 1 in a small unit of MANz perhaps. Thats how I ran them last ed when I did (mostly to mitigate hitting my own squad with 'ead banger). I can understand them being a considerable threat as the powers do look very tasty indeed. But with other big targets about id hope they wouldn't attract too much attention and get a few good turns in.
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Post by: Kanluwen
Otto Weston wrote:
Weird.... yeah... but, on the Warboss page it says you can take anything from the Orky Know-Wots list and on page 98, the full Orky Know-Wots list contains:
How do you think you can take Rokkit Packs, Mek's Tools, and Dok's Tools? There's no points costs for them. Anywhere in the book.
The "Orky Know-Wots list" you are referring to isn't a list. It's the rules for them. The list is page 53.
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Post by: Vineheart01
Theres a lot of people thinking that the Orky Know-wots in the back of the book is a list of wargear you can purchase from, despite it has no points listed there and half the list missing in the list that has the points
Warboss cannot take Rokkit Packs, Mek Tools, or Doc Tools. Hell, hes even forbidden from Da Fixer Uppers even though thats technically available to him (read footnotes).
Dont really care about him not getting Mek Tools, but i wish he had the other two >.<
Also my weirdboy keeps dying because of either outflanking DA bike squads or barrage sniping (eventually you gotta fail that 2+ LoS). The bikes tear out ~10 boyz on average, ignoring the armor since theyre toting plasma, and win in assault with superior armor and rending hammers.
4+ armor isnt that hard to get by. They were getting hammered by a lot of crap that pen'd their armor throughout the game, not just the bikers that got into assault T3.
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Post by: The Good Green
Otto Weston wrote: I think you are misreading look to the table on page 53. ... :/ Damn. I was hoping our Warboss could be customized to take virtually any style of loadout, I thought that was pretty cool of them to do that but it looks like just errors in their book. It's not a mistake in the book... but that would have been awesome... or if they had given the weird boy ANY options.
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Post by: hurtmypony
Vineheart01 wrote:Does it say something along the lines of all units in this formation have ere we go, or is it saying "all units that have 'ere we go...."?
If it says the first one, ok thats huge. 'Ere we Go is damn awesome, even without the run then charge from Waaagh! because units that normally dont benefit from Fleet still get to reroll a single die on charge. I love using that on my bikes lol.
As mentioned, it is the latter, even in my paper copy.
However, it is listed under Formation Special Rules, and the description for the Formation Special Rules section as a whole states:
"Every formation includes one or more special rules associated with the units that make up that Formation".
"The special rules for a Formation only apply to the units that make it up (even if there are other units of the same type in your army)".
To me, that seems to suggest all Dread Mob units benefit.
I always thought they intended to allow the IA8 Killa Kans to be considered Fast Attack in more than name/slot, even though even the FAQ never "corrected" this.
Maybe giving them 'Ere We Go in this rule set is a more conservative decision in the same light. It's certainly not as awesome as giving them the benefit of being a Fast unit, but it would make them slightly more mobile in one sense.
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Post by: mrfantastical
On a side note, Zhadsnark "Da Rippa" is the best thing to happen to our book. Actually makes our book not just playable, but competitive for me.
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
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Post by: sirlynchmob
I love that guy. And the funny looks you get when you try to ram a vehicle  much more fun to do in 6th, not so much in 7th.
a PK at I4 is always awesome.
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Post by: mrfantastical
Bikes as troops, his unit gets scout, I4 PK & T7. Yeah he's amazing.
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Post by: Ghenghis Jon
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Post by: Vineheart01
Misinterpretation of the statline probably. Hes listed as T6, but since hes not listed T6(7) it means it was written for current rules where the bike adds a total toughness not a pseudo toughness. Its automatically accounting the bike adds +1 toughness so hes T6. Hes still a nasty warboss. Btw something i noticed when looking over that internet spreadsheet for dreddmobs. Mega Dredds may replace his rippa klaw with another kill kannon for 35pts....um...problem there I see no rule allowing the Mega Dredd to ignore the Ordnance effect of all your other weapons fire snapshots, unless i am missing something and walkers are immune to that in general for some reason. Why would you put two on this guy when he cant fire both? lol
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Post by: Solar Shock
Vineheart01 wrote:Misinterpretation of the statline probably. Hes listed as T6, but since hes not listed T6(7) it means it was written for current rules where the bike adds a total toughness not a pseudo toughness. Its automatically accounting the bike adds +1 toughness so hes T6.
Hes still a nasty warboss.
Btw something i noticed when looking over that internet spreadsheet for dreddmobs. Mega Dredds may replace his rippa klaw with another kill kannon for 35pts....um...problem there
I see no rule allowing the Mega Dredd to ignore the Ordnance effect of all your other weapons fire snapshots, unless i am missing something and walkers are immune to that in general for some reason. Why would you put two on this guy when he cant fire both? lol
In the original IA8 I seem to remember that the additional killkannon simply added a TL effect to the first. However, that isn't mentioned here i must admit and it looks like he'd technically have 2 to fire :/
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Post by: Jidmah
Vineheart01 wrote:Misinterpretation of the statline probably. Hes listed as T6, but since hes not listed T6(7) it means it was written for current rules where the bike adds a total toughness not a pseudo toughness. Its automatically accounting the bike adds +1 toughness so hes T6.
Hes still a nasty warboss.
Btw something i noticed when looking over that internet spreadsheet for dreddmobs. Mega Dredds may replace his rippa klaw with another kill kannon for 35pts....um...problem there
I see no rule allowing the Mega Dredd to ignore the Ordnance effect of all your other weapons fire snapshots, unless i am missing something and walkers are immune to that in general for some reason. Why would you put two on this guy when he cant fire both? lol
This was already pointed out when the Apocalypse Second Edition was released and updated the Mega Dread's rules. FW doesn't seem to be aware of the issue.
hurtmypony wrote: Vineheart01 wrote:Does it say something along the lines of all units in this formation have ere we go, or is it saying "all units that have 'ere we go...."?
If it says the first one, ok thats huge. 'Ere we Go is damn awesome, even without the run then charge from Waaagh! because units that normally dont benefit from Fleet still get to reroll a single die on charge. I love using that on my bikes lol.
As mentioned, it is the latter, even in my paper copy.
However, it is listed under Formation Special Rules, and the description for the Formation Special Rules section as a whole states:
"Every formation includes one or more special rules associated with the units that make up that Formation".
"The special rules for a Formation only apply to the units that make it up (even if there are other units of the same type in your army)".
To me, that seems to suggest all Dread Mob units benefit.
I always thought they intended to allow the IA8 Killa Kans to be considered Fast Attack in more than name/slot, even though even the FAQ never "corrected" this.
Maybe giving them 'Ere We Go in this rule set is a more conservative decision in the same light. It's certainly not as awesome as giving them the benefit of being a Fast unit, but it would make them slightly more mobile in one sense.
Agree. All rules listed under "Special Rules" of a formation apply to every model in the formation. Since 'ere we go is listed as special rule (alongside the the two supplement rules and the Wall of Steel rule), everyone gets it.
Seeing how the even included things like the deep strike mishap table among other stuff, they probably tried to make the Supplement playable without having to flip through the rulebook, the codex and the supplement during games, one of the bigger points of criticism when it comes to supplements.
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Post by: Sinji
I think the ruling is that if you fire Ordnance you have to snap fire all other weapons. Since both are Ordnance you should be able to fire both normally.
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Post by: XC18
Yes, there is little doubt that all MANz have fearless in Bullyboys, or that all BW have scout in blitz brigade so logically, all units in Dreadmob formation have ere we go.
Yeah! Now I need to add a warboss to Waaagh all those walker muahahah
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Post by: Warboss Imbad Ironskull
Jidmah wrote:
4) Blitz Brigade
- Requires: 5 Battlewagons, all Battlewagons must have rams or deff rollas
- All battlewagons gain scout
- Know Yer Limitz:: Embarked units cannot charge during the first turn if the battlewagon used scout.
Now I have a question about this as I plan on running a Battlewagon list.
I've just gotten back into the game and am still trying to understand the allied detachment rules and such, what I am thinking is to have my primary detachment be made up of my warboss (who will also be my warlord) and 2 Troop choices (plus whatever other units I take) and then my allied detachment will be a Big Mek and troop. Now my question is since the Blitz Brigade requires 5 battle wagons does that mean I would have to have 5 BW total (say 3 from my Primary Detachment and 2 from my Secondary Detachment?) or do I have to take 5 BW from my Secondary Detachment?
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Post by: Perfect Organism
No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.
Also, you can't take an allied detachment with the same faction as your primary detachment.
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Post by: NamelessBard
All the battlewagons are a new detchment.
Also, you can't ally orks to orks.
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Post by: Vineheart01
in 6th the allies matrix specifically denied same race alliances.
Where is this rule in 7th?
There are literally only 2 pages talking about allies in the 7th book, and nothing says same faction cannot ally. In fact, it lists them as battle brothers wheras before it was a blank slot.
You can totally ally the same race now.
Also even in 6th if there was a supplement involved you could ally with the main codex anyway. The BW formation is a supplement.
52812
Post by: Tiger9gamer
actually the battlewagon detachment seems like a steal for helping keep the H/S slots open. An Idea I had would be to have a mega nob and warlord unit ride in one, Two troops in the others, and maybe two units of lootas in the other two. Think that would work or should it just be packed full of troops?
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Post by: adamsouza
Expect a flood of grots, kans, and nobz from bitz dealers in the next month or so.
65311
Post by: Vineheart01
Yeah my friend that follows WD pretty closely said the new starter box is orks vs space wolves. Quite frankly i expected the same damn ork list, kinda surprised kans are in there.
54283
Post by: NamelessBard
Vineheart01 wrote:in 6th the allies matrix specifically denied same race alliances.
Where is this rule in 7th?
There are literally only 2 pages talking about allies in the 7th book, and nothing says same faction cannot ally. In fact, it lists them as battle brothers wheras before it was a blank slot.
You can totally ally the same race now.
Also even in 6th if there was a supplement involved you could ally with the main codex anyway. The BW formation is a supplement.
We're this far into 7th ed and this is still confusing people; man, wouldn't often FAQ updates help...
I'm not sure if you read those pages you are talking about or not, but I'd suggest having another look.
All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).
What's a faction?
In the case of older publications, the Faction of all the units described in a codex is the same as the codex’s title. In the case of codex supplements, the Faction of all the units described in that publication is the same as the codex it is a supplement of.
Therefore, no, you cannot ally the Ghraz supplement.
The formations from the Ghraz book have nothing at all to do with this, they are just a complete separate detachment.
Now we get to the good part... does the specific rules in the older supplements allow allying and override the general rule in the new 7th ed book?
The 7th book is the most up to date and they even go out of their way to mention the old supplements. I'd go so far as to say that they don't feel it needs a new FAQ as it is implied here that you cannot ally farsight to Tau for example.
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Post by: Warboss Imbad Ironskull
Perfect Organism wrote:No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.
So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?
I guess I'm just not sure how formations fit into the detachment system
54283
Post by: NamelessBard
Warboss Imbad Ironskull wrote: Perfect Organism wrote:No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.
So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?
I guess I'm just not sure how formations fit into the detachment system
They certainly didn't make it clear.
You could do:
Detachment #1 (Faction: Orks)
- CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
Detachment #2 (Faction: Orks)
- CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
-You cannot make this an allied detachment as it is the same faction as your first detachment
Detachment #3 (Faction: Orks)
-Ork Formation (i.e. 5 battle wagons with scout)
You can keep adding new CADs, ally detachment (as long as it is not from Faction Ork) or formations (even non-ork ones but they need to follow the ally matrix, i.e. add in a skyblight tyranids but follow come the apocalypse rules).
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Post by: flaming tadpole
I've found that a weird boy in a 30 man blob of boyz huddled around a morkanaut with kff is quite an effective detachment to cover the middle of the battlefield, while you have manz missiles and warbikers cover the sides.
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Post by: Warboss Imbad Ironskull
NamelessBard wrote: Warboss Imbad Ironskull wrote: Perfect Organism wrote:No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.
So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?
I guess I'm just not sure how formations fit into the detachment system
They certainly didn't make it clear.
You could do:
Detachment #1 (Faction: Orks)
- CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
Detachment #2 (Faction: Orks)
- CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
-You cannot make this an allied detachment as it is the same faction as your first detachment
Detachment #3 (Faction: Orks)
-Ork Formation (i.e. 5 battle wagons with scout)
You can keep adding new CADs, ally detachment (as long as it is not from Faction Ork) or formations (even non-ork ones but they need to follow the ally matrix, i.e. add in a skyblight tyranids but follow come the apocalypse rules).
OH!!!! ok I think my confusion was the difference between Combined Arms Detachments and Allied Detachments but I've got it now.
I originally planned on sticking my Big Mek on a bike with a KFF and running him next to my BW but scouting the force means my BM can't keep up so I may just put him in one of the BW with my Boy. Now I gotta figure out if I'm gonna run him in MA or not.
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Post by: Vineheart01
The 7th book is the most up to date and they even go out of their way to mention the old supplements. I'd go so far as to say that they don't feel it needs a new FAQ as it is implied here that you cannot ally farsight to Tau for example.
Up to date BRB doesnt trump an older codex unless its FAQ/Errata'd, which they did FAQ and didnt even tough the paragraph talking about allying with normal tau.
Though i agree if they would actively FAQ things a lot of confusion would be avoided. 7th BRB still has 0 FAQs for it and theres several things that need it badly.
And i missed the other part, my bad.
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Post by: B0NES
I think that you guys are overlooking an important point in the codex.
Everyone seems to be talking abut the required 1 HQ and 2 Troop choices, but on page 102 of the new codex, it states that we require a minimum 3 Troops.
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Post by: Solar Shock
B0NES wrote:I think that you guys are overlooking an important point in the codex.
Everyone seems to be talking abut the required 1 HQ and 2 Troop choices, but on page 102 of the new codex, it states that we require a minimum 3 Troops.
Thats if you are using the 'detatchment' from the main codex. If your using the CAD then that is the FOC from the BRB and is 1HQ, 2Troops. Atleast that is how I am now understanding it from the previous posts.
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Post by: Sinji
Warboss Imbad Ironskull wrote:NamelessBard wrote: Warboss Imbad Ironskull wrote: Perfect Organism wrote:No, the battlewagons are not part of a Detachment, they are their own Formation which is taken in addition to any other detachments. They do not use Force Organisation slots.
So then I just have to have to have at least 5 BW in my list and say I'm using the formation in order for my BW to get scout it doesn't matter where the BW come from?
I guess I'm just not sure how formations fit into the detachment system
They certainly didn't make it clear.
You could do:
Detachment #1 (Faction: Orks)
- CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
Detachment #2 (Faction: Orks)
- CAD (1 HQ + 2 TR required)
-Or use the specific ork detachment (i.e. Great Waaagh)
-You cannot make this an allied detachment as it is the same faction as your first detachment
Detachment #3 (Faction: Orks)
-Ork Formation (i.e. 5 battle wagons with scout)
You can keep adding new CADs, ally detachment (as long as it is not from Faction Ork) or formations (even non-ork ones but they need to follow the ally matrix, i.e. add in a skyblight tyranids but follow come the apocalypse rules).
OH!!!! ok I think my confusion was the difference between Combined Arms Detachments and Allied Detachments but I've got it now.
I originally planned on sticking my Big Mek on a bike with a KFF and running him next to my BW but scouting the force means my BM can't keep up so I may just put him in one of the BW with my Boy. Now I gotta figure out if I'm gonna run him in MA or not.
He can scout with a Squad of Deffkopas. I had the same problem then it hit me. An Ah Ha moment.
63539
Post by: flaming tadpole
So I think I may have found some tasty
For 450pts you can get 15 kustom mega-kannon mek gunz. That's 15 strength 8 ap 2 blasts you'll be shooting at the enemy every turn
Seems pretty legit if you ask me, though I would likely mix in some traktor kannons in there too.
What do you guys think?
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Post by: Vineheart01
Viable, though expensive model-wise or a LOT of kitbashing work. Also prevents battlewagon use. Think i like my rokkit spam idea. 3x 15 Tankbustas w/ Nob and BP, 630pts 3x 5 Buggies w/ TL Rokkits, 375pts 3x 20 Shoota Boyz w/ Nob, Klaw, BP, 2 Rokkits 570pts Big Mek w/ KFF, Rokkit, Da Finkin' Kap, 'Eavy Armor, Cybork 109pts Big Mek w/ KFF, Rokkit, 'Eavy Armor 94pts 2 HQ Meks w/ Rokkits 40pts 2x 5 Kannons 180pts 1998pts. Since i normally play 2000pt games, thats what i build for. That is 45 Tankhunter rokkits, 15 TL Rokkits on fast platforms w/ outflank, 10 Rokkits mixed into the Shoota Boyz, and 10 Kannons. Totaling 72 rokkits + 10 Kannons and a lot of bodies lol. Probably never do it since i dont have anywhere near that many rokkits built, or buggies, i was just goofin around tryin to spam rokkits as much as i could lol Get the Infiltrate warlord trait and infiltrate the Tankbustas. Why assault when they can instantly pop 2-3 vehicles and score first blood plus a bonus VP? lol
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Post by: The Good Green
Don't forget, you can gice your shoots-boyz nobs kombi-rokkits now... right?
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Post by: flaming tadpole
Vineheart01 wrote:Viable, though expensive model-wise or a LOT of kitbashing work. Also prevents battlewagon use.
Think i like my rokkit spam idea.
3x 15 Tankbustas w/ Nob and BP, 630pts
3x 5 Buggies w/ TL Rokkits, 375pts
3x 20 Shoota Boyz w/ Nob, Klaw, BP, 2 Rokkits 570pts
Big Mek w/ KFF, Rokkit, Da Finkin' Kap, 'Eavy Armor, Cybork 109pts
Big Mek w/ KFF, Rokkit, 'Eavy Armor 94pts
2 HQ Meks w/ Rokkits 40pts
2x 5 Kannons 180pts
1998pts.
Since i normally play 2000pt games, thats what i build for.
That is 45 Tankhunter rokkits, 15 TL Rokkits on fast platforms w/ outflank, 10 Rokkits mixed into the Shoota Boyz, and 10 Kannons. Totaling 72 rokkits + 10 Kannons and a lot of bodies lol.
Probably never do it since i dont have anywhere near that many rokkits built, or buggies, i was just goofin around tryin to spam rokkits as much as i could lol
Get the Infiltrate warlord trait and infiltrate the Tankbustas. Why assault when they can instantly pop 2-3 vehicles and score first blood plus a bonus VP? lol Lol! that list would awesome to see in action. You should totally just proxy it and see how it does.
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Post by: Vineheart01
Yes they can get kombi rokkits but why the gak would i do that? 5pts for a single shot that probably wont hit anyway. The nob is there for the inevitable combat and BP. Contrary to popular opinion, the Bosspole isnt worthless buy. You'd be amazed how many times it has saved my can on mob chart rolls. I wanted to bring more Big Meks for more rokkits and more Meks in the process, but the only way i could pull that off is if i shaved Shootas off, and i'd only be able to get 2 more rokkits anyway. The amount of low strength dakka i'd lose compared to simply 2 more rokkits isnt worth it. I could technically shave the 3rd ork unit and just use the normal CAD formation, saving 220pts, but then i couldnt bring a 3rd HQ so all i could do for more rokkits is either Kans or a third Kannon battery, which either only yields 4 Kans for the points i got to spare, or i have 110pts lying around lol. The only Kombi that is ever worth it is Skorcha, and theyre 10pts now so its not as easy to obtain since 10pts per model gets noticable WAY faster than 5pts. I used to load my bikernobz with kombi skorchas as a countercharge attack.
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Post by: hurtmypony
I guess at this point there is little chance of seeing a new ork buggy and war trakk model?
I am excited to field 5 or 10 of them into my army, but can't bear to use the existing model. I have several from the 90's, some still in the shrink wrap, I think, and the orks on them are almost small enough to be grots.
I love the look of those Elysian Tauros Assault and Venator enough to spend the FW premium to convert them into looted buggies, but I am not certain what ork driver and shooter model will convincingly fit on it, if any...
I know this is Tactics, but if anyone has familiarity with the model, please enlighten me!
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Post by: Jidmah
Kromlech offers two variants of pretty awesome warbuggies, maybe have a look at them?
69018
Post by: Solar Shock
hurtmypony wrote:I guess at this point there is little chance of seeing a new ork buggy and war trakk model?
I am excited to field 5 or 10 of them into my army, but can't bear to use the existing model. I have several from the 90's, some still in the shrink wrap, I think, and the orks on them are almost small enough to be grots.
I love the look of those Elysian Tauros Assault and Venator enough to spend the FW premium to convert them into looted buggies, but I am not certain what ork driver and shooter model will convincingly fit on it, if any...
I know this is Tactics, but if anyone has familiarity with the model, please enlighten me!
The battlewagon upgrade sprue has a good ork shooter, which is torso up out of a hatch. but that would be one expensive way to get a shooter  I really like the older ork models as retro's. id use the shooters from the original buggies
I am currently thinking about using the 'matyr firestorm redoubt' or the 'matyr bunker' as a central point to my force. I'd field either (dependant on whether I can workout if the firestorm version is worth it? - those AA guns or gatlers sounds sweet. but with a 24" range on the gatlers and having to deploy in my zone, I could struggle to have something in range every turn and then thats a wasted 100 pts), with a unit of lootas inside (6-8) and then another unit on the battlements, thats one hell of a nasty gun platform. Upgrade it with void shields and its AV14, 4HP, with a AV12 shield. Those lootas wont be going anywhere soon.
This combined with the dread formation, putting 2 morkas nearby, would this then provide the KFF save to the building too?
Although then again, the void shield generator could be an even better option, especially if running a dread list. The bubble would provide an extra 1-3 layers of armour for say those kans and the dreads. Giving the enemy a huge amount of armour to crack before they can even start getting at your units. Even if the shield only lasts T1 and you miss all your regens. the 100 or so pts investment to give all those walkers time to get into range and the CCW dreads nice and close before they even take any punishment.
Plus I can model the bunkers as a nice and orky walker that simply sits still the entire game  which would look seriously cool
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Post by: GreySeerZ
Jidmah wrote:Kromlech offers two variants of pretty awesome warbuggies, maybe have a look at them?
If you look at the models that are still missing representation:
Deffkoptas
Buggies
Warboss/Nob Bikers
I feel like there will likely be a speed freaks/evil suns/etc. supplement coming out. It would make sense to release all those minis then.
39309
Post by: Jidmah
Yeah, people kept saying that about the White Scars supplement as well
Just because it makes sense, doesn't mean it's coming. The even release Kult of Speed bundles to make a point that buggies and deff koptas aren't coming anytime soon.
I wonder what's the problem with recutting the AOBR sprues though, but then again, I'm no mold maker.
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Post by: GreySeerZ
Jidmah wrote:Yeah, people kept saying that about the White Scars supplement as well
Just because it makes sense, doesn't mean it's coming. The even release Kult of Speed bundles to make a point that buggies and deff koptas aren't coming anytime soon.
I wonder what's the problem with recutting the AOBR sprues though, but then again, I'm no mold maker.
Honestly the online exclusive bundles seem like a great way to clear old stock, considering they're a limited time deal, and that buggies never sold well before. Don't get me wrong, I'm sure you're 100% right, but I'd still expect a speed freaks supplement at some point, and minis to match, it just might be a year from now.
65311
Post by: Vineheart01
Wait, you WANT those old gorkamorka buggies? Ew...
I have one because it was in a massive ebay deal i snagged some time ago. I havent touched the box in so long its covered in dust lol. that thing is hideous.
13192
Post by: Ian Sturrock
The Gorkamorka plastic buggies are pretty ugly, but I am contemplating converting them -- should be possible to get half a buggy and half a warbike out of each one, and make the other halves so nice that they look good.
51597
Post by: XC18
By the way, Snikrot 's Mork Teeth still count as 2 melee weapons in this codex?
47876
Post by: Ghenghis Jon
XC18 wrote:By the way, Snikrot 's Mork Teeth still count as 2 melee weapons in this codex?
It says 'pair of Melee weapons'.
82059
Post by: steve1
hurtmypony wrote:I guess at this point there is little chance of seeing a new ork buggy and war trakk model?
I am excited to field 5 or 10 of them into my army, but can't bear to use the existing model. I have several from the 90's, some still in the shrink wrap, I think, and the orks on them are almost small enough to be grots.
I love the look of those Elysian Tauros Assault and Venator enough to spend the FW premium to convert them into looted buggies, but I am not certain what ork driver and shooter model will convincingly fit on it, if any...
I know this is Tactics, but if anyone has familiarity with the model, please enlighten me!
Ian Sturrock wrote:The Gorkamorka plastic buggies are pretty ugly, but I am contemplating converting them -- should be possible to get half a buggy and half a warbike out of each one, and make the other halves so nice that they look good.
It's incredibly easy to convert a buggy out of the Trukk kit. Here is a basic first attempt one I knocked up.
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Post by: Ian Sturrock
Nice, thank you!
34385
Post by: doktor_g
pretty good looking steve1. Cheaper too probably. Do most of y'all prefer the buggies over koptas? Seems the koptas are far superior with the point decrease now.
Also... who has tried the gorka / morka 'nauts? Worthy? Automatically Appended Next Post: Oh and @Good Green:
Kombi Rokkits are widely considered the worst weapon in the 40k multiverse since they only hit once every three games. Hah!
82059
Post by: steve1
doktor_g wrote:pretty good looking steve1. Cheaper too probably. Do most of y'all prefer the buggies over koptas? Seems the koptas are far superior with the point decrease now.
Also... who has tried the gorka / morka 'nauts? Worthy?
Little bit more expensive, Trukks are £4 more than buggies but it's worth it for a better looking buggy with tons of bits leftover. Buggies fit the theme of my army a bit more and having 5 to rokkits for 125pts is niiiice.
I have not tried a naut personally but for the cost the firepower is very underwhelming and it's a lot of points to risk on someone blowing up as is the case with the game I observed today.
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Post by: DaKKaLAnce
Is the Ghazy supplement worth it? does it give nice bonuses for the orks?
65311
Post by: Vineheart01
Deffkoptas cost 5pts more but have the option to scout and shoot something first turn, buggies kinda have to outflank or become bullet sponges.
It depends on what youre doing. if you already have armor in your list, go with buggies. More armor is always better even if its av10. If you have none, get deffkoptas because otherwise the few anti-tank weapons people always bring will mince them into shreds immediately.
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Post by: More Dakka
Kinda liking the idea of MSU elite choices in the book so far.
My main core is looking like dual WB with Bikes, Painboy with Bikes all held together by a big mob of bikers, so I want some toolbox units in there as well to help out.
5 Burnaz + Trukk 110 (115 if you want to put a ram on it, which I would recommend)
5 Tankbustaz + Trukk even less (don't have my book with me)
3 Man + Trukk 150
That's all 3 elite slots eaten up sure, but all 3 of those units can just NUKE the right targets and with a big blob of Bikers soaking up the firepower they should be able to get where they are intended to by the 2nd turn.
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Post by: Sinji
In the Ghaz supplement there is a force org that allows 5 Elites. If you want cheep expendable MSU elites that might be a solid option for you. It also allows 8 Troops I believe.
504
Post by: kaiservonhugal
Some food for thought for Buggy conversions:
2
63539
Post by: flaming tadpole
doktor_g wrote:pretty good looking steve1. Cheaper too probably. Do most of y'all prefer the buggies over koptas? Seems the koptas are far superior with the point decrease now.
Also... who has tried the gorka / morka 'nauts? Worthy?
Automatically Appended Next Post:
Oh and @Good Green:
Kombi Rokkits are widely considered the worst weapon in the 40k multiverse since they only hit once every three games. Hah!
I've tried them in a couple games. Their crazy fun to use and they definitely attract a lot of firepower, be that good or bad. Their probably not the most competitive, but they can definitely get the job done.
Plus they can be really resilient with a kff and a couple meks nearby to repair their hull points.
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Post by: blaktoof
kombi skorcha- WAAAGGH!
kombi rokkit- snotling fodder.
Nice konversions up there.
I have a bunch of the old gorkamorka vehicles sitting in the gorkamorka box, mocking me and crying to be cut up...
83978
Post by: Melevolence
flaming tadpole wrote: doktor_g wrote:pretty good looking steve1. Cheaper too probably. Do most of y'all prefer the buggies over koptas? Seems the koptas are far superior with the point decrease now.
Also... who has tried the gorka / morka 'nauts? Worthy?
Automatically Appended Next Post:
Oh and @Good Green:
Kombi Rokkits are widely considered the worst weapon in the 40k multiverse since they only hit once every three games. Hah!
I've tried them in a couple games. Their crazy fun to use and they definitely attract a lot of firepower, be that good or bad. Their probably not the most competitive, but they can definitely get the job done.
Plus they can be really resilient with a kff and a couple meks nearby to repair their hull points.
I haven't had the chance to test mine out yet, as a buddy of mine is painting mine up (he runs a paint studio with his family). But on paper, they look to be solid enough despite a dicey points cost. I'll probably run my Morkanaught often as it frees up a HQ slot and does the KFF a bit better, as well as providing decent firepower in the meantime. Plus, the model looks awesome, and hopefully mine will look even cooler with it's funky pose I requested.
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Post by: flaming tadpole
Nice man, I have yet to get the actual model yet I just proxied mine cause I was eager to try them out. Your perceptions are pretty spot on, the Morka is definitely the best delivery method for the kff. I like running a 30 man boyz blob with a couple mek boyz and a weird boy huddled around it to cover the middle of the field. That thing can be crazy hard to get rid of, especially when you have a big mek with da fixer upper camping inside
550
Post by: Clang
The old GorkaMorka buggies, trakks and even trukks are not terrible models in themselves, so long as you just use them as a conversion base to make something much cooler - they have heaps of useful bits and details. I'm currently using them to make a variety of mek gun chassis. If you're a converter and see the old kits going cheap, they're well worth picking up, although I probably wouldn't bother buying an assembled one.
Their one dreadful feature is the crew, which are pretty much unusable alongside current ork models. Not a problem for gunners, as they're commonly available in e.g. the battlewagon, but converting orks to sit and hold a steering wheel is a pain...
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Post by: Solar Shock
Clang wrote:The old GorkaMorka buggies, trakks and even trukks are not terrible models in themselves, so long as you just use them as a conversion base to make something much cooler - they have heaps of useful bits and details. I'm currently using them to make a variety of mek gun chassis. If you're a converter and see the old kits going cheap, they're well worth picking up, although I probably wouldn't bother buying an assembled one.
Their one dreadful feature is the crew, which are pretty much unusable alongside current ork models. Not a problem for gunners, as they're commonly available in e.g. the battlewagon, but converting orks to sit and hold a steering wheel is a pain...
Yeh hating converting standard boyz to do the job. Such a pain in the ass. I actually quite like the old models! i use them to keep a nice variety in my army, they all undergo some conversion work, which also helps. But those mini little drivers are hilarious
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Post by: Sinji
Clang wrote:The old GorkaMorka buggies, trakks and even trukks are not terrible models in themselves, so long as you just use them as a conversion base to make something much cooler - they have heaps of useful bits and details. I'm currently using them to make a variety of mek gun chassis. If you're a converter and see the old kits going cheap, they're well worth picking up, although I probably wouldn't bother buying an assembled one.
Their one dreadful feature is the crew, which are pretty much unusable alongside current ork models. Not a problem for gunners, as they're commonly available in e.g. the battlewagon, but converting orks to sit and hold a steering wheel is a pain...
Try building an enclosed compartment for the driver. I have done this on few of my models and it looks great. The vehicle can still count as Open-Topped because the Gunner will be exposed. Just an idea.
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