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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Grimskul wrote:
Looks like they're pushing the squighog pretty hard in terms of points with the drop for both the boss on squigosaur as well as the Nob being built into the group, I expect to see at least 2 6 block units being used in most lists, especially since they benefit a lot from the double WAAAGH! from Bully Boyz (unless I'm mistaken in terms of keywords).

No nob keyword on squighogs. It's no different from a nob in any other unit now (though the big choppa being S6 feels like a typo). The beastbosses gained "warboss" though, so that way they could benefit from two Waaagh!s, but not from any enhancements nor stratagems.

A full unit is 6 hogs and 2 nobz, for 320. 450 If you add a boss, with another ~20 for an enhancement. As a side/downgrade for 35 points over the normal boss, Mozrog is pretty much dead.

More than one unit would seriously drop your unit count, I somehow doubt that it would be a viable army. On the plus side, you would be able to relive the old double nob bikers days of 5th

Also, feeling pretty sad that the Stompa didn't at least budge a LITTLE bit in terms of points, even with Dred Mob that guy is nowhere near worth 800. Maybe 500-600 range. You would assume him being part of the box set would do something but whatevs. Oh well, I'll be using him for funzies later this Saturday so I'll let you guys know if my Necron opponent kills him first or if I do with all my Hazardous rolls.


Former super-heavies, fortifications and flyers have a fixed place in GW's poison cabinet. They will not take any risks in fear of making any of them even close to competitive.

This message was edited 2 times. Last update was at 2024/04/25 14:11:35


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




Danmark

Is it really a buff though? I have yet to try them but they lost +1 to hit from the Nob.

So now they hit on 3s and 4s. So over all i would say their damage just went down.

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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
 Grimskul wrote:
Looks like they're pushing the squighog pretty hard in terms of points with the drop for both the boss on squigosaur as well as the Nob being built into the group, I expect to see at least 2 6 block units being used in most lists, especially since they benefit a lot from the double WAAAGH! from Bully Boyz (unless I'm mistaken in terms of keywords).

No nob keyword on squighogs. It's no different from a nob in any other unit now (though the big choppa being S6 feels like a typo). The beastbosses gained "warboss" though, so that way they could benefit from two Waaagh!s, but not from any enhancements nor stratagems.

A full unit is 6 hogs and 2 nobz, for 320. 450 If you add a boss, with another ~20 for an enhancement. As a side/downgrade for 35 points over the normal boss, Mozrog is pretty much dead.

More than one unit would seriously drop your unit count, I somehow doubt that it would be a viable army. On the plus side, you would be able to relive the old double nob bikers days of 5th

Also, feeling pretty sad that the Stompa didn't at least budge a LITTLE bit in terms of points, even with Dred Mob that guy is nowhere near worth 800. Maybe 500-600 range. You would assume him being part of the box set would do something but whatevs. Oh well, I'll be using him for funzies later this Saturday so I'll let you guys know if my Necron opponent kills him first or if I do with all my Hazardous rolls.


Former super-heavies, fortifications and flyers have a fixed place in GW's poison cabinet. They will not take any risks in fear of making any of them even close to competitive.


Oh thanks for the clarification, I kind of figured you needed the Beastboss on Squigosaur to benefit from the double WAAAGH! so I guess the cost is a bit prohibitive now that Meganobz have been left untouched and Nobz actually went down, but I think one block with a Beastboss should be still pretty good for most Bully Boyz lists to have some reach on the board without relying on transports.

And yeah, you're right, super-heavies are basically in this weird spot where GW are allowing them to be used in regular games but almost begrudgingly, barring Knights because that's their thing, since Apocalypse is basically not a real thing anymore since they've stopped supporting the weird one and done game mode with them.


Automatically Appended Next Post:
Beardedragon wrote:
Is it really a buff though? I have yet to try them but they lost +1 to hit from the Nob.

So now they hit on 3s and 4s. So over all i would say their damage just went down.


Offensively they took a bit of a hit, but I think in terms of the options available and buffs from detachments like Bully Boyz and just having the Beastboss be able to always keep up and give their reroll charges and free heroic intervention makes them more versatile overall compared to before.

This message was edited 1 time. Last update was at 2024/04/25 14:52:12


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






ccs wrote:
Thankfully tourney play isn't the only way to play.

Sorry for any of you who play non-tourney games with 's who demand that you not use all the rules GW supplies.



The issue with legends is not that some wanna-be tournament winners are afraid of them.

The issue with legends is that GW stops updating them regularly. They will become incompatible to the current rules, any unit with bad rules or points will remain that way for at least one edition.
Just look at the legends document we had to use in 9th. It referenced rules that didn't exist anymore, had keywords that didn't match the codex, had profiles which didn't match non-legend units.

In addition GW keeps reducing units sizes, removing rules, removing options and nerfing them. Most of them become inferior, copy+paste versions of codex choices.
Examples are big guns, kannon wagon, warboss on warbike and lifta droppa.

And then there is the the issue of them removing datasheets completely removing them without a warning.
Just look at Da Red Gobbo on Bouncer, Zardsnark da Rippa or the Kustom Stompa... no wait, you can't.

GW essentially told you that your entire grot tank collection will eventually be nerfed into insignificance in roughly *checks calendar* two years and disappear completely on an unmodified roll of '1'. Congratulations?

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




Beardedragon wrote:
Is it really a buff though? I have yet to try them but they lost +1 to hit from the Nob.

So now they hit on 3s and 4s. So over all i would say their damage just went down.


Squighogs went from 125 for 3 to 160 for 4. (Ignoring the extra atk and the extra str on nob in melee and extra wound) it’s a slight points cut per model.

The beastboss on squig has a completely different profile and use. It’s no longer the hard to kill tarpit and is now a warboss for squig riders. The nob on squig role is gone. The beastboss now adds a bit more damage to your Squighog unit and slightly more reliable charges. (+1 to charge rolls NOT rerolls)I’m not sure that’s worth 130pts and mozrog is overpriced for 165pts. He has a better invul and a bit more damage per wound but thier issue is ap-1 isn’t going to cut it.

This is ignoring detachment bonuses which does help especially the beastsnagga detachment which helps these models lack of ap on atks. But there is NO enhancement on bullyboys that will help a beastboss on squig. What does help with bullyboys is if you attach a beastboss on squig they get a 2nd turn of +1 str, +1atk, 5++ and advance and charge which is useful and maybe worth the 130 cost.

In bullyboys, squigriders aren’t all that. Thier primary role should only be hunting vehicle and monster units since meganobs and nobs do almost everything else better. Nobs with warboss in trukk are fast and do much more damage. Meganobs with megaboss can tellyport and will do okay damage.. ghaz and meganobs are just an absolutely terrifying but expensive and slow brick. From there it’s just adding objective secured boys with attached warboss.

This message was edited 4 times. Last update was at 2024/04/25 15:57:54


 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

Now that the dust has settled and we have the points values, what are you guys going to be running while testing things out?

I'm still going to be trying out Big Hunt, but I am going to go with big blocks of Snagga Boys in Hunta Rigs over smaller ones in trukks (mostly so I can keep using my Squiggoth model).

Like someone else said earlier I think going for more than one full sized hog unit with a boss is a trap. It's a minimum of 450 points and you torpedo your board presence if you go for more than that. Goonhammer are recommending 16 hogs and 3 bosses, which is absolutely mental.

I also think that on your singular Squigboss you take either Surly As A Squiggoth to have the unit be obnoxiously tough in the midboard, or Glory Hogs to get the turn 1 charges in.

I don't think hogs will really have a place in bully boys detachments, they overlap too much with Nobz and MANz without standing out in any particular way. Maybe one unit with a boss, but otherwise I think I'd rather have more Nobz or scoring units.

I think Bully Boyz is similar to Big Hunt in the sense that they come with a built in trap; with list builders becoming hyper focused on what is really good on paper and then realising that they're only deploying 3 or 4 super expensive units on the table and getting out played on points. Remember to put your point scorers in your lists before your toys fellow Warbosses
   
Made in ca
Gargantuan Gargant






After having my first "funzie" game with Dred Mob, I'll be checking to test out how well I can pull off ranged units with Big Meks with their buffs I can attach them to, so 20 man units of boyz, and lootas, and see if I can take advantage of lethal hits/sustained hits as needed, and how much I can leverage killa kan spam with deff dread support. It looks like Gorkanaut is still superior over the Morkanaut, but I'll be testing both out as well to see if they can give us enough punch.
   
Made in us
Fixture of Dakka





New to Orks really, so I'm going to stick to the Index a bit and try some basics. Right now we've got a 1000 point league and planning to build off of 3 Trukks with 2 Boyz and Nobz plus Gretchin, Ghaz and a coupe MegaNobz. Planning to see how that works and go from there.
   
Made in ca
Gargantuan Gargant






 LunarSol wrote:
New to Orks really, so I'm going to stick to the Index a bit and try some basics. Right now we've got a 1000 point league and planning to build off of 3 Trukks with 2 Boyz and Nobz plus Gretchin, Ghaz and a coupe MegaNobz. Planning to see how that works and go from there.


That's not a bad core, though if you're planning on adding things down the road, currently a couple of min 5 man squads of Stormboyz are useful for being action-caddies for objectives and just getting into the corners of the board for things like investigate signals. Regular warbosses on foot are also a solid bet given the versatility of who they can join in your current list and generally they hit hard and combo very well with the Nobz bodyguard rule.
   
Made in us
Fixture of Dakka





 Grimskul wrote:
 LunarSol wrote:
New to Orks really, so I'm going to stick to the Index a bit and try some basics. Right now we've got a 1000 point league and planning to build off of 3 Trukks with 2 Boyz and Nobz plus Gretchin, Ghaz and a coupe MegaNobz. Planning to see how that works and go from there.


That's not a bad core, though if you're planning on adding things down the road, currently a couple of min 5 man squads of Stormboyz are useful for being action-caddies for objectives and just getting into the corners of the board for things like investigate signals. Regular warbosses on foot are also a solid bet given the versatility of who they can join in your current list and generally they hit hard and combo very well with the Nobz bodyguard rule.


Forgot to put down that the list has a Warboss in the list with 'Ere We Go and I've got 10 Stormboyz painted up but just didn't have the points to include. Painting up some Squighogs and a Deffkilla group next after which I'll be close to having enough things painted up to think about how I want to top off the list. I feel like I've got at least 1x of the must haves outside of apparently Snikrot, but enough to paint that I'll have an idea of what I should double up on by the time I ready to expand.
   
Made in dk
Longtime Dakkanaut




Danmark

 Grimskul wrote:
After having my first "funzie" game with Dred Mob, I'll be checking to test out how well I can pull off ranged units with Big Meks with their buffs I can attach them to, so 20 man units of boyz, and lootas, and see if I can take advantage of lethal hits/sustained hits as needed, and how much I can leverage killa kan spam with deff dread support. It looks like Gorkanaut is still superior over the Morkanaut, but I'll be testing both out as well to see if they can give us enough punch.


I heard the Morkanaut was superior to gorkanaut in a dread mob. Hmm.

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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






 LunarSol wrote:
 Grimskul wrote:
 LunarSol wrote:
New to Orks really, so I'm going to stick to the Index a bit and try some basics. Right now we've got a 1000 point league and planning to build off of 3 Trukks with 2 Boyz and Nobz plus Gretchin, Ghaz and a coupe MegaNobz. Planning to see how that works and go from there.


That's not a bad core, though if you're planning on adding things down the road, currently a couple of min 5 man squads of Stormboyz are useful for being action-caddies for objectives and just getting into the corners of the board for things like investigate signals. Regular warbosses on foot are also a solid bet given the versatility of who they can join in your current list and generally they hit hard and combo very well with the Nobz bodyguard rule.


Forgot to put down that the list has a Warboss in the list with 'Ere We Go and I've got 10 Stormboyz painted up but just didn't have the points to include. Painting up some Squighogs and a Deffkilla group next after which I'll be close to having enough things painted up to think about how I want to top off the list. I feel like I've got at least 1x of the must haves outside of apparently Snikrot, but enough to paint that I'll have an idea of what I should double up on by the time I ready to expand.


Oh nice! In that case you have a very solid foundation that covers the key units of the codex from what I can see so far, so really from this point on it's just a matter of what kind of archetype you want to lean into but thankfully the new detachments all look pretty solid and fun to play (speed freeks are a bit on the weaker end, but still solid if you aren't going too far into buggies which it doesn't look like you are).


Automatically Appended Next Post:
Beardedragon wrote:
 Grimskul wrote:
After having my first "funzie" game with Dred Mob, I'll be checking to test out how well I can pull off ranged units with Big Meks with their buffs I can attach them to, so 20 man units of boyz, and lootas, and see if I can take advantage of lethal hits/sustained hits as needed, and how much I can leverage killa kan spam with deff dread support. It looks like Gorkanaut is still superior over the Morkanaut, but I'll be testing both out as well to see if they can give us enough punch.


I heard the Morkanaut was superior to gorkanaut in a dread mob. Hmm.


I think it's because of the deffstorm megashoota benefitting a lot more from the "push more" mechanics, since it has the number of shots that works well for both sustained hits or lethal hits depending on the target and it has a stronger melee profile without really worrying too much about hazardous.

I think if the kustom mega zappa for the Morkanaut was at least S12, then it would be palatable to take him, but as is at S10, it means it's not ideal anti-tank since a lot of stuff is T11 or higher for the enemy units, meaning you're forced to use 1CP to get the +1 to wound and damage strat, and with existing hazardous weapons it can be a risk when the Morkanaut's already taken damage. I'm not 100% sure since I still need to test them out, but I feel the Morkanaut needed some stat changes for their guns to make it a superior shooting option.

This message was edited 1 time. Last update was at 2024/04/25 19:29:51


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

I go give a try to Hog riders, Rigs and all these stuff in War Horde and ada Big Hunt to see. A lot of option from 3x8 nonsence to storm of MSU of different types. In 2 years perspektive these models will be supported in various ways.

I ´ m actually pretty sad about the Dread mob. I think this is a last time to play this walkers and I have a tons of plastic ready, but aľost nothing painted except two Mega Dreads so I ´ m afraid the Dread Mob will be scrapped before I finish the painting.

But maybeee maybeee I gonna change the plan? We ´ ll see… I gonna take a few months on TTS to evaluate what playstyle fits me the best.


Automatically Appended Next Post:
Plus the Hogs are closest to what I like to play - fast mobile and killy army. And because buggies are lame, Hogs are the closest I can get.

This message was edited 1 time. Last update was at 2024/04/25 19:38:27


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

To be fair im trying to put together a Dread Mob but it seems a bit difficult without the Grot tanks as they were a stable thing in the list.

I guess one should add some boys to the frey then. Im not really sold on Lootas.

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

- About Dawn of War 3 
   
Made in us
Fixture of Dakka





Honestly, part of the reason I'm kind of happy about the Forge World cuts is just that I've always felt like they've held back GWs willingness to play in the Mek design space. Like every time they've pushed it, its just resulted in a run on Grot Tanks and all the community dissent that entails.

Dread Mob feels like someone cared and part of me believes that comes from being able to design around the codex models. Hopefully that means we'll see that space explored more in the future, as its clearly a place where Orks could have some really solid new kits.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Prague

 LunarSol wrote:
Honestly, part of the reason I'm kind of happy about the Forge World cuts is just that I've always felt like they've held back GWs willingness to play in the Mek design space. Like every time they've pushed it, its just resulted in a run on Grot Tanks and all the community dissent that entails.

Dread Mob feels like someone cared and part of me believes that comes from being able to design around the codex models. Hopefully that means we'll see that space explored more in the future, as its clearly a place where Orks could have some really solid new kits.


Your point is interesting and maybe your are right. There used to be a mystic pointles WALKERZ keyword already in the old codex. That and Dread Mob that is definitely an interesting, fun, thematic complex and propably even usefull set of rules indicates more than just a plain “last chance do make some money on the old models”.

Sooner or later there will be some new models. And it is a simple circle - buggies was rewamped old buggies. Now we have rewamped kommandos, deffkoptas, ghazzy. Beastsnaggas are super deep and radical rewamp. What next? Walkerz, tanks, some elite infantry is all whats left? I have to go through the old codexes I have to check, what am I missing.

Yeah, tanks - kill krusha, now killtank, battlefortres, grot tanks. That could be an interesting new army there is absolutely no indication of anything like this and the old model was scrapped two days ago. Sowe have to wait 2-5 years before it becames even a topic.

So yes. There is some love into the walkers and it make a logic to see them as new way. New Mek model indicates the same.


Automatically Appended Next Post:
I see the cut of the FW models positive just in the single perspective. Cut menas stop of the production which doubles tripples or even more increase the price of the resin I have in the shelf. Good for me.

This message was edited 1 time. Last update was at 2024/04/25 20:15:36


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

Can anyone here explain to me what happens when a unit of 3 killa kanz fails 2 hazardous test?

Do 2 of them take 3 damage, or do they take a total of 6 mortal wounds, which kills 1 and leaves 1 kan on 4 wounds?

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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
Can anyone here explain to me what happens when a unit of 3 killa kanz fails 2 hazardous test?

Do 2 of them take 3 damage, or do they take a total of 6 mortal wounds, which kills 1 and leaves 1 kan on 4 wounds?


I believe it's tied to the model and not the unit as a whole, so I think you end up with multiple wounded models, with 2 of them taking 3 damage.
   
Made in nl
Been Around the Block




Beardedragon wrote:
Can anyone here explain to me what happens when a unit of 3 killa kanz fails 2 hazardous test?

Do 2 of them take 3 damage, or do they take a total of 6 mortal wounds, which kills 1 and leaves 1 kan on 4 wounds?


You kill them off one at a time, no spreading of wounds.


Hazardous: When you declare attacks with Hazardous weapons,
you must take a Hazardous test for each of those weapons, even
if you did not resolve those attacks (e.g. because their target
was destroyed).
When a unit that includes one or more Characters equipped with
Hazardous weapons fails one or more Hazardous tests:
■ You can select any model equipped with a Hazardous weapon
to suffer the effects of that failed test (it does not have to be the
Character, even if that Character was the only model that
attacked with a Hazardous weapon).
■ If you select a Character, and there are excess mortal wounds after
that Character is destroyed, allocate those mortal wounds to the
unit as normal.
When you fail Hazardous tests for a Character, Monster or
Vehicle unit:
■ You must allocate the results of failed tests to the same model
equipped with one or more Hazardous weapons until that model is
destroyed, or until you have resolved each failed Hazardous test.
■ When that model is destroyed, you must allocate any excess mortal
wounds first to another model equipped with one more Hazardous
weapons, then you must allocate the results of any remaining
failed Hazardous tests to that model until that model is destroyed,
and so on, until each model with one or more Hazardous weapons
has been destroyed, at which point you must allocate any excess
mortal wounds and any remaining failed Hazardous tests to the unit
as normal.


   
Made in au
Fresh-Faced New User




This can only be good. I mean, hell, my 1kSons Magic Knights/ Evil Sunz mek'd list went down in points too.

It's a good day to be green. Or dusty. Hell, I'm probably going to do a "counts as" list back the other way too. Because what are Rubrics in Rhinos, really, when you get right down to it, other than Burna Boyz in a Trukk?

This message was edited 1 time. Last update was at 2024/04/26 02:42:18


 
   
Made in us
Krazed Killa Kan






At least they reduced the points on nobz a little bit considering they nerfed the -1 to wound, which I'll take that. It seems reasonable.

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




Danmark

So the way i understand that hazardous test is:

You have 3 killa kanz, you fail 2 tests. 2 of them takes 3 mortal wounds so you have 2 killa kanz on 2 wounds and 1 on 5.

However, if you afterwards fail yet another test on one of the damaged ones, you would take 2 mortal wounds on one model, and the last mortal wound spills over to another model.

So you could essentially have one dead, one on 1 wound, and one on 5.

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

- About Dawn of War 3 
   
Made in gb
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

''Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. ''

You could argue that only the model that you select suffers mortals, and they don't spill over onto the unit if the model is destroyed.
Played this way, you could fail 2 tests, and take 3 wounds each off two different kans. Then you fail a test next turn, and take it on a different killa kan. Dunno.



This message was edited 1 time. Last update was at 2024/04/26 20:26:56


My painting and modeling blog:

PaddyMick's Paintshop: Alternative 40K Armies

 
   
Made in dk
Longtime Dakkanaut




Danmark

Im just thinking the text above that reads:
You must allocate the results of failed tests to the same model
equipped with one or more Hazardous weapons until that model is
destroyed, or until you have resolved each failed Hazardous test.
■ When that model is destroyed, you must allocate any excess mortal
wounds first to another model equipped with one more Hazardous
weapons, then you must allocate the results of any remaining
failed Hazardous tests to that model until that model is destroyed,
and so on, until each model with one or more Hazardous weapons
has been destroyed, at which point you must allocate any excess
mortal wounds and any remaining failed Hazardous tests to the unit
as normal.

Would indicate that i have to allocate them on to the next model, i think

This message was edited 1 time. Last update was at 2024/04/29 08:13:09


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

- About Dawn of War 3 
   
Made in gb
Battlefortress Driver with Krusha Wheel







I'm a little late to the party, but I have heard a rumour that the ork codex has been leaked and that some people have it as a pdf. Is this true? I know that that the codex is on release from GW, but the thought of there being a pdf version is certainly intriguing...

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Finished my first game with Dread Mob against a LoV player I used to struggle with, and completely crushed it.
Highlights:
+ Holy gak, lootas (+SAG) with bigger gitz stratagem were vicious. Almost felt like going back to 7th edition loota star times. They killed two sagitaurs in one turn and wasted a unit of warriors before half the unit had killed itself and the other half was wiped easily due to being double-judged.
+ Smoky Gubbins on A MA big mek is insane. It took nearly the entire votan force (including two of those hammer squads charging them) two turns to grind them down to 2 MANz (one wounded) before I broke them out of combat with kanz and a dread. The squad regenerated afterwards and proceeded to hold the center objective for the entire game.
+ Best loadout for my dreads was 1x rokkit and 3x klaws. The rokkit wasn't essential, but I was glad to have some shooting on the dread and didn't need yet another melee attack. KMBs are better guns, but zapping yourself for 3 MW right after spending CP on a stratagems to reduce damage really feels like a big brain move.
+ Shoota boyz actually managed to kill things through shooting! Between re-rolling ones and da button they somehow turned into barely good enough to actually work. They actually gunned down a squad of pioneers (though the big mek helped) and wiped another one by charging. Later they fought on an objective for multiple turns, but had to fight for four turns since they didn't have a warboss. I'll probably change that next game.
+ MANz with kustom shootas don't feel bad to shoot anymore either.
+ New big mek is decent. Moving through terrain is a really nice ability for boyz to have and the drilla is a surprisingly strong close combat weapon that made a difference every single combat. I had the KMB on him since I actually own the ancient metal "Big Mek with Kustom Blasta" from 2nd which somehow is legal to play again.
+ I rolled for the buff every time. Even when I rolled the worst of the three in any given situation, it still had a notable impact unless I didn't roll any sixes. From a gut feeling I'd say the impact on a melee focused unit like MANz is roughly the same as the wartribe buff is, for anything shooty it's obviously way better.
o I had no use for the re-roll to hit stratagem. Due to my gretchin being obliterated turn 1, I just didn't have the CP to use it on kanz, and on dreads or mek gunz it felt wasted. The detachment is quite CP hungry as all of the stratagems have big impact and only cost 1 CP a piece.
o The "ignore cover" relic is cheap as chips, but at the same time made little difference to the loota unit. Might be a better fit for shootas?
- Rokkit kanz weren't impressive, though I rolled badly. Their melee was ok, but they were gunned down for VP right after they exposed themselves. Will try grotzookas next time.
- The "roll twice" relic is way to expensive for providing just one buff one out of three times.
- The thing I miss the most from wartribe is 'ard as nails. Infantry dies a lot faster when you can't just slap -1 to wound on the most valuable unit.

It's a really fun army, but you must build around the detachment rule in order to make it work. For larger games, I'm absolutely going to pack a naut - with Gorkanaut probably being the good choice and Morkanaut the fun one.

Beardedragon wrote:
Im just thinking the text above that reads:
You must allocate the results of failed tests to the same model
equipped with one or more Hazardous weapons until that model is
destroyed, or until you have resolved each failed Hazardous test.
■ When that model is destroyed, you must allocate any excess mortal
wounds first to another model equipped with one more Hazardous
weapons, then you must allocate the results of any remaining
failed Hazardous tests to that model until that model is destroyed,
and so on, until each model with one or more Hazardous weapons
has been destroyed, at which point you must allocate any excess
mortal wounds and any remaining failed Hazardous tests to the unit
as normal.

Would indicate that i have to allocate them on to the next model, i think


TL;DR: If you shoot with six kanz, you make 6 hazardous tests. If you fail 3 of those tests you apply 9 MW to your unit as if they were from any other source.

This message was edited 4 times. Last update was at 2024/04/29 10:43:38


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




Danmark

I went to a local small tournament with a Dread Mob and it didnt go well. But to be fair, i just wanted to ram a lot of vehicles down and even then i didnt play it properly. I move blocked myself a lot and i should have definitely had something that could go through walls, other than grots and stormboys.


I had a shokk attack gun big mek with my 3 KMB Mek Gunz, and he had gitfinda googles, and the fact that i got to ignore that 1 AP is essentially the same as them having AP 2. So they did pretty well.
I also had a Gorkanaut and a Morkanaut. I dont think its wise to have both, and i used the full reroll to hit mainly on the morkanaut.

Also ran 6 Killa Kanz with rokkits, and 2x3 Killa Kanz with rokkits. Those did fine. As did the Deff Dreads with melee weapons, except sometimes they died a bit too fast. And i apparently suck with using Snikrot, despite having played my tyranids pretty fine and avoiding the death of my smaller lone op characters. This time apparently not so.


I had no Lootas with a mek, because last i used them in my first dread mob, i was fighting orks bully boys. I guess its because i mainly shot at Mega Nobz, so.. a rough target, but they didnt do all that much. My Mek Gunz this time, however, did a lot. Maybe ive gotten angry with Lootas but they just dont look that great, decent at best, like you only hit on 5s, if you stand still. And its not difficult to kill 10 boys standing still. So thats why i kinda went over to Mek Gunz. But its still early stages, i still need to find out what makes most sense.

Over all a very fun army, but i definitely need to try out adding infantry to this army. I thought about 20 boyz in a battlewagon with a mek and a warboss, but for choppas, not shootas. I should definitely incorporate Big Mek in mega armor with Mega Nobz.

Morkanaut and Gornakaut in 1 list seems like.. not the best choice i feel. Im not sure.

This message was edited 2 times. Last update was at 2024/04/29 13:41:33


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

- About Dawn of War 3 
   
Made in gb
Fresh-Faced New User




UK

Interesting picture of the Blood Axe Warboss and next to him a Nob with banner.

The Blood Axes could be a conversions but was wondering if this a hint GW are planning for the future a series of warboss’’s and Nob Banners for each of the 6 clans?


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I don't really see a reason to put a character with mek guns.
The reason why lootas did so well for me is that big shells on them is busted when you get 3 shot per model and they do 3 damage per failed save. When you can't use the stratagem, you probably shouldn't aim them anything well armored and definitely not at anything with 3 wounds. I honestly can't think of a worse target than MANz.

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




Danmark

 Jidmah wrote:
I don't really see a reason to put a character with mek guns.
The reason why lootas did so well for me is that big shells on them is busted when you get 3 shot per model and they do 3 damage per failed save. When you can't use the stratagem, you probably shouldn't aim them anything well armored and definitely not at anything with 3 wounds. I honestly can't think of a worse target than MANz.


I had the Big mek with shokk attack gun to reroll hit rolls of 1, and he wants to be stationary too just like mek gunz. or rather they dont "need" to be stationary but only move 3 inches so they are pretty damn stationary.

They only get reroll 1s to hit if they shoot someone at full strength, so i just wanted to always have that.

And yea, Lootas in to a bully boyz army was just terrible didnt really matter what i shot at.


But honestly, in most cases, i used my reroll hit rolls and / or bigger shells for bigger gits on my Morkanaut anyway. So even if i had lootas they wouldnt get the stratagem thrown on them. I also used those stratagems on the Mek Gunz. Sometimes on my Gorkanaut. But yea i gotta experiment with a few things. I dont think 2 titanic models is great, but i do think a Morkanaut has uses. My gorkanaut sadly was, in one game, sniped turn 1 because i was an idiot, and its problem being, the lack of an invul save of 5+, making the morkanaut a better choice for me in a dread waaagh. Also the Morkanaut just shoots "harder", which i like.

This message was edited 3 times. Last update was at 2024/04/29 17:30:00


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

- About Dawn of War 3 
   
 
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