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Made in us
Mekboy Hammerin' Somethin'





United States

Can you Da Jump grots in front of where you expect you will put Tankbustas and use Grot Shields then?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in fi
Decrepit Dakkanaut





28" or so is plenty of range generally though. 31 with advance since you can ignore that -1 to hit with more dakka. So you still have that grot screen to cover you

https://middleagedstrategybattlegamers.home.blog/2019/11/01/tneva82-october-goblins/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Mekboy Hammerin' Somethin'






I play deffskulls and have a load of lootas, since they are a stereotypical DS unit. Any advice on actually making them worthwhile? Seems like only bad moon lootas are likely to be worth it.

Deffskulls are torn between the loota need to be in a big mob (more efficient to spend stratagems, such as rerolling the number of shots and grot shields) and the deffskull incentives to be in small units. Not as bad as ES or Goff ones at least.

   
Made in gb
Tough-as-Nails Ork Boy





London

Hi,
If anyone is interested in wasting a bit of time by making some suggestions they have on list building. I’ve a 2000pt list for tonight vs. DE.
I know my opponent likes triple ravagers, a single flier and a horde of grotesques supported by pain engines and he enjoys the agent of vect stratagem. Otherwise, his list is unknown but will likely contain variety rather than spam and could contain almost anything.
We don’t mind limited and sensible proxies e.g. all my choppa boyz = shoota boyz, or all boyz with black shirts are stormboyz. Lobbas are kannons etc
Things i have to choose from:

HQ
A warboss on foot, 1 on bike and 1 in megaamour
Big mek on foot and big mek with shokk attack x2.
2 x wierdboy
Snikrot

Troops.
30 red boyz, 30 black boyz, 30 brown boyz. (all slugga choppa). 10 rogue trader era boyz (metal)
30 gretchin splitable to squads of 10

Elites
6 kommandos
10 meganobz
10 nobz
3 painboyz
12 tank bustas
Banner nob

Fast attack
5 deffkoptas,
5 bikes
Scrapjet

Heavy support
1 battlewagon
5 lobbas
3 mek gunz (built as traktor from 7th ed)
5 flash gitz
3 killa kanz (happy to proxy as deffdreads)
1 deff dread
12 lootas

No fliers
3 trukks
1 gargantuan squiggoth
1 stompa


Its a friendly game to try out some interesting ork combos. I fancy taking a brigade to maximise on CPs and get more of a feel of what units can do, but at the same time i don’t want to just remove my models from the table all evening without forcing him to do the same! This was my experience against a couple of their pre-nerf Ynnari lists.
I was going to try freebootas or badmoons to help with geting shots on target and I did whole evil sunz thing last time.

This is what i came up with: Brigade 15CP
Warboss on bike with killa klaw, brutal but kunnin
2x weirdboy (warpath + dajump)
28 boyz + nob with kustom shoota
29 boyz + nob with kustom shoota
9 boyz + nob with kustom shoota
3x 10 gretchin
Mek
Painboy
10 tank bustas + bomb squigs
2 x single deffkoptas with rokkits
Megatrukk scrapjet
Battlewagon with deffrolla + ardcase
3 x deffdreads 3 saw 1 klaw
10 lootas
3 x smasha kannons

I’ll put the tank bustas in the BW and chase down ravagers with it, deffdreads in telporta ramming speed and set the cat amongst the pidgeons. Mob up 10 boyz to 30 to da jump and greentide. Koptas run interference. Mek + gretchin sit with lootas + mek gunz, gretchin shield lootas/mek gunz depending on his target priority. Scrapjet is a new model so i’d like to play with it =)
   
Made in fi
Decrepit Dakkanaut





Well with msu rolling 1 is less of a worry as you average better to 2 per guy. Issue is lack of grot screen and ddd5

https://middleagedstrategybattlegamers.home.blog/2019/11/01/tneva82-october-goblins/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Mekboy Hammerin' Somethin'






tneva82 wrote:
Well with msu rolling 1 is less of a worry as you average better to 2 per guy

With a big mob you can just use a command point to reroll when you get 1 shot with deffguns. And while more rolls gets you closer to average, more randomness is good as often as it is bad.

   
Made in es
Fresh-Faced New User




I still don't understand how grot shield Works, if they must be closer to the enemy than boyz and still 6'' to the boyz, you need to waste a jump just to defend boyz, and this do not protect you from Turn 1 rape cuz enemy is far away.

8th Codex Orks 1500p: 3-1-0 
   
Made in us
Da Head Honcho Boss Grot





Kebabcito wrote:
I still don't understand how grot shield Works, if they must be closer to the enemy than boyz and still 6'' to the boyz, you need to waste a jump just to defend boyz, and this do not protect you from Turn 1 rape cuz enemy is far away.


I think the wording might have you messed up here.

The Gretchins must be 6" away from the boyz

and the unit shooting at the boyz must be closer to the gretchins, than the boyz.

So let's say I have a unit of fire warriors, and I want to shoot boyz 30" away. There's a unit of gretchins standing right in front of the boyz, 27" away. Those gretchins can be used for Grot Shield.

   
Made in es
Fresh-Faced New User




By the way, do Freebooter kulture affect embarked flash gitz? FAQ didnt specify
   
Made in ru
!!Goffik Rocker!!






 Blackie wrote:
I'm disappointed about the FAQ since GW nerfed my favorite stratagem, the Fight Twice combo. They basically killed it, unless it's against something with a lot of wounds and very little or no combat abilities that you really want to kill.

Glad about the Goffs trait though, made no sense before as it was the weakest version of an already existing generic trait.


How did they nerf it?
   
Made in de
Waaagh! Ork Warboss on Warbike





 hollow one wrote:
Also expect a PM from me, I'll give you a "orks in the meta" section over the next few weeks/months if you want it.

Gladly

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in gb
Norn Queen






 koooaei wrote:
 Blackie wrote:
I'm disappointed about the FAQ since GW nerfed my favorite stratagem, the Fight Twice combo. They basically killed it, unless it's against something with a lot of wounds and very little or no combat abilities that you really want to kill.

Glad about the Goffs trait though, made no sense before as it was the weakest version of an already existing generic trait.


How did they nerf it?
They made it the same as all the other fight again stratagems, you now can only use it at the end of the phase. Before you could charge with two units, fight with one, activate the stratagem and fight again with unit A. Now you have to wait for the enemy to hit you back first.

Also to whoever is writing the tactica, i saw you mention the Loot it + MANZ combo, that got errata'd to no longer be possible.

This message was edited 1 time. Last update was at 2018/11/20 13:37:18


Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND SEVENTEEN (117) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities || Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. || Userscript to add a button to open all "[First Unread]" links on the page, hides the "[Blog View]" links, and adds a "Subscribed Threads" link to forum pages.  
   
Made in dk
Fresh-Faced New User




A nice extra feature when using the DDD5+ stratagem on lootas is that you can move them without penalty to hit. This is nice if you need to move some of them to get LOS.
   
Made in es
Fresh-Faced New User




the_scotsman wrote:
Kebabcito wrote:
I still don't understand how grot shield Works, if they must be closer to the enemy than boyz and still 6'' to the boyz, you need to waste a jump just to defend boyz, and this do not protect you from Turn 1 rape cuz enemy is far away.


I think the wording might have you messed up here.

The Gretchins must be 6" away from the boyz

and the unit shooting at the boyz must be closer to the gretchins, than the boyz.

So let's say I have a unit of fire warriors, and I want to shoot boyz 30" away. There's a unit of gretchins standing right in front of the boyz, 27" away. Those gretchins can be used for Grot Shield.


Oh man, that's a completely different scenario, i'm not a native english speaker so misunderstood it, thanks.

So grots are indeed a CP machine and a very strong unit

This message was edited 1 time. Last update was at 2018/11/20 13:47:28


8th Codex Orks 1500p: 3-1-0 
   
Made in de
Waaagh! Ork Warboss on Warbike





 Perfect Organism wrote:
I play deffskulls and have a load of lootas, since they are a stereotypical DS unit. Any advice on actually making them worthwhile? Seems like only bad moon lootas are likely to be worth it.

Deffskulls are torn between the loota need to be in a big mob (more efficient to spend stratagems, such as rerolling the number of shots and grot shields) and the deffskull incentives to be in small units. Not as bad as ES or Goff ones at least.


Deffskulls have the "Wreckers" stratagem though to re-roll to wound on your loota mobs though. Not as awesome as shooting again, but still decent.

If you have enough models, you could also do 15+10+10 and mob up twice by turn 2 for 35 lootas

Just spread the mob to cover multiple objectives.

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in gb
Norn Queen






Don't forget to save your Command Re-roll to try and get a 3 on the Deffguns!

Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND SEVENTEEN (117) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities || Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. || Userscript to add a button to open all "[First Unread]" links on the page, hides the "[Blog View]" links, and adds a "Subscribed Threads" link to forum pages.  
   
Made in us
Da Head Honcho Boss Grot





 BaconCatBug wrote:
Don't forget to save your Command Re-roll to try and get a 3 on the Deffguns!


Yeah, I feel like the Loota strategy is going to be one of those extremely luck-dependent shticks that's going to be very misleadingly strong through event results.

We'll see the guy at the top table whose lootabomb list got 3s every time for their deffguns.

We won't see the guy who did really poorly with the same list because he rolled 1s every time.

Kind of like stacking your entire army into a huge turn 1 shebang charge roll back before the change to deep strike, or double-shooting oblits. "Wowza, 20 people tried this strategy and 1 of them got very high results on that bell curve!"
   
Made in se
Smokin' Skorcha Driver




Sweden

 Jidmah wrote:
 Perfect Organism wrote:
I play deffskulls and have a load of lootas, since they are a stereotypical DS unit. Any advice on actually making them worthwhile? Seems like only bad moon lootas are likely to be worth it.

Deffskulls are torn between the loota need to be in a big mob (more efficient to spend stratagems, such as rerolling the number of shots and grot shields) and the deffskull incentives to be in small units. Not as bad as ES or Goff ones at least.


Deffskulls have the "Wreckers" stratagem though to re-roll to wound on your loota mobs though. Not as awesome as shooting again, but still decent.

If you have enough models, you could also do 15+10+10 and mob up twice by turn 2 for 35 lootas

Just spread the mob to cover multiple objectives.


You could have small units with spanners with the kmb in the squad. His gun would benefit more from the deffskulls reroll trait. Then put them all in trukks (with rokkit) and drive around. Use loot it when trukks die. The units have objective secured from deff skulls. It may not be the best, but it would be totally different from the static bad moon way of using them

Brutal, but kunning!  
   
Made in gb
Mekboy Hammerin' Somethin'






Gitdakka wrote:
 Jidmah wrote:
 Perfect Organism wrote:
I play deffskulls and have a load of lootas, since they are a stereotypical DS unit. Any advice on actually making them worthwhile? Seems like only bad moon lootas are likely to be worth it.

Deffskulls are torn between the loota need to be in a big mob (more efficient to spend stratagems, such as rerolling the number of shots and grot shields) and the deffskull incentives to be in small units. Not as bad as ES or Goff ones at least.


Deffskulls have the "Wreckers" stratagem though to re-roll to wound on your loota mobs though. Not as awesome as shooting again, but still decent.

If you have enough models, you could also do 15+10+10 and mob up twice by turn 2 for 35 lootas

Just spread the mob to cover multiple objectives.


You could have small units with spanners with the kmb in the squad. His gun would benefit more from the deffskulls reroll trait. Then put them all in trukks (with rokkit) and drive around. Use loot it when trukks die. The units have objective secured from deff skulls. It may not be the best, but it would be totally different from the static bad moon way of using them

Why would you do that with lootas rather than burna boyz? The chance of a refund for loot it! doesn't seem that good when you are still risking 1 CP to give a small unit a small increase in survivability.

   
Made in us
Da Head Honcho Boss Grot





Relic analysis for y'all: just my own opinions, using my Unviable/Situational/Good/Auto-include tier list from before.

Spoiler:

Ork Relic Analysis
Burned Git Bones: Unviable
Hey you know those guys who get giant bonuses to their psychic tests making them already the most reliable psykers in the game except that they perils all the time so they tend to explode? Want to make them do that, but MORE? The only possible use case I can think of for this is trying to get +4 to a Smite, which doesn’t technically work because Smite is not a “power of the waaagh”. Skip it.

Da Dead Shiny Shoota: Unviable

You know how every relic that makes a crappy ranged weapon slightly less crappy is useless? This one is also useless. See also: gitstoppa shells.

Da Killa Klaw: Auto-include

You know when this relic is talked about in nearly every character analysis, it’s a good ‘un. It gets not one, not two, but THREE huge bonuses: no -1 to hit, flat 3 damage, and reroll to wounds. Absolutely amazing. Combine with the Brutal But Kunnin warlord trait to make our very own Smash Captain – a must if you’re planning on putting the relic on a character like a Dok on bike who doesn’t get a native 2+ to hit.

‘Eadwhoppa’s Killchoppa: Situational

Unfortunately this little lovely will now be forever in a Killa Klaw shaped shadow, but as it stands, it’s not actually that bad, and in my opinion, quite worth the extra 1CP if you’ve got two choppy characters, like say a Dok on bike with the Klaw and a warboss on bike with this.

Gitstopping Bullets: Unviable

No. Worse than the Dead Shiny Shoota at everything, still bad.

Supa Cybork Body: Situational

That situation is: I have a Deffkilla Wartrike and I want him to be more durable. The Supa-Cybork is worth an extra CP to make your Deffkilla somewhat harder to (deff) kill. If you don’t have your heart set on a second relic then you won’t be sad if you throw this on your wartrike. Combines extra nicely with the Bad Moonz warlord trait giving you a surprisingly tanky trike!
Gobshot Blunderbuss (Bad Moonz Only): Situational

Not great, but absolutely hilarious. A character with 3 heavy flamers is ridiculously fun. I really want to see this on a Big Mek in Mega Armor who also has tellyport blastas, just because I think it would be amazing to watch him pile out of a battlewagon and hose down a whole infantry screen by himself with Showin’ Off.

Morgarg’s Finkin’ Cap (Blood Axes): Good

Initially this one didn’t look great, but we have some excellent warlord traits and some pretty lackluster relics on the whole. If you’re running Blood Axes, this is actually probably your best bet for your second relic. Bonus if one of your two traits is Follow Me Ladz, making this one a freebie!

Da Fixer Uppas (Deathskullz): Situational
Kind of funny on a wartrike, giving him the ability to self-regenerate, but kind of silly in most situations. I’m not sure this is worth a CP most of the time.

Rezmekka’s Redder Armor (Evil Sunz): Situational
I’d say this one is worth a CP if you’re throwing this on a cheap character like a Mek in a slower transport like a Morkanaut to help it get up the field, but the mortal wound passive is super unlikely to ever happen. If you structured your list around including it, it would not be bad.

Badskull Banner (Freebootas): Situational

Given the results of the FAQ, I feel like we’re going to be seeing a lot of grot-heavy (and therefore morale weak) Freeboota detachments. Because the Grots rule applies only to Kultur and Stratagems, and not to relics, there’s no reason you can’t use this to give yourself morale-immune Grots, Killa Kanz, etc. Should you pass up better relics to use it? No. Is it the worst relic? I definitely don’t think so.

Da Lucky Stikk (Goffs): Good
This is the relic to make you wish you could take multiple relics on the same guy or relics on named characters. Man oh man would this be so good on Ghazzy… As it stands though it seems like it’s pretty tailor made for something like a Biker Dok with Killsaw. Sadly, most ork characters hit on 2s anyway so the secondary effect of add 1 to character hit rolls is somewhat wasted.
Brogs Buzzbomb (Snakebites): Good
Once per game, your character can put down 5D6 S5 Ap-1 autohitting shots. Now I want to see a cheese strat involving a Bad Moonz Big Mek in Mega Armor with Gobshot Blunderbuss combined with a Snakebites Deffkilla Wartrike with Brogs Buzzbomb. Drive up to infantry screen. Fire 12D6 S5 AP-1 autohitting shots. Profit!
   
Made in gb
Norn Queen






Because Burnaz are even WORSE than lootas.

What you want to do is slap 20 Tankbustas in a Battlewagon and go ham. Loot it once the battlewagon dies and then Grenade and Shoot anything smaller than a knight to death.

Also I disagree with your assessment of the Gitbones. Firstly the Waaagh Bonus is now capped to +3 and Secondly Grots no longer add to it. Since we're now down to 30-40 boyz instead of 180, it's actually difficult to get the full +3 bonus now. The Gitbonez lets you Da Jump on a 3+ and to be honest after Turn 1 you don't care about that Weirdboy so perils doesn't matter since it can't kill you in one go.

Da Lucky Stikk is good to buff Power Klaw characters so you negate the penalty.

This message was edited 3 times. Last update was at 2018/11/20 14:32:47


Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND SEVENTEEN (117) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
Mathhammer tables for 2D6 and 3D6 Charging with various re-roll abilities || Stylus CSS theme for DakkaDakka forums to hide black avatar background and fully hide ignored users. || Userscript to add a button to open all "[First Unread]" links on the page, hides the "[Blog View]" links, and adds a "Subscribed Threads" link to forum pages.  
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Burnas being D3 attacks kills them imo. Kinda bs that our flamers are D3 because "they have an ap in melee" wtf do i care they have a t-shirt save anyway, they die to a stiff breeze!

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Regular Dakkanaut





Da Fixer Uppas (Deathskullz): Situational
Kind of funny on a wartrike, giving him the ability to self-regenerate, but kind of silly in most situations. I’m not sure this is worth a CP most of the time.


Note: Because the big mek (index) on a bike has a "bike mekinanc rule, instead of the big mekinanc rule, he actually gains a second D3 repair roll, and could repair two vehicles (seperate) at D3 wounds a turn. Useful for dread mobs, Buggy mobs.

This message was edited 1 time. Last update was at 2018/11/20 14:34:43


   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

pretty sure Da Fixer Uppers specifically state if you already have the big mekaniac rule you heal for 3 instead of D3.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in dk
Fresh-Faced New User




Gitdakka wrote:
... Then put them all in trukks (with rokkit) and drive around. ...


Trukks can't take rokkits anymore :/
   
Made in gb
Flashy Flashgitz





crewe

A list i will be trying out this Saturday against Craftworld Eldar. The Warboss on bike will get Da Killa Klaw and Brutal but Kunnin'. The 10 Bustas and 2 Skorcha Meks will ride in the Killblasta super heavy tank. One Mek will have Da Gobshot Thunderbuss (together the 2 Big Meks will throw out 6D6 skorcha shots from the Killblasta, and when they jump out the bearer of Da Gobshot may use Showin' Off to get 10d6 shots altogther with both Big Meks)

I will be using hit and run style tactics to blast my opponent away with mass high strength fire power to gain armour supremacy and have the mobility to claim objectives across the board. With my speed I will be trying to overload a flank/keep clear of enemy chargers.

1 Weirdboy will have Fists of Gork and the other Da Jump. The Weaknesses i see are low CP count (2 uses of Showin' Off and Moar Dakka! together) and enemies squatting in ruins. Let me know your opinions guys, will be greatly appreciated.


++ Evil Sunz Outrider Detachment 496pts ++

+ HQ 236pts +

Zhadsnark Da Rippa 110pts + 2 big shootas 10pts + slugga 0pts + stikkbombs 0pts + Da Pain Klaw 0pts = 120pts

Warboss on Warbike 86pts + 2 dakkaguns 0pts + kombi-weapon with skorcha 17pts + powerklaw 13pts + attack squig 0pts + stikkbombs 0pts = 116pts

+ Fast Attack 260pts +

Megatrakk Scrapjet 90pts + rokkit kannon 0pts + wing missile 0pts + 2 twin big shootas 20pts + nose drill 0pts = 110pts

Megatrakk Scrapjet 90pts + rokkit kannon 0pts + wing missile 0pts + 2 twin big shootas 20pts + nose drill 0pts = 110pts

Deffkopta 30pts + twin big shoota 10pts + slugga 0pts + spinnin’ blades 0pts = 40pts

++ Deathskulls Battalion Detachment 698pts ++

+ HQ 124pts +

Weirdboy 62pts + weirdboy staff 0pts = 62pts

Weirdboy 62pts + weirdboy staff 0pts = 62pts

+ Troops 90pts +

10 Gretchin 30pts + 10 grot blastas 0pts = 30pts

10 Gretchin 30pts + 10 grot blastas 0pts = 30pts

10 Gretchin 30pts + 10 grot blastas 0pts = 30pts

+ Fast Attack 360pts +

Shokkjump Dragsta 108pts + kustom shokk rifle 0pts + rokkit launcha 12pts + sawblades 0pts = 120pts

Shokkjump Dragsta 108pts + kustom shokk rifle 0pts + rokkit launcha 12pts + sawblades 0pts = 120pts

Shokkjump Dragsta 108pts + kustom shokk rifle 0pts + rokkit launcha 12pts + sawblades 0pts = 120pts

+ Heavy Support 124pts +

4 Mek Gunz 60pts + 4 smasha gun 64pts = 124pts

++ Badmoons Supreme Command Detachment 806pts ++

+ HQ 253pts +

Big Mek 55pts + choppa 0pts + stikkbombs 0pts + kustom force field 20pts = 75pts

Big Mek 55pts + 2 kombi-weapons with skorchas 34pts + stikkbombs 0pts = 89pts

Big Mek 55pts + 2 kombi-weapons with skorchas 34pts + stikkbombs 0pts = 89pts

+ Elites 120pts +

10 Tankbustas 50pts + 10 rokkit launchas 70pts + 10 tankbusta bombs 0pts = 120pts

+ Lord of War 433pts +

Killtank 365pts + giga shoota 38pts + 3 twin big shootas 30pts = 433pts


Total 2000pts Command Points 10 (9 when i take the additional Gubbin)

This message was edited 1 time. Last update was at 2018/11/20 14:58:52


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Regular Dakkanaut





How do you get 2 kombi-weapons with skorchas on the big meks? I thought both index and codex limited you to a single kombi? (granted, I've been wrong on almost everything else I thought, so keep a grain of salt handy)
   
Made in fi
Decrepit Dakkanaut





 Perfect Organism wrote:
tneva82 wrote:
Well with msu rolling 1 is less of a worry as you average better to 2 per guy

With a big mob you can just use a command point to reroll when you get 1 shot with deffguns. And while more rolls gets you closer to average, more randomness is good as often as it is bad.


But with 5 units you roll 5 dice. Rerolling 1's does not quarantee no 1(it's 1/3 chance of getting 1 anyway then) and costs cp.

If you go deathskulls msu is the way to go. More rerolls to hit and wound

https://middleagedstrategybattlegamers.home.blog/2019/11/01/tneva82-october-goblins/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in us
Da Head Honcho Boss Grot





 BaconCatBug wrote:
Because Burnaz are even WORSE than lootas.

What you want to do is slap 20 Tankbustas in a Battlewagon and go ham. Loot it once the battlewagon dies and then Grenade and Shoot anything smaller than a knight to death.

Also I disagree with your assessment of the Gitbones. Firstly the Waaagh Bonus is now capped to +3 and Secondly Grots no longer add to it. Since we're now down to 30-40 boyz instead of 180, it's actually difficult to get the full +3 bonus now. The Gitbonez lets you Da Jump on a 3+ and to be honest after Turn 1 you don't care about that Weirdboy so perils doesn't matter since it can't kill you in one go.

Da Lucky Stikk is good to buff Power Klaw characters so you negate the penalty.


I guess I'm just not running a ton of non-killa klaw power klaw characters that I care to get into combat. Seems like in general they're kind of a waste of points. If I'm running multiple combat characters, I'm going to be throwing in a Deffkilla, Ghazzy, Killa Klaw and 'Eadwhoppas Killchoppa before I consider a regular power klaw. Realistically I'll never get that far. I rated the stikk as good because I think it's a better combat buff than the Killchoppa so if you are running goffs you might as well.

If the difference between a 92% initial success rate and a 97% on your one cast of Da Jump is worth an extra CP, then sure, go for it. Personally I figure it'll cost me 1CP to reroll a single die if I roll below a 4 and odds are very, very slim I'll fail it. I start with 40 boyz on the board to jump, and if I had less than 20 to work with I wouldn't really care if I failed.


Automatically Appended Next Post:
 Vineheart01 wrote:
Burnas being D3 attacks kills them imo. Kinda bs that our flamers are D3 because "they have an ap in melee" wtf do i care they have a t-shirt save anyway, they die to a stiff breeze!


I was considering running this list:

"feth your Harlequins"

Ork Brigade (Mixed clan)

HQ: Big Mek on Warbike, Bad Moonz. Combi-scorcha with Blunderbuss relic, Kustom Forcefield
HQ: Deffkilla Wartrike, Snakebites. Buzzbomb relic
HQ: Big Mek on Warbike, Bad Moonz, Combi-Scorcha, Combi-Scorcha
Troops: 6x Gretchins
Elites: 2x6 Burna Boyz, 1x8 Kommandos with 2x burnas and PK nob
Heavy: 2x Big Trakks with 2x Scorchas, 1x Supa-Scorcha each
2 units of 6 mek gun trakktor kannons
Fast attack: 3x Kustom Boosta-Blastas

This message was edited 1 time. Last update was at 2018/11/20 15:21:47


 
   
Made in us
Regular Dakkanaut





pretty sure Da Fixer Uppers specifically state if you already have the big mekaniac rule you heal for 3 instead of D3.


There are two different rules.

Standard big mek "Big Mekaniac"
Biker Big Mek "Big Bike Mekaniac"

So a Biker Big Mek with Fixer Uppers has

The Big Mekanianc Rule
and
The Big Bike Mekaniac Rule.

They are different because the bike one has a disclaimer (can't move more then 6)

This message was edited 1 time. Last update was at 2018/11/20 15:45:02


   
 
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