Switch Theme:

CODEX ORKS -strategies and tactics in 8th.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fr
Regular Dakkanaut




 JimOnMars wrote:
 Rismonite wrote:
What are the best solutions for removing a small screen before we Da Jump on turn 1?

I got a psyker spell, burna bomma bomm, Kopta bomb

What would you choose? I am talking about removing 5 scouts in my movement or pyshic phase.
It is very difficult, unless the scouts are close. If so, Smite is probably your best, especially if you can get the +3 for being near 30 boyz. Try doing that with 3 weirdboyz and there is a good chance at least one of them will get the D6 smite, on which you might burn a re-roll. If you can get off 3 smites they are probably dead.


Any ork comp list hitting 2000 points should have 3 weirdboys. 3 garanteed Smites (as you say one should hit the magical d6) and one jump for under 200 points is amazing. Just like the 31 point mek gun, they are undercosted IMHO (by 10 points I'd say, probably no more)


Automatically Appended Next Post:
 greggles wrote:
Quackzo,
Agree. I tried doing a teleporter of 3 deff dreads, and they got into each others way. 2 worked a bit better, but at that point, might be better to just save the cp and walk/advance them with the trike as an additional table threat.

Getting the triple deff dread teleporta to work properly requires careful clearing of their incoming deep strike zone, something that is difficult to do given their overall size. (and still have all three within charge range)


I wanted tro try that my next game but I hadn't thought about this... OK so perhaps a gorkanaut would be better suited (and Oh the joy for all the Ladz to see that big fat walker appear from
nowhere and ram its target ! Turn 2 Waaagh !)

This message was edited 1 time. Last update was at 2018/11/21 15:37:10


 
   
Made in us
Regular Dakkanaut





Could even do 4*BigShoota


I think if you are going to do 4 big shootas, you'd be better off taking the rokkit buggy. (which was 2d3 +1 rokkit shots, 6 bs 5+ shoota shots, and 6 BS 4+ shoota shots) and does mortal wounds when charging, with a decent CC weapon. (similar to the saws on the dreads).

OK so perhaps a gorkanaut would be better suited (and Oh the joy for all the Ladz to see that big fat walker appear from
nowhere and ram its target ! Turn 2 Waaagh !)


Gork + ramming speed coming out of deep strike would be a nasty surprise. I've noticed the bonebreaker wagons do more damage though then the gork does now (because they hit on 2's and because you can take 2 of them for the cost of the gork) [2d6 + 12 str9 ap -2, 2d attacks)

This message was edited 3 times. Last update was at 2018/11/21 15:49:52


   
Made in us
Da Head Honcho Boss Grot





addnid wrote:
 JimOnMars wrote:
 Rismonite wrote:
What are the best solutions for removing a small screen before we Da Jump on turn 1?

I got a psyker spell, burna bomma bomm, Kopta bomb

What would you choose? I am talking about removing 5 scouts in my movement or pyshic phase.
It is very difficult, unless the scouts are close. If so, Smite is probably your best, especially if you can get the +3 for being near 30 boyz. Try doing that with 3 weirdboyz and there is a good chance at least one of them will get the D6 smite, on which you might burn a re-roll. If you can get off 3 smites they are probably dead.


Any ork comp list hitting 2000 points should have 3 weirdboys. 3 garanteed Smites (as you say one should hit the magical d6) and one jump for under 200 points is amazing. Just like the 31 point mek gun, they are undercosted IMHO (by 10 points I'd say, probably no more)


Automatically Appended Next Post:
 greggles wrote:
Quackzo,
Agree. I tried doing a teleporter of 3 deff dreads, and they got into each others way. 2 worked a bit better, but at that point, might be better to just save the cp and walk/advance them with the trike as an additional table threat.

Getting the triple deff dread teleporta to work properly requires careful clearing of their incoming deep strike zone, something that is difficult to do given their overall size. (and still have all three within charge range)


I wanted tro try that my next game but I hadn't thought about this... OK so perhaps a gorkanaut would be better suited (and Oh the joy for all the Ladz to see that big fat walker appear from
nowhere and ram its target ! Turn 2 Waaagh !)


Yeah, the fact that the gorka can use Ramming Speed is probably its biggest pro over the deff dreads. Really unfortunate that Killa Kanz are once again here gimped by the gretchins rule - 6 of them using Ramming Speed together would be awesome.


Automatically Appended Next Post:
...Hold on one second.

Is ramming speed specifically worded to be a SINGLE vehicle, or can it be used on a vehicle UNIT?

If so, and if Deffcoptas are vehicles that can stay in coherency as a vehicle unit, then Ramming Speed might be potentially a hilarious source of tons of unavoidable mortal wounds.

This message was edited 1 time. Last update was at 2018/11/21 15:51:49


 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Yeah, it is actually really mean when kanz ramspeed.

Didnt notice i cant use it on gretchin my first game. Oops. Dirtycharged a squad of marines and their captain, did 3 mortwounds to the captain that had a high invul a SINGLE hit went through and finished him off.

Felt bad later finding out that i actually couldnt do that.

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in de
Waaagh! Ork Warboss on Warbike





I finally go around to creating the new thread:

https://www.dakkadakka.com/dakkaforum/posts/list/767149.page

 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 au
Yellin' Yoof on a Scooter





crzylgs wrote:Tagging on to the 3*DeffDread Tellyporta discussion. How about dropping 2*4CC weps. Commit these to the best positions for getting a charge off and 1*4ranged weps. Could even do 4*BigShoota if you think there will be more chaff to clear or KMBs if you want to sit there and plink away at something tougher. Either hoping the rest of your army will keep enemy tied up In CC, or if they do charge it then its probably a decent distraction fex even without any real CC threat.


I don't think changing their load outs will resolve my perceived flaws with the Tellyporta. I mentioned that I was getting two Deff Dreads within 9" of targets but this was in a friendly game without much screening. I think getting 1 Deff Dread to charge consistently is possible but more than that doesn't sound viable to me.

As Greggles pointed out:
greggles wrote:
Getting the triple deff dread teleporta to work properly requires careful clearing of their incoming deep strike zone, something that is difficult to do given their overall size. (and still have all three within charge range)


So you basically need to meet a handful conditions before the Deff Dreads can drop, and then they each need to meet some more conditions to successfully make their individual charges.

Swapping some or all of the Deff Dreads to be predominantly ranged would give you more successful results with the Tellyporta. However, by that point I don't see the benefit of spending CP on the stratagem. The Dakka Dreads don't need the Tellyporta to do their job and the Choppy Dreads will have to meet a handful of conditions to be worthwhile, ones that your opponent can attempt to prevent.
Furthermore, as much as I like the image of a Dakka Dread covered in guns, it'll be outperformed by many of our other shooty platforms.

After thinking about this and typing it out, I think the real flaw with Tellyporting 3 Dreads is the fact that they split into 3 units upon touching the ground. It more or less triples the number of conditions to get them all stuck in.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Regular Dakkanaut





Quackzo,
I'm really hoping the Meka dread drops in points in chapter approved. If it drops a similar amount to the other big dreads, it might be one of the better teleporta options. Of course it's already pretty fast (mega charga), so who knows. Gorkanaut is beastly, but so many points to hold back till turn for one unit.

This message was edited 1 time. Last update was at 2018/11/21 17:00:51


   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

im also hoping the Mekadread gets killkannon access back.
Unless i missed it it actually cant use it anymore, despite the arm still being on sale. I am missing a mekadread for my collection but really dont wanna invest that much into a useless model.

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Lead-Footed Trukkboy Driver






MT

Spoiler:
 CthuluIsSpy wrote:
 JawRippa wrote:
Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS


Yep, it only replaces the shoota part.
So you can have a Thunderbuss-Skorcha combi weapon.

I don't like the Bad Moons trait, but the relic and strat is pretty good.


Automatically Appended Next Post:
 JawRippa wrote:
OH SWEET MORK YES

I just find it weird that they've specifically called it a thunderbuss, when it is clearly closer to heavy flamethrower. Oh well. Shame that combining Gitstoppa shells and Gobshot is illegal. I don't really understand the point of gitstoppa shells on their own.


One is faction locked, the other isn't.
Its so you can have a kombi shoota upgrade without being badmoons.


I like putting the blunderbuss on a Bad Moonz Big Mek on bike. Mostly because the KFF doesn't care about clan, and his ability to repair vehicles rarely matters. I like to think between him and Da Jumped Shoota boyz and/or wartrike or even mega nobz with kustom shootas, we have the ability to clear a screen in the shooting phase.

This message was edited 3 times. Last update was at 2018/11/21 17:16:12


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in au
Yellin' Yoof on a Scooter





greggles wrote:Quackzo,
I'm really hoping the Meka dread drops in points in chapter approved. If it drops a similar amount to the other big dreads, it might be one of the better teleporta options. Of course it's already pretty fast (mega charga), so who knows. Gorkanaut is beastly, but so many points to hold back till turn for one unit.


Yeah I had some variable success with a Meka-Dread with Mega Charga prior to the codex. I was contemplating giving it another attempt but after seeing the points cost, especially after the Codex drops, I'm not sure it'll hold up to what I expect.

Vineheart01 wrote:im also hoping the Mekadread gets killkannon access back.
Unless i missed it it actually cant use it anymore, despite the arm still being on sale. I am missing a mekadread for my collection but really dont wanna invest that much into a useless model.


Prior to the codex I was running one with a Killkannon, it gained access to it in the Imperial Armour Index: Xenos FAQ.
The Meka-Dread may replace one of its rippa klaws
with one of the following weapons: killkannon, big
zzappa, shunta or ratler kannon.’


Furthermore from the same article you will see that you can use the Codex version of the Killkannon on it, which is a little nicer then the one listed in Imperial Armour.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Oh sweet i did miss that, thanks!

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

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




 Vineheart01 wrote:
im also hoping the Mekadread gets killkannon access back.
Unless i missed it it actually cant use it anymore, despite the arm still being on sale. I am missing a mekadread for my collection but really dont wanna invest that much into a useless model.

Check the faq
The meka and mega dread profiles were merged... the meka dress has full access to the new cheaper killkannon arm (sadly no supaskorch which was the best weapon in 8th)
Feel free to use the killkannon arm!! I have one and it is a beautiful model that really makes the other dreads stand out together!!!
Saying that I still kinda lean toward the rattler kannon (I use the killkannon arm for it) 2d6 str5 ap2 d3 vs killkannon d6 str7 ap2 2dam.
I think with DDD and kulturs the d6 extra shots (especially at bs4) make up for the slightly lower strength.
The killkannon mekadread did drop in price because the killkannon is now only 15pts compared to rattler 16pts

What I want to see in chapter approved is not only a price drop in the meka dread but clarifying that it does get DDD.

This message was edited 1 time. Last update was at 2018/11/21 17:28:42


 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Considering i play badmoonz and love my walkers i completely want a mekadread with killkannons.
I swapped my regular 3klaw skorcha dreads for 1klaw2saw and KMB just so they had some proper shooting since i dont like clan mixing. Saved 18pts a model and oddly enough i feel the KMB with Bad Moonz outperforms the skorcha anyway lol.

...dang it now i need to order a mekadread...must...resist...buying...more stuff...until ive painted atleast a large chunk of my stuff... AGHH!!

This message was edited 1 time. Last update was at 2018/11/21 17:27:38


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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in gb
Mekboy Hammerin' Somethin'






the_scotsman wrote:
Warlord trait analysis, including the results of my comparison of the 4 direct-damage combat traits:

Spoiler:
Warlord Trait Analysis

‘Ard as Nails – Unviable

I guess the question here is just – why? You could make a T7 Deffkilla with it, but having a slightly tougher warlord really doesn’t have much of a shine to it compared to the massive, massive damage output we can get out of other traits.

Big Killa Boss, Brutal But Kunnin, Might is Right, Proper Killy

It makes sense to analyze these together, because they are all in direct competition with one another. This direct competition means that it’s pretty easy to narrow down which one is best in most situations.

I’ve evaluated the average damage output of four characters that I would consider you likely to want to improve with a combat-oriented warlord trait: A Deffkilla Wartrike, a Warboss with Killa Klaw+Attack Squig, and a Painboy with Killa Klaw (primarily to analyze the effect on a character who does not hit on 2s.) I pit them against three different targets: A standard T7 3+ vehicle, a Knight-equivalent T8 3+ vehicle, and a “scary character with invuln” using the custode biker T6 3++ statline.

The analysis shows that right off the bat, Big Killa Boss provides the least benefit in all three instances. Since it’s also conditional (vehicle/monster only) it should pretty much be disregarded.

The other two conditional traits, Proper Killy and Brutal But Kunnin (both only on the charge/when charged), took second and first place overall in terms of damage improvement. Because they are mutually exclusive, unless you soup Goffs and Blood Axes to get both on the table with the Thinkin’ Cap, Proper Killy should be disregarded for Brutal But Kunnin unless you are forced to take Proper Killy (Ghazghull as a warlord.)
Might is Right actually works the best of all four traits against the high-invuln character. If you’re facing daemon princes or custode biker captains and you want to go this route, Might is Right will actually allow a warboss or deffkilla with the Killa Klaw to one-round one of those characters on average with two rounds of combat (Get Stuck In or Orks is Never Beaten). While this is a positive trade for you pointswise you are giving up a warlord kill, and orks do have lots of efficient high-volume melee attacks and low-AP-high-damage ranged weapons that would probably be better solutions. The non-conditional nature of Might is Right doesn’t do much for me, because BBK allows you to one-round pretty much any standard vehicle target with one of these beatstick characters, and in the case of fighting a knight, your odds of surviving more than one round are fairly astronomical, and it’s most likely that you’d rather deal your 18 wounds on average with BBK and Orks is Never Beaten if you’re using your boss as a suicide missile against knights.
With that explanation, I’m ranking Might is Right and Brutal but Kunnin as “Good”, Proper Killy as “Situational (Ghazghull)” and Big Killa Boss as “Unviable” because it is never good better than BBK.

Follow Me, Ladz: Situational

This trait is quite good if you want to avoid running a warboss in a list where you could use his aura. Deffskullz like it a LOT because the value of Big Meks (with their kustom mega blastas) is hugely increased and it is essentially a freebie with the Thinkin’ Kap relic, as this trait grants you 1 CP. For other clans it might be handy to save points, say slapping it on a KFF big mek to make a Snakebites green tide list extra points efficient – you’re Snakebites so you save on a Painboy AND you save on needing a Warboss, while still getting their effects. Those point savings make up for the 1pt nerf on 155 boyz, if you don’t like having your green tide list from the index nerfed.

Kunnin But Brutal: Situational

I have had access to this trait in several of my codexes, and I haven’t much loved it there, either. The best case use of this is to stick your Warlord in a transport (so you can auto-scoop that one) and then select your D3 units from DIFFERENT transports, which can be full of units. A mounted up list can easily redeploy everything they start on the board, which can be funny, but given the pace of 8th I’m not sure how impactful that is versus the cost of deploying all your eggs in just a couple baskets.

Da Best Armor Teef Can Buy (Bad Moonz): Good

I’m kind of in love with this one. Combine with the Supa-Cybork and you’ve got yourself nearly a completely new beast in the deffkilla wartrike- almost like a Sheeld Kaptin’ On Wazzy Jetbike! In fact, the Deffkilla with this trait and relic combo takes more shots to kill with any weapon that has AP-1 or more than the ubiquitous bike captain with 3++ relic. And he’s got an always-on 5+ save vs mortal wounds and a 1cp stratagem to make him -1 to hit for the whole turn! Huehuehuehue.

I’ve got a Plan, Ladz! (Blood Axes): Situational

THERE’S the CP regeneration trait! It’s fine. Strictly a worse version of DE Labyrinthine Cunning, and our Hqs have a habit of not standing around in the backfield staying alive all game. But if you like CPs, and of course you do. Unfortunately Orks do have a lot of more than 1cp stratagems and pregame stratagems we’ll want to be using, and you won’t get to roll for those with this trait.

Opportunist (Deathskullz): Good

This trait jives wonderfully with the kinds of HQs Deathskullz like to bring. Slap it on a KMB/Tellyport Blasta mega armor big mek if you want maximum hilarity, but feel free to just slap it on a regular KMB mek and it’ll still provide solid value. And hey – it’s the clan that can bring more than one warlord trait, too!

Speed Freek(Evil Sunz): Good

The second half of this trait is really the impactful one, letting your Evil Sunz bikers and vehicles cheerfully charge again and again, bopping into targets as their hearts desire. Tends to be less crazy potent than you expect, but still nice enough that I’ve taken it over combat traits several times and never not gotten good use out of it.

Killa Reputation (Freebootas): Good

If you’re taking a Freebootas non-soup list, this trait is 100% your go-to. If you’re souping Freebootas in and just taking them as a shooty half of another list, then take something else. Giving a Captain (Kaptin) buff for combat is about as good as it sounds if your list isn’t entirely shooting focused, but it gets even crazier when you consider the gulf between 2+ and 2+ rerollable to hit, which is exactly where most of your orks will be going when you pop that freeboota kultur in the fight phase.

Surly As a Squiggoth (Snakebites): Situational

The second half of this trait is really what you’re looking at. The situation you want is “Do I want Killa Kanz in my list? If the answer is yes, then you probably don’t want to leave home without this trait.


TlDR: Most subfaction traits are really quite good. Brutal But Kunnin is usually the best trait for combat.


I think you got mixed up on which faction can take Morgog's Finkin' Kap; it's blood axes, not deathskulls.

   
Made in us
Da Head Honcho Boss Grot





 Perfect Organism wrote:
the_scotsman wrote:
Warlord trait analysis, including the results of my comparison of the 4 direct-damage combat traits:

Spoiler:
Warlord Trait Analysis

‘Ard as Nails – Unviable

I guess the question here is just – why? You could make a T7 Deffkilla with it, but having a slightly tougher warlord really doesn’t have much of a shine to it compared to the massive, massive damage output we can get out of other traits.

Big Killa Boss, Brutal But Kunnin, Might is Right, Proper Killy

It makes sense to analyze these together, because they are all in direct competition with one another. This direct competition means that it’s pretty easy to narrow down which one is best in most situations.

I’ve evaluated the average damage output of four characters that I would consider you likely to want to improve with a combat-oriented warlord trait: A Deffkilla Wartrike, a Warboss with Killa Klaw+Attack Squig, and a Painboy with Killa Klaw (primarily to analyze the effect on a character who does not hit on 2s.) I pit them against three different targets: A standard T7 3+ vehicle, a Knight-equivalent T8 3+ vehicle, and a “scary character with invuln” using the custode biker T6 3++ statline.

The analysis shows that right off the bat, Big Killa Boss provides the least benefit in all three instances. Since it’s also conditional (vehicle/monster only) it should pretty much be disregarded.

The other two conditional traits, Proper Killy and Brutal But Kunnin (both only on the charge/when charged), took second and first place overall in terms of damage improvement. Because they are mutually exclusive, unless you soup Goffs and Blood Axes to get both on the table with the Thinkin’ Cap, Proper Killy should be disregarded for Brutal But Kunnin unless you are forced to take Proper Killy (Ghazghull as a warlord.)
Might is Right actually works the best of all four traits against the high-invuln character. If you’re facing daemon princes or custode biker captains and you want to go this route, Might is Right will actually allow a warboss or deffkilla with the Killa Klaw to one-round one of those characters on average with two rounds of combat (Get Stuck In or Orks is Never Beaten). While this is a positive trade for you pointswise you are giving up a warlord kill, and orks do have lots of efficient high-volume melee attacks and low-AP-high-damage ranged weapons that would probably be better solutions. The non-conditional nature of Might is Right doesn’t do much for me, because BBK allows you to one-round pretty much any standard vehicle target with one of these beatstick characters, and in the case of fighting a knight, your odds of surviving more than one round are fairly astronomical, and it’s most likely that you’d rather deal your 18 wounds on average with BBK and Orks is Never Beaten if you’re using your boss as a suicide missile against knights.
With that explanation, I’m ranking Might is Right and Brutal but Kunnin as “Good”, Proper Killy as “Situational (Ghazghull)” and Big Killa Boss as “Unviable” because it is never good better than BBK.

Follow Me, Ladz: Situational

This trait is quite good if you want to avoid running a warboss in a list where you could use his aura. Deffskullz like it a LOT because the value of Big Meks (with their kustom mega blastas) is hugely increased and it is essentially a freebie with the Thinkin’ Kap relic, as this trait grants you 1 CP. For other clans it might be handy to save points, say slapping it on a KFF big mek to make a Snakebites green tide list extra points efficient – you’re Snakebites so you save on a Painboy AND you save on needing a Warboss, while still getting their effects. Those point savings make up for the 1pt nerf on 155 boyz, if you don’t like having your green tide list from the index nerfed.

Kunnin But Brutal: Situational

I have had access to this trait in several of my codexes, and I haven’t much loved it there, either. The best case use of this is to stick your Warlord in a transport (so you can auto-scoop that one) and then select your D3 units from DIFFERENT transports, which can be full of units. A mounted up list can easily redeploy everything they start on the board, which can be funny, but given the pace of 8th I’m not sure how impactful that is versus the cost of deploying all your eggs in just a couple baskets.

Da Best Armor Teef Can Buy (Bad Moonz): Good

I’m kind of in love with this one. Combine with the Supa-Cybork and you’ve got yourself nearly a completely new beast in the deffkilla wartrike- almost like a Sheeld Kaptin’ On Wazzy Jetbike! In fact, the Deffkilla with this trait and relic combo takes more shots to kill with any weapon that has AP-1 or more than the ubiquitous bike captain with 3++ relic. And he’s got an always-on 5+ save vs mortal wounds and a 1cp stratagem to make him -1 to hit for the whole turn! Huehuehuehue.

I’ve got a Plan, Ladz! (Blood Axes): Situational

THERE’S the CP regeneration trait! It’s fine. Strictly a worse version of DE Labyrinthine Cunning, and our Hqs have a habit of not standing around in the backfield staying alive all game. But if you like CPs, and of course you do. Unfortunately Orks do have a lot of more than 1cp stratagems and pregame stratagems we’ll want to be using, and you won’t get to roll for those with this trait.

Opportunist (Deathskullz): Good

This trait jives wonderfully with the kinds of HQs Deathskullz like to bring. Slap it on a KMB/Tellyport Blasta mega armor big mek if you want maximum hilarity, but feel free to just slap it on a regular KMB mek and it’ll still provide solid value. And hey – it’s the clan that can bring more than one warlord trait, too!

Speed Freek(Evil Sunz): Good

The second half of this trait is really the impactful one, letting your Evil Sunz bikers and vehicles cheerfully charge again and again, bopping into targets as their hearts desire. Tends to be less crazy potent than you expect, but still nice enough that I’ve taken it over combat traits several times and never not gotten good use out of it.

Killa Reputation (Freebootas): Good

If you’re taking a Freebootas non-soup list, this trait is 100% your go-to. If you’re souping Freebootas in and just taking them as a shooty half of another list, then take something else. Giving a Captain (Kaptin) buff for combat is about as good as it sounds if your list isn’t entirely shooting focused, but it gets even crazier when you consider the gulf between 2+ and 2+ rerollable to hit, which is exactly where most of your orks will be going when you pop that freeboota kultur in the fight phase.

Surly As a Squiggoth (Snakebites): Situational

The second half of this trait is really what you’re looking at. The situation you want is “Do I want Killa Kanz in my list? If the answer is yes, then you probably don’t want to leave home without this trait.


TlDR: Most subfaction traits are really quite good. Brutal But Kunnin is usually the best trait for combat.


I think you got mixed up on which faction can take Morgog's Finkin' Kap; it's blood axes, not deathskulls.


Ah, you're right! The Deathskullz have the fixer uppers. I'll correct that.
   
Made in us
Battlewagon Driver with Charged Engine




Douglasville, GA

Best part of the FAQ is that using Grot Shield to defend against Multi-Wound attacks no longer destroys a Grot per Wound. You roll the D6 per attack, not per Wound.

Disappointing about losing the 1+ Save MANz, but we all knew that was coming.
   
Made in es
Regular Dakkanaut




 flandarz wrote:
Best part of the FAQ is that using Grot Shield to defend against Multi-Wound attacks no longer destroys a Grot per Wound. You roll the D6 per attack, not per Wound.

Disappointing about losing the 1+ Save MANz, but we all knew that was coming.

If we can denie every dice of damage (ignoring the amount of wounds) grots will become one of the most overpowered units of the game.

A castellan shooting 30 boyz will means like 10 grot dead

Orks 2000p 
   
Made in ru
Regular Dakkanaut





Kebabcito wrote:
 flandarz wrote:
Best part of the FAQ is that using Grot Shield to defend against Multi-Wound attacks no longer destroys a Grot per Wound. You roll the D6 per attack, not per Wound.

Disappointing about losing the 1+ Save MANz, but we all knew that was coming.

If we can denie every dice of damage (ignoring the amount of wounds) grots will become one of the most overpowered units of the game.

A castellan shooting 30 boyz will means like 10 grot dead

Oh gosh, the horror! I guess that Reece was correct all along!
   
Made in fi
Decrepit Dakkanaut





Kebabcito wrote:
 flandarz wrote:
Best part of the FAQ is that using Grot Shield to defend against Multi-Wound attacks no longer destroys a Grot per Wound. You roll the D6 per attack, not per Wound.

Disappointing about losing the 1+ Save MANz, but we all knew that was coming.

If we can denie every dice of damage (ignoring the amount of wounds) grots will become one of the most overpowered units of the game.

A castellan shooting 30 boyz will means like 10 grot dead


Then again all shooting at W1 ignore amount of wounds. It would have been odd to have here be only one in the game working differently(and be hell of a slow).

Anyway on flipside bolters, lasguns etc kill the grots even faster with grot screen than they would otherwise.

https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- 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
Regular Dakkanaut




WIth the last Big Faq they brought in "tactical restraint" which limited the player to one refunded CP "per battle round". The blood axe warlord trait states that If your warlord is on the battlefield you can regain a CP on a 6+ . Does this mean that I can still refund multiple CP spent at the start of the game before the first battle round provided I deploy my warlord on the battlefield before spending the CP (I'm looking at using ard boyz, prepared position, blood axe deep strike x2 and telaporta, 8CP in total)

I'm going to be running a evil sunz brigade and a blood moons battalion (1 Big Mek with thinking cap allowing him to take the blood axe warlord trait, a weird boy and 3 grots.)
   
Made in gb
Norn Queen






To be fair, Bolters already wound Grots on 2's, you're just losing the 6+ or 5++ save.

Add me on Discord: BaconCatBug#0294 +++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
+++++List of documents required to play 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 fi
Decrepit Dakkanaut





CaptainO wrote:
WIth the last Big Faq they brought in "tactical restraint" which limited the player to one refunded CP "per battle round". The blood axe warlord trait states that If your warlord is on the battlefield you can regain a CP on a 6+ . Does this mean that I can still refund multiple CP spent at the start of the game before the first battle round provided I deploy my warlord on the battlefield before spending the CP (I'm looking at using ard boyz, prepared position, blood axe deep strike x2 and telaporta, 8CP in total)

I'm going to be running a evil sunz brigade and a blood moons battalion (1 Big Mek with thinking cap allowing him to take the blood axe warlord trait, a weird boy and 3 grots.)


Correct. Though for 'ardboyz Q is if that is done before or after deployment. Don't have book with me but when it is done? If pre-deployment then warlord will never be in battlefield to regain.

Blood axe deepstrike and tellyporta are fair play though. Dark eldars did that regularly before fall FAQ killed the dark eldar deep strike ravager thing.

Mind you thinking cap is blood axe thing so unless you bring in 3rd detachment for that one of your detachments would lose their clan trait for having him...

This message was edited 1 time. Last update was at 2018/11/22 11:39:19


https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- 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
Regular Dakkanaut




I'm torn between running a telaporta Gorkanaut or telaporta 3 x Deff dread. Very similar points, T8 v T7, 18W v 24W, 18 S8 attacks v 12 S9/S10 attacks. Gorkanaut shooting is significantly better and would benefit from more Dakka strat more. Has anyone ran both who can give some thoughts?
   
Made in fi
Decrepit Dakkanaut





Haven't ran both but haven't been impressed with gorkanaut. Not that tough and the 6 attacks from gorkanaut isnt' that hot. With 18 attacks from lesser mode then the punch isn't as much as deff dreads. And flexibility from charging 3 rather than 1 model is nice.

More dakka for gorkanaut is irrelevant for me. Would need to be disasterous 1st turn for opponent to clear tank bustas or lootas. They are priority for that strategem.

https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- 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
Norn Queen






You can only Ramming Speed one Deff Dread, so I'd say the Gorkanaut is better.

Add me on Discord: BaconCatBug#0294 +++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
+++++List of documents required to play 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 gb
Regular Dakkanaut




tneva82 wrote:
CaptainO wrote:
WIth the last Big Faq they brought in "tactical restraint" which limited the player to one refunded CP "per battle round". The blood axe warlord trait states that If your warlord is on the battlefield you can regain a CP on a 6+ . Does this mean that I can still refund multiple CP spent at the start of the game before the first battle round provided I deploy my warlord on the battlefield before spending the CP (I'm looking at using ard boyz, prepared position, blood axe deep strike x2 and telaporta, 8CP in total)

I'm going to be running a evil sunz brigade and a blood moons battalion (1 Big Mek with thinking cap allowing him to take the blood axe warlord trait, a weird boy and 3 grots.)


Correct. Though for 'ardboyz Q is if that is done before or after deployment. Don't have book with me but when it is done? If pre-deployment then warlord will never be in battlefield to regain.

Blood axe deepstrike and tellyporta are fair play though. Dark eldars did that regularly before fall FAQ killed the dark eldar deep strike ravager thing.

Mind you thinking cap is blood axe thing so unless you bring in 3rd detachment for that one of your detachments would lose their clan trait for having him...


Ard boyz is "before the battle begins" Telaporta and "dead sneaky" are "during deployment"...

before the battle begins... nice and clear huh


Automatically Appended Next Post:
Sorry I said blood moons rather than blood axes. My battalion is blood axes allowing my Big Mek to take the both the thinking cap and the blood axe warlord trait


Automatically Appended Next Post:
Extra gubbinz (which I'd be taking in order to take both the thinking cap and the killa Klaw for my smash boss) is "before the battel" which is different again...


Automatically Appended Next Post:
tneva82 wrote:
Haven't ran both but haven't been impressed with gorkanaut. Not that tough and the 6 attacks from gorkanaut isnt' that hot. With 18 attacks from lesser mode then the punch isn't as much as deff dreads. And flexibility from charging 3 rather than 1 model is nice.

More dakka for gorkanaut is irrelevant for me. Would need to be disasterous 1st turn for opponent to clear tank bustas or lootas. They are priority for that strategem.


My army is fairly CC focussed so I'll be reliant on the Gorkanauts fire power when he arrives T2.

Gorkanauts number of attacks decreases as it inevitably loses wounds while the dreads don't.

In terms of attacks the Gorks S8 wounds the same on t7 vehicles as the dreads and in the event I'm hitting a T8 beasty I'll use the 6 x S16 for a 2+ to wound.

I'm almost tempted to deepstrike my nob with waaaagh banner in beside the dread for 2+ to hit....

This message was edited 3 times. Last update was at 2018/11/22 12:00:10


 
   
Made in fi
Decrepit Dakkanaut





Ok so CP recycle for tellyporta and dead sneaky, 'ard boyz and exttra gubbins no recycle.

https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- 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
Regular Dakkanaut




I can't see GW getting rid of index options for ages but I can totally see the index warboss on bike getting a huge increase in points with the chapter approved. I'm getting used to the idea of running a codex footslogger warboss with killa klaw instead. Wartrike will be wave 1 T1. Footslogger (kept in a battle bus) will be wave 2.


Automatically Appended Next Post:
tneva82 wrote:
Ok so CP recycle for tellyporta and dead sneaky, 'ard boyz and exttra gubbins no recycle.


Ya that seems fair. If you wanted to get rules lawyering you could probably fight it but you'd be entering TG territory. I run AM too so this question applies to their Kurovs Aquilla too. I'm starting with 20CP and even if I regain 9 (1 for dead sneaky x2, 1 for telaporta and 1 per round) I can see myself burning through them all.

I've got 12 warbike/cybork conversions I want to take and the idea of using the drive by Krumping to fire and move is tempting. Probably better off just going for another 30 boyz though. I do love the models though.

This message was edited 1 time. Last update was at 2018/11/22 12:26:06


 
   
Made in gb
Norn Queen






There is nothing to rules lawyer, it's crystal clear.

Add me on Discord: BaconCatBug#0294 +++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
+++++List of documents required to play 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 fi
Decrepit Dakkanaut





CaptainO wrote:


Ya that seems fair. If you wanted to get rules lawyering you could probably fight it but you'd be entering TG territory. I run AM too so this question applies to their Kurovs Aquilla too. I'm starting with 20CP and even if I regain 9 (1 for dead sneaky x2, 1 for telaporta and 1 per round) I can see myself burning through them all.

I've got 12 warbike/cybork conversions I want to take and the idea of using the drive by Krumping to fire and move is tempting. Probably better off just going for another 30 boyz though. I do love the models though.


Since the strategem is reportedly saying "before battle" no fighting it. Before battle is done funnily enough before battle. Thus there is no warboss on board. Just as if you would put unit to tellyporta as a first thing. No recycle anyway. You need to deploy your warboss to get that recycle and before battle is done before first deployment.

https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- 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

 
   
 
Forum Index » 40K Tactics
Go to: