I’m guessing because iron hands tend to go vehicle heavy along with guard. So far though it’s almost all infantry spam from BA, DA, EC, custodes that is winning the tourneys right now though so I don’t even know if IH or guard are gonna be the main threats.
Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Meganobz [6 PL, 90pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Nob with Waaagh! Banner [4 PL, 70pts]
Nobz [6 PL, 125pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun
Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun
Played in a 1k tourney.
Ran: Ghaz, bikerboss, 2*10 grots, 10 boyz, 2*1 skrapjets, 3 rokkit kanz and 3 burns kanz.
1st game was vs daemons: bloodthirster, belakor, 3*1 beasts of nurgle.
I reserved burns kanz. The enemy got 1st turn, moved forward, burned some boyz, than got shot and charged - lost belakor. Thirster than smashed both bikerboss and 3 rokkit kanz but died turn 2. It was game over. The fun part is that I didn't manage to kill any of the beasts of nurgle at all cause rolled really bad all along after t1. And they just regenerated to full.
Anyways, 20-0.
2d game was vs eldar with 2 farseers, 2*5 spiders, 5 scorpions, 5 avengers, 5 firefragons and 2 artillery platforms that shoot crazy antitank out of los for cheap. The main problem was though that the table had a bit too much terrain, so I quickly figured out I could not leave my deployment zone with any of the vehicles. So I reserved 3 burna kanz.
He just deployed mid board with 3 of his units that he could apparently also reserve for a cp AFTER he found out who goes first. Eh. But he went 1st, dealt 4 me magic wounds to ghaz, shot down everything he could see: ghaz and jet, which exploded killing a bunch of stuff around.And than he just finished off ghaz and killed a bikerboss with his scorpions performing some insane moves. It was allready game over for orks - not sure you can do anything at all in such a matchup with such deployment and 2d turn. But I didn't give up, ofc. 3 rokkit kanz and remaining jet killed 3 dragona. Boyz killed his scorpions and Avengers, tied down a farseer and 2 remaining dragons. Apparently, this dirty elves can fall back when you charge them - which warp spiders surely did getting out of boyz' reach. Oh, and they also, of course, shoot after falling back. And get a bunch of dice to auto-pass saves, casts, wounds... Rant over...
Well, he than shot down everything he could see. And I was left with grots, 1 nob from boy's squad and 3 reserved kanz.
I had to risk it, so I move grots to engage with warp spiders and reserved kanz arrived to burn down some spiders and kill a farseer in mellee. I was still leading on the secondaries thanks to grots and boyz. Statistically, grots had to deal like 4 wounds. They dealt 0. Killa kanz had to burn down 5-6 wounds. They dealt 0. And also failed a 3d6 charge with a re-roll.
...
Well, that's it. He just wiped everything on his 3d turn.
I still scored 46, but he made 98. Better luck next time. Maybe a more open table and t1. Also, more at least close to average damage would have helped.
Anyways, I tried 'improved kanz' and new reserves. Reaerves can be occasionally useful but don't go too heavy on them. Quite limited - not nearly as good as deepstrike.
Kanz - I feel they're still very underwhelming. Yeah, tough on paper but they just don't do anything cause of how slow they are and how much place they take up. Might be ok if your tables are less heav y on terrain. Just to soak up wounds and score midfield.
Boyz felt fairly ok. Especially on tables with so much terrain like ours.
His list is nice tho. Meganobz, regular nobz, 2 wagons, no shooting other than 5 lootas, but I guess, it's for the secondary. Just in case grots get killed. A bunch of bosses. No ghaz, but it's expected here. He has no way of dealing with deathstars but, I guess, he just rolls around, killing softer targets and scoring points.
Needs great understanding of how it all works. And a place to hide 2 wagona with a trukk!
Tomsug wrote: Ok, final tmes at LVO with our orks came to very interesting conclusion. Does anybody hit the point? They really messed up counting the points?
after WGL stopped broadcasting, they rechecked points and realized that on T3 Soli had underscored himself by 4 primary points. If that information had been known at that point in the game, it would have changed how turns 3-5 played out entirely for both sides. Rather than have a feelsbad for either side, they settled it with a dice roll.
high roll that is also a 4+ wins.
first roll - both roll 3
second roll - nayden rolls 6, Soli rolls 4, so Nayden goes on to the finals.
Tomsug wrote: Ok, final tmes at LVO with our orks came to very interesting conclusion. Does anybody hit the point? They really messed up counting the points?
after WGL stopped broadcasting, they rechecked points and realized that on T3 Soli had underscored himself by 4 primary points. If that information had been known at that point in the game, it would have changed how turns 3-5 played out entirely for both sides. Rather than have a feelsbad for either side, they settled it with a dice roll.
high roll that is also a 4+ wins.
first roll - both roll 3
second roll - nayden rolls 6, Soli rolls 4, so Nayden goes on to the finals.
That was the semi's Sean vs Soli. They realized after the game Soli underscored his primary which technically would have given him the win, but would of completely changed the way Sean played the last turns since he was basically just hiding and not really going for his secondary at all turn 4/5. So they decided to roll off to see who goes to the final and Sean won. The semi game wouldn't of been very close had Sean not failed a 6" charge with his biker boss turn 1 against his bloodthirster since he would then lose his boss in shooting next turn and the bloodthirster would give him a lot more problems the next 2 turns.
Anyways I watched most of Sean's later games on stream. He usually won by just spreading out his units and dominating the board. He's also a master at the fight phase so pulled off a lot of pile-in/consolidate shenanigans like one game vs death guard his Manz multicharged a deathshroud squad and plague marines. Put all his attacks into the death shroud then consolidated away from them closer to the plague marines so they wouldn't attack back.
His final's game he honestly probably could of won pretty easily had he tried since Jack's blood angels had literally no way of getting rid of his vehicles in shooting outside some inferno pistols which means Sean could of just controlled the whole board like most of his games and waited for Jack to have to close the distance and likely destroy most of his army in a counter charge. Him and Jack are good friends so he seemed fine losing to him and basically told him at the beginning he's just gonna send it because he didn't want to think after the long drawn out game vs Soli and general fatigue playing the whole weekend. So he just yolo'd his whole army up turn one even though his bikerboss and trukknobz were the only punchy things that would actually be able to do anything. Trukknobz made it in then largely whiffed and only killed like 3 sang guard. His bikerboss then decided to betray him again and fail a 6" charge like in the previous round which honestly could of dramatically changed the outcome since he likely would of either wiped a whole sang squad or left them with 1-2 guys at most. Jack then counter charged, did a good amount of damage, Sean charged out his Manz and did a good amount of damage on his next turn, but it just wasn't gonna be enough and so they called it.
It's important to note LVO had none of the points/rules changes in affect so while Sean's list was cool it would unfortunately get ripped to shreds in our current plasma/melta spam meta. Still fun to see the orks do some good crumping though.
Also John Lennon, the AoW tyranid player, who was another heavy favorite to win the LVO lost in round 4 to some other unknown ork player which was kinda neat. So all around some good ork representation.
Automatically Appended Next Post: “ Goff “+1 to S characteristic” => PK Nob” issue is about this mystic “characteristic” in the rule. There is something that overrules PEKDAS and I' m not sure what.. Haven' t care about this at all and now I' m totaly confused.
So It'd be 5*2+1=11. I may be wrong, but ultimately, it literally only matters against T6 models.
Ya this is right, I was confused for a while about it too until AoW confirmed it on one of their streams. Does kinda suck since T8 vehicles are the most common and everything minus ghaz only gets up to S14.
So It'd be 5*2+1=11. I may be wrong, but ultimately, it literally only matters against T6 models.
Ya this is right, I was confused for a while about it too until AoW confirmed it on one of their streams. Does kinda suck since T8 vehicles are the most common and everything minus ghaz only gets up to S14.
Ghaz actually has s7 on hi first bracket. Means he can still get s16 on the charge on waaaagh if he still has 7+ wounds.
So It'd be 5*2+1=11. I may be wrong, but ultimately, it literally only matters against T6 models.
Ya this is right, I was confused for a while about it too until AoW confirmed it on one of their streams. Does kinda suck since T8 vehicles are the most common and everything minus ghaz only gets up to S14.
Ghaz actually has s7 on hi first bracket. Means he can still get s16 on the charge on waaaagh if he still has 7+ wounds.
So It'd be 5*2+1=11. I may be wrong, but ultimately, it literally only matters against T6 models.
Ya this is right, I was confused for a while about it too until AoW confirmed it on one of their streams. Does kinda suck since T8 vehicles are the most common and everything minus ghaz only gets up to S14.
Ghaz actually has s7 on hi first bracket. Means he can still get s16 on the charge on waaaagh if he still has 7+ wounds.
yee, that’s why I said everything minus ghaz.
Oh, sorry, I misread.
Anywayz, I feel that 3+ to wound is good enough.
Here's another one. If I have a Blood Axe Gorkanaut benefiting from this clan culture rule:
'Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back.'
...and this datasheet rule:
'This model is eligible to declare a charge in a turn in which it Fell Back.'
Does that mean I can fall back and use the first rule to shoot, and in the same turn, use the datasheet rule to charge? Or does the wording of the first rule preclude me doing so?
Yup, Beardedragon got it right in terms of the ruleset. Blood Axes kultur pretty much does nothing for a Gorkanaut besides make it gain Light Cover if you're outside of 18" from an enemy unit. So you're really better off with most other Kulturs like Deffskullz or Goffs if you want to make the most of a klan trait for them in an Arks of Omen detachment.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
You want to spam rokkits for DA termies. Every failed rokkit will be a dead SM since it's 3W model. Obviously this is easier said then done. It's not an easy match. Also you can't use bust stratagem unless it has a the vehicle key word. Ideally you want has much D3 weapons as possible but we lack a fair bit. Scrapjets and kannonwagon also come to mind.
I don't recall if DA have MWFNP, but double kill rig might be also another good unit since it generally causes a lot of MW. It also has a lot of D3 weapons. But i am honestly not sure if DA was a luck last AoO, I am a bit surprised IG with auto wounding did not delete most of those blobs...
Good catch on the bust strat, think I was getting it confused with another army.
DA don't have any defense against MW that I'm aware of. The problem with rokkits is still the ap unfortunately. Even going all out firing 60 rokkit shots a turn your only gonna kill 3 termies on average because of SS, one of which will get revived next turn. Killrigs could do ok(ish) into that specific build, but then get instakilled against any other top SM faction like iron hands, smurfs, templars, SW, or ravenwing. I haven't actually tried greentide against it. I'll probably be playing a game against it in the next week or so, I just don't see how that matchup goes well for me at all, but might be overestimating it.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
im pretty sure that theres a rule out there that states, that any attack that gives exploding sixes or otherwise generate extra hits, hit with any specific rules. Ergo you wouldnt get double tankhammer hits because thats a special rule that incurs when you hit. Same for tankbusta bomb stratagem. It has a special rule when it hits, so the exploding six/five wouldnt do anything, because extra hits arent made with specific rules.
I think i have it on my phone as a picture somewhere.
Elite: 9 Kommandos, Boss Nob, power klaw [8PL, 115pts]
Elite: 9 Kommandos, Boss Nob, power klaw [8PL, 115pts]
Elite: 4 Kommandos, Boss Nob, Choppa klaw [4PL, 60pts]
Elite: 7 Nobs 3 Power Klaw, 4 Big Choppa, 7 Choppa, Boss Nob, power Klaw, Choppa [12PL, 156pts]
Elite: 7 Nobs, 3 Power Klaw, 4 Big Choppa, 7 choppa, Boss Nob, Power Klaw, Choppa [12PL, 156pts]
Fast: 9 Stormboyz, Boss Nob, Choppa Choppa [6pl,100pts]
Fast: 9 Stormboyz, Boss Nob, Choppa Choppa [6pl,100pts]
Fast: 9 Stormboyz, Boss Nob, Choppa Choppa [6pl,100pts]
Heavy: Battlewagon, ard case [8PL, 120pts]
Heavy: Battlewagon [8PL, 105pts]
flaming tadpole wrote:Good catch on the bust strat, think I was getting it confused with another army.
DA don't have any defense against MW that I'm aware of. The problem with rokkits is still the ap unfortunately. Even going all out firing 60 rokkit shots a turn your only gonna kill 3 termies on average because of SS, one of which will get revived next turn. Killrigs could do ok(ish) into that specific build, but then get instakilled against any other top SM faction like iron hands, smurfs, templars, SW, or ravenwing. I haven't actually tried greentide against it. I'll probably be playing a game against it in the next week or so, I just don't see how that matchup goes well for me at all, but might be overestimating it.
Deth dreads? But their viability is questionable.. Killa Kans with rokkits think becomes really good in this situation.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
im pretty sure that theres a rule out there that states, that any attack that gives exploding sixes or otherwise generate extra hits, hit with any specific rules. Ergo you wouldnt get double tankhammer hits because thats a special rule that incurs when you hit. Same for tankbusta bomb stratagem. It has a special rule when it hits, so the exploding six/five wouldnt do anything, because extra hits arent made with specific rules.
I think i have it on my phone as a picture somewhere.
I think your talking of this:
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.
and this interaction from goffs:
Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
Can see it going either way, the issue is the first, model is removed on a hit, so it can be argued the 2 hit never happens.
You don't get any other rules that trigger on specific rolls(say 6 to hit=extra hit, 6 to hit=mw. Only 1 MW comes out from this).
Tankbusta is more interesting one as it's not specific roll. But as core rule is one attack at a time followed by 1 wound at a time and 1 save at a time(fast rolling is optional way) once first hit is resolved you are dead so can you resolve 2nd hit with dead model?
Well don't know, don't particularly care either way. But checking over FAQ I only found regarding rules that trigger on specific rolls with exploding hits.
flaming tadpole wrote:Good catch on the bust strat, think I was getting it confused with another army.
DA don't have any defense against MW that I'm aware of. The problem with rokkits is still the ap unfortunately. Even going all out firing 60 rokkit shots a turn your only gonna kill 3 termies on average because of SS, one of which will get revived next turn. Killrigs could do ok(ish) into that specific build, but then get instakilled against any other top SM faction like iron hands, smurfs, templars, SW, or ravenwing. I haven't actually tried greentide against it. I'll probably be playing a game against it in the next week or so, I just don't see how that matchup goes well for me at all, but might be overestimating it.
Deth dreads? But their viability is questionable.. Killa Kans with rokkits think becomes really good in this situation.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
im pretty sure that theres a rule out there that states, that any attack that gives exploding sixes or otherwise generate extra hits, hit with any specific rules. Ergo you wouldnt get double tankhammer hits because thats a special rule that incurs when you hit. Same for tankbusta bomb stratagem. It has a special rule when it hits, so the exploding six/five wouldnt do anything, because extra hits arent made with specific rules.
I think i have it on my phone as a picture somewhere.
I think your talking of this:
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.
and this interaction from goffs:
Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
Can see it going either way, the issue is the first, model is removed on a hit, so it can be argued the 2 hit never happens.
No im talking about an actual rare rules that states that when an attack generates extra attacks, those extra attacks dont hit with any specific rules.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
No yet. The best we can discuss is this few days old Goonhammer analysis of orks.
Speaking of Orks, Goonhammer is usually out of line. But this time, Ben Jurek and Mark Perry are speaking, so let' s take it seriously for a while.
They suggest 3 elementary option for AoO ork lists
- goff and deathskull preasure lists spamming tons of small infantry with beastboyz and killrigs. And some squigriders. One focuse on krumping, second on obsec elite and fast attack infantry.
It' s a pitty, non of these options shows the Wagon options and the options without killrigs/squig riders. We saw them already as effective.
- Mark Perry suggest the refresh of Freeboota list.
Spoiler:
== Freebooterz Arks of Omen == 4 CP, 2000 pts, 124 PL
Freebooterz aren’t dead. While this list isn’t as straightforward as the first two, it has the tools to create some incredibly explosive turns. Use the kanz to trigger the kultur trait and the let the rest of the list go absolutely berserk. This list also takes full advantage of their trait in melee as well.
Well, I' m not so persuaded about this. Definitely not about the list. Big squads of buggies does not work. RSBs in big squad are big waste of points. Ghazzy seems go be like “let' s spent 300p to make it fast”. EDIT: GOSH! I' m blind! Ghazzy has a great synergy there!
FB list roks about boosting both - melee and shooting - and only GREAT WAAGH Do the job!
However, the idea of spamming small units that can benefit from +1 to hit in both phases is an interesting idea. So lets think about it for a while.
Such list needs something to trigger it. Some kind of shooting unit with BS 4+ and good melee.
They suggest Kans with Skorchas. No idea why honestly, they are slow and short range so it is pretty hard to trigger something.
My suggestion is to use Mek gunz or Kannonwagons. Burnaboyz in Trukk could be also interesting, but can the units in transport trigger FB trait? No idea.
The rest of the army should be
A) ready to score
B) benefit well from +1 to hit = units with bad BS and WS because the worse the stat is, the bigger efect of +1 to hit is (5+ to 4+ is 50% rise, 3+ to 2+ is just 25% rise)
So I think there should be
- more (beast)boyz for obsec bodies
- all kind of PK /Killsaw elite infantry benefiting more from negating of -1 to hit on them.
- units/machines that benefit in both phases. Scrapjets seems fine. But what about deffdreads with KMBs? KMB is assault, can fire in CC..
- Lootas are fine, score bitz and benefit from +1 to hit well.
- effect on Mega Dreads is also interesting, especially with their impressive “13,5 in average” charge.
- small squads of Koptas benefit a lot in both melee nad shooting!
- Hmmm and what about the LOW? Nauts benefit pretty well from +1 to hit! I'm looking at you Morkanaut!
Freebootas have a great relic - anti-obsec banner. Such list should use it!
What is the final conclusion about FB trait and transports? Can the passengers trigger it? Can they benefit from it?
But what is the gameplan of such Freeboota list?
Board control and score Bits and kill - same like Goffs but with bigger accent on shooting than on krumpin?
Automatically Appended Next Post: This could be the kind of the FB list that can work. Disadventage? Spamming target that is a current meta.
Spoiler:
++ Arks of Omen Detachment (Orks) [119 PL, 2,000pts, 12CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
I rather bring big choppas, your hitting most of the time in 3, wounding on 2 doing 2 damage. If your opponent isn't careful they pay themselves easily. Their an easy throw away unit that punches above itself. If your meta is t8 rich, then yeah bring claws, although at this point your competing with meganobz. If you add +1 to hit, re-rolls, +1A from waagh and more S their even more deadly. Also they have a sturdy profile and cheap for cost. Squads of 5 if foot slogging 10 if in transport. The big choppa easily reaches S9 so only the really tough stuff will be on 4 and only claws work there. Also both claws and choppa do the same damage. The real question isn't if it is better or not, generally it is if you want more or less ap.
I also cames to the conclusion that nob on smasha squid with axe relic and brutal but kuning trait is a monster. 5d 1MW on 4+ charge, S11 (12 in waagh) on charge 4+1+2 (+1 in waagh) attacks repeating if fail + 1MW on 6 to wound, exploding 6...and that's with out buffs. All in a nice package of 65pts and 2cp.
Way cheaper then the boss on bike and benefits of things like squigg transhuman and other buffs, + spells on top.. ehehe GG. Last game killed around 300pts.. Crazy. And I don't have the model for spell support.
I am also landing in the conclusion, some one mentioned a way back that squiggboys magic number is 4, for 105pts a steal and also punchy and devastating if the opponent also ignores + with access to transhuman. Every time my opponent goes out of his way to shoot a group i carefully hidden, it always takes a brutal punishment, don't forget with -1 damage, 3W and transhuman it can take massive amount of damage, you need D4 weapons and it's always on the 6+inv. I need testing it might be that a max squad might be better, but that L...
Currently i am looking for defensive tools and ways to make my stuff survive. In honestly we are fine in the damage department ever since AoO, i am looking at makari and kustom forcefield and other tools at the moment. 5+ inv + 6 FNP seem the way to go, added bonus FNP affects kill rig!
Got shot off table turn 4 every game but scored well. If i bump it to 2k im assuming 2 bwagons, 1 trukk.
Squighog boyz id bump to 4, snagga died just as quick as boyz and if i can save 10 pts i might as well
It seems.
Kommandos i need to play better. Mis placement on my part hurt them a lot. To aggressive and calling
Waaagh at right time for survivability.
I put 5 meganobs and 10 grots in my battlewagons, and the grots jump out end of turn 1 to start scoring. To my knowledge the general consensus is to max out the transport capacity of your wagons.
Boys aren't really taken because everything else is simply better. For example, for 10 points more than a boyz unit with a PK, Snaggas gets you +1S, and a bonus against vehicles and monsters. I'd pay those 10 points every time if I was running more than just grots because you're almost almost getting more out of your points with Snaggas if they make combat. Then you have all of the other Boy-chassis units that are also way better than boys for 1-2ppm more. They did have a little niche as Trukkboyz, but they're being overtaken in that role now by Nobs and Meganobs.
As far as killing goes for a melee list like yours; squigs, warboss, nobs, and to a lesser extent the kommandos. Don't worry about killing stuff in general, focus on the units that will stop you scoring as much as you possibly can each turn. We have a really strong VP game at the moment.
For mobility, have you considered trying to squeeze a Weirdboy into your list? If you were to drop a unit of boys, change the other boyz PK to a second choppa, and drop the breacha rams, you can fit in a Weirdboy and a second unit of grots. It's not ideal, but proxy some bits and try it out.
Incognito15 wrote: I dont feel the gap between 10 nobz w big choppas and 20 boyz is that big
On waagh turn and turn after
Vs t4/5
Nobs do 11 wounds
Boyz do 16 d1 wounds, 2 d2 wounds on avg vs 3+ save
Vs t7/8
Nobs do 9w
Boyz do 12 d1 wounds, 2 d2 wounds on avg vs 3+ save
Your also getting two units with obsec vs one unit.
Or am i missing something?
The boys are far more vulnerable to both morale and blasts than the Nobs are. The Nobs can also continue to do their damage after the Waaagh has ended, and you're far more likely to be able to actually get all of the Nobs into engagement range than you are 20 boys.
Incognito15 wrote: I dont feel the gap between 10 nobz w big choppas and 20 boyz is that big
On waagh turn and turn after
Vs t4/5
Nobs do 11 wounds
Boyz do 16 d1 wounds, 2 d2 wounds on avg vs 3+ save
Vs t7/8
Nobs do 9w
Boyz do 12 d1 wounds, 2 d2 wounds on avg vs 3+ save
Your also getting two units with obsec vs one unit.
Or am i missing something?
Wish you the best of luck trying to hide 20 boys + making them survive + being able to envelope a unit to make the most out of them for all those choppas and claw to work!
Incognito15 wrote: I dont feel the gap between 10 nobz w big choppas and 20 boyz is that big
On waagh turn and turn after
Vs t4/5
Nobs do 11 wounds
Boyz do 16 d1 wounds, 2 d2 wounds on avg vs 3+ save
Vs t7/8
Nobs do 9w
Boyz do 12 d1 wounds, 2 d2 wounds on avg vs 3+ save
Your also getting two units with obsec vs one unit.
Or am i missing something?
Nobs are three attacks and S5 base. You can give them a Big Choppa and a Choppa.
Boys are two attacks and S4 base. They all have Choppas. And one Nob, at three attacks S5 with Klaw and Choppa.
Waagh! gives +1 Strength and Attack.
Nobs vs T4 3+ 40 S8 AP-1 D2 attacks, 10 S6 AP-1 D1 attacks
80/3 and 20/3 hits
400/18 or 200/9 D2 wounds and 40/9 D1 wounds
200/18 or 100/9 D2 failed saves and 40/18 or 20/9 D1 failed saves
That's 12 dead MEQ.
Boys vs T4 3+ 77 S5-6 AP-1 D1 attacks, 4 S11 AP-3 D2 attacks at -1 to-hit
154/3 and 2 hits
308/9 D1 and 10/6 or 5/3 D2 wounds
154/9 D1 failed saves and 25/18 D2 failed saves
Kills about 9-10 MEQ.
Nobs vs T5 3+ 40 S8 AP-1 D2 attacks, 10 S6 AP-1 D1 attacks
80/3 and 20/3 hits
160/9 and 40/9 wounds
80/9 D2 failed saves and 20/9 D1 failed saves
Assuming a W3 target, that's 5 and some change Gravis killed
Boys vs. T5 3+ 76 S5 AP-1 D1 attacks, 4 S11 AP-3 D2 attacks at -1 to-hit, and 1 S6 AP-1 D1 attack
152/3, 2, and 2/3 hits
76/3, 5/3, and 4/9 wounds
38/3, 25/18, and 2/9 failed saves
Assuming Klaw goes first, that's a little under 5 dead Gravis models
Yes its killier but when your killing 9/10 or 11 is it really that valuable? When with 2 squads you can be in different spots and hitting two squads at once along with obsec.
You need a transport for both because orks are crazy slow so survivability is practically same.
Not saying boyz are better just with game being so heavy on actions and objectives its interesting to see obsec and bodies being replaced by a ~10% dmg output.
Yes its killier but when your killing 9/10 or 11 is it really that valuable? When with 2 squads you can be in different spots and hitting two squads at once along with obsec.
You need a transport for both because orks are crazy slow so survivability is practically same.
Not saying boyz are better just with game being so heavy on actions and objectives its interesting to see obsec and bodies being replaced by a ~10% dmg output.
Depends on what your target's are, but in general nobz will be landing more attacks and each attack is D2, that means against something like marines you have to land 2 choppas versus 1 big choppa. The more wounds they have and or higher save the trickier it gets for choppas. This makes choppas better in some cases and in other's big choppas are better. To me most of the time you want D2 because most units in the game are multi wound these days.
Considering the profiles you would say the biggest strength of the boys is their wounds, but duo to morale changes for orcs this is out of the window, and your more easily going to lose 10 boyz then 5 nobz, the difference is marginal but sufficient to save the unit versus losing it entirely.
The other thing is, your thinking you want to be on waaagghh right of the gate, this is not always the case, so boys will rely on their T not their S, while nobz have both, add the issues with moral, boyz won't cut it, also you lose damage faster for each boy down then the nobz making it it even worst and making it even more important to keep them alive since you need every hit to make them worth it.
The problem with boyz isn't their damage, ideally they should be a damage sponge and absorb damage but fail at this role. Where they shine is against multi damage low shot weapons, since each body will take a shot, so boy's overrun, but in the current meta at least, this is very rare.
Question for the more enlightened on the rules, for purposes of brutal but kunning trait, are the repeating attacks made by this trait affected by engagement range? I had a situation in another game where my opponent pointed out that the repeating attacks happen after removal of the models so if the the model isn't in engagement range of any model, they never happen. But i am under the impression that the repeating attacks happen before the removal...
Question for the more enlightened on the rules, for purposes of brutal but kunning trait, are the repeating attacks made by this trait affected by engagement range? I had a situation in another game where my opponent pointed out that the repeating attacks happen after removal of the models so if the the model isn't in engagement range of any model, they never happen. But i am under the impression that the repeating attacks happen before the removal...
All attacks from a model (against the same target) are considered happening at the same time, even the extra ones. As long as you started your Attacks in range of your target you're gonna dump everything you get into them. If someone tries to argue about it point out that you're supposed to roll attacks one at a time, so people could just kill the model you're in engagement range on your first hit and deny you all your other attacks if it worked that way (which it obviously doesn't)
Nob with Waaagh! Banner [4 PL, -1CP, 70pts]: 2. Big Gob, Stratagem: Big Boss
Nobz [12 PL, 170pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
Nobz [12 PL, 198pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [12 PL, 198pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Heavy Support +
Battlewagon [8 PL, 105pts]
Killa Kans [14 PL, 200pts]
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
How do you guys handle a csm terminator deathstar? Had can only be hit on 4s, wound -1, 5++ fnp,
I tried bubble wrapping it and not charging. Didnt really work. I threw a meganobz unit and a boyz squad and killed 2 but then he healed and brought one back next turn.
Incognito15 wrote: How do you guys handle a csm terminator deathstar? Had can only be hit on 4s, wound -1, 5++ fnp,
I tried bubble wrapping it and not charging. Didnt really work. I threw a meganobz unit and a boyz squad and killed 2 but then he healed and brought one back next turn.
Just wondered others experience.
It was emperors children.
wait for a turn where they fail their buffs, or do not engage any more than you have to.
kill the buffers, kill everything else and just speed bump them as much as possible.
terennNashMade mentioned some of the ways. Bare in mind their slow units so you can ignore them and move somewhere else. you can negate some of the buffs too, using bosses for +1, stratagems -1W comes to mind and you can give 3 units the stratagem, and also plink them with shooting.
Anything shooting with 3D or 2D, even missing a lot will grind them slowly. Just don't smash into them since most of the time their the cutch of the army and fully buffed their near impossible to take.
MW spam also works with a good charge of nob on smasha + kill rig
Incognito15 wrote: How do you guys handle a csm terminator deathstar? Had can only be hit on 4s, wound -1, 5++ fnp,
I tried bubble wrapping it and not charging. Didnt really work. I threw a meganobz unit and a boyz squad and killed 2 but then he healed and brought one back next turn.
Just wondered others experience.
It was emperors children.
The true answer is 10 meganobz w/ double killsaws + warpath + extra dmg strat. 6 attacks each.
Automatically Appended Next Post: you probs still won't kill that many but you'll feel like a boss
gsc at top baffles the crap out of me. Also harlies still being that high, since every harlie player i know feels like they got the "Stop playing" nerf.
Im guessing the Ynnari/harlies combo is included in that percentage. Could also be only the people playing solo harlies still are the ones who are really good with them. Either way though I agree that win percentage is definitely not indicative of what an average player will do with them.
Conclusions:
1. kannowagons are useless. This is a list about pressure, kannonwagons sits in the back. Next time switch to battlewagons with some kind of (beast)boyz.
2. 3 small squads of Koptas are madness! Super fast and versatile. First their rokkits hits on 4+ = 6 hits 8/-3/3 each unit kill the tanks and than blades hitting on 2+ = 22,5 hits 6/-1/1 each unit. Hell!§!
3. Burnas in trukk are fine. 6-7 burnas is ok, but they have a zero synergy with the great waagh/FB combo. trukk can use the squig tyres to be faster.
4. 3xDeffDread is interesting. Skorchas with ap-2 are great but there is a problem, how to get them all in CC from DS. All drops at once but just one can use a ramming speed. One Ramming Speed is simply not enough. But for the price tag, it is a huge ammount of attacks in fight and shooting too!
Conclusions:
1. kannowagons are useless. This is a list about pressure, kannonwagons sits in the back. Next time switch to battlewagons with some kind of (beast)boyz.
2. 3 small squads of Koptas are madness! Super fast and versatile. First their rokkits hits on 4+ = 6 hits 8/-3/3 each unit kill the tanks and than blades hitting on 2+ = 22,5 hits 6/-1/1 each unit. Hell!§!
3. Burnas in trukk are fine. 6-7 burnas is ok, but they have a zero synergy with the great waagh/FB combo. trukk can use the squig tyres to be faster.
4. 3xDeffDread is interesting. Skorchas with ap-2 are great but there is a problem, how to get them all in CC from DS. All drops at once but just one can use a ramming speed. One Ramming Speed is simply not enough. But for the price tag, it is a huge ammount of attacks in fight and shooting too!
6. You give up the Bring it down
Not sure what targets you picked for the kannonwagon, but it's it's a 300pts investment, doubt their going to do much then plink the tanks, since your hiting 4, wound 4 and they probably have 5++, i can see them being good to pluck smaller units but the list looks like you have this covered. maybe mekguns would be a better option.. but if it is a pressure you probably need something else. maybe meganobz in a wagon?
I assume the 4 BS for defkotas is from freeboota..
I assume your taking the burnas to grab the +1 more easily.. but the only units benefiting are the defkoptas
You can deep strike or reserve the deff dreads... not sure any other way to work with them, you also have the cp to spare
Frankly for me the list feels all over the place :/ , you probably want to pick the claw on the bikes, works for me, not sure about you
Vineheart01 wrote: wait why are koptas hitting on 4s? theyre bs5. there a +1 to hit im missing somewhere?
The point of the list is that you synergy Freebootas +1 to hit in shootin and in fight phase. That is the reason for so many flamers on dreads and in the trukk. Deffdreads drop from the Tellyport, Flamers kills troops = trigger +1 to hit for Koptas.
Does not work so easy with Knight armies of course etc..
Not sure what targets you picked for the kannonwagon, but it's it's a 300pts investment, doubt their going to do much then plink the tanks, since your hiting 4, wound 4 and they probably have 5++, i can see them being good to pluck smaller units but the list looks like you have this covered. maybe mekguns would be a better option.. but if it is a pressure you probably need something else. maybe meganobz in a wagon?
I assume the 4 BS for defkotas is from freeboota..
I assume your taking the burnas to grab the +1 more easily.. but the only units benefiting are the defkoptas
You can deep strike or reserve the deff dreads... not sure any other way to work with them, you also have the cp to spare
Frankly for me the list feels all over the place :/ , you probably want to pick the claw on the bikes, works for me, not sure about you
Good point with KW and the wrong targets + rolls were really under average….
Frankly, for me the list is all over the place too It was a first try. The lack of synergy is a main topic.
First the disbalance “press forward vs. shoot fro, the back”. That is obvious.
Second the benefiting from the Freeboota - Great Waaagh synergy needs re-balance.
- Koptas love it!
- Deffdreads loves the +1 to hit in melee and trigger it in shooting.
- Kommandos likes beeing obsec for 1 CP (freeboota strat) and likes advance and charge.
- Warbikers benefit but they are just 3 Boyz. And their role is to drive forward like crazy and roadblock T1. So who cares.
- Burna Trukk was great, but do not benefit at all from anything - Ghazzy is ghazzy, so no benefit from FB…
In fact, the situation is I have 8000p+ of full painted orks. But I'm not able to built any kind of classic goff lists right now So I play around with big machines I have to have some fun till I paint what I what I need for contemporary army… And if Mike Perry on Goonhammer says it can go, I go and try it
Marks idea was this:
Spoiler:
== Freebooterz Arks of Omen == 4 CP, 2000 pts, 124 PL
What I see now - with FB you can make Meganobz decent shooting unit. Hell, even basic Boyz! With one Rokkit Launcha and one Kombi rokkit, Boyz sitting in Battlewagon with 4 Big Shootas are together pretty nice shooting platform that is bloody cheap and can change himself into obsec CC units after “disembark”.
Automatically Appended Next Post: Yeah..
+20p for 4 Big shootas
+40p for kombi rokkit and rokkit in 2 Boyz squads
= +60p and you get in the Great Turn:
24 shots 5/-1/1 on 4+
4D3 = 8 rokkits 8/-2/3 hitting on 4+
This is the slightly better ammount of Dakka than a Scrapjet for 100p.
Plus you have 2x10 Boyz in Battlewagon of cours
However… INFANTRY in Wagon moving is moving too so they suffer +1 to hit on their rokkits… so You need to shoot down 2 units to get 2x +1 to mitigate that
This list feels all over the place. You're trying to maximise the benefit of the +1 in each phase, and it looks like this list wouldn't be able to do that at all. You've loaded up on units that can trigger the +1, but you've only really got a handful of deffkoptas to actually use the +1. I don't think Ghaz really adds anything here that a Speedboss isn't already adding other than beatstick potential. Mek Guns are strictly superior to Kannonwagons in this list in my opinion as well.
I would look at focusing either on melee +1, or shooting +1, but not both. It spreads your focus too much to split.
It does look like you have a strong VP game though, so if you round out the edges on what's triggering the +1 and what's then benefiting from it then it should be a strong list.
This list feels all over the place. You're trying to maximise the benefit of the +1 in each phase, and it looks like this list wouldn't be able to do that at all. You've loaded up on units that can trigger the +1, but you've only really got a handful of deffkoptas to actually use the +1. I don't think Ghaz really adds anything here that a Speedboss isn't already adding other than beatstick potential. Mek Guns are strictly superior to Kannonwagons in this list in my opinion as well.
I would look at focusing either on melee +1, or shooting +1, but not both. It spreads your focus too much to split.
It does look like you have a strong VP game though, so if you round out the edges on what's triggering the +1 and what's then benefiting from it then it should be a strong list.
Spreading focus - yes, that is definitely an issue. And the main topic.
Mek Gunz - nope, static and no infantry fire. KW is a different kind of unit.
Ghazzy vs. Speedboss - nope. Ghazzy gives Koptas +1 A and +1 S. Similar benefit to Deff Dreads.
The more I play with it, it is basicly all about 2 turns of kopta carnage.
Each Kopta Attack rolls 3 hits so Waaaagh actually add 3 attacks to each kopta. Ghazzy + FB makes koptas from 6x 3+ 5/-1/1 => 9x 2+ 6/-1/1 =>> shift from 2,22 killed GEQ to 5,2 killed GEQper kopta.
Simple squad of 3 koptas kills 15,6 GEQ, you have 3 squads = 46,8 killed GEQ per turn. And you have 2 turns of this, so just kopta blades kills 93,6 GEQs in Waagh turns.
Plus you have a full speedwaagh of rokkit shooting = 3x3x2D3 = 36 shots hitting on 4+ = 18 hits 8/-3/3
That is nothing to despise.
Enough to build a super strong list? Chmmmm… not sure…
There is one more issue - FB lists suffer with triggering the +1 to hit. Well, IG is nice target. But how about the Knights? Termies? Custodes? There are armies, you really have a problem to trigger it. And that is a big issue.
KOMMANDOS AND TERRAIN We gave a try to GW terrain setup with 4 big squares of ruins.
Nobody can discuss how to play with Kommandos without mentioning the type of the terrain he use. Playing Kommandos in such terrains is a totaly different game than in WTC Lshapes. Kommandos loves the GW squares.
Your biggest issue will always be T8, that's why i mentioned claws.
God forbid if your opponent brings T9 or -1W.
There are options, you can put a stack of boys with a big mek with blasters and KMB, put them in a truck and truckboy's and it's firing on 3 with out freeboota.
Shockjump dragstas/ scrappjets look better on these instances. Wazboom as well if you don't mind turn 2.
I can see why you bring gazz, but i am not sure you really need him in your list, great waagh is a really good buff but your missing some good stuff for hitting in melee so am not sure, plus you can cover the melee part with a cheaper boss. Guess it's down to your taste.
but i would replace kannawagon's with something anti tank.
Just go through your 8000pts and look for options.
I play a lot of kitchen sink list's myself so i tend to have to bring the most out of units.
But yeah look for an anti T8 you enjoy, that's my bet on the list. Also some character support would not hurt, your at 5cp anyway.
I actually think the list is fine how it is. The only thing I don’t like is ghaz is footslogging by himself so will die before doing anything more times than not against armies that do damage in multiple phases or are more mobile.
Other than that though the list looks solid and I’m guessing Mark built it for scoring behind enemy lines, which after playing a couple games with it in arks is an absolutely busted secondary for mobile armies. With the bikers and koptas you can get an easy 12 for it plus the auto max good bits means your in good shape to win secondaries. I’d be tempted to drop a deffdread in favor of a weird boy to da jump grot squads for a more guaranteed behind enemy lines score. In that case you could also drop both trukks for a bw for ghaz since the burnaboyz can just get da jumped too.
Forceride wrote: There are options, you can put a stack of boys with a big mek with blasters and KMB, put them in a truck and truckboy's and it's firing on 3 with out freeboota.
Trukkboyz only gives +1 to the trukk itself not the unit inside. Unless there’s some other way your getting +1 to hit on them without FB.
It's a transport rare rule, modifiers applied to the transport also apply to embarked units.
In this instance you don't even need truck boys since FB +1 will also apply, so your shooting in +2 vs vehicles if replace boys with tankbustas and mekboy will shoot on 3.
Yes Mek Guns are essentially static, but you can deploy them so that they shut off large areas of the board for your opponent. They either awkwardly step around this killzone and let your guys run rampant, or they run into it and get shot.
KW gets 15/9 S5 D1 attacks at 36" with no AP that hit on 5+, it also gets 7 (2d6) S8 AP-2 D3 shots at 60" that hit on 4+ and is Blast.
3 KMK Mek Guns get 10.5 (3d6) S8 AP-3 Dd6 shots at 36" that hit on 4+ and is Blast.
I've never had any meaningful results from big shootas, so realistically the KMKs are outshooting the KW against pretty much every target unless you roll 1s for your KMK damage rolls, or somehow the target is out of range (which basically will never happen).
Not sure what you mean about infantry fire.
If it seems like I'm trying to argue with you Tomsug, please know that I'm not. I just don't get what you're trying to describe to me with the KWs over Mek Guns thing.
With regards to the interactions between Ghaz and Deffkoptas; yeah, koptas are sick. Ghaz does stand out like a sore thumb though, how are you protecting him each game? I always found Ghaz to be a bullet magnet in the worst way regardless of how I used him.
I see there's also two trukks. Obviously the Burna boys go in one, but who goes in the second? Grots?
Yes Mek Guns are essentially static, but you can deploy them so that they shut off large areas of the board for your opponent. They either awkwardly step around this killzone and let your guys run rampant, or they run into it and get shot.
KW gets 15/9 S5 D1 attacks at 36" with no AP that hit on 5+, it also gets 7 (2d6) S8 AP-2 D3 shots at 60" that hit on 4+ and is Blast.
3 KMK Mek Guns get 10.5 (3d6) S8 AP-3 Dd6 shots at 36" that hit on 4+ and is Blast.
I've never had any meaningful results from big shootas, so realistically the KMKs are outshooting the KW against pretty much every target unless you roll 1s for your KMK damage rolls, or somehow the target is out of range (which basically will never happen).
Not sure what you mean about infantry fire.
If it seems like I'm trying to argue with you Tomsug, please know that I'm not. I just don't get what you're trying to describe to me with the KWs over Mek Guns thing.
With regards to the interactions between Ghaz and Deffkoptas; yeah, koptas are sick. Ghaz does stand out like a sore thumb though, how are you protecting him each game? I always found Ghaz to be a bullet magnet in the worst way regardless of how I used him.
It's absolutely fine, we re comparing are experiences
Mek Guns vs. Kannonwagons - well, 36” is not all ober the board. IG, Tau, etc. has longer range on faster platforms. Deploy behind the corner, wait where you put the Guns and than move and shoot them down. I played Smashaguns a lot in the old days of SMG spam on the end of 8th so I know a drill a lot. I did experiments with KMKs in 9th too. 48” was the protection. 36” is risky. That is the reason nobody play it now, especially with pretty dense terrain nowadays.
KW is about 5” long platform moving 12” and shooting 60” that is great and allow you to choose the important targets. The gun is wors itself but the platform is better.
And Big shootas? Hey man! They are great! in FB list they will propably shoot down teleported Karskins with 18 shots hitting on 4+= 9 hits = 5 dead GEQs. Definitely not bad!
The question is - do we need 350p sitting back and screening/shooting?
Ghazzy - how to keep him alive? No idea honestly. Behind the wall is the best I have. But he is bloody slow. And he is a bullet magnet like a hell. The mine especially, because is painted red. And the red does not help him with the speed at all..
Automatically Appended Next Post: Anyway - both Kannonwagons and Ghazzy are together about 650p. I doubt more and more about their ROI.
I give a try pure shooting variation and pure waaagh variation too.
Automatically Appended Next Post: Picture more than thousand words.
This is our table from the last game.
- Dark blue is the coverage by fire from 5 KMKs for 225p starting behind cover and move 3” to fire.
- Light Blue are 2 Kannonwagons for 300p doing the same but cannot move in both direction in the same time so one corridor will be always without the fire cover.
- Red is where KMKs cannot reach.
Conclusion:
- The difference of coverage is important.
— n.5 is the only one able to cover the objective in the opponents part but is so close, that will die after single turn of shooting.
— n.1 can cover the etrance to my half but any long range shooting is a problem. In this case, there are Russes with 48” Lascannons, 72” Battlecannons and 36” Plasma cannons.
- KMKs deliver 6,6xD6 shots vs. 4D6 from KW.
- KW can concentrate the fire in the middle coridor in a single turn and in aprox 2 turns on any table side.
- KW can hold back from 36” and 48” range. Just the Battlecannons can damage it.
If Gazz is a magnet try adding macari, but gazz being a bullet magnet is not bad. Just hide to avoid the flag HQ and make him a bad target to your opponent, i generally tend to offer targets but in a way that mess their positioning. Earned me a game more then once.
I can see 1 kannonwaggon.. but 2? Nah their probably is a better investment. Have you consider kill rigs?
If Gazz is a magnet try adding macari, but gazz being a bullet magnet is not bad. Just hide to avoid the flag HQ and make him a bad target to your opponent, i generally tend to offer targets but in a way that mess their positioning. Earned me a game more then once.
I can see 1 kannonwaggon.. but 2? Nah their probably is a better investment. Have you consider kill rigs?
I want to run 3 killrigs and other squig units in my great and marvelous “robo” conversions. But it takes time to convert.
All this FB stuff is just a prequel to read how infantry and AoO works and have some fun. My final list for AoO will be something like…..
Oléé second part of CI this week is out and my “dream” list is there in Showdown.
New competitive Innovations are out and guess what!
Freeboota list!
3 squads of KILLSAW Nobz in 3 Kannonwagons
2 squads of Tankbustas in Trukks
Waagh banner + bunch of characters, some grots, Stormboyz and Kommandos - you know the drill.
Melee At Shiloh - 10th – Jonathan Cox – Orks
Spoiler:
++ Arks of Omen Detachment (Orks) [125 PL, 2CP, 1,999pts] ++
+ Configuration +
Arks of Omen Compulsory Type: Elites
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
If Gazz is a magnet try adding macari, but gazz being a bullet magnet is not bad. Just hide to avoid the flag HQ and make him a bad target to your opponent, i generally tend to offer targets but in a way that mess their positioning. Earned me a game more then once.
I can see 1 kannonwaggon.. but 2? Nah their probably is a better investment. Have you consider kill rigs?
I want to run 3 killrigs and other squig units in my great and marvelous “robo” conversions. But it takes time to convert.
All this FB stuff is just a prequel to read how infantry and AoO works and have some fun. My final list for AoO will be something like…..
Oléé second part of CI this week is out and my “dream” list is there in Showdown.
Goffs. 3 squads of Nobz (1x MANz, 2x ordinary Nobz) in 2 BW and Trukk. One of the Nobz are Trukkboyz. Plus the usually stuff like grots, kommandos, stormboyz etc.
Btw. Kommandos are the big squads per 10 and no, my pressumption is wrong - this US tournament used the L shape WTC terrain.
Spoiler:
++ Arks of Omen Detachment (Orks) [124 PL, 1,996pts, ] ++
+ Configuration +
Arks of Omen Compulsory Type: Elites
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur: Goffs
Detachment Command Cost
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]: Speedboss
+ HQ +
Boss Zagstruk [6 PL, 110pts]
Warboss in Mega Armour [6 PL, 115pts, -2CP]: 3. 'Ard as Nails, Da Krushin' Armour, Stratagem: Relic, Stratagem: Warlord Trait, Warlord
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz
Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork
Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Nob with Waaagh! Banner [4 PL, 70pts, -1CP]: 2. Big Gob, Stratagem: Big Boss
Nobz [12 PL, 176pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [12 PL, 170pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
So there is a (beginners) 1k tournament happening here end of april I am considering to join. But I am not 100% sure what to bring as of yet.
For this I am considering a list relying a bit more on Fast Attack options, as I usually only bring heavy support, so time to switch it up!
Looking at current registrations I will most likely only face Space Marines, both vanilla and chaos flavored. With this list I hope to establish board control decently quickly and managed to burn through some armor with decent AP.
Spoiler:
++ Arks of Omen Detachment (Orks) [55 PL, 5CP, 1,000pts] ++
Any opinions on this? Considering swapping out the Bikers with Squighog Boyz, but I am not sure how those would stack up here.
The Dreads are also something I am not 100% sure about, was considering bringing a Blastajet instead, just starting from reserve makes it a bit more meh in my eyes.
Tollwut wrote: So there is a (beginners) 1k tournament happening here end of april I am considering to join. But I am not 100% sure what to bring as of yet.
For this I am considering a list relying a bit more on Fast Attack options, as I usually only bring heavy support, so time to switch it up!
Looking at current registrations I will most likely only face Space Marines, both vanilla and chaos flavored. With this list I hope to establish board control decently quickly and managed to burn through some armor with decent AP.
Spoiler:
++ Arks of Omen Detachment (Orks) [55 PL, 5CP, 1,000pts] ++
Any opinions on this? Considering swapping out the Bikers with Squighog Boyz, but I am not sure how those would stack up here.
The Dreads are also something I am not 100% sure about, was considering bringing a Blastajet instead, just starting from reserve makes it a bit more meh in my eyes.
Should be fine.. honestly your biggest issue is the get the good bitz secondary. You only have 4 units for them.
For the deff dreadz i will agree, either go full skorcha with 1 claw or full claw. Half and half will be of no benefit also you have no reason to keep them apart, your just spending role slots, you can also give them big krumps since they don't benefit from +1 to hit in shooting and you get +1 to hit in melee from base while still triggering kulture.
But dreads either go in reserve or deep strike since their going to be shoot off the field.
Possibly a better alternative is mekguns instead of dreads.
Has for the blastjet i will politely say that it's too expensive for 1000, you give up bodies and board presence to put it in, comes T2 and needs the +1 to be effective, you can bring a dakkajet and it might be better and being cheaper fit better. But planes are mostly dead being T2. There is too much going T1 to spend between 170-270pts on dead weight.
Nobz [12 PL, 144pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
Nobz [12 PL, 144pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
Nobz [12 PL, 144pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 70pts]
. Boss Nob: Power Klaw
. 5x Stormboy: 5x Choppa, 5x Slugga, 5x Stikkbombs
+ Heavy Support +
Battlewagon [8 PL, 135pts]: ‘ard Case, Deff Rolla
Battlewagon [8 PL, 135pts]: ‘ard Case, Deff Rolla
Battlewagon [8 PL, 135pts]: ‘ard Case, Deff Rolla
MTC Winter GT
Keir Hornyak – Orks – 1st Place - Killrigs Goffs
Spoiler:
Army name: Forks without me givin’ an F
== Goffs Arks of Omen == 0 CP, 2000 pts, 118 PL
Stratagems:
– Heroic Support (-1 CP)
HQ1: Beastboss on Squigosaur: 3. ‘Ard as Nails, Headwoppa’s Killchoppa, Stratagem: Relic, Stratagem: Warlord Trait, Thump Gun, Warlord [165 pts, 9 PL, -2 CP]
HQ2: Boss Zagstruk [110 pts, 6 PL]
HQ3: Warboss on Warbike: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz [115 pts, 6 PL, -2 CP]
HQ4: Weirdboy: 2. Warpath, 4. Fists of Gork [70 pts, 4 PL]
Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs
Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Nobz [12 PL, 176pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [12 PL, 154pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Nob with Waaagh! Banner [4 PL, 70pts]
Nobz [12 PL, 176pts]: Ammo Runt, Trukk Boyz
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [6 PL, 110pts]: Ammo Runt
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun
+ Heavy Support +
Battlewagon [8 PL, 120pts]: Deff Rolla
Killa Kans [7 PL, 105pts]
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
Killa Kans [7 PL, 105pts]
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
+ Dedicated Transport +
Trukk [5 PL, 85pts]: Squig-hide Tyres
Trukk [4 PL, 70pts]
Dice ARCADE gt Brad Milner – 3rd Place - THAT IS INTERESTING - Deathskulls with Ghazzy, Beastboss, 2 Killrigs, 2 Scrapjets, Wazboom and Killtank. Cool! I like it!
Spoiler:
++ Arks of Omen Detachment (Orks) [103 PL, 3CP, 2,000pts] ++
+ Configuration +
Arks of Omen Compulsory Type: Troops
Clan Kultur: Deathskulls
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support: Warboss
+ HQ +
Beastboss on Squigosaur [9 PL, -2CP, 165pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Relic, Thump Gun
Well boyz, its been awhile since I've been able to get to a GT but I am playing a local event next weekend. 2k Team tournament, 2 players per team 1k per player. I'll be taking
Beastboss, killchoppa/BBK
Grotzx2
3x10 Kommandos (PK/Bombsquig)
1x10 Nobz with Big Choppas (Boss with PK, Trukknobz)
2x3 Squig Riders (1 with Bomb squig)
Trukk
Plan is to bum rush objectives and hold them with Grots to score secondaries while my Kommandos go off and do good things . The Squig riders are mostly there as a distraction from the Trukknobz who are going to be there to absolutely wreck something important turn 1-2.
Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
Vineheart01 wrote: Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
You know the drill:
Make a new model and sell it to those who want it.
1-2 years later change the rules and sell it to those who need it to win.
Good to know when shall we expect the Blood Axe shine. With the new codex for 10th in such period of time…
Vineheart01 wrote: Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
Yeah, same boat with the snikrot model. I liked the shushing finger, thematic, unique and incongruous having such a delicate action being performed by a massive ork. And it looks like they got rid of the grappling hook on his back. Laaaaame.
His ruleset is already pretty solid IMO. Good warlord trait, morale debuff, and he's a warboss without being a warboss (to kommandos at least) Not sure what else they could do with him in the current 40k ruleset. Maybe shorten the range of any gun that fires at him or Kommandos in the same detachment? That'd be nice.
+1 I think the rules for him are fine, but would love to see him 10-15 points cheaper.
It's the wargear options for kommandos I don't like, forcing you to take a squad of 10 if you want any special weapons, whereas they feel like they should be able to operate in smaller squads with some fun gear. I get that it's 'whats in the box' policy. Very frustrating. Fingers crossed for more permissive modelling and squad building opportunites in 10th.
@Vineheart01 i'm hoping that kulture rules go the way of the Guard codex in 10th, so I can use different rules for my Blood Axe army depending on the kind of list I want to write.
Vineheart01 wrote: Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
They need to allow him to be used in any army like every character under “specialist ladz”. He’s not a bad character and I’m fine with characters not benefiting from thier own kultur if they are in another clan detachment but they should be allowed to be taken in other klans and they should be able to buff thier respective unit regardless of klan. Snikrot, zagstruk, mozgrod should be specialist ladz and badrukk shouldn’t be a warboss his rules are way to specific to flashgitz.
Agreed. They were all basically more on the mercenary side of things anyways rather than being explicit klan leaders, making them specialist ladz rather than being Klan-Locked would see them being used more often rather than being in either fringe Klan lists or if their Klan just happens to be in with the most power at the time.
I'm cutting the hand off the old one to get back the shush, or maybe the arm to get the pose, and then putting the plastic knife back on it. Fine cast means its never gonna really be worth keeping long term, so might as well hack up the good bits, and keep one aspect of the old model that I actually really love.
Midtcon Grand Tournament 40K - Andreas “Drachmann” Holm Hegaard – 4th Place - HOHOHOHOHOOOOO KUSTOM STOMPA WAAAGH supported by 6 deffdreads!! Such list must be nice on the table!
Gameplan according to GH:
Hell. Yeah. Sure, running people over with hordes of Orks is fun, but what if instead you ran them over with hordes of stompy robots. Would that be even more fun? As long as you don’t run into a Guard list (best not to think about that too much), seems like the answer is probably yes! I don’t think there’s too many subtleties to dig into here, though being able to Tellyporta the Big Krumpas and having lots of small units to push for Behind Enemy Lines while the opponent handles the big threats certainly gives the army strong scoring momentum while it’s doing its thing. Even in the one game where Andreas ran into an army fully tooled to just deck the Stompa (Salamanders) he still ran things pretty close – add Good Bitz and Stomp ‘Em Good to the Secondary mix and the points just roll in here!
Spoiler:
Arks of Omen Compulsory Type: Heavy Support
Clan Kultur: Goffs
Heroic Support: Speedboss (-1CP)
HQ1: Warboss m. Big Choppa + Headwoppa’s Killchoppa (Relic -1CP) + Kombi Scorcha [Warlord] (90 pts)
HQ2: Warboss on Warbike m. Powerklaw + KillaKlaw (Relic -1CP) + Brutal but Kunnin’ (Big Boss Strategem -1 CP) (115 pts)
Troops1: 9 x Boyz + Nob m. Dual Choppa (80 pts)
Troops2: 9 x Boyz + Nob m. Dual Choppa (80 pts)
Troops3: 9 x Boyz + Nob m. Dual Choppa (80 pts)
Troops4: 10 x Gretchin (40 pts)
Troops5: 10 x Gretchin (40 pts)
Elite1: 4 Kommandos + Nob m. Powerklaw (60 pts)
Elite2: 4 Kommandos + Nob m. Powerklaw (60 pts)
Fast1: 4 x Stormboyz + Nob m. Dual Choppa (50 pts)
Fast2: 4 x Stormboyz + Nob m. Dual Choppa (50 pts)
Heavy1: 3 x Deffdreads m. 4 x Klaw, Specialist Mob: Big Krumpaz (255 pts)
Heavy2: 2 x Deffdreads m. 4 x Klaw (170 pts)
Heavy3: 1 x Deffdreads m. 4 x Klaw (85 pts)
Heavy4: 4 x Lootas + Spanner m. Big Shoota (70)
LOW: Kustom Stompa m. Deffkannon, Supa-Gatler, Kustom Supa-rokkits, Mega-Choppa, Twin Big Shootas, Big Shootas, Scorchas, Gaze of Mork (675 pts)
2000 pts – 2 CP (4 brugt pre-game).
Assassination: 7 points (Warboss 4 + Warboss on Bike 3)
Bring it Down: 10 (6 x Deffdreads á 1 + Kustom Stompa á 4)
No Prisoners: 75
Iberian Ham Tournament - Jordi Macià Dekkers – Deathskulls – 1st Place - tripple killrig obsec inf spam
Spoiler:
++ Arks of Omen Detachment (Orks) [112 PL, 1CP, 2,000pts] ++
+ Configuration +
Clan Kultur: Deathskulls
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]
+ HQ +
Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord
Big Mek w/ Kustom Force Field [5 PL, 85pts]
Warboss on Warbike [6 PL, -2CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Relic
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork
Midtcon Grand Tournament 40K - Andreas “Drachmann” Holm Hegaard – 4th Place - HOHOHOHOHOOOOO KUSTOM STOMPA WAAAGH supported by 6 deffdreads!! Such list must be nice on the table!
Gameplan according to GH:
Hell. Yeah. Sure, running people over with hordes of Orks is fun, but what if instead you ran them over with hordes of stompy robots. Would that be even more fun? As long as you don’t run into a Guard list (best not to think about that too much), seems like the answer is probably yes! I don’t think there’s too many subtleties to dig into here, though being able to Tellyporta the Big Krumpas and having lots of small units to push for Behind Enemy Lines while the opponent handles the big threats certainly gives the army strong scoring momentum while it’s doing its thing. Even in the one game where Andreas ran into an army fully tooled to just deck the Stompa (Salamanders) he still ran things pretty close – add Good Bitz and Stomp ‘Em Good to the Secondary mix and the points just roll in here!
Spoiler:
Arks of Omen Compulsory Type: Heavy Support Clan Kultur: Goffs Heroic Support: Speedboss (-1CP) HQ1: Warboss m. Big Choppa + Headwoppa’s Killchoppa (Relic -1CP) + Kombi Scorcha [Warlord] (90 pts) HQ2: Warboss on Warbike m. Powerklaw + KillaKlaw (Relic -1CP) + Brutal but Kunnin’ (Big Boss Strategem -1 CP) (115 pts)
Troops1: 9 x Boyz + Nob m. Dual Choppa (80 pts) Troops2: 9 x Boyz + Nob m. Dual Choppa (80 pts) Troops3: 9 x Boyz + Nob m. Dual Choppa (80 pts) Troops4: 10 x Gretchin (40 pts) Troops5: 10 x Gretchin (40 pts)
Elite1: 4 Kommandos + Nob m. Powerklaw (60 pts) Elite2: 4 Kommandos + Nob m. Powerklaw (60 pts)
Fast1: 4 x Stormboyz + Nob m. Dual Choppa (50 pts) Fast2: 4 x Stormboyz + Nob m. Dual Choppa (50 pts)
Heavy1: 3 x Deffdreads m. 4 x Klaw, Specialist Mob: Big Krumpaz (255 pts) Heavy2: 2 x Deffdreads m. 4 x Klaw (170 pts) Heavy3: 1 x Deffdreads m. 4 x Klaw (85 pts) Heavy4: 4 x Lootas + Spanner m. Big Shoota (70)
LOW: Kustom Stompa m. Deffkannon, Supa-Gatler, Kustom Supa-rokkits, Mega-Choppa, Twin Big Shootas, Big Shootas, Scorchas, Gaze of Mork (675 pts)
2000 pts – 2 CP (4 brugt pre-game).
Assassination: 7 points (Warboss 4 + Warboss on Bike 3) Bring it Down: 10 (6 x Deffdreads á 1 + Kustom Stompa á 4) No Prisoners: 75
Iberian Ham Tournament - Jordi Macià Dekkers – Deathskulls – 1st Place - tripple killrig obsec inf spam
Spoiler:
++ Arks of Omen Detachment (Orks) [112 PL, 1CP, 2,000pts] ++ + Configuration +
Clan Kultur: Deathskulls
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]
+ HQ +
Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord
Big Mek w/ Kustom Force Field [5 PL, 85pts]
Warboss on Warbike [6 PL, -2CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Relic
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork
Since my girlfriend died 1 month ago, i was unable to play properly against Drachman. I went to the tournament with the: Lets just play and have fun and make an unreasonable amount of mistakes" really.
He sadly beat my ork army, after i made critical mistakes, and hell, even obvious ones. Though i gotta say the Kustom stompa really wrecked my kill rigs, and the terrain really didnt cover anything. I had no way of hiding any of them and he killed a rig each turn. I had no where to hide from its humongous guns. It was kinda funny though, because of the terrain, it was confined to an area at his deployment zone that he couldnt leave. However, due to its size and the fact almost none of the objectives were hidden behind terrain, the stompa could still be allowed to shoot the daylight out of me.
If you took his list to a GT with actual WTC terrain, he would not fare this well i think.
However, he is still a very very skilled player who has won a lot of danish GTs. or at least ended up at top 10 minimum. He is a much better player than i am, but i still believe with proper terrain, and when my girlfriend hadnt just recently died by being run over by an idiot, that I could have taken that win. The list was fun and different, and decently good against certain things but it werent really that amazing.
Oddly despite being a great ork player who has played everything from speed mobs to.. well kustom stompas and still done great, he did seem to forget quite a few things when playing, such as unbridled carnage being 2CP not 1 (which is damn important), and the fact that his nob stormboyz cant have dual choppers (or did he say they had powerklaws for free? regardless they clearly dont). He also forgot the range on certain ranged weapons and how many shots the kustom stompa actually received on some of its guns. Being an ork player i was, luckily able to correct him. It makes me wonder how many people did he use unbridled carnage at, for 1CP before playing against me?
Man, I gotta make myself a stompa. Maybe one day we'll go back to terrain being destructable as well, that would be sweet.
I'm continuing to expand my collection, just painting what I like, and trying to make a competative list out of it afterwards, which means I had a Gorkanaut on the table for the first time.
I tellyported it in and was impressed with the damage it did, being a delivery vehicle for a warboss and some nobz as well was handy, means I was still punching well upfield on turn 3.
Gonna make a morkanuat next, plan for him will be to start hidden, pop out t1 with his kff to protect the bulk of the advance (so I can save the waaargh for t2) and do a bit of shooting. Don't expect him to make it into combat but if he can be a bullet soak it's all good - i'll big mek on standby for repairs.
Afrodactyl wrote: That Deathskulls list is nice, but God I love it when a Stompa does well at a tournament.
Arrange the greatest prank and get everyone in a large tourney to take an ork list including a stompa. Really knock those statistics outta wack.
Why would you do that when you can easily fit two stompas in each list?
to be fair, there is a good chance your Stompa is so large, that it cant leave its own deployment zone, or is confined to a small area.
So having 1 of them is feasable as it can probably sit on a home objective, but having two is probably not great from a mobility and terrain point of view.
Afrodactyl wrote: That Deathskulls list is nice, but God I love it when a Stompa does well at a tournament.
Arrange the greatest prank and get everyone in a large tourney to take an ork list including a stompa. Really knock those statistics outta wack.
Why would you do that when you can easily fit two stompas in each list?
to be fair, there is a good chance your Stompa is so large, that it cant leave its own deployment zone, or is confined to a small area.
So having 1 of them is feasable as it can probably sit on a home objective, but having two is probably not great from a mobility and terrain point of view.
Take two stompas, a warboss, then spend the rest of the points on Grots. Problem solved
Clutch City GT 2023 (131 players) - Jake Gonzalez – 2nd Place - with another twist kn goff list. This time we can see the big toys mostly - double Rigs, wagon, Ghazzy, and 3x6squads of squigriders. Dude maybe wanted to win the painting part too
His last game is on Showdown, so I add the GH comment too
Another variation on the highly successful Goffs pressure builds we’ve been seeing in Arks of Omen. This settles the Battlewagon / Kill Rigs debate by simply TAKING BOTH (a very Orky solution Jake, well done). Big packs of Squigboyz bring speed and durability, and there is an outing for the big man himself, Makari, and his man servant Ghazghkull. I suspect these ride in the Battlewagon (where the cheap Mek can also occupy a space, ready to die if a 1 gets rolled when the vehicle pops), and this army is capable of staging an enormous amount of pressure immediately and never looking back. It’s a little lighter on infantry bodies and mission play than some recent Ork lists (the price of bringing an expensive heavy hitter like Makari, I guess) but it will bowl opponents off the board very quickly if they don’t come up with convincing answers fast.
Spoiler:
++ Arks of Omen Detachment (Orks) [114 PL, 2,000pts, 1CP] ++
+ Configuration +
Arks of Omen Compulsory Type: Fast Attack
Clan Kultur: Goffs
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]: Warboss
+ No Force Org Slot +
Makari [3 PL, 50pts]
Nob on Smasha Squig [4 PL, 65pts, -1CP]: 2. BeastGob (Beast Snagga), Stratagem: Big Boss
+ HQ +
Beastboss on Squigosaur [9 PL, 165pts, -2CP]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Thump Gun
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Squigbosses are by far my favourite Ork HQ. They're sooooo good.
Did you go for the tank build or go all-in on damage output?
Oh, I also gave my Nobz 2x Ammo Runts...for fun, because they literally didn't have any guns so the grots just trailed behind them for laughs. Same for my Kommandos who brought their Distraction grots but only for hte looks of it, they weren't used except to make the battles look cooler.
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Muhehe my favourite HQ too.
Automatically Appended Next Post: Important notice for everybody:
Buy Mega Dreads, Big Trakks, Supa Kannons and Kustom Stompa upgrade.
They are such great models! My Gork, really are. Especially the Mega Dreads! No chance GW produce anything on the similar level anytime soon!
I doubt this models will have any reasonable rules in 10th but hey guys - do it now! Sooner or later, FW will be dismissed and these models will be gone.
Btw. If you have some Kill Krusha for sale, I 'm ready to buy anytime!
I do enjoy it when warbosses sit high on the list of damage dealer characters. Especially for no-name characters.
Just this big chunky brute that can drag down the biggest things out there to prove to his lads he should be the boss.
Also means we have this threatening model that we can toss out there to trade upwards. Just wish that bigmeks were the propa leaders. Don't have the best damage output but all machinery in the area works a little more effectively cause the boys think if the mek tinkered with it it'll work better.
Just feels like ork HQs have a few gaps in their capability.
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Awesome kill tally for your Squigboss! Talk about one heck of a Big Game Hunter, I do like that we can do herohammer properly this edition with a suitably tough as nails and killy unit that isn't a suicide guy like the Killa Klaw boss usually is.
Automatically Appended Next Post:
cody.d. wrote: I do enjoy it when warbosses sit high on the list of damage dealer characters. Especially for no-name characters.
Just this big chunky brute that can drag down the biggest things out there to prove to his lads he should be the boss.
Also means we have this threatening model that we can toss out there to trade upwards. Just wish that bigmeks were the propa leaders. Don't have the best damage output but all machinery in the area works a little more effectively cause the boys think if the mek tinkered with it it'll work better.
Just feels like ork HQs have a few gaps in their capability.
Yeah, the main thing that bummed me out about the new book was how we went too far the other way when it came to HQ's. In the previous book, barring the obligatory Killa Klaw Warboss on bike, there wasn't much incentive to bring a Warboss in most lists since Big Meks provided much needed protection with the KFF and Weirdboys gave us Da Jump before it got nerfed. Now it's Warbosses that not only provide us our WAAAGH! but also a lot of our killing power in the lists, which isn't bad, but we've fallen far behind compared to other armies when it comes to our support units actually doing something, which is a shame given the new models we received like Painbosses. It's even more egregious when you can see that the SM equivalents of Apothecaries and Techmarines are leagues ahead of our guys, who are still stuck with early 8th ed index abilities like repairing and giving a 6+ FNP save and that's it.
Big Meks should have some tangible buff to an Ork vehicle unit in the command phase, like "Orky Know Wotz" that gives them +1 to hit or at least let their actual wargear mean something. With the KFF nerfed as it is right now, you don't take him for that, and the SAG currently sucks with it's recent profile, so what are you taking them for? There's not even a good Big Mek specific relic.
Similarly, Painboyz and Painbosses really shouldn't be hard to fix. Make it so they just give one Infantry, Biker or Cavalry unit a 5+ FNP or +1A until the start of the next command phase.
Or just let them do what Apothecaries do and bring back dead infantry, biker or cavalry models. Would like to see Mad Dok Grotsnik give out cybork bodies again or something interesting pre-game.
Weirdboys really should have a Warphead upgrade again, or something else at least to make their utility as psychic locus for the army to mean something. Would love to see a spin on a WEIRDWAAAGH like in one of the fluff stories for Orks.
We'll have to see in 10th ed if we get any real lovin when it comes new archetypes for our HQ choices.
On top of that, my personal feeling is that orks play super one-dimensionally right now. Once the game starts there is no utility, options, stratagems or possible alternative plays you need to consider as every unit is very much just a statblock and nothing beyond that. There are no real decisions to be made, there is just one correct way to use a unit and many mistakes.
Especially when playing crusade, which encourages you to play the same army over and over again, orks have become extremely boring to play. I seriously considered running the speedboss exploit just to get access to some interesting crusade relics
Among all the extra army rules in the book, the only thing that really adds any depth is warlord traits and the Waaagh! change from the data slate. There is nothing interesting among the relics, stratagems, kustom jobs, specialist mobs, psychic powers or even the crusade rules.
I don't think I will be touching my orks any time soon. While DG aren't exactly an army with lots of different play styles, they are still leagues ahead of orks.
On top of that, my personal feeling is that orks play super one-dimensionally right now. Once the game starts there is no utility, options, stratagems or possible alternative plays you need to consider as every unit is very much just a statblock and nothing beyond that. There are no real decisions to be made, there is just one correct way to use a unit and many mistakes.
Especially when playing crusade, which encourages you to play the same army over and over again, orks have become extremely boring to play. I seriously considered running the speedboss exploit just to get access to some interesting crusade relics
Among all the extra army rules in the book, the only thing that really adds any depth is warlord traits and the Waaagh! change from the data slate. There is nothing interesting among the relics, stratagems, kustom jobs, specialist mobs, psychic powers or even the crusade rules.
I don't think I will be touching my orks any time soon. While DG aren't exactly an army with lots of different play styles, they are still leagues ahead of orks.
Yeah, I tried crusade precisely to see if things would feel different playing Orks in a more narrative format, but it's unfortunate that they really didn't do that great of a job giving us a distinct sense of progression compared to other factions. Scrap as a resource had a lot more potential, I feel like it was half-written before it was released. As it is, it just acts as a secondary resource to RP but is way more limited on how you can obtain or use it and is very dependent on the meta you play in (good luck getting scrap when you're playing against Nids or an infantry heavy army like GSC). It's also hard to start hoarding early on when you're limited to facing only maybe a few vehicles per game. Then the Warboss challenge system, while cute, largely is something incidental and not something that actually happens all that often. There's very little ways to customize your WAAAGH! (this is where having a Big Mek, Weirdboy or Painboss should have played more of a role in shifting how your army looked or interacted with the WAAAGH! rule).
For an army that should be oozing personality and wacky customizations, it's shocking how low effort our crusade rules are.
It's not even meta dependent - crusade is usually played at 500-1000 points because otherwise you go insane with the book keeping, unit traits and extra complexity that missions tend have. Armies just don't have that many vehicles at those point levels. I think my primary sources of scrap in the last campaign I played orks in was the CCB of a necron player. Whenever I needed scrap for a kustom job, I had to spend requisition for it.
It also doesn't help that almost all crusade stuff is limited to INFANTRY or CAVALRY, essentially screwing over any attempt to run a speed waaagh.
Just not sure how ballsy GW would be when it comes to giving orks some real flavour. As the editions went on a lot of armies lost their depth or what made them special. Which also led to tactics being more bland.
There's less, clever tactics we can pull out of the bag at this point. Every unit sort of runs one, maybe two ways and that's it.
I'd love to be able to run tanky meganobs, damage dealer meganobs, shooty objective holders even. But putting all the special rules onto stratagems sort of hampers that.
Maybe 10th will offer some more fun tricks that don't feel like gotchas. I am still hoping it moves to a reaction system. A set of reusable basics then a small handful of once per game ones per faction.
I would honestly love for GW to bring back the "take x HQ, take 1 of x as a Troops choice" thing again for Orks.
I know with AoO that matters a lot less, but being able to grab an extra Elites, Fast Attacks or Heavy Support Slot would be great for flavour.
Also, let us upgrade a Weirdboy or Big Mek either for points or CP to have Not-Quite-Warboss stats and give us options for a Weirdwaaagh or a Mekwaaagh/Dreadwaaagh.
Also, change the Gunwagon to a Looted Wagon and give it a few more turret profiles.
Ranty wishlisting over
It's a shame that Orks have kind of become one dimensional in terms of list building.
Jidmah wrote: It's not even meta dependent - crusade is usually played at 500-1000 points because otherwise you go insane with the book keeping, unit traits and extra complexity that missions tend have. Armies just don't have that many vehicles at those point levels. I think my primary sources of scrap in the last campaign I played orks in was the CCB of a necron player. Whenever I needed scrap for a kustom job, I had to spend requisition for it.
It also doesn't help that almost all crusade stuff is limited to INFANTRY or CAVALRY, essentially screwing over any attempt to run a speed waaagh.
The fact is that GW screw the whole speedwaagh totaly. There is absolutely no way how to play it now. I 'm really pissed of because of it.
I share the sentiment of Jidmah, it's not only speedwaagh, green tide, dread tide etc are also in the bin currently, sure you can play fluff with them, but at least for me, it isn't a good game if i don't provide a challenge to my opponent. I blame all on the internal balance of codex. All in the name to push the new models.
I like some of the new models, but sucks their the best the codex has to offer, limiting other playstyles.
Both CI for this week are out and let' s say few common facts:
- well, goffs. One army type only. The good is - there is a lot variations at least…
- killrigs or wagons? With or without Ghazzy? Nobz or Meganobz? In Vehicles or footslogging? The answer is YES. it doesn' t matter, it works obviously all.
- check the players names - Ben Jurek, Lukas Troller,… these are native profi players playing anything that hits the meta. So it seems, orks became the big dogs.
Meganobz [12 PL, 180pts]: Trukk Boyz
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Mek [2 PL, 25pts]: Choppa, Kustom Mega-Slugga
Nobz [12 PL, 220pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Boss Zagstruk [6 PL, 110pts]: Blitz Missiles, Choppa, Da Vulcha's Klaws, Slugga
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork, Weirdboy Staff
Despite changing armies to meet the meta, all those guys are ork veterans though. It's not like the marine-eldar-tau faction is suddenly switching to orks and running them to top finishes.
Which means that orks are in a good place to win tournaments when piloted by an experienced warboss. And for what feels like the the first time ever, it's not by exploiting an unintended rules interaction in our codex, spamming op models or skewing against the meta. Orks are winning by being orks. Despite my earlier opinion on how the codex plays, GW definitely deserves kudos for finally getting it right.
Jidmah wrote: Despite changing armies to meet the meta, all those guys are ork veterans though. It's not like the marine-eldar-tau faction is suddenly switching to orks and running them to top finishes.
Which means that orks are in a good place to win tournaments when piloted by an experienced warboss. And for what feels like the the first time ever, it's not by exploiting an unintended rules interaction in our codex, spamming op models or skewing against the meta. Orks are winning by being orks. Despite my earlier opinion on how the codex plays, GW definitely deserves kudos for finally getting it right.
I still say this is more by accident than anything else.
Not sure. Judging from everything ork surrounding Arks of Omen (GT, dataslate, boarding patrol rules, snikrot model) they seem to have shifted from "not giving a feth, but make it look as if we did" to "invest as little as possible, but at least get that small commitment right".
Ah, one thing maybe important - there are multiple rumors flying around of FW closing down their 40k line for good, maybe even with 10th edition launch. If you need anything for your display case, you should order it soon.
I would also very much expect warboss on warbike and nob bikers to disappear when the next codex hits.
Jidmah wrote: Despite changing armies to meet the meta, all those guys are ork veterans though. It's not like the marine-eldar-tau faction is suddenly switching to orks and running them to top finishes.
Which means that orks are in a good place to win tournaments when piloted by an experienced warboss. And for what feels like the the first time ever, it's not by exploiting an unintended rules interaction in our codex, spamming op models or skewing against the meta. Orks are winning by being orks. Despite my earlier opinion on how the codex plays, GW definitely deserves kudos for finally getting it right.
I still say this is more by accident than anything else.
Egh orks have been solid ever since they redid our secondaries (get da good bits especially).. overall though ya it’s been good with the large amount of units that do well for orks… it’s mainly melee pressure stuff that need the little extra push from being goff to hit just hard enough. I don’t expect it to last if there is any codex creep.. but orks are solid right now.
Regarding lack of klan diversity or playstyle. I don’t like how separated the waaagh, speedwaagh system is…
I want to see all warbosses have regular Waagh, speedboss have speedwaagh and big Mek able to call dread Waagh.. in the same game if you want!!! (But they don’t stack) And/Or ghaz calling all 3.
Dread Waagh would specifically buff dreads…
Basically Speedwaaagh needs a tiny buff to make it comparable to regular Waaagh and give people a reason to run speedwaaagh again, and then every klan that isn't Goffs or Deathskulls needs a little buff to bring them up to speed.
Afrodactyl wrote: Basically Speedwaaagh needs a tiny buff to make it comparable to regular Waaagh and give people a reason to run speedwaaagh again, and then every klan that isn't Goffs or Deathskulls needs a little buff to bring them up to speed.
Then the codex will be perfect
Speedwaagh needs basicly two changes:
- secondaries for buggy / biker army
- the way around the FA slot limitations. You cannot build a speedwaagh with 6 FA slots. Simply cannot. What you can do is just some kind of mixed buggy / wagon / trukk army with infantry max. The good start in this could be the old “after deploy count as independent unit” rule on buggies. Because hold them in a unit is a pain. The second option could. “Warbikers count as troops in speedwaagh”. That would be marvelous.
Egh orks have been solid ever since they redid our secondaries (get da good bits especially).. overall though ya it’s been good with the large amount of units that do well for orks… it’s mainly melee pressure stuff that need the little extra push from being goff to hit just hard enough. I don’t expect it to last if there is any codex creep.. but orks are solid right now.
Regarding lack of klan diversity or playstyle. I don’t like how separated the waaagh, speedwaagh system is…
I want to see all warbosses have regular Waagh, speedboss have speedwaagh and big Mek able to call dread Waagh.. in the same game if you want!!! (But they don’t stack) And/Or ghaz calling all 3.
Dread Waagh would specifically buff dreads…
Again, I say this is more by accident than anything else. Keep in mind, orkz were in a really poor place before GW game out with our new rules, and what were the new rules? We get an Army wide 5++ for a full turn and a 6++ for a 2nd turn. That isn't a little buff, that is HUGE! But even with that massive buff it still wasn't enough to bring orkz into competitive mode and they had to further increase the WAAAAGH special rule to give +1 strength as well. Overnight your average Ork boy went from getting gunned off the table without an armor save and only wounding on 4s in combat to surviving 33% more often and wounding on 3s giving him 25% more dmg. If the codex had been written well this wouldn't have been necessary. I really want to emphasize this point, these were not little buffs, these were quite literally meta changing buffs for orkz.
The supreme Irony behind both buffs is that it still isn't enough to make Orkz competitive, what pushed us over the edge into the competitive zone wasn't units it was Secondaries like you guys said. Get the good bitz is almost an automatic 15pts, getting 10man units into table quarters is relatively easy now as well. And the buff to get the good bitz just proves GW doesn't understand orkz that much. It was already our easiest/best secondary and it didn't need a buff, but they added in more benefits and the attempt to make it useful for lootas... yeah. I can only think that they thought Lootas were almost good enough to be brought that a little buff like scoring on your turn would push them over the edge as well....nope, I'd still rather take 120pts of Grots who can do 3 objectives rather than 5 lootas who cost 60% as much and are definitely not as durable.
SemperMortis wrote: [Again, I say this is more by accident than anything else. Keep in mind, orkz were in a really poor place before GW game out with our new rules, and what were the new rules? We get an Army wide 5++ for a full turn and a 6++ for a 2nd turn. That isn't a little buff, that is HUGE! But even with that massive buff it still wasn't enough to bring orkz into competitive mode and they had to further increase the WAAAAGH special rule to give +1 strength as well. Overnight your average Ork boy went from getting gunned off the table without an armor save and only wounding on 4s in combat to surviving 33% more often and wounding on 3s giving him 25% more dmg. If the codex had been written well this wouldn't have been necessary. I really want to emphasize this point, these were not little buffs, these were quite literally meta changing buffs for orkz.
It is worth noting that the team writing the codices has been hinted to mostly not be the same people as the one writing GT rules and thus the dataslate. Stu Black at least claims to be an ork player, so the members of the balance team have infinitely more knowledge about how orks works - and IMO it's showing. Krumpy infantry being the one archetype properly working could either be a reflection of his play style, or they might also have deemed speed waaagh too borked to fix.
Also keep in mind that their mission also is not to fix codices, but make a codex have a decent average win rate in competitive, which means a single working archetype is sufficient.
What I see especially interesting:
- all armies brand new Index incl. FW models apparently ready to play since day 1 = expect brand new meta over the summer.
- "Army selection is equally straightforward: pick a faction, a warlord, and the units you like (just no more than three of any one type*), and stay within your points limit. That’s it!" = speedwaagh could be back!!
- new edition seems to be Space Marine time. The blue smurfs deserve it IMHO.. So the meta will be termies and marines.
What I see especially interesting:
- all armies brand new Index incl. FW models apparently ready to play since day 1 = expect brand new meta over the summer.
- "Army selection is equally straightforward: pick a faction, a warlord, and the units you like (just no more than three of any one type*), and stay within your points limit. That’s it!" = speedwaagh could be back!!
Hopefully you can still pick more than 3 of Toops & transports.....
Assuming we can basically take whatever we want in our lists, I think I'll still stick with a fairly balanced mix of units in case they revert to a more restrictive force org chart.
On the stream they also said that if a unit (like a captain) has an ability, that ability can only be used once, no matter how many of that unit you have on the board.
This is meant to reward having many different units on the board as opposed to just spamming 3 of the best few units.
Have had a hiatus from my beloved Orks for CSM a while, but the 10th announcement has me excited for all things green again. The reason being reactive and specialized rules packed into units. As we are one of the quirkiest armies out there I imagine we could get some truly fun (and good stuff).
E.g. Kommandos will probably come with some built in extra shot representing Squigs. Different Warbosses with different Waagh!'s. Etc. The design space is some much more exciting
I'm hesitantly excited, if only because morale seems to be finally moving away from a "lose more" mechanic now that running away/losing models doesn't seem to be the main result from failing it. It also opens up opportunities for us when it comes to shooting, because having separate profiles for different weapons means that it can make certain weapon upgrades more accurate without needing to boost the entire unit's BS or having a specific rule caveat for a weapon giving +1BS or something. (So now the Shokkjump Dragsta's shokk rifle can just be BS3+ without needing the extra text, while things like rokkit launchas or Shootas could hit on BS4+ base). It would also help out a lot for units like Morkanauts where they get better accuracy for their AT/Anti-Elite weaponry.
I'm hoping that this also means better weapon stat variety for Ork melee weapons, like a Warboss' power klaw being more killy baseline than a rando Nobz.
Hopefully the new datasheet abilities for support units like Painboyz, Big Meks and Weirdboyz are given a major overhaul so we can take them without feeling like they're dead weight.
It’s hard to say anything it’s a full reset like they did in 7th?…
I mean a lot of the caps they put in place (wound cap, to hit cap, etc) will go away as it’s not needed with less buffs and more limited buff stacking..
I mean if anyone was here for the last reset balance will be bad at first and then an errata will come out.. and then balance is mostly good until a new codex that adds a bunch of new rules and abilities changes that starts the power creep again.
It sounds like they want to keep a basic design of a set amount of buffs and rules to one page and just adding new ways to do that beginning with a supplement for codex ultramarines first company, etc…
40K does need a reset they pushed the power creep way to hard
Vineheart01 wrote: to my knowledge the only other full reset theyve done is 8th, which was initially received well and then it QUICKLY fell out of control.
Things got completely reset going from Rogue Trader into 2e.
Things got completely reset going from 2e into 3e.
Things got completely reset going from 7e into 8e.
Gonna miss the day when to explain a weapon you could just say the imperial equivalents. Made things easier to explain your equipment. "It's a power fist, an assault heavy bolter, a bolt pistol, a krak missle launcher but with assault"
Now 3 models with a power klaw could all be so different even the ork player forgets.
cody.d. wrote: Gonna miss the day when to explain a weapon you could just say the imperial equivalents. Made things easier to explain your equipment. "It's a power fist, an assault heavy bolter, a bolt pistol, a krak missle launcher but with assault"
Now 3 models with a power klaw could all be so different even the ork player forgets.
Different stats for the same weapon makes the unit cards required for playing, since it will be more difficult to memorize.
The new "Warboss" novel was awesome. If you read any books at all, you should pick it up. The story is told from the perspective of a Goff Megaboss, a Speedboss riding a deffkilla wartrike, a bloodaxe warboss and a grot leading the local grot revolution.
I really like about the novel that the ork character cast actually did know what they were doing, and succeed precisely because of their ork logic, not despite of it.
It was really refreshing that they aren't just mindless beasts stumbling into victory because they outnumber their enemies 1:100.
While it's very much a typical black library bolter shoota porn book, orks and orky randomness really do a lot to make the story unique. I actually had to laugh out loud multiple times while reading it.
If you are interested in ork lore whatsoever, I very much suggest reading it.
Spoiler:
There also is an eldar avatar not tripping over its own two feet for once, I though that was a nice touch.
The new "Warboss" novel was awesome. If you read any books at all, you should pick it up. The story is told from the perspective of a Goff Megaboss, a Speedboss riding a deffkilla wartrike, a bloodaxe warboss and a grot leading the local grot revolution.
I really like about the novel that the ork character cast actually did know what they were doing, and succeed precisely because of their ork logic, not despite of it.
It was really refreshing that they aren't just mindless beasts stumbling into victory because they outnumber their enemies 1:100.
While it's very much a typical black library bolter shoota porn book, orks and orky randomness really do a lot to make the story unique. I actually had to laugh out loud multiple times while reading it.
If you are interested in ork lore whatsoever, I very much suggest reading it.
Spoiler:
There also is an eldar avatar not tripping over its own two feet for once, I though that was a nice touch.
Thanks for the recommendation - I like the 40K military fiction books, and I have been longing for a book written from the perspective of Orks.
Because it would mean you can actually use him outside of Blood Axe lists.
He's actually pretty decent, but not being Goffs or Deathskulls really holds him back. It also completely restricts the boarding patrol to Blood Axe only which is a shame.
What he said^
Snikrot would be playable competitively in a goff/deathskull detachment even if he didn’t benefit from the kultur..
Kinda like zagstruk is with goffs.. he would provide forward threat and support kommandos.
Right now bloodaxe is dead especially with all thier supplement rules being expired…
I didn’t think about the boarding patrol box now being bloodax only that sucks considering it’s thier new start Playing format… hopefully they fix that issue in 10th.
Because it would mean you can actually use him outside of Blood Axe lists.
He's actually pretty decent, but not being Goffs or Deathskulls really holds him back. It also completely restricts the boarding patrol to Blood Axe only which is a shame.
Blood axes are a rather decent clan to pick in boarding action though, as the clan trait provides you with the benefits of cover if you are more than 6" away. It makes kommandoz, MANz and flash gits really hard to shift from a distance. Which are pretty much the best units for boarding patrol we have.
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gungo wrote: I didn’t think about the boarding patrol box now being bloodax only that sucks considering it’s thier new start Playing format… hopefully they fix that issue in 10th.
It's not. They are a limited edition print run and have been sold out worldwide since 20 minutes after pre-orders went up.
The new entry format will run on the Combat Patrol box, which is still readily available.
So with 10th on the horizon, what do we think is going to happen with the Dakka weapon type? Do you think it is going away? If so, what do you want it to turn into? What is realistic vs what would be fun/cool?
It’s going away like most keywords…
They may keep the distance based number of shots but I doubt it if they are trying to make things easier and quicker. We are going back to basics for orks.. lots of shots w bad accuracy…
Frankly I hope we go back to assault weapons. Dakka was a very horribly implemented idea on Ork weaponry that hamstrung and limited how Orks would actually use their guns. If they want to make Ork weaponry matter, take advantage of the BS being based on weapons now rather than the model's BS. (e.g., BS4+ on lower shot weapons like rokkit launchas or Kustom Mega weapons, BS5+ on multi shot weapons but give us the quantity we actually need to make it worth considering).
It is implied that weapons can have multiple types, or even none. So something like Shoota (Dakka, Assault) would be possible.
That said, I don't think the dakka weapon type is worth keeping around.
Automatically Appended Next Post: Random thoughts on the new leadership rules:
If taking units below half strength has the potential of hindering fall backs, this might actually be very good for orks.
If you charge a unit of guardsmen or similar and kill most of them, there is a good chance of them having to stick around for round 2 instead of just falling back and getting your orks obliterated by shooting.
I fully expect marines to just get ATSKNF to nope out of combat though.
Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.
Grimskul wrote: Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.
It seems like they compromised by just giving the weapon one less attack. Does a worse job of making it feel like a heavy, unwieldy sledgehammer but does make it a choice I suppose. But unless there is a price difference I can't see myself taking the power sword over the fist. You get better damage and str at the cost of an attack. Still on average doing more damage assuming you're wounding on 2s rather than 4s. To say nothing about effectiveness against multi wound models.
my only gripe with dakka is the loss of Assault and a good chunk of our codex acts like we didnt lose Assault on 90% of our weapons. The possibility of two type weapons solves that alone. Depending on what Twinlinked does would determine what Dakka does or if it even sticks around. im curious if Twinlinked goes back to innate rerolls (man i hope it does since they kinda just supercharged units that normally were twinlinked because they usually had easy access to a reroll anyway and got double the shots)
Grimskul wrote: Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.
It seems like they compromised by just giving the weapon one less attack. Does a worse job of making it feel like a heavy, unwieldy sledgehammer but does make it a choice I suppose. But unless there is a price difference I can't see myself taking the power sword over the fist. You get better damage and str at the cost of an attack. Still on average doing more damage assuming you're wounding on 2s rather than 4s. To say nothing about effectiveness against multi wound models.
It doesn't look like they're really compromising between PF and power weapon/power swords in terms of deliberately giving Power Fists less attacks, because termies always had 2 attacks base and then 3 for shock assault in most instances, so 3 attacks per PF seems pretty much the same as before, just baked into their statline like they did for Heretic Astartes. Then the Sergeant got one extra attack for being a sergeant, with 3 base, and then 4 attacks with shock assault. The only thing was that the sergeant for non-Assault Indomitus Armour Terminators always had a power sword/weapon instead of a PF for their loadout and that's something they're continuing at least for this box-set.
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Vineheart01 wrote: my only gripe with dakka is the loss of Assault and a good chunk of our codex acts like we didnt lose Assault on 90% of our weapons. The possibility of two type weapons solves that alone.
Depending on what Twinlinked does would determine what Dakka does or if it even sticks around. im curious if Twinlinked goes back to innate rerolls (man i hope it does since they kinda just supercharged units that normally were twinlinked because they usually had easy access to a reroll anyway and got double the shots)
Yeah, I remember when TL-Assault Cannon razorbacks were a thing because all of a sudden in 8th not only did they have 12 shots each instead of 6, but with Guilliman they rerolled everything and mowed things down with terrifying efficiency.
It depends on if they are moving closer to the AoS route of limiting availability of rerolls, since I can see them making it a flat +1 to hit modifier in some cases, maybe based on range or if you didn't move?
Because we've yet to see any reference to the sergeants I'm currently under the assumption that any special rules/buffs they have are folded into the weapon profile. Same with extra attacks offered by shock assaults/charges and the like.
At the moment it looks like lethality has dropped, durability has jumped up. If they give a glimpse of other factions units that would be fun. Because orks tend to be fairly flimsy by design, relying on numbers/models rather than individual durability. I know we've only seen 2 units so far but if we keep the t5 6+sv we might be okay. I doubt our OC will be higher than 1 though. Maaaaybe grots will be lucky and get 2?
cody.d. wrote: Because we've yet to see any reference to the sergeants I'm currently under the assumption that any special rules/buffs they have are folded into the weapon profile. Same with extra attacks offered by shock assaults/charges and the like.
At the moment it looks like lethality has dropped, durability has jumped up. If they give a glimpse of other factions units that would be fun. Because orks tend to be fairly flimsy by design, relying on numbers/models rather than individual durability. I know we've only seen 2 units so far but if we keep the t5 6+sv we might be okay. I doubt our OC will be higher than 1 though. Maaaaybe grots will be lucky and get 2?
It seems like most troops that are infantry will likely be OC 2 to give them incentive to be taken over elites, so I can't imagine boyz/beast snaggas being less than OC2. Grots are a tough call, because that's kind of their thing to sit and hold objectives, but at the same time GW seems to really dislike giving grots that ability for some reason, so it's anybody's guess if they'll throw us that bone.
I'm more curious if they'll make shootas relevant again in some way, because presumably choppas will be AP0 again, and with the changes to rapid fire either we'll be getting that for our shootas OR they become assault again and maybe even let us hit on 4+.
Grimskul wrote: Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.
It seems like they compromised by just giving the weapon one less attack. Does a worse job of making it feel like a heavy, unwieldy sledgehammer but does make it a choice I suppose. But unless there is a price difference I can't see myself taking the power sword over the fist. You get better damage and str at the cost of an attack. Still on average doing more damage assuming you're wounding on 2s rather than 4s. To say nothing about effectiveness against multi wound models.
There's 1 power Sword in the unit on the sergeant. He can't change weapon, others can't take sword.
I imagine that Grots will be OC1, but I'm hoping they give Runtherds a rule that makes a Grot unit OC2 for a turn. Would be a decent way of encouraging us to use every model in the box.
I can see our Dakka wagons being rapid fire and assault, but I'm not hopeful that choppas are keeping their AP.
Afrodactyl wrote: I imagine that Grots will be OC1, but I'm hoping they give Runtherds a rule that makes a Grot unit OC2 for a turn. Would be a decent way of encouraging us to use every model in the box.
I can see our Dakka wagons being rapid fire and assault, but I'm not hopeful that choppas are keeping their AP.
That would be really nice, especially to make runtherds relevant again besides for potential morale purposes, or if actions are still in the game, that a runtherd can make them complete an action faster at the end of the turn rather than at the start of the next command phase or something. The other way I could see it is if they gain +1 to their OC for every 10 models in the units, so you have incentives to take a bunch of grots on an objective rather than just 10 guys.
Curious to see how Mob Rule survives into 10th ed and if it'll be relevant again compared to what we have now.
Had a thought this morning; I imagine that killsaws are going to be our chainfist equivalent in the coming edition so it may be worthwhile digging through the bits boxes.
:EDIT:
Equally, it could be killsaws be the Anti Infantry one and the PK be the Anti Vehicle, being the blender compared to the can opener.
Afrodactyl wrote: I imagine that Grots will be OC1, but I'm hoping they give Runtherds a rule that makes a Grot unit OC2 for a turn. Would be a decent way of encouraging us to use every model in the box.
I can see our Dakka wagons being rapid fire and assault, but I'm not hopeful that choppas are keeping their AP.
In the end, it boils down to OC per points, right? If gretchin remain at 5 points and a marine is still 20 points, you'd still get four times as much OC for your points than the marine player. For pure objective squatters, 50 points for 10 OC still sounds great, while a marine player has to pay 100 points for a unit of intercessors that will hold the objective just as well.
And let's not kid ourselves, OC on gretchin will only serve to keep vehicles or non-combat units from grabbing objects without going through 10 gretchin wounds. If any serious threat shows up it will either murder or battleshock them and then the objective is theirs.
Whether the runtherd becomes important again might heavily depend on how battleshock works. If a half strength grot unit has a high chance of scoring 0 points from the objective they are supposed to be holding, runtherds might be necessary to win games.
flaming tadpole wrote: GW confirmed all legends models will carry over to 10th and get updated rules. Guess our warboss/nob bikers are here to stay!
I guess the FW models will stay alive ruleswise for a bit longer. If I remember correctly, power should be gone completely in the new edition, so I guess we can at least have points and not power like they did for some of the stuff like the Red Gobbo!
If they might be upping toughness and wounds and giving things improved invulnerable saves then maybe the Stompa could end up with a fairly durable profile this time
i'd be shocked if they gave the stompa an invul but if they dont have a toughness "cap" this time then perhaps it will have the highest non-Titan toughness in the game at least.
Vineheart01 wrote: i'd be shocked if they gave the stompa an invul but if they dont have a toughness "cap" this time then perhaps it will have the highest non-Titan toughness in the game at least.
Unfortunately, I feel like they're more likely to give it more wounds than significantly higher toughness. Maybe T9, but given GW's track record with not knowing how to make the Stompa work, I wouldn't hold my breath that they get it right with the index rules for Orks.
Vineheart01 wrote: i'd be shocked if they gave the stompa an invul but if they dont have a toughness "cap" this time then perhaps it will have the highest non-Titan toughness in the game at least.
Unfortunately, I feel like they're more likely to give it more wounds than significantly higher toughness. Maybe T9, but given GW's track record with not knowing how to make the Stompa work, I wouldn't hold my breath that they get it right with the index rules for Orks.
I like the old void shield idea,,, several regenerating wounds that block damage until you clear them.
Ive had the pleasant experience of playing versus chaos daemons and the big bloodthirster who takes only 8 wounds, and heals when he kills models.
Now im running my goff army with no psykers and no shooting so i only really have my melee to deal with that.
How the hell do i deal with that
In the end i just let him go on a rampage and tried to kill everything else, because he kept healing up the wounds i dealt to him. And since the fighting phase was the only phase i could really do anything in, well, he werent dying any time soon.
If you only had melee guess you have decent amount of infantry? Vehicle orks tend to have shooting. In that case unless orks had way to ignore damage ignore rules either ghaz with his own damage cap(taste your own medicine) or just ignore as you won't kill it. I had one rampage among ork infantry army and that ork had some shooting but was able to remove them fast enough and heal that still survived. In the end was even at full health having gone down to 4...
Try to keep units so he can't charge multiple at once. Albeit thirsters big base makes that hard
i had 2x 10 kommandos 3x 10 stormboyz 2x 8 Nobz, 6 powerklaws, 2 big choppas 9 trukk boy Nobz with big choppas 2x 10 boyz 2x battlewagons with deff rollas and ard case 3x 10 grots
mega boss with super cybork zagstrukk biker boss with brutal but kunning and da killa klaw.
His thirster never really charged more than one unit at a time but the problem is he is wound capped and he heals everytime he Effs my infantry. And since he heals on a +5 per model killed, getting through that amount of wounds with wound caps while he heals, when i only had melee, just seemed stupidly difficult.
Mind you he also had belakor which i also had to deal with. I did kill that guy though, but this blood thirster just ran amok. The only saving grace was a battle wagon that for some unexplained reason, survived 2 combat rounds with him.
In that situation the question becomes, do you really need to kill him? Just park a trukk/battlewagon on top and just ignore, sure he will kill it, by the time he does, just throw another or something expendable. That's more a distraction carnifex. Had similar moment happen to me with DA captain, could not kill with gazz, completely wasted trying to kill. Letting it be is just what he wants. If that's bad imagine dealing with a walking tyrant with 5invuln, 5fnp and gets to heal. Now double that. In these situations is always just park something that is durable.
Thats what i ended up doing. But its not really that realistic to keep throwing stuff at him when i have to deal with the entire army of enemies also being melee contenders. Also he deepstrikes within like 6 inches making it difficult to really know where he starts. He gets the first charge, kills something. I throw something at him, he kills that and effectively goes free.
I was in luck that it he made miserable attacks against my battle wagon and i made godlike saves. In reality the wagon should have died the moment he swung at it. but it was allowed to stay for 2 or 3 combat turns.
Given he can fly, blocking him becomes increasingly more difficult.
Don't throw unit at him if you aren't sure you survive. That way he kills max 4 units and killing power you don"t waste at it can be used to kill rest of his army.
He wants you to charge him. Why give him what he wants?
If he kills 4 units for which you have some control what in game with 400pts unit thats not too bad. Units die. That's 40k.
That or invest in shooting and less model heavy units.
tneva82 wrote: Don't throw unit at him if you aren't sure you survive. That way he kills max 4 units and killing power you don"t waste at it can be used to kill rest of his army.
He wants you to charge him. Why give him what he wants?
If he kills 4 units for which you have some control what in game with 400pts unit thats not too bad. Units die. That's 40k.
That or invest in shooting and less model heavy units.
because of my 5 up invul they MIGHT survive and then i can keep him in place. in this case, my battlewagon was fortunate enough to survive decently enough.
And if i dont attempt to do something, he will just fly around and wreck my entire army. I see your point, and its easy enough to leave someone you cant deal with alone, but in this case, when you are fighting chaos daemons that are, equally in your face and he is along side belakor i didnt see how i could afford to have him wreck my high value units. I needed those for Belakor. Its also not like he only moves 8 inches. Now in this case, i did have enough high end units left to deal with belakor, and my wagon did, again hold him in place for 2 or 3 combat turns.
Generally my army composition has served me quite well, except when i have to deal with that big oaf of a character. My 8 Nobz with 6 powerklaws and 2 big choppas, 5+ exploding sixes (stratagem) hitting on 3s (powerklaws or 2s for big choppas) near my mega boss can absolutely shred big chunky enemies, like Angron, or Skarbrand but not when they are wound capped.
But maybe i should just let him run amok. In this case he murdered 1 battlewagon, 8 Nobz, 10 grots, 10 kommandos 1 trukk. He used 2 daemon points to arrive from deepstrike turn 1 so i couldnt really do much about that. I could have avoided the dead Nobz but i didnt kow he would heal on a +5 per dead model when i went in. that was done in an attempt to kill him over a few turns. Which failed when i found out he healed, so yea the nobz were definitely thrown out the window.
All in all, it just seems like a disgusting combo. can potentially turn 1 charge, has 20 or so wounds, wound capped, heals up to like 5 wounds with enough dead models destroyed. Destroys anything in melee, can fly.
Why dont we have such a model
on another note i played World eaters today. Does anyone know how the interaction for Angron coming back to life like 5 million times is, when you use bring it down or assassinate? Do you only get the points for him being dead by turn 5? Or do you continuously get point by constantly cutting his head off. I also seem to have a hard time finding a third secondary to use against world eaters. I went with greentide and goodbits which netted me 10 points and 15.
But i didnt know what to go for the last secondary so i went with bring it down. he had 2 rhinos, skarbrand and Angron. I only got like 5 points in bring it down and i knew it would suck (though i didnt think it would go that bad). No prisoners would have given me a max of 8, and assassinate would have given me a max of 10. and stomp em good seemed hella risky against world eaters so i was really... not sure about the last one.
What do you guys normally take against world eaters?
Okay, so characters will be joining units in the coming edition, but will be permanent attachments huh? Hopefully that means their buffs can actually be half way decent. Like painboys giving their feelnopain on a 5 or something.
Same with big meks I guess. Who who knows they may keep their aura. Could bring back some of the builds of old which I'd be up for.
Beardedragon wrote: And if i dont attempt to do something, he will just fly around and wreck my entire army
Your entire army is 4 units?
Because if you can keep him so he can't charge multiple units that's literaly maximum he can kill...
Turn 1 nothing, in deep strike.
Turn 2, kill unit.
Turn 3, kill unit
Turn 4, kill unit
Turn 5, kill unit.
That's 4 maximum. So unless your army is 4 units I very much doubt that claim.
(of course vs pure melee he might not even deep strike but as you said deep strike charge I'm assuming that's what he did)
If you spend effort trying to kill the unkillable that's damage output you don't have against be'lakor.
But you have literally these options:
a) mitigate damage. Limit him to 1 unit per his turn. If you are confident you can have cheap chaff that can tie him up for 1 turn charge those. Ultimate result is still same 4 dead units but at least bit control which unit. But if he kills that unit you just gave free kill
b) add up shooting and maybe psychic to overcome his defence. Does mean you need significant amount or he can ignore that anyway especially with 5+ fnp c) Ghazkhull. He can't kill you any faster than you can him and max 1 heal from killing ghaz. Should leave him to be killed by one good charge. Getting ghaz to him might be issue since he doesn't want to get bogged down by it.
That's pretty much it. Pure melee infantry army doesn't kill that bloodthirster period short of some crazy dice rolling. I have used that bloodthirster myself and that's just the matter of life. You have very brief period to kill and then you run out of steam and can't overcome healing rate but if you only do damage via melee...
At least pure shooting can do damage in 2 phases per battle round. Own shooting and overwatch. Though overwatch might not help any as he can heal then in combat. I have ran over tau infantry no issues thanks to that. Charge, overwatch, take some damage, kill firewarriors/breachers, heal up.
There's no magic secret on killing that bloodthirster with infantry melee army without significant shooting. You don't. The thing is practically tailor made against such armies.
But hey good news is it's like 2.5 months maximum you have to face that Depending on how often you play vs daemons you might not even have to face it 2nd time :-)
(and even as daemon player can't say I'm too sad. It's bit of unfortunate crutch khorne daemons need but not fan of wound caps myself. Hopefully 10th gets rid of those. They can all burn in hell!)
Mostly because despite us very much enjoying solving every problem by hitting it really hard, we actually do have other options. Daemons don't.
You just can't outfight dameons or world eaters, they are literally the best at it and you can't beat them at their own game. Completely neglecting shooting and psykers created that vulnerability in your army, I don't think you can solve this problem without changing your army.
The question is, will that toughness bump matter much?
With the current wounding chart it gives a durability buff against Str9, 8 and 7. Putting 7 to wounding on 6s. A bit of help but even putting it at 9 or 10 would have had the same effect.
What would really make a difference if they ditch always wound on 6s, making the superheavy immune to small arms fire, possibly even str7 or below depending on the chart. Assuming T double than Str means it's impossible to wound like back in the day.
It would give those big superheavy units their own niche.
cody.d. wrote: The question is, will that toughness bump matter much?
With the current wounding chart it gives a durability buff against Str9, 8 and 7. Putting 7 to wounding on 6s. A bit of help but even putting it at 9 or 10 would have had the same effect.
What would really make a difference if they ditch always wound on 6s, making the superheavy immune to small arms fire, possibly even str7 or below depending on the chart. Assuming T double than Str means it's impossible to wound like back in the day.
It would give those big superheavy units their own niche.
Yeah, that was part of the issue with Orks getting the T5 bump in 9th was that now bolters were effectively the same as lasguns when it came to wounding a lot of our infantry units barring the AP of the weapon. If they go back to the old wounding chart or make it less all or nothing like the way it is now, it would make the granularity of toughness more meaningful and less aimed towards taking middling level of weapons like back then where S6-7 reigned supreme since they usually had the rate of fire to take care of infantry and light vehicles.
New weapon profile details are out, advancing and shooting with assault weapons no longer gives a -1 to hit modifier and heavy weapons just give +1 to hit if you're stationary. Assuming that our dakka weapons goes back to assault, that's pretty good! Even heavy weapons like Snazzguns won't be that bad now.
Meltas (at least infantry based ones, I assume multi-meltas will be higher strength) are also S9, so they'll be wounding our stompas and tougher vehicles on 5's, which is nice.
Will be interesting to see if melee got a buff as well. Really was expecting melta to be a bit more AT then what they’re showing so far. Hopefully there will be other stuff to keep vehicles in check.
flaming tadpole wrote: Will be interesting to see if melee got a buff as well. Really was expecting melta to be a bit more AT then what they’re showing so far. Hopefully there will be other stuff to keep vehicles in check.
I feel like they'll be leaning into the Anti-Tank USR to make certain melee weapons do better against vehicles, as we saw with the chainfist. In our case, the Killsaw is probably going to get something similar. Our Power Klaws have always been higher strength than most faction equivalents given our base strength being higher, (at least for Warbosses/Nobz), so now that the strength stat is gone, it means we should expect S10-12 as the baseline for power klaw profile, though the Aggressor stats seems to imply that the better hitting profile will likely only apply to Meganobz.
I'm remaining hopeful about our ranged options. Heavy weapons getting a +1 to hit is huuuge for Orks, especially now that you can have multiple types on a weapon.
Sustained Hits would also be a really nice replacement for Dakka weapons.
getting +1 to hit on heavy weapons for our infantry based, heavy weapons remains a bit useless doesnt it? or am i mistaken? Ork infantry never stand still. Otherwise we tend to be dead.
So if flash gitz and tankbustas remain heavy weapons, wouldnt they still just hit on 5s?
Im not fully sure i understand all this new data or all heavy weapons innately hit on a +4? and just get a +1 to hit when not moving?
Beardedragon wrote: getting +1 to hit on heavy weapons for our infantry based, heavy weapons remains a bit useless doesnt it? or am i mistaken? Ork infantry never stand still. Otherwise we tend to be dead.
So if flash gitz and tankbustas remain heavy weapons, wouldnt they still just hit on 5s?
Im not fully sure i understand all this new data or all heavy weapons innately hit on a +4? and just get a +1 to hit when not moving?
in that case its quite good of course.
No you hit on your bs normally(presumably most orks still at 5+ though not confirmed) and with heavy if you stay still 4+.
So tank bustas on 5+ on move, 4+ on stationary.
Assuming stats don't change still helps ork heavy weapons as do you prefer to hit on 6's or 5's on the move? Currently 6's.
Of course if they lower bs of heavy weapons(say marine devastator with lascannon has bs 4+) it's mostly the same as before. In this case tank busta would have bs 6+. This isn't different for orks but would hurt armies with better bs(4+ most) as hitting on move vs stuff with -1 to hit would be lower than before.
ccs wrote: Looks like my beloved Grot Mega-Tanks will be losing a bit of firepower with the new twin-link rules.
How nice that you already know rules. Care to share bit for rest of us mortals limited to what GW tells us?
If you care to you too could go read the article about 10e weapons on GWs community site.....
Scroll down to the bit about the assault bolter gauntlets - shooting & melee.
It tells you what the TL rule is.
I've no reason to believe twin link will work differently for orks (or my Grots) than it does fir the SM in the example.
Of course I am making the assumption that my grot Mega-Tanks will still have two turrets that both have TL weapons....
ccs wrote: Looks like my beloved Grot Mega-Tanks will be losing a bit of firepower with the new twin-link rules.
How nice that you already know rules. Care to share bit for rest of us mortals limited to what GW tells us?
If you care to you too could go read the article about 10e weapons on GWs community site.....
Scroll down to the bit about the assault bolter gauntlets - shooting & melee.
It tells you what the TL rule is.
I've no reason to believe twin link will work differently for orks (or my Grots) than it does fir the SM in the example.
Of course I am making the assumption that my grot Mega-Tanks will still have two turrets that both have TL weapons....
And you know the stat profiles of your tanks and point costs...how?
You are making assumptions. #1 mistake of people who are unused to new editions. Stop doing that mistake,'.
Just to ram it home how stupid making assumptions is.
Grot tank is 1 pts per model, 2000 pts armies.
Your army firepower shrunk?
Never mind firepower/durability isn't absolute value but relative compared to others and costs so before making claim you need to know not just core rules but also rules for your army and cost for your army and rules for opponent army and costs for new army.
Unless you know those you are making assumptions and are making just worthless claims.
ccs wrote: Looks like my beloved Grot Mega-Tanks will be losing a bit of firepower with the new twin-link rules.
How nice that you already know rules. Care to share bit for rest of us mortals limited to what GW tells us?
If you care to you too could go read the article about 10e weapons on GWs community site.....
Scroll down to the bit about the assault bolter gauntlets - shooting & melee.
It tells you what the TL rule is.
I've no reason to believe twin link will work differently for orks (or my Grots) than it does fir the SM in the example.
Of course I am making the assumption that my grot Mega-Tanks will still have two turrets that both have TL weapons....
And you know the stat profiles of your tanks and point costs...how?
You are making assumptions. #1 mistake of people who are unused to new editions. Stop doing that mistake,'.
Just to ram it home how stupid making assumptions is.
Grot tank is 1 pts per model, 2000 pts armies.
Your army firepower shrunk?
Never mind firepower/durability isn't absolute value but relative compared to others and costs so before making claim you need to know not just core rules but also rules for your army and cost for your army and rules for opponent army and costs for new army.
Unless you know those you are making assumptions and are making just worthless claims.
My Grot Mega-Tank is currently set up with a shoota (non-optional), 3 single turrets (choose one weapon per turret: BS, scorcha, rokkit, KMB), & 2 turrets each containing a matched pair of those turret weapons.
9th is the only edition where the 2-weapon turrets on this tank are not listed as being twin-linked. Yes, I assume that will be changed. If it doesn't change? Great! And I know what the coming Twin-Linked rule is because GW has told us what it is.
Anyways....
I currently have 7 turret weapons to fire. Assuming that those 2 turrets revert back to Twin-Linked? Then I'll only have 5 turret weapons to fire.
Since 5 weapons are less than 7 weapons, yes that'd be a reduction in my firepower. It doesn't matter what the exact weapons are, the pts involved, their stats etc. A shoota + 5 weapons is STILL less than a shoota + 7 weapons.
So yes, I'm expecting a slight loss of firepower.
As for my XP with edition change & making assumptions? This'll mark my 9th edition change with 40k alone (my minis gaming isn't limited to 40k, or even GW, not by a long shot).
and after all these years I'm pretty good at making accurate predictions. So I think I'll just ignore your advice.
given that Buggies are some of the lightest vehicle that isnt an artillery piece, wonder if theyre T8. Which sounds terrifying regardless of how you look at it. Either we get a ton of super cheap high toughness or their price isnt so cheap anymore. Concerns growing.
I dont think im concerned. First of all, we all know the first few months of new release of an edition, especially one where they change everything, not just like when they went from 8th to 9th where almost nothing really changed, are going to be absolutely messy.
So that doesnt concern me, im really expecting it.
Also im kind of expecting that we will never be super powerful because we frankly never are. And when ever we are, we are nerfed pretty hard, pretty fast. I do believe GW is capable of putting Orks in their usual spot somewhere in the middle.
Also we know close to nothing about what is really going to happen and how. So my head is kinda like: oh new info, cool. it has my interest, but i have no context, so i cant really use it for much. Lets see what happens
Yeah we really are waiting till GW gets around to faction specific teasers. So many pieces of info are being given out bit by bit, we won't get the full picture for a month or so I reckon.
My big hope is that we get 5++ kff back, doks get to be pretty beneficial to the squad they attach to, boyz don’t go up in price, and we keep ap choppas
Some_Call_Me_Tim wrote: My big hope is that we get 5++ kff back, doks get to be pretty beneficial to the squad they attach to, boyz don’t go up in price, and we keep ap choppas
I feel like they should given that they're reducing pointless strats and baking some of the abilities into the actual unit, so either the KFF is 5++ base now, or we'll be relegated to a 6++ but each Big Mek with it can overcharge it to a 5++ with extra range. I'm hoping that the FNP we get from Painboyz/Painbosses is a 5+ FNP now that it's likely to no longer be an aura. Would make taking big units of boyz relevant again.
Some_Call_Me_Tim wrote: My big hope is that we get 5++ kff back, doks get to be pretty beneficial to the squad they attach to, boyz don’t go up in price, and we keep ap choppas
I wouldn't hold my breath on the ap on choppas. Maybe as a buff a character hands out to a unit? That'd be nice.
Chainswords don't give an ap now so I doubt the choppa would. I mean, assuming a chainsword falls under the CCW profile we were shown. But with powerswords only giving 2 it'd be weird if a random chunk of metal on a stick would be half as good.
Some_Call_Me_Tim wrote: My big hope is that we get 5++ kff back, doks get to be pretty beneficial to the squad they attach to, boyz don’t go up in price, and we keep ap choppas
I feel like they should given that they're reducing pointless strats and baking some of the abilities into the actual unit, so either the KFF is 5++ base now, or we'll be relegated to a 6++ but each Big Mek with it can overcharge it to a 5++ with extra range. I'm hoping that the FNP we get from Painboyz/Painbosses is a 5+ FNP now that it's likely to no longer be an aura. Would make taking big units of boyz relevant again.
And all the painboys they shoved in collecting boxes worth having duplicates of.
Some_Call_Me_Tim wrote: My big hope is that we get 5++ kff back, doks get to be pretty beneficial to the squad they attach to, boyz don’t go up in price, and we keep ap choppas
I wouldn't hold my breath on the ap on choppas. Maybe as a buff a character hands out to a unit? That'd be nice.
Chainswords don't give an ap now so I doubt the choppa would. I mean, assuming a chainsword falls under the CCW profile we were shown. But with powerswords only giving 2 it'd be weird if a random chunk of metal on a stick would be half as good.
Some_Call_Me_Tim wrote: My big hope is that we get 5++ kff back, doks get to be pretty beneficial to the squad they attach to, boyz don’t go up in price, and we keep ap choppas
I feel like they should given that they're reducing pointless strats and baking some of the abilities into the actual unit, so either the KFF is 5++ base now, or we'll be relegated to a 6++ but each Big Mek with it can overcharge it to a 5++ with extra range. I'm hoping that the FNP we get from Painboyz/Painbosses is a 5+ FNP now that it's likely to no longer be an aura. Would make taking big units of boyz relevant again.
And all the painboys they shoved in collecting boxes worth having duplicates of.
Yeah, seriously. Having Painboyz become elites that cost a ton that basically amounted to pointless dice rolling fishing for 6's sucked after how ubiquitous they were during 7th ed with how they were thrown into things like the Green Tide formation or 20-30 man Boyz squads.
I can see KFFs going to a 5++ for the unit the mek is attached to. Its stronger on a model to model level, but far more condensed when it can only apply to a single unit. So that kind of balances out things.
Without ap choppas or aura buffs I feel like boyz will be forced to basically all have a warboss attached to the squad in order to deal damage?, like the durability of units has only seemed to go higher, the ap on the choppas is what let us catch up. And like idk, ap is just wacky now, a powerfist hasn’t crunched all the way through power armor in a few editions now.
Afrodactyl wrote: I can see KFFs going to a 5++ for the unit the mek is attached to. Its stronger on a model to model level, but far more condensed when it can only apply to a single unit. So that kind of balances out things.
They already named the Iron Hands Character who totally didn't steal and ork KFF to claim that it is a holy relic to be one of the few auras left, I assume the KFF to be the same.
The KFF being an aura buff while the pain boy goes back to be a unit buff seems like a good way to give them different roles.
Automatically Appended Next Post:
Some_Call_Me_Tim wrote: Without ap choppas or aura buffs I feel like boyz will be forced to basically all have a warboss attached to the squad in order to deal damage?, like the durability of units has only seemed to go higher, the ap on the choppas is what let us catch up. And like idk, ap is just wacky now, a powerfist hasn’t crunched all the way through power armor in a few editions now.
Lethality all across the board is going down, so S4 AP0 might be a profile worth bringing again.
As this is my 5th edition change now, I have learned that even the smallest changes to the core rules always have had a massive impact on how boyz perform. Even the tiniest, nitty-gritty details of the assault phase might make a huge difference.
Just to name a few things:
- How does second row fighting work?
- How do charges, pile-ins and consolidates work?
- How well does cover protect low armor models?
- How much does terrain hinder movement?
Therefore any judgement should be withheld until we at least have a leak of the core rules. And even them, codex rules like the Waaagh! or stratagems might change everything.
Some_Call_Me_Tim wrote: Without ap choppas or aura buffs I feel like boyz will be forced to basically all have a warboss attached to the squad in order to deal damage?, like the durability of units has only seemed to go higher, the ap on the choppas is what let us catch up. And like idk, ap is just wacky now, a powerfist hasn’t crunched all the way through power armor in a few editions now.
If it remains as 1 Warboss per detachment (or equivalent), then I'm hoping for a Big Boss type character that can give buffs to our infantry units, otherwise we'll be held back massively unless Boyz get Buffz.
Some_Call_Me_Tim wrote: Without ap choppas or aura buffs I feel like boyz will be forced to basically all have a warboss attached to the squad in order to deal damage?, like the durability of units has only seemed to go higher, the ap on the choppas is what let us catch up. And like idk, ap is just wacky now, a powerfist hasn’t crunched all the way through power armor in a few editions now.
If it remains as 1 Warboss per detachment (or equivalent), then I'm hoping for a Big Boss type character that can give buffs to our infantry units, otherwise we'll be held back massively unless Boyz get Buffz.
It is a bit ironic given GW's obsession with making new Lieutenants variants and giving out equivalents to factions like SoB and Necrons but they've never given it to the very hiearchal Orks faction, where we could easily have had a Big Boss or Underboss as the in between Nob and Warboss. It could be an excuse to make a plastic WAAAGH Banner bearer that isn't just a Nob wielding it.
KFF going to attached-unit only would be weird since the Gorka/Wazbom KFFs would have to remain an aura.
And i agree we need more characters that are not just a Warboss. They have never (in the games anyway dunno bout books) indicated theres any real 'rank' for orks. Either youre a lowly boy, a tougher nob, or a freakin Warboss. Big jump there eh?
Being limited to 1 warboss is really annoying since all of our character boosting abilities were on bosses, or a KFF.
Vineheart01 wrote: KFF going to attached-unit only would be weird since the Gorka/Wazbom KFFs would have to remain an aura.
And i agree we need more characters that are not just a Warboss. They have never (in the games anyway dunno bout books) indicated theres any real 'rank' for orks. Either youre a lowly boy, a tougher nob, or a freakin Warboss. Big jump there eh?
Being limited to 1 warboss is really annoying since all of our character boosting abilities were on bosses, or a KFF.
It's possible that they might remove the Warboss limit in the new edition since it'll scale similar to AoS when it comes to how many characters you can take, but if they don't, we definitely need a non-Oddboy choice to help fill that gap. A new infantry model that has more flexibility in wargear choices would be sick, if we could have a Big Boss on Warbike or Big Boss with a Jump Pack that could be a dual kit with Zagstruk, so we're not character locked with only having Zagstruk being the only Jump pack character we have. It's unlikely but it would a good way for GW to keep adding to our range without having to do an overhaul like they did with the last release. I believe the main things that need to be replaced in resin are the tankbustas, Grotsnik, Badrukk, Zagstruk, Weirdboy and the Nob with WAAAGH! banner?
Just to name a few things:
- How does second row fighting work?
- How do charges, pile-ins and consolidates work?
- How well does cover protect low armor models?
- How much does terrain hinder movement?
Therefore any judgement should be withheld until we at least have a leak of the core rules. And even them, codex rules like the Waaagh! or stratagems might change everything.
Some of the reasons i am not engaging in speculation, bar anything that GW confirms, I won't bother.. it's too soon. The jury is out until we know.
Da Jump and Eadbanger still exist (on the weirdboy at least), I imagine that the others will be spread out among the Kill Rig and the Wurrboy.
At the very least the Weirdboy looks like it will make using bigger blobs of boys somewhat viable in niche cases, even if just for sniping characters with powered up Eadbanger shots. You could also use it to try to chunk vehicles and monsters as you can get it up to S12 D7 with a full size unit.
Glad to see that they're making one of the ranged psychic powers somewhat meaningful and scaling with the number of models in the unit so there's some incentive to take larger units versus the MSU squads we take now. Curious to see if the Da Krunch or a Foot of Gork equivalent will survive in some capacity, though the fact that the Weirdboy hits on a 4+ BS might imply that to be a new racial standard for us.
Grimskul wrote: Glad to see that they're making one of the ranged psychic powers somewhat meaningful and scaling with the number of models in the unit so there's some incentive to take larger units versus the MSU squads we take now. Curious to see if the Da Krunch or a Foot of Gork equivalent will survive in some capacity, though the fact that the Weirdboy hits on a 4+ BS might imply that to be a new racial standard for us.
I'm expecting our BS of 5+ to stay, as that's kind of always been the Orks shtick. I would imagine the 4+ is indicative of it being a relatively easily cast psychic power, as opposed to a shooting attack.
I’m beyond happy with the change to the moral, that phase has been one of my pet peeves since 5th edition. I think this is a good way to balance across the board for every faction instead of it absolutely boning armies like ours and doing nothing for others.
Also love the change to the psychic phase. Best rule reveal day so far imo!
Grimskul wrote: Glad to see that they're making one of the ranged psychic powers somewhat meaningful and scaling with the number of models in the unit so there's some incentive to take larger units versus the MSU squads we take now. Curious to see if the Da Krunch or a Foot of Gork equivalent will survive in some capacity, though the fact that the Weirdboy hits on a 4+ BS might imply that to be a new racial standard for us.
I'm expecting our BS of 5+ to stay, as that's kind of always been the Orks shtick. I would imagine the 4+ is indicative of it being a relatively easily cast psychic power, as opposed to a shooting attack.
Agree - they've probably taken a learning from 7th where all the awesome witchfires were useless on a BS 5+ character.
It's also worth noting that he has the precision trait, which presumably allows you to target characters directly.
So turn one, you jump 30 boyz in your opponent's face and blow up their buff character before charging them.
Or you roll a one and the weirdboy explodes. Me like.
i probably would play the weirdboy with lootas/flashgits for the 1+ standstill and reposition. making it a strong shooting squad, i would need to know if we get anything for charge, like +1 or rerrols, since charge a 9 is like 11%?
That orks dont even run at movement 6 doesnt even make any sense anyway. Space marines wear heavy armor but run at 6. The average ork is, as far as im aware, as strong as a space marine, and they dont even wear armor.
Grimskul wrote: Glad to see that they're making one of the ranged psychic powers somewhat meaningful and scaling with the number of models in the unit so there's some incentive to take larger units versus the MSU squads we take now. Curious to see if the Da Krunch or a Foot of Gork equivalent will survive in some capacity, though the fact that the Weirdboy hits on a 4+ BS might imply that to be a new racial standard for us.
I'm expecting our BS of 5+ to stay, as that's kind of always been the Orks shtick. I would imagine the 4+ is indicative of it being a relatively easily cast psychic power, as opposed to a shooting attack.
Should be worth noting that it used to be the tyranids BS as well, but they got a bump up across the board. So it's not unheard of.
And the weirdboy is interesting, not sure if headbanger is better or not though. A 4+ to hit then assuming the target has an invul (If they get to use that against powers) they could be one shot.
Grimskul wrote: Glad to see that they're making one of the ranged psychic powers somewhat meaningful and scaling with the number of models in the unit so there's some incentive to take larger units versus the MSU squads we take now. Curious to see if the Da Krunch or a Foot of Gork equivalent will survive in some capacity, though the fact that the Weirdboy hits on a 4+ BS might imply that to be a new racial standard for us.
I'm expecting our BS of 5+ to stay, as that's kind of always been the Orks shtick. I would imagine the 4+ is indicative of it being a relatively easily cast psychic power, as opposed to a shooting attack.
Should be worth noting that it used to be the tyranids BS as well, but they got a bump up across the board. So it's not unheard of.
And the weirdboy is interesting, not sure if headbanger is better or not though. A 4+ to hit then assuming the target has an invul (If they get to use that against powers) they could be one shot.
I think headbanger is situationally better now. Assuming you have at least 15 boys with him, it's more reliably wounding things and doing flat damage rather than rolling for it.
As Jid said, Jumping a blob of 30 boys into position, trying to splat a character and then going off to cause 30 boys worth of carnage is going to be quite nice.
Vineheart01 wrote: Absolutely stunned they actually buffed the weirdboy save! (kinda). Still think it should be a 5++ for weird Waaagh! powers protecting him.
Yeah, I feel like a WAAAGH! field deflecting bullets and the like makes more sense given he's basically naked, but I'll take a 5+ over a 6+.
Heck, with them toning back AP, this might even be reflective of just upping the infantry save stats for units higher than a boy, so burnas, tankbustas, lootas, and kommandos might get a 5+ base save, while boyz and stormboyz have a 5+.
Jidmah wrote: Army-wide 5+ armor for our infantry wouldn't be too bad.
I know I've basically spent the last three posts wishlisting, but a 5+ save for our basic troops would be great, and a 4+ for our "specialists" even more so.
Jidmah wrote: Army-wide 5+ armor for our infantry wouldn't be too bad.
I know I've basically spent the last three posts wishlisting, but a 5+ save for our basic troops would be great, and a 4+ for our "specialists" even more so.
Nobz and flash gits already have 4+ though, I think the only unit that feels under-armored is tankbustas which are supposed to be coverd in armor plates looted from vehicles they destroyed.
Relevant part is what Meks can do now (I guess the rules wishlisting from us finally broke through for Meks!)
Also, firing deck of 22 for Battlewagons implies 22 transport capacity or maybe even 25? Pretty awesome if so, because in the past it was annoying to have to take up to 19 boyz only to fit in the character and now we can two units of 10 boyz/units and 2 characters.
Relevant part is what Meks can do now (I guess the rules wishlisting from us finally broke through for Meks!)
Also, firing deck of 22 for Battlewagons implies 22 transport capacity or maybe even 25? Pretty awesome if so, because in the past it was annoying to have to take up to 19 boyz only to fit in the character and now we can two units of 10 boyz/units and 2 characters.
Your probably fielding something like 21 boys + warboss since it will inserted in the squad, i would actually put warboss in mega armor followed by 10 meganobz!
Automatically Appended Next Post: Also any shooting platform will now auto take the mek if it has transport. the mek gun and +1 is really good, d3 wound every round is icing on top!
So far theres no indication he can do that while embarked but that is still a massive boost for the Mek (assuming he isnt 4x as expensive suddenly)
Basically makes the nearby Naut pretty lethal in shooting while it escorts a bunch of boyz.
Also we can safely assume Open Topped is gone, its most likely just Firing Deck 12 for trukks for instance. Given the mek gives +1 to hit to any vehicle it tinkers with i'd be shocked if they didnt remove the "modifiers transfer to the occupants" rule lol. Random trukk in the back with 12 lootas hitting on 4s is rather terrifying, even if we dont know what their guns are gonna do yet.
Vineheart01 wrote: So far theres no indication he can do that while embarked but that is still a massive boost for the Mek (assuming he isnt 4x as expensive suddenly)
Basically makes the nearby Naut pretty lethal in shooting while it escorts a bunch of boyz.
Also we can safely assume Open Topped is gone, its most likely just Firing Deck 12 for trukks for instance. Given the mek gives +1 to hit to any vehicle it tinkers with i'd be shocked if they didnt remove the "modifiers transfer to the occupants" rule lol.
Random trukk in the back with 12 lootas hitting on 4s is rather terrifying, even if we dont know what their guns are gonna do yet.
The way I read it, the vehicle itself counts as having the weapons.
So yes, it does get the +1 to-hit from the Big Mek.
Vineheart01 wrote: So far theres no indication he can do that while embarked but that is still a massive boost for the Mek (assuming he isnt 4x as expensive suddenly)
Basically makes the nearby Naut pretty lethal in shooting while it escorts a bunch of boyz.
Also we can safely assume Open Topped is gone, its most likely just Firing Deck 12 for trukks for instance. Given the mek gives +1 to hit to any vehicle it tinkers with i'd be shocked if they didnt remove the "modifiers transfer to the occupants" rule lol. Random trukk in the back with 12 lootas hitting on 4s is rather terrifying, even if we dont know what their guns are gonna do yet.
The way I read it, the vehicle itself counts as having the weapons. So yes, it does get the +1 to-hit from the Big Mek.
oh cheese and rice youre right, i missed the last bit of Firing Deck "Until that transport has fired all of tis attacks it counts as being equipped with all of the weapons you selected in this way, in addition to other weapons" Ok....loota trukks anyone? lol
Though thats a double edged sword isnt it? Means if the unit inside has a rule like reroll wounds (not the weapon, the unit), but the vehicle doesnt, they wouldnt be able to use that weapon would they? Though i believe that is rare, usually those mechanics are baked into the weapon and they seem to be doubling down on that this time around.
Yeah that looks awesome fun! Also works in combat so extra useful on mixed arms units like nauts. Probably hitting on 4s in shooting then 2s in combat. Very useful an ability. And this is the little mek. The big mek could do something better even!
But I am happy to do wagon spam in the coming addition. That fun mix of few models to move around but still having the benefit of having lots of models to disembark makes me happy.
I agree, we will see a lot of variety... but i still feel we are getting ahead of ourselves, in the psychic reveal they mention more spells available by detachment, so i also see sweeping changes how you approach the army depending the detachment. I also want to check terrain, charge, line of sight rules before calling as an amazing edition. So far it's looking good.
This actually has me pumped for the new index rules for Orks, because so far morale seems to be pushing towards larger units (and we still haven't seen what WAAAGH! does now or if Mob Rule survives in some capacity), potentially meaning a resurgence of boyz, the changes to open topped and actual hit buffs from things like Meks bodes well for how our support characters are being made, and the toughness boost for vehicles means Dred Mob might actually be viable after who knows how long. The future is looking good for the Big Green Kroosade!
Good thing I still have 3 meks kitbashed back from when you needed to have them to take challenges for your warboss
I'm wondering what they will do to the naut's transport capability. At the very least you can lug your own mek around and have him disembark when you are in firing position.
Jidmah wrote: Good thing I still have 3 meks kitbashed back from when you needed to have them to take challenges for your warboss
I'm wondering what they will do to the naut's transport capability. At the very least you can lug your own mek around and have him disembark when you are in firing position.
Hopefully they up it to something more reasonable, like 10-12, rather than 6, I feel it having half of the Stompas transport capacity makes sense given it's effectively a mini-Stompa anyways. As it is, having 6 capacity and being an open target for everything on the board with its current speed is like a death sentence for most units on board, especially when most of our units that aren't specialists have a minimum size of 10, meaning we don't have any meaningful ablative wounds to use to protect characters inside that don't cost at least 10-11 points per body or more.
Automatically Appended Next Post: Looks like they're addressing the fact that the way cover worked helped marines more than non-MEQ regular infantry:
The main reason why it never worked for nobz or MANz was because they were sitting ducks after exiting.
If the naut is at T12 and no longer degrades its movement speed, keeping a unit of nobz and a mek safe from shooting would be a solid strategy for a dreadmob.
Automatically Appended Next Post:
Grimskul wrote: Looks like they're addressing the fact that the way cover worked helped marines more than non-MEQ regular infantry:
I feel at this point it'll be AP-1 unfortunately, though hope it stays at AP-2 since I feel like unless we get a lot more shots and higher strength, they'll be in a weird spot for us, which isn't great given how we don't have that much variety for ranged anti-tank weapons in our army barring a few weapon platforms.
At least it makes shoota boys with AP 0 a bit more viable given the enemy wont get a better save when we actually shoot at MEQ.
It seems a decent chunk of these changes would make our shooty part of armies better.
also with -1 to hit gone from woods, we are now in a better place shooting wise. at least looking ath the rules so far. of course games workshop can still give us trash shooting to make up this and that so in the end it still sucks. But i do have some slight hope.
Not sure anyone noticed, but by the new terrain rules, bikers/cavalry/vehicles will benefit from cover. Good news for orks.
Also for those worried for ap on rockits ruins with models standing on top 6' above gain -1AP.
Automatically Appended Next Post: Small extra detail, the wording probably points to line sight rules being revisited. Unsure but looking forward to take a look at those.
Beardedragon wrote: At least it makes shoota boys with AP 0 a bit more viable given the enemy wont get a better save when we actually shoot at MEQ.
It seems a decent chunk of these changes would make our shooty part of armies better.
also with -1 to hit gone from woods, we are now in a better place shooting wise. at least looking ath the rules so far. of course games workshop can still give us trash shooting to make up this and that so in the end it still sucks. But i do have some slight hope.
Good points. And a Bossbunka full of Shootas with a Mek minder suddenly turned into a decent firebase. How...unorky
I would assume we would end up putting our shooty specialists in bunkers, trukks, wagons etc with firing decks, to give the vehicle +1 to hit from Meks.
Things like Lootas, flash gitz, tankbustas etc.
Then regular shoota boys could run around on the field. Or something like that at least.
Scactha wrote: Thinking Bad Moons too. Tankbustas shooting across the board into opponent DZ is neat.
Unfortunately rokkits are only 24in range at best (not counting pistols or hammers; I also doubt we keep full rerolls).. however lootas could be viable especially w built in spanner (+1 to hit). I can see lootas staying ap-1 and hitting ap-2 on ruins with bs5 +1 to hit.. that’s not bad.
Beardedragon wrote: I would assume we would end up putting our shooty specialists in bunkers, trukks, wagons etc with firing decks, to give the vehicle +1 to hit from Meks.
Things like Lootas, flash gitz, tankbustas etc.
Then regular shoota boys could run around on the field. Or something like that at least.
Maybe we see a comeback from the Bad Moonz?
That sounds reasonable. Flashgitz were part of the last big box of orks and make us paint fresh new 30 boyz WITH SHOOTAS sounds like a good businessplan
Just coming back to 40k after another break, and now I find 10e is on it's way!
Looking forward to it to be honest - the termagaunt sheet they leaked looks intriguing - not only do we have the guns on the sheet (again) but the abilities are reactive, which makes me wonder if we might get some goodies for our boyz!
All in all, that one sheet made me think this new edition is much better thought out thant the old "move, shoot, charge, repeat" of the last edition!
What does a good Stompa list look like? I know "good" is a relative term when relating to bringing a Stompa (or kustom stompa). But i just got my hands on one, after a long time, and im still trying to find out how to really field it for my fun games. SInce it takes up a decent chunk of points, i cant really seem to find out if going hard on infantry or vehicles makes most sense.
I thought about Deff dreads but i sadly only have 3.
Beardedragon wrote: What does a good Stompa list look like? I know "good" is a relative term when relating to bringing a Stompa (or kustom stompa). But i just got my hands on one, after a long time, and im still trying to find out how to really field it for my fun games. SInce it takes up a decent chunk of points, i cant really seem to find out if going hard on infantry or vehicles makes most sense.
I thought about Deff dreads but i sadly only have 3.
To me it looks like just overloading the list with stuff draws the multi-damage stuff away from the stompa while bringing stormboyz and kommandoz for disruption.
Beardedragon wrote: What does a good Stompa list look like? I know "good" is a relative term when relating to bringing a Stompa (or kustom stompa). But i just got my hands on one, after a long time, and im still trying to find out how to really field it for my fun games. SInce it takes up a decent chunk of points, i cant really seem to find out if going hard on infantry or vehicles makes most sense.
I thought about Deff dreads but i sadly only have 3.
To me it looks like just overloading the list with stuff draws the multi-damage stuff away from the stompa while bringing stormboyz and kommandoz for disruption.
oh no you just brought back my repressed memories of him beating me up with his kustom stompa since i attended that tournament Killed 3 rigs over the span of 2 turns and i had no terrain to hide behind. But yes, that list definitely have a lot of deff dreads.. 6 to to be precise. I only have 3 :/
Someone on reddit actually made good point - Ufthak Blackhawk, the protagonist of the Burtal Kunnin novel (who also shortly appears in "Warboss") actually wields a shokkrifle he tore of a SJD as his weapon.
So it might be a mini that goes along with the next ork novel.
Jidmah wrote: Someone on reddit actually made good point - Ufthak Blackhawk, the protagonist of the Burtal Kunnin novel (who also shortly appears in "Warboss") actually wields a shokkrifle he tore of a SJD as his weapon.
So it might be a mini that goes along with the next ork novel.
Yeah, I could see that, given that they've been doing a lot of cross promotional models with recent book series like Primaris Uriel Ventris, the Cadian Shock Trooper lady and Gaunt's Ghosts.
Orks have done well with model waves… we really only need in plastic
big Mek w kff option
Tabkbustas (w new spanner blah)
A handful of named characters (zagstrukk, weirdboy, badruk, maddoc, nob w banner)
Or something new like the black library character or something completely new like a meka dread HQ option.
Yeah, thankfully we've been pretty well updated as far as our model range goes, even if most of our rules that correspond with them leave a lot to be desired. I would love to have a Meka Dread or some type of Mekboss HQ that ties into more of a Dred WAAAGH! archetype in our army now that they've already set up Beast Snaggas as the past new thing.
If primaris marines and old marines are being integrated for simplicity I assume beastsnaggas will be as well.
My guess that preview is a character for black library or the missing big Mek w kff option (or ideally both). I’m still surprised it didn’t get released with the last codex… that model was removed and re-added once they saw the hole in the prior codex. The big Mek w kff has been in a weird spot for a few codex now. Like they appear to want the unit but not the old model.
I too would love a meka dread w dread Waagh option. To be fair speedwaagh should just be rolled into dread Waagh/waaagh. Dread Waagh should he kunnin and waaagh should be brutal. In fact let both Waagh able to be called.
My only issue with our releases is how the quality has increased but the usability and options have decreased. Comparing a battle wagon to a dragsta and one kit looks better in duplicates than the other. I mean a dedicated mek will resolve the issue but still.
I'm hoping that rumour engine gun is infantry sized, a high quality assault weapon squad would be nice. Somewhere between a flashgit and a rokkit squad. Maybe mek themed? A Bigmeks personal mekboy lackeys who are all tooled up. Like a step up from the lootas who tend to be a mekboy with some boy mates who he hangs around with and gives dakka to.
Problem is, our line is pretty well developed. Most niche's are already filled. The only two I can think of is fast heavy hitting infantry to be a step up from the stormboyz and heavily armoured dakka infantry to be the sidegrade to meganobz. Maaaaybe some themes are missing, like more flashgit stuff, again flashgit meganobz would fit the bill. The weapon could be that actually. I always thought the beast snaggas were a little unnecessary if still fun.
Interestingly, I feel like if they want to continue adding new Ork stuff, it would be more on the grot end side of things. Tying further into grot snipers, having a neutral grot HQ unit, and maybe even a grot skirmishing unit would all be things they could do if they didn't want to step on any existing Ork unit's toes.
I mean there is a ton of retro ork stuff they stopped making… and with squats back retro seems to be in…
Ard boys, eavy armor boys, skar boys, pulsa rokkits, squig catapults, boar boys, trakks, skorchas, ork rokkers, warp’ead, cyborks, mekboys, tinboys, minderz, madboys, splatta kannon, snotlings, ogryns, yoofs, grot teks, spleenrippa, gobsmasha, big lugga, Cutta, stikk bommas, grot launcha, fightas, fighta bomba, heavy bomba, battlefortress, warkopta,… just off the top of my head and not counting named characters or klan boys like snakebite boys, that disappeared….
I suspect the rumour engine post is going to either be a Grot tank, or more likely a Bad Moons special character.
Nazdreg (despite being "believed dead") would be a good candidate, as would that Ufthak guy who could make a nice stand-in as the defacto Bad Moons character until they work out what's happening with Nazdreg long term.
Afrodactyl wrote: Nazdreg (despite being "believed dead") would be a good candidate, as would that Ufthak guy who could make a nice stand-in as the defacto Bad Moons character until they work out what's happening with Nazdreg long term.
Nazdreg appears in the Tau Arks of Omen book. He is very much alive and kicking and is giving Farsight a hard time in the war of dakka before tellyporting away once again.
Afrodactyl wrote: Nazdreg (despite being "believed dead") would be a good candidate, as would that Ufthak guy who could make a nice stand-in as the defacto Bad Moons character until they work out what's happening with Nazdreg long term.
Nazdreg appears in the Tau Arks of Omen book. He is very much alive and kicking and is giving Farsight a hard time in the war of dakka before tellyporting away once again.
I have been misinformed then I've not read the AoO fluff yet.
panzerfront14 wrote: I sincerely hope we get a few more Ork characters in 10th, would be awesome to get one for each Klan, and one for the various Oddboy "professions".
Our lack of Snakebitez characters was addressed in our last model wave, I believe we're only missing Bad Moonz (Nazdreg is an easy one) and Evil Sunz (bring back Wazdakka!). Especially if they choose to update really old models like Grotsnik, we'd be pretty much set.
He really should have been part of the Beastsnagga wave instead of Zodgrot.
Imagine how awesome a kit would that comes with a squig that has a push-fit slot on top to put on various hats depending on your opponent - a kommissar's cap, a beakie helmet, a aeldari ghost helmet, a daemonic horn, etc...
Jidmah wrote: He really should have been part of the Beastsnagga wave instead of Zodgrot.
Imagine how awesome a kit would that comes with a squig that has a push-fit slot on top to put on various hats depending on your opponent - a kommissar's cap, a beakie helmet, a aeldari ghost helmet, a daemonic horn, etc...
Jidmah wrote: He really should have been part of the Beastsnagga wave instead of Zodgrot.
Imagine how awesome a kit would that comes with a squig that has a push-fit slot on top to put on various hats depending on your opponent - a kommissar's cap, a beakie helmet, a aeldari ghost helmet, a daemonic horn, etc...
It would be a better investment for their modelling team than making Primaris Lieutenant #69....
battlewagon, kannon
battlewagon, zzap gun
bonecruncha, kannon
3x deff dreads; 3kmb, 1 klaw on each
5 lootas, mek
6 flashgitz
Daemons had:
Spoiler:
named khorne demon prince character with -1 to hit, wound and damage, and an ignores-invulns sword.
another named khorne demon prince character, who just had boatloads of wounds.
Bloodthirster
10 bloodletters
tzeench chariot disc thing
3 x 6 flamers
2 x 5 hellhounds
I got turn 1 so proceeded to make a big show of my wagons whilst my grots got the objectives. wiped the bloodletters and hounds in one turn, most of the flamers by turn 2. Managed to keep scoring throughout, and by the end of turn 5, he had all 3 big demons still moving, and I had a single deff-dread. I won on points, 74 to 64. It was pretty close. Very fun game. My takeaways werE:
1: I forgot rokkits were D3 now. Shows how out of touch I am.
2: Lootas kinda suck, still.
3: Flash Gitz should not go against high toughness -1 to everything monsters. They were wasted.
4: Pinning big demons in combat with grots is effective if there's enough nearby for them to not be able to kill them all. Had 2 grots hold the demon prince through his turn.
5: Board control is everything. I'm so glad I went with my gut and tried to clear off the lighter chaff first, so that even if the big daemons are killing stuff, I am scoring points!
6: 3 deff dreads with KMB has potential to deal out a lot of hurt. If I had been smarter, I'd have kept the CP and not tellyported them, and had one more turn of shooting from them. That said, they got me "behind enemy lines" every turn after turn 2. I may couple them with 2 solo deffkoptas next time to get it in turn 1 as well. Maybe bigbomm deffkoptas for the flyover.
All tole, I enjoyed it and can't wait for 10th to come out!