=Klan kulture Key
BM (bad moon)
-Meganobz:cheaper than previously and even cheaper with their base loadout then last edition (i know they are neither a vehicle or warbiker but its worth to take a look at them with the codex). ES
for faster manz
and can get a better charge. Goffs if you want that chance for an extra attack or DS
for rerolling an attack if you run them in smaller squads and can contest objectives. BA
if you want to use “deadsneaky” to drop small groups of 4 around the table for a type of manz
missile barrage. “Get stuck in ladz” but only if you have a large squad of manz
in combat. “Mob up” and dajump (and warpath) can send a very large batch of manz
in to the enemy. Tellyport can be useful. Cheap basic loadout manz
are good to soak up the wounds while some of the squad can be the dual killsaws. If they are DS
and in a large unit then use “wreckers” against vehicles. “Loot it” might be worth it but there is still debate on what plus one armor on a 2up save unit will do.
-Nobz on warbikes: ES
if want to equip for melee and to get into combat as soon as possible. If you want dakka versions of these models then use index wpn options and give them all kombi skorchas and run them as BA
to be able to get out of combats and still shoot when they are charged.billowing exhaust clouds is essential to help this unit survive (especially if its a large expensive unit).DS
and “wreckers” might make for a good combo with a melee focused large squad.
-Warbikers:for their points warbikers seem more suited as a short ranged shooting unit, use them to clear chaff units so that better units can charge the main target. ES
for still being able to shoot full BS
after advancing. BM to improve their shooting. BA
to get out of unwanted combat and still shoot. Shooting min squads of warbikers with a nob with killsaw/bigchoppa as a fast unit to claim objectives and occasionally charge smaller weaker enemy units. Billowing exhaust clouds is best for a large squad. “More dakka” would help in their shooting. ES
and Drive by krumping to do the tau “move shoot move”.
-Kustom boosta blasta:this is a confused vehicle. Flamers are good for close range killing of chaff, and the ram is good for the charge but with a lack of a melee wpn you will want to keep this out of combat. BA
to stay out of combat and still shoot. The kannon is good for decent ranged shooting of killing MEQs
, so BM might work well for better long range shooting. Since all new buggies split into individual units then stratagems are not worth it (unless you have extra cp
you won't be using for anything else..take this same advice for the rest of the new buggies).
-Shockjump dragsta: while this model a melee wpn its not that great, its far better used as a shooting unit. DS
for the best result for getting the most out of the shokk rifle. ES
so that you can get a better shock tunnel chance and still fire the shock rifle at full bs
after the jump (the 24inch range of the gun might make it better for ES
so it can better get at enemy backfield units).
-Boomdakka snazzwagons:this vehicle wants to get as close to the enemy as possible. Using the grenades and the main gun to kill chaff and MEQs
but to increase the chances for it to be killed and to use that better chance to explode on a 4. BM for better shooting, BA
to get out of unwanted combats so it can shoot some more
utside the defkilla watrike this will be the best melee unit out of the new buggies.BM or DS
for better shooting, but BA
seems better for combat. With BA
you can use the ram again and again (since it only works on the charge), this along with the nosedrill (pretty much a pk
with 4 attacks) will make this a good anti knight unit.
-Rukkatrukk squigbuggie:this is a shooting unit. Its saw blades are barly worth mentioning. Run as BM for best shooting output or DS
for some decent shooting but to also get a 6invul save so it has the chance to drop its mine (mines will help slow enemy movement and help guard objectives).
-Deffkopta:being cheaper makes this a more viable shooting unit. The speed/fly of this unit will help it get its twin rokets into range. BM seems best for shooting potential. Either run as a single model for objective grabbing or in a full squad to best get the most out of its shooting with stratagems. billowing exhaust clouds will help with survivability. “More dakka” for maxing shooting.“long uncontrolled bursts” if you want to shoot anything that flies.run as ES
to use “drive by krumpin” to pop out of cover to shoot and pop back in (convert from crisis suits to further rub this in the face of your tau opponents).
-Mek gunz: with no access to kultures or any strategem the only thing to help support this unit is the KFF
. run with smasha guns for cheapest option and best for killing anything around T6 (3 smashas with DDD killed a riptide in one of my games in a strong alpha strike). Run the traktor kannon for auto hitting anything and to bring extra devastation to most eldar players and any vehicle that flies (also no issue moving this unit since it will always shoot at full BS
). run the KMK
to be the ultimate knight hunter (the only thing that benefits mek guns is DDD and it procked more often than i thought it would).bubble chucka seems too randum for its price (bring if you want your shooting to be more quirky i guess).
-Battlewagon:this is pretty much only should be a transport/shooting platform for units embarked inside. No real reason to take the ardcase since if you want that then might as well take the other wagon variants. Any wargear should be taken in its cheapest and if you have the points (priority for deathrolla for some good combat after it drops whatever it transported).ES
for as much speed as possible to deliver its cargo or DS
to get the 6up invul. A battlewagon can hold a squad of 15 tankbustas with 5 bombsquigs and “tellyported” for a true missile boat bomb (give it a killkanon with DS
for decent shooting). “Boarding action” was designed for this model and if you want to charge the wagon in and disembark after then use this strat to get the embarked units a chance to swing (any embarked unit that can take pk
or killsaws in mass would hit the hardest), combo this with ramming speed. Tellyport with ramming speed and boarding actions can make this a good charge bomb.
-Gunwagon:not suited for about any transport if you want to use the periscope ability (maybe grots or boys to disembark to help keep this vehicle from being charged). The best main gun to use the periscope is the killkannon despite it being only 24inch range (since the killkannon is S8 it can hurt large vehicles now). Run as BM for best shooting. Run as DS
for durability combined with some shooting bonuses. There is an argument to run this in a FB
detachment and keep it nearby good shooting units so it can become BS4. “more dakka” can help its shooting.
-Bonebreaka:a sleeper hit, we might see a comeback of the 6th edition dethrolla blitz brigades. Only ever run this thing with the dethrolla. Don't bother with shooting wpns since this thing wants to go fast and keep charging (all its big wpns are hvy and can't shoot after advancing). ES
to help with closing the distance. BA
to best use the ram (only works on the charge) on leaving combat and charging again. Maybe have a small melee focus unit inside to get out before this hits the enemy lines repeatedly. ”ramming speed” will help this start its charging spree. Tellyporta will help this close the distance without relying on ES
. goff for best combat.
-Killa kans:while they got cheaper the inability for this unit to benefit from kulture or stratagems will be a limitation. Their bonuses will have to come from other units. Bring a snakebite warlord with associated trait to prevent moral losses. Run these models cheap with big shootas and run along side the wartrike to help their charges, have a banner nob there to make them hit the hardest. Running kans as FB
with a FB
warlord with associated trait will allow reroll 1s to hit in combat. For a shooting focused kan army the DDD will be useful and run them along the KFF
for protection, for best shooting run the index kmb option or the codex roket.
-Deff dreads: can now take nothing but guns if you want to make gun dredds (but since they separate into individual models there are few stratagems this unit can make useful) but it might be best to keep one melee wpn to use the models attacks with a good profile. ES
for speed and charges. DS
for protections and decent shooting (a 3 kmb dredd can be nasty). Run FB
for a chance to increase to BS4. tellyport is probably the best and only stratagem for this unit (since a whole unit of 3 will fit and only will split after its tellyported). Running an all claw/saw tellyport deffdredds can rival the gorkanaut in the category of deepstrike melee goodness.
-Morkanaut:might be the only model worthwhile to use the “force field projeckta” strat on since its bubble will be the biggest to cover the most. Run as BM to use its anti tank dakka to the the fullest. Tellyport with KFF
to help cover any other deepstriking units and get a chance to charge..
-Gorkanaut: with its price this model might only ever be best used in a tellyporta with ramming speed to make the most out of this unit. ES
to ensure the charge. DS
to get an invul and help with combat. Goff for the best melee output. Ramming speed will make this thing a nightmare for your opponents.
-Trukk:run as cheap as possible and give it a wrecking ball if you have the extra points in order to make it a little useful in combat. I would suggest running cheap melee units in this transport so you can take multiple trucks with similar units just for enemy target saturation. ES
for speed, DS
for some survivability. Just like the new buggies there is little use for stratagems for use with trucks except maybe “boarding action”.
-Dakkajet:BM semes the best fit to get the most out of its six super shootas. Long uncontrollable bursts will make this thing pretty deadly against anything that sports the fly keyword.
-Burna bommer:BM to max shooting. ES
to make its burna bomb runs more successful. This thing is best used to clear infantry.
-blitza bommer: same advice as the burna bommer except that this unit is better against big vehicles/monster.
on this might not be very useful since it cant stick with any unit you have. With the improvement of any kustom mega weapon then that will probably be the best gun to keep.BM will work best will making this thing the shootiest and combine with more dakka to hit the hardest with the mega kannons.
-Stompa:still super expensive. But if you plan to run a fluffy game and want the stompa in it then youll want a KFF
in it or nearby. Its pricey to get any kulture since it has to be put in a supreme command detachment. BM for its shooting, ES
for speed and to get into combat., goffs to help get it combat worthy. Ramming speed helps charges, more dakka for shooting. DS
for a native invul and to use wreckers to help it in combat against knight equivalents.
-mek shop: buy it for terrain….that's it. Any benefit it can do is not enough to sacrifice a units whole turn (a unit on average will shoot more/move more in 2 turns then being stuck at the shop to get a worthless upgrade). Maybe it can be a nice line of sight blocker since it can't be targeted but that doesn't seem worth the price. This thing isn't even worth it if it was free.
-Warbuggie:without DDD these index options buggies won't have the same damage potential as the new buggies, but since they can be taken in squads of 5 they can get more bang for the buck out of a few stratagems better than the new buggies. Run BM to max out shooting. DS
with wreckers can make a rocket equipped squad good against many tough vehicles. Tellyporta can help get a squad with rockets in closer to the enemy.
-Wartrack: is just a little beefier then the warbuggie if not as much speed. What was said for buggies works for wartracks.
-Skorcha (wartrack with skorcha): good for burning any MEQ
, run them as ES
to get to range quicker but it's more useful to run them as BA
in order to get out of unwanted combats and still skorch anything (went to a tournament with 15 of these skorchas and my most common problem was getting the skorchas combat locked by units that don't care about the flamers).
-Defkopta with killsaws:the index only option to take the killsaw on this unit completely changes how this unit should be ran so i separated it from the normal codex entry. The killsaw is using only 2 attacks but the mobility of this unit can make it useful for hitting hard to reach targets fairly hard. Would run with twin big shootas to keep them cheap. Run in small single units if you have the extra points or as large squads to max out the damage on a charge. ES
so they can get better charges when they scout around. Run them as goffs to improve their melee. DS
if you run them individually. Ramming speed can guarantee the charge. Billowing exhaust clouds if they are stuck out in the open.
-big guns:so far without DDD and any access to any codex stuff makes this unit not as killy as the mek gun. this unit still has the grot crew that works in the old way and can be used to get plenty of small screens of gretchin infantry that can fuel the “grot shields” stratagem for other units.
edit=big guns can use kultures and stratagems, since the gretchin are a separate unit and the gun itself is not gretchin, also while the grots nearby allow the gun to shoot it is still the gun that shoots. DS
is the best for any squad of biggunz (except BM for lobbas). no strats are quite worth it becasue the squad still separates. grot shield for grots for another orc infantry unit. maybe throw some guns in tellyport?
=Imperial armor (not gonna bother with the faq
units, they are narrative only units)
-Grottanks: suffers from the same issues that mek guns and bigguns have but FW
was gracious enough to give everything in the index DDD. run these as cheap units to get the benefit of shooting with DDD. the KMB will be the best option for these with its price and its great damage output.
-Grot mega tank:take the same advice of the grottanks, run with KMB in mass and destroy any vehicle that gets close.
-Squigoth:probably best to run as BA
so its charge ability can be used repeatedly. Tellyport can get these closer and transport something in the meantime (any good shooting unit to make use of the howdah). ES
if your worried its too slow.
-Meka dread:the mega charga is a free upgrade and combined with ES
can make this thing blindingly fast. KFF
can help cover nearby units (but at that point it might be more useful to run a morkanaut). with access to the now better killkannon can make this unit more useful in the shooting phase. Bring the killkannon to shoot large targets or the rattler cannon to shoot chaf. This model is not as tough as gorkanaut but with 2 claws it has the same amount of attacks (except no smash profile) and its attacks don't decrease if it takes damage. Tellyport this for good charging with a guarantee with ramming speed. BM and More dakka would work well already with this models native BS4. make that BS3 if you run this as FB
-Lifta wagon:this model has essentially a long range auto hitting smasha gun that instead does mortal wounds. Use against T6 models (because it autohits it will ignore the benefit of any shooting kulture or stratagem).dethrolla can make this useful in combat (run either as ES
-Big trakk:my experience with this model was using it with the supa skorcha. Run as BA
to still shoot after leaving combat. Open Topped makes this a decent shooting platform that has good shooting itself.
-Battlewagon with supa kannon: this can be a decent shooting platform for small units of lootas and with BM it can get some good shots out along with more dakka.
-Kill tank:same issues as the stompas/gargantuan squiggoth, you will have to run in a supreme command detachment to just get a kulture. BM to get most out its dakka. Run as FB
to get the chance to become BS3. gigga shootas vrs MEQ
and bursta kannon against knight equivalents.
-Chinrok warkopta:the fly keyword can make this more useful than a truck. ES
for the speediest. BM if you equip this with better guns. Long uncontrolled bursts can make this good against other fly units.use this to transport any good shooting unit.
-Kustom stompa: same advice as the normal stompa, but the double claws can be useful in taking down a knight (did so in an apok game).
-Gargantuan squiggoth:same advice as the squiggoth (but cannot be tellyported) but a focus to get a kff
nearby or inside. And to get the use of the kultures it will need to be taken in a supreme command detachment.