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Made in gb
Longtime Dakkanaut





UK

True. If Ghaz dies though, then you're stuck with the rule. T5 2++ is good, but not unbeatable.

That's assuming that Ghaz remains unchanged, if he loses his invulnerable, well, pfft. One finger up.

I'm going to reserve my final judgment for when I see the pictures and books themselves...but initial impressions range from meh to joke.

YMDC = nightmare 
   
Made in us
Hierarch





Also, you can take the codex relics, so you can stick a lukky stikk meganob with him to tank stuff that isnt ap2 and/or ID.

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Stabbin' Skarboy




Pittsburgh

I like the waaagh every turn and the hammer of wrath since I bring big blobs. Also since the +2 doesn't really affect large blobs I tend to prefer it so the boys don't run when I roll that one.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Mutilatin' Mad Dok





Georgia

The +2 is awful. I don't even get why that's an addition. We didn't need any caveats to our codex; we need every advantage we can get.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

I was under the impression that Kan walls suck as they're too slow and weak in the new dex coz kff aren't as good.... Somebody prove me wrong... GW seem to be trying to push ork walkers at the moment.

mean green fightin machine 
   
Made in ru
!!Goffik Rocker!!






If only we could run Ghaz without that awful council, it'd be decent.

As is, it's worse than CAD. Kinda like IG decurion.
   
Made in gb
Longtime Dakkanaut





UK

It's arguably worse than the IG one.

Just kill the Warlord and you can remove one part of the bonus. Can remove the other part easily too just through firepower. Every other decurion has bonuses you can't get rid of, or at least easily.

The new formations are gak too. Burnabombas are still useless, Dakkajets are decent, but the Tankhunters rule means little when Tankbustas, Lootas and Traktors do the same thing but for better. Blitzabomber was never firing at tanks.

I've had time to sleep on it and I still think it's a massive kick in the nuts.

No new Codex/models at least to my knowledge, so my Orks are staying on the shelf indefinitely.

YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets






BAN wrote:
I was under the impression that Kan walls suck as they're too slow and weak in the new dex coz kff aren't as good.... Somebody prove me wrong... GW seem to be trying to push ork walkers at the moment.

While I've never done a Kan wall, Ork walkers are trash in general compared to every walker in the game. But gw has a hard on for selling us walker...but are limp at writing us descent rules.
I only ever bring walkers to casual and fun games (and apokalypse).

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Longtime Dakkanaut





UK

So brushing aside the fact the Orkurion is bad, I've got a quick question about Skorchas on Deff Dreads.

Originally I said they are for weapon destroyed results, but thinking about it, aren't power klaws weapons?

So what's the point of the Skorcha when I could take another PK? Someone please enlighten me.

YMDC = nightmare 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Typically i keep 1 skorcha on a dredd because that heavy flamer usually does some damage in both shooting and overwatch, and its a good bit cheaper than a 4th klaw.

The main thing that extra attack will help against is numbers, as everything that can tank a deffdredd melee's attacks will usually kill him before he can attack anyway (other walkers, MCs, bamf characters). The skorcha both in shooting and overwatch will do more damage to numbers than 1 klaw attack in most situations. The things that dont kill a dredd first and dont have mass numbers, he already butchers without that last attack.

Problem is getting him there. Even with a KFF following them i rarely get them in melee because the first flippin shot always stunlocks, immobilize, or explodes them. Walkers should have Super Heavy Vehicle damage chart perks...

This message was edited 1 time. Last update was at 2016/02/22 00:43:29


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in pl
Regular Dakkanaut





Do you think we get smthing free as other races for our core?
I got better idea - ork bands, same as ig platoons. That would be cool...

This message was edited 1 time. Last update was at 2016/02/22 05:54:42


 
   
Made in us
Longtime Dakkanaut





As it stands I am thinking of just begging the guys at my FLGS to let me run ghazy instead of a warboss in the goff kill mob. Still a lame decurion, but at least I could get a BAMF Ghazy out of it.

 
   
Made in ca
Gargantuan Gargant






 Tibs Ironblood wrote:
As it stands I am thinking of just begging the guys at my FLGS to let me run ghazy instead of a warboss in the goff kill mob. Still a lame decurion, but at least I could get a BAMF Ghazy out of it.


The only big buff it seems that we got from the update was Ghazzy actually being worth his points (outside of the council). Given that you still need to take all the poo poo stuff in the goff kill mob I don't think its asking much, not wraithknight spam or Tau levels of cheese at all.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Two things,

First, My Klaw stompa/ bike list won its first event over the weekend. Beat out the new deamon codex and Eldar codex. I had a great time. I acutally managed to "eldar" the Eldar player. I hide some deff-koptas in reserver to out flank. We were in the last turn of our game. The Mission was Big guns never tire and 2 of them came on. I manage to push him off the objectives and then turbo boosted the 2 deff koptas and ran one of my favorite orks over to the other to claim the victory. He was so pissed. All the games had stopped because he said I "eldar-ed" him with my orks. It was a good time. Klaw stompa actually didn't get to kill much with his klaws, but his flame blecha was awesome.

Second, I've seen the new ork detachment and I'm not too impressed by it. I actually don't waagh that often now. Most of the time my warlord is a big mek with a lucky stikk or da thinkin kap. What I really like is some of our new formations. Dakka jet one is pretty nice. 3 jets with tank hunter. Doesn't sound like much, but if you are hunting down light armor this is great. Also, you get extra shots every turn, because you are waaghing every turn. 12 str 6 ap 4 shots, dakka dakka dakka. I'd be more curious to see what some of the other formations rules are. Wingnuts Air force is pretty awesome. You can fully heal the plans and reload bombs when they go in reserve.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Longtime Dakkanaut





UK

Is it Tankhunters? I thought it was just Tankhunters against Flyers.

If it's just generic Tankhunters, might paint mine up.

YMDC = nightmare 
   
Made in us
Huge Hierodule





Louisiana

 Frozocrone wrote:
Is it Tankhunters? I thought it was just Tankhunters against Flyers.

If it's just generic Tankhunters, might paint mine up.


It's tank hunters if the target is a flyer. The extra shots from an endless Waaagh is nice, but that's the only buff you can really count on when list building with that formation.

That being said, It's not a bad way to sneak 3 dakka jets into a list that uses a CAD, leaving your fast slots open for deffkoptas and warbikers.

Edit to add - I'm going to give the Orkurion a shot this sunday at our montly RTT. I think that MSU spam is the way to go with it - yes the enemy will kill that single deff kopta but i've got 5 or 6 more units of them waiting to harass and grab objectives, etc. I'll report back with how it does.

This message was edited 1 time. Last update was at 2016/02/22 14:54:33


Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Longtime Dakkanaut





UK

It's a shame because for 30 points more you could take the Crimson Hunter formation that has PE: Flyers and FMC, as well as Tankhunters for Flyers.

Hahaha

YMDC = nightmare 
   
Made in us
Been Around the Block




Not trying to derail this festival of complaints about the disappointment that the Orkurion is on paper (and let's face it, likely on the table as well), but I'd like a few tips/ideas/tactics regarding Warbikers. My wife collects orks (actually mostly gretchin, but we'll move past that) but doesn't actually play the game. I'm ok with that as it gives me an extra army to play with when I'm feeling heretical, but in any case we recently got a really great deal on a used bundle of ork stuff and with that came a pack of 3 Warbikers, 3 Wartrakks and 9 Deffkoptas.

I'm fairly confident in how to use the koptas and Wartrakks, it's just the bikes I'm kind of struggling with. I'm not interested in running a full bike army, and don't have the funds to run big packs of bikes anytime soon. Given that, how best should a small bike group be run? I was considering picking up a couple more Warbikers and an old used Space Marine Attack Bike and converting that into a Nob Biker, and running 5 Warbikers with a Nob/PK+BP. If that's a reasonable squad, how do I use it? If it's no good, what do I need to make it work? The squad will have backup in the other fast attack choices mentioned above, as well as a trukk with 6 meganobz inside aiming for a turn 2 charge, turn 1 bullet magnet.

TL;DR - Hook a girl up with some thoughts on running a small 5-6 strong Warbiker squad for her wife's mostly-grot army.
   
Made in ca
Gargantuan Gargant






Thorned_Lily wrote:
Not trying to derail this festival of complaints about the disappointment that the Orkurion is on paper (and let's face it, likely on the table as well), but I'd like a few tips/ideas/tactics regarding Warbikers. My wife collects orks (actually mostly gretchin, but we'll move past that) but doesn't actually play the game. I'm ok with that as it gives me an extra army to play with when I'm feeling heretical, but in any case we recently got a really great deal on a used bundle of ork stuff and with that came a pack of 3 Warbikers, 3 Wartrakks and 9 Deffkoptas.

I'm fairly confident in how to use the koptas and Wartrakks, it's just the bikes I'm kind of struggling with. I'm not interested in running a full bike army, and don't have the funds to run big packs of bikes anytime soon. Given that, how best should a small bike group be run? I was considering picking up a couple more Warbikers and an old used Space Marine Attack Bike and converting that into a Nob Biker, and running 5 Warbikers with a Nob/PK+BP. If that's a reasonable squad, how do I use it? If it's no good, what do I need to make it work? The squad will have backup in the other fast attack choices mentioned above, as well as a trukk with 6 meganobz inside aiming for a turn 2 charge, turn 1 bullet magnet.

TL;DR - Hook a girl up with some thoughts on running a small 5-6 strong Warbiker squad for her wife's mostly-grot army.


I would treat the bike squad as a rapid-response dakka unit. Even with only 5-6 guys it can still put out a respectable amount of dakka especially with twin-linked, pretty much use it as a harassing unit against small enemy units vulnerable to its guns like pathfinders, troops squatting on objectives. Only charge in when necessary (like combo-charging with your main CC unit and using the bikers to soak overwatch) as they're primary upsides are their mobility and ranged-ability.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Not going to lie, if the old dakkajet rules were still a thing people would be taking bare bones cores and utterly spamming dakkajets lol. Endless Waaagh! on probably 6 dakkajets firing double shots. Would get stale quick in my mind running nothing but jets, but ork fliers would be something to fear lol.

Rather than granting them Tankhunter i wish they got a Dogfighta! rule in that formation. While moving past a flier, roll a D6. On a 1, you crashed into it and you both crash and burn. On a 2-3, you successfully manage to peg the rear armor of the enemy flier with 1 gun. On a 4-5, all guns. On a 6, reroll pens. This doesnt count as a shooting phase or limit the total number of guns able to be fired.

Also to answer your biker question Thorned_Lily, warbikers are best thought of as a Warboss on Bike with Lucky Stikk delivery unit. Theyre good on their own, but without a painboy theyre not hard to remove and the Warboss devours just about everything they slam into. 10+ warbikers adds plenty of ablative wounds and a crapload of dakka before the charge and for overwatch, less then that its more of a strikeforce that swerves up the side of the table to sneakcharge something akin to stormboyz or MANz missiles.

This message was edited 1 time. Last update was at 2016/02/23 02:43:57


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Longtime Dakkanaut





UK

Hexxajets?

Unfortuneately it requires reserve manipulation...but if they all came in turn one or two auto...holy frick on a stick on a brick.

YMDC = nightmare 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Even if they didnt all come in at once, youre bound to get at least 3 the same turn. Fliers have an innate problem of eventually they either fire at a terrible target a couple turns or vanish for a turn, i'd rather the 6 dakkajets came in waves of 3 so i just constantly had that Strafing Run dakka coming down, instead of giving my opponent a turn to breathe.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




Wichita, KS

I took out Buzzgob's Stompa to a Tourney on Saturday. 1500 points ITC.

My list:
Spoiler:

Cad #1:
Mek

Big Mek (DFK)

5 Tankbustas in a Trukk (Ram)
5 Tankbustas in a Trukk (Ram)

10 Boys + Nob (PK, BP) in a Trukk (Ram)
10 Boys + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lobbas (5 Ammo Runts)

Buzzgob's Stompa (2 Deff Kannons)

CAD #2:
Painboy

10 Gretchin
10 Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)


Round 1:
Spoiler:

Mission: ITC Emperor's Will

Opponent: CSM

My opponent was running something like
Sorcerer (ML3)
Sorcerer (ML3)

6 Terminators (Combi-Weapons, Mark of Nurgle)
6 Terminators (Combi-Weapons, Mark of Nurgle)

Forgeworld Soulgrinder.

5 Hellbrutes in a formation as a single unit.


It was an obvious missmatch. I got 2nd turn. He deployed in 1 corner, so I deployed my Lobbas and Stompa accross the table, and stuck everything else in the far corner. The only units I used in this game were the Stompa, the Lobbas, and a couple of Deffkoptas that took potshots, and got linebreaker. He kept the hellbrutes invisible all game.

Turn 1, he shot and took out 1 of my 4 power fields. He Ran the Hellbrutes to score a maelstrom objective. I liftadroppered the Soulgrinder to death, exploded one helbrute, and took a couple of hull points off another, and killed 3 Termies all with the Stompa. The Lobbas Picked off another terminator. I failed a 8" charge into the helbrute formation.

Turn 2, he shot and took out another power field, and then charged the Stompa with the Helbrutes. I actually hit, ad killed one with my normal attacks, but didn't do anything with my stomp. He takes off about 5 hull points. On my turn I fail to repair anything. The lobbas kill a couple of termmies. My Stompa weapon destroys a helbrute and removes its power fist, so now only 2 can hurt me, but he takes another 3 hull points. On his turn he dominates the lobbas, and fails a 10" charge to join the combat. One sorcerer perils himself to death. The combat doesn't do much. He does 0 hull points, and I glance once. Then on my turn, My Stompa Hits 3/4 times, and does an Explodes, and 2 other pens. That kills all but one of the helbrutes, and I stomp it to death. I take another 2 hull points.

Turn 3, he tries to back up and hold his Emperors will, but it is hopeless, my Stompa kills all the terrmies, and a Deffkopta takes the last wound off of a sorcerer.

Result: Tabling 11-0 Orks.


Round 2:
Spoiler:

Mission: Big Guns.

This is my worst matchup possible of the 16 armies in attendance. It is tau.

His List:
FArsight CAD:
Commander (Drone Controller) + 2 Marker Drones.

4 Marker Drones

Crisis Suite with 1 Flamer
Crisis Suite with 1 Flamer

Y'Vahrna
Stormsurge (4++)

Riptide Wing:
Bursttide
Bursttide
Bursttide


He wins the roll, and decides to go 1st. It is Vanguard. I make a major deployment mistake, and put the lobbas in my only piece of ruins which means Y'Varna ends up with a 4" Charge on turn 1. Through a fluke of epic propotions, I'm on a table with some giant cans that are big enough to HIDE MY STOMPA out of LOS. I reserve everything else.

Turn 1: On his turn, he moves his stuff around main, and puts the anchors down on the stormsurge. He loses a drone to Dangerous. Y'Varna fails the 4" charge, and it is on, because that puts Y'Varna in easy range of the Stompa. The Lobbas kill all but 1 Marker light. The Stompa puts some wounds on the Stormsurge, and a couple of Riptides. Then I fail a 5" charge into the Y'Varna. Doh!.

Turn 2: This turn is unlike anything I've ever seen. He shoots 167 Shots. Most of them are at BS 4 or higher. He takes down both powerfield, and takes 10 Hull points off the Stompa. His Y'varna finishes the Lobbas. I'm wishing I had paid the points for the 5++. Though I did get a couple of 5++ cover saves for him shooting through his own stuff. He also Gets hot and take 4!!!!! wounds on his various Riptides. On my turn. Everything comes in. I move the Stompa towards 2 Riptides that are closely grouped. The nearest one is down to 2 wounds, and I'm hoping to shoot it to death, and charge the other. I shoot basically my entire army into the Riptide, and only do one wound to it. I did end up shooting a few shots at the Stormsurge, and taking off 2 more wounds there. I fail both of my repair rolls, even with the reroll. Crap. I charge in the Stompa and Hammer of wrath kills the Riptide. Great.

Turn 3: Y'varna only does 1 hull point thanks to a miracle. A Burstide does nothing, but the Stormsurge finishes off the Stompa. The only thing that walks out is the Runtherd. He also kills 4 Deffkoptas 2 Trukks, 2 Tankbustas, and 6 boys. On my turn, I do the best I can. The small squad of boys is enough to kill the riptide after the heroic runtherd eats the overwatch. I get a charge off on a Riptide with Tankbustas. 3 of them survive overwatch. I win combat by 1, but the 1 wound riptide makes leadership. My other stuff is mainly scoring Maelstrom. I lost 4 Maelstrom points because of the Stompa, and have to make up ground. I do sneak one trukk next to the remaining riptide that isn't in Combat.

Turn 4: The Stormsurge kills the remaining Deffkoptas, Tankbustas, and the boys that killed the Y'varna. It looked a bit like he was going to charge in and try to bail out the riptide locked with the tankbustsa, but he shoots instead. The other riptide kills the trukk that is next to him, but the boys get out in good position. Combat, however doesn't work out. The 1 wound riptide hits 3 times kills 2 out of the 3 Tankbustas, and my last one wound, but he makes the invul. I fail leadership, and mob rule, and get swept. On my turn it is looking bleak. I've gob one full squad of boys, and one full squad of gretchin, and 2 running tankbustas that are about to clear the table. My Boys put down the riptide next to him, and consolidate out of Line of Sight. At the point my boys are controlling one Big Guns Objective, and the Gretchin are sort of straddling 2 of them, but can only control one, both his 2 wound stormsurge and his 1 wound riptide are on top of the last big guns objective, however due to the 4 Maelstrom Points my Stompa gave up, he's got a 1 point lead on Maelstrom. We've both got Warlord. I have linebreaker, and neither of us have King of the hill. So right now I'm winning 6 - 5.

Turn 5: He realizes that I'm about to win the game, so he does what he absolutely must. He moves, and runs the Stormsurge to get linebreaker, and 4D6 Jumps the Riptide to get King of the Hill. I do absolutely nothing, because there is nothing that I can do except win primary. I'm losing 7-6, but at least not tabled. It goes on to turn 6.

Turn 6: I try to mind game him, and convince him to nova his riptide, but he is too smart to fall for it, so he shoots SMS at my Gretchin, and kills 3, but I make a leadership. I do nothing again. The game ends.

Tau win: 7-6.


Round 3:
Spoiler:
Mission: Kill points.

Opponent: Psychic Deamons.

I don't remember his list completely. He had a ton of heralds. Something like this:
Daemon Cad:
Fateweaver
Herald of Tzitcheech (ML 3)

Pink Horrors
Daemonettes.

Seekers with a ML1 or 2 champion or herald.

Soul Grinder.

Daemon Cad:
Herald of Slanesh (ML 2)
Herald of Slanesh (ML 2)

Daemonettes.
Daemonettes.


CSM Ally:
Sorcerer (ML2 or 3)

Cultists

Heldrake

Kill Points are a problem for me, obviously. I absolutely must win the Maelstrom.

Deployment: He gets 1st turn, and deploys in his corner, with Fateweaver out front. His Seekers outflank. I'm hoping to put some wounds on him before he gets airborne thanks to +1 to sieze, but I don't sieze. I deploy the Stompa, and the Lobbas.

Turn 1: He flies fateweaver straight towards me, and casts a metric ton of witchfires at my Lobbas. He does end up killing 1 gun, and 1 Gretchin, but not enough for a leadership test. I march the Stompa up, and manage to kill most of his cultists and his sorcerer, then I charge in to a squad of deamonettes. There is a Slanesh herald with a S8 AP2 weapon, and one that is S5 or 6 rending, and they actually manage to take 4 hull points off my Stompa. I kill some Daemonetts, but they actually win combat which was fascinating.

Turn 2: With nothing targetable except for the Lobbas, he pours everything he's got into them, and kills 2 more gretchin, and another gun, and they run off the table. His Heldrake comes on but has nothing to shoot at. On his turn, the Stompa manages to win combat by 6, and Demonic Instability takes care of the rest. On my turn Everything comes in. I had master of ambush, so I outflanked my Tankbusters, and end up with a trukk look at the rear of that helldrake. they convince it to Jink, and then miss. the Stompa lights up another unit of Demonettes, and charges into a different one, demonic instability wins out here too. One Trukk moves flat out to score a Mealstrom. Everything else shoots at Fateweaver. He manages to Jink away 3 Rokkits, and make 3 armor saves.

Turn 3: His Soulgrinder goes after the Tankbustas that screwed with the Heldrake, and blows up the Trukk, they take causalities from the explosion and run. Fateweaver moves into the middle of a bunch of my stuff, and fires off a couple of Novas that kill a few deffkoptas, and imobilizes a Trukk. Minor Rules error here. Fateweaver also shot a Beam. He shouldn't have been able to because he jinked. The seekers come on, and threaten my other tankbustas. On my turn I do basically the same thing I've been doing This time I shoot the Seekers with the Stompa and the Tankbustas. I also kill a few demonettes. One Deffkopta shoots at Fatey to get him Jinking then the rest go after the heldrake, but he doesn't Jink, and I roll a 1 to glance on my only hit. The Gretchin make Fateweaver take 2 more saves, and I giggle. I move everything to basically Deny the Heldrake any good targets. Fateweaver too, but there is a limit to how much I can do.

Turn 4: His Heldrake Vector Strike, but fails to kill a Trukk, and Fatey moves in the only way he can to keep him on the table. He is running low on Warp dice at this point. Fateweaver does have enough left to kill 2 of the 3 of the running squad of Bustas, and make me take 4 saves on a Deffkopta which doesn't die. The Soul Grinder kills the last fleeing tankbusta. On my Turn, he wants to call the game, he thinks he's way up on Kill points, and I'm way up on Maelstrom. However, when we count up kill points, he is only leading by 1. So I suggest we finish my turn to see if I catch him. It all comes down to the Stompa, and the Trukk full of Tankbustas. There are 2 Cultists, and 8 Daemonettes and a herald that need to die. However, 1st, I take a pot shot at the Heldrake with the Liftadroppa. Boom. Dead. Well, that was easy. I shoot the big shootas and finish the Cultists, putting me up by 1 kill point. We don't even resolve the shooting against the Demonettes, because that is enough. He could have gotten another kill point or 2, but he would have had to land Fateweaver, and he didn't want to do that, because I've got some Power Claws that would love to meet him.

Ork Victory: 11-0


Final Standings:
Spoiler:
I'm now the 3rd Ranked ITC player in the state of Oklahoma. Thanks to placing 3rd in the 1st ITC event in OK this season. 1st place was a battle company player. 2nd went to my Tau opponent. It was really interesting the battle points: 3027, 3018, 2028, 2018. It was one of the more fun events I've been to.



My Takaways.
1) I think the 5++ on the Stompa is probably worth it, even at 1500. It will cost me 2 Deffkoptas, but that is what I'm going to do.
2) The Stompa spent more time in CC than I expected. I'm actually considering Dropping one Deff Kannon for the Claw. It didn't come up, but if I had to go toe to toe with a Knight or Wraith Knight, I'd need it. I'll probably sit pat for now, and try to get in a few more tourneys without it to see how it does.
3) Tau are still a problem. At least it took effort for them to the kill the stompa, but that was just 1.5 turns. The rest of my army evaporated before them.
   
Made in nz
Longtime Dakkanaut





New Zealand

 Vineheart01 wrote:
Typically i keep 1 skorcha on a dredd because that heavy flamer usually does some damage in both shooting and overwatch, and its a good bit cheaper than a 4th klaw.

The main thing that extra attack will help against is numbers, as everything that can tank a deffdredd melee's attacks will usually kill him before he can attack anyway (other walkers, MCs, bamf characters). The skorcha both in shooting and overwatch will do more damage to numbers than 1 klaw attack in most situations. The things that dont kill a dredd first and dont have mass numbers, he already butchers without that last attack.

Problem is getting him there. Even with a KFF following them i rarely get them in melee because the first flippin shot always stunlocks, immobilize, or explodes them. Walkers should have Super Heavy Vehicle damage chart perks...


Yeah, if you're swamped by an enemy horde, a skorcha is frequently better than having one more klaw attack.
   
Made in dk
Fresh-Faced New User




tag8833 wrote:
I took out Buzzgob's Stompa to a Tourney on Saturday. 1500 points ITC.

My list:
Spoiler:

Cad #1:
Mek

Big Mek (DFK)

5 Tankbustas in a Trukk (Ram)
5 Tankbustas in a Trukk (Ram)

10 Boys + Nob (PK, BP) in a Trukk (Ram)
10 Boys + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lobbas (5 Ammo Runts)

Buzzgob's Stompa (2 Deff Kannons)

CAD #2:
Painboy

10 Gretchin
10 Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)


Round 1:
Spoiler:

Mission: ITC Emperor's Will

Opponent: CSM

My opponent was running something like
Sorcerer (ML3)
Sorcerer (ML3)

6 Terminators (Combi-Weapons, Mark of Nurgle)
6 Terminators (Combi-Weapons, Mark of Nurgle)

Forgeworld Soulgrinder.

5 Hellbrutes in a formation as a single unit.


It was an obvious missmatch. I got 2nd turn. He deployed in 1 corner, so I deployed my Lobbas and Stompa accross the table, and stuck everything else in the far corner. The only units I used in this game were the Stompa, the Lobbas, and a couple of Deffkoptas that took potshots, and got linebreaker. He kept the hellbrutes invisible all game.

Turn 1, he shot and took out 1 of my 4 power fields. He Ran the Hellbrutes to score a maelstrom objective. I liftadroppered the Soulgrinder to death, exploded one helbrute, and took a couple of hull points off another, and killed 3 Termies all with the Stompa. The Lobbas Picked off another terminator. I failed a 8" charge into the helbrute formation.

Turn 2, he shot and took out another power field, and then charged the Stompa with the Helbrutes. I actually hit, ad killed one with my normal attacks, but didn't do anything with my stomp. He takes off about 5 hull points. On my turn I fail to repair anything. The lobbas kill a couple of termmies. My Stompa weapon destroys a helbrute and removes its power fist, so now only 2 can hurt me, but he takes another 3 hull points. On his turn he dominates the lobbas, and fails a 10" charge to join the combat. One sorcerer perils himself to death. The combat doesn't do much. He does 0 hull points, and I glance once. Then on my turn, My Stompa Hits 3/4 times, and does an Explodes, and 2 other pens. That kills all but one of the helbrutes, and I stomp it to death. I take another 2 hull points.

Turn 3, he tries to back up and hold his Emperors will, but it is hopeless, my Stompa kills all the terrmies, and a Deffkopta takes the last wound off of a sorcerer.

Result: Tabling 11-0 Orks.


Round 2:
Spoiler:

Mission: Big Guns.

This is my worst matchup possible of the 16 armies in attendance. It is tau.

His List:
FArsight CAD:
Commander (Drone Controller) + 2 Marker Drones.

4 Marker Drones

Crisis Suite with 1 Flamer
Crisis Suite with 1 Flamer

Y'Vahrna
Stormsurge (4++)

Riptide Wing:
Bursttide
Bursttide
Bursttide


He wins the roll, and decides to go 1st. It is Vanguard. I make a major deployment mistake, and put the lobbas in my only piece of ruins which means Y'Varna ends up with a 4" Charge on turn 1. Through a fluke of epic propotions, I'm on a table with some giant cans that are big enough to HIDE MY STOMPA out of LOS. I reserve everything else.

Turn 1: On his turn, he moves his stuff around main, and puts the anchors down on the stormsurge. He loses a drone to Dangerous. Y'Varna fails the 4" charge, and it is on, because that puts Y'Varna in easy range of the Stompa. The Lobbas kill all but 1 Marker light. The Stompa puts some wounds on the Stormsurge, and a couple of Riptides. Then I fail a 5" charge into the Y'Varna. Doh!.

Turn 2: This turn is unlike anything I've ever seen. He shoots 167 Shots. Most of them are at BS 4 or higher. He takes down both powerfield, and takes 10 Hull points off the Stompa. His Y'varna finishes the Lobbas. I'm wishing I had paid the points for the 5++. Though I did get a couple of 5++ cover saves for him shooting through his own stuff. He also Gets hot and take 4!!!!! wounds on his various Riptides. On my turn. Everything comes in. I move the Stompa towards 2 Riptides that are closely grouped. The nearest one is down to 2 wounds, and I'm hoping to shoot it to death, and charge the other. I shoot basically my entire army into the Riptide, and only do one wound to it. I did end up shooting a few shots at the Stormsurge, and taking off 2 more wounds there. I fail both of my repair rolls, even with the reroll. Crap. I charge in the Stompa and Hammer of wrath kills the Riptide. Great.

Turn 3: Y'varna only does 1 hull point thanks to a miracle. A Burstide does nothing, but the Stormsurge finishes off the Stompa. The only thing that walks out is the Runtherd. He also kills 4 Deffkoptas 2 Trukks, 2 Tankbustas, and 6 boys. On my turn, I do the best I can. The small squad of boys is enough to kill the riptide after the heroic runtherd eats the overwatch. I get a charge off on a Riptide with Tankbustas. 3 of them survive overwatch. I win combat by 1, but the 1 wound riptide makes leadership. My other stuff is mainly scoring Maelstrom. I lost 4 Maelstrom points because of the Stompa, and have to make up ground. I do sneak one trukk next to the remaining riptide that isn't in Combat.

Turn 4: The Stormsurge kills the remaining Deffkoptas, Tankbustas, and the boys that killed the Y'varna. It looked a bit like he was going to charge in and try to bail out the riptide locked with the tankbustsa, but he shoots instead. The other riptide kills the trukk that is next to him, but the boys get out in good position. Combat, however doesn't work out. The 1 wound riptide hits 3 times kills 2 out of the 3 Tankbustas, and my last one wound, but he makes the invul. I fail leadership, and mob rule, and get swept. On my turn it is looking bleak. I've gob one full squad of boys, and one full squad of gretchin, and 2 running tankbustas that are about to clear the table. My Boys put down the riptide next to him, and consolidate out of Line of Sight. At the point my boys are controlling one Big Guns Objective, and the Gretchin are sort of straddling 2 of them, but can only control one, both his 2 wound stormsurge and his 1 wound riptide are on top of the last big guns objective, however due to the 4 Maelstrom Points my Stompa gave up, he's got a 1 point lead on Maelstrom. We've both got Warlord. I have linebreaker, and neither of us have King of the hill. So right now I'm winning 6 - 5.

Turn 5: He realizes that I'm about to win the game, so he does what he absolutely must. He moves, and runs the Stormsurge to get linebreaker, and 4D6 Jumps the Riptide to get King of the Hill. I do absolutely nothing, because there is nothing that I can do except win primary. I'm losing 7-6, but at least not tabled. It goes on to turn 6.

Turn 6: I try to mind game him, and convince him to nova his riptide, but he is too smart to fall for it, so he shoots SMS at my Gretchin, and kills 3, but I make a leadership. I do nothing again. The game ends.

Tau win: 7-6.


Round 3:
Spoiler:
Mission: Kill points.

Opponent: Psychic Deamons.

I don't remember his list completely. He had a ton of heralds. Something like this:
Daemon Cad:
Fateweaver
Herald of Tzitcheech (ML 3)

Pink Horrors
Daemonettes.

Seekers with a ML1 or 2 champion or herald.

Soul Grinder.

Daemon Cad:
Herald of Slanesh (ML 2)
Herald of Slanesh (ML 2)

Daemonettes.
Daemonettes.


CSM Ally:
Sorcerer (ML2 or 3)

Cultists

Heldrake

Kill Points are a problem for me, obviously. I absolutely must win the Maelstrom.

Deployment: He gets 1st turn, and deploys in his corner, with Fateweaver out front. His Seekers outflank. I'm hoping to put some wounds on him before he gets airborne thanks to +1 to sieze, but I don't sieze. I deploy the Stompa, and the Lobbas.

Turn 1: He flies fateweaver straight towards me, and casts a metric ton of witchfires at my Lobbas. He does end up killing 1 gun, and 1 Gretchin, but not enough for a leadership test. I march the Stompa up, and manage to kill most of his cultists and his sorcerer, then I charge in to a squad of deamonettes. There is a Slanesh herald with a S8 AP2 weapon, and one that is S5 or 6 rending, and they actually manage to take 4 hull points off my Stompa. I kill some Daemonetts, but they actually win combat which was fascinating.

Turn 2: With nothing targetable except for the Lobbas, he pours everything he's got into them, and kills 2 more gretchin, and another gun, and they run off the table. His Heldrake comes on but has nothing to shoot at. On his turn, the Stompa manages to win combat by 6, and Demonic Instability takes care of the rest. On my turn Everything comes in. I had master of ambush, so I outflanked my Tankbusters, and end up with a trukk look at the rear of that helldrake. they convince it to Jink, and then miss. the Stompa lights up another unit of Demonettes, and charges into a different one, demonic instability wins out here too. One Trukk moves flat out to score a Mealstrom. Everything else shoots at Fateweaver. He manages to Jink away 3 Rokkits, and make 3 armor saves.

Turn 3: His Soulgrinder goes after the Tankbustas that screwed with the Heldrake, and blows up the Trukk, they take causalities from the explosion and run. Fateweaver moves into the middle of a bunch of my stuff, and fires off a couple of Novas that kill a few deffkoptas, and imobilizes a Trukk. Minor Rules error here. Fateweaver also shot a Beam. He shouldn't have been able to because he jinked. The seekers come on, and threaten my other tankbustas. On my turn I do basically the same thing I've been doing This time I shoot the Seekers with the Stompa and the Tankbustas. I also kill a few demonettes. One Deffkopta shoots at Fatey to get him Jinking then the rest go after the heldrake, but he doesn't Jink, and I roll a 1 to glance on my only hit. The Gretchin make Fateweaver take 2 more saves, and I giggle. I move everything to basically Deny the Heldrake any good targets. Fateweaver too, but there is a limit to how much I can do.

Turn 4: His Heldrake Vector Strike, but fails to kill a Trukk, and Fatey moves in the only way he can to keep him on the table. He is running low on Warp dice at this point. Fateweaver does have enough left to kill 2 of the 3 of the running squad of Bustas, and make me take 4 saves on a Deffkopta which doesn't die. The Soul Grinder kills the last fleeing tankbusta. On my Turn, he wants to call the game, he thinks he's way up on Kill points, and I'm way up on Maelstrom. However, when we count up kill points, he is only leading by 1. So I suggest we finish my turn to see if I catch him. It all comes down to the Stompa, and the Trukk full of Tankbustas. There are 2 Cultists, and 8 Daemonettes and a herald that need to die. However, 1st, I take a pot shot at the Heldrake with the Liftadroppa. Boom. Dead. Well, that was easy. I shoot the big shootas and finish the Cultists, putting me up by 1 kill point. We don't even resolve the shooting against the Demonettes, because that is enough. He could have gotten another kill point or 2, but he would have had to land Fateweaver, and he didn't want to do that, because I've got some Power Claws that would love to meet him.

Ork Victory: 11-0


Final Standings:
Spoiler:
I'm now the 3rd Ranked ITC player in the state of Oklahoma. Thanks to placing 3rd in the 1st ITC event in OK this season. 1st place was a battle company player. 2nd went to my Tau opponent. It was really interesting the battle points: 3027, 3018, 2028, 2018. It was one of the more fun events I've been to.



My Takaways.
1) I think the 5++ on the Stompa is probably worth it, even at 1500. It will cost me 2 Deffkoptas, but that is what I'm going to do.
2) The Stompa spent more time in CC than I expected. I'm actually considering Dropping one Deff Kannon for the Claw. It didn't come up, but if I had to go toe to toe with a Knight or Wraith Knight, I'd need it. I'll probably sit pat for now, and try to get in a few more tourneys without it to see how it does.
3) Tau are still a problem. At least it took effort for them to the kill the stompa, but that was just 1.5 turns. The rest of my army evaporated before them.


Thanks for sharing these comprehensive battle reports. Thumbs up!

If you give up one deff kannon you'll get the 50 points needed for the 5++.

How are the 2 x 5 man suicide squads of tankbustas working for you? Are two enough or do you wish you had more? Would more tankbustas per squad have made a difference for you?
   
Made in ca
Sneaky Kommando





Canada

tag8833 wrote:
I took out Buzzgob's Stompa to a Tourney on Saturday. 1500 points ITC.

My list:
Spoiler:

Cad #1:
Mek

Big Mek (DFK)

5 Tankbustas in a Trukk (Ram)
5 Tankbustas in a Trukk (Ram)

10 Boys + Nob (PK, BP) in a Trukk (Ram)
10 Boys + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lobbas (5 Ammo Runts)

Buzzgob's Stompa (2 Deff Kannons)

CAD #2:
Painboy

10 Gretchin
10 Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)



My Takaways.
1) I think the 5++ on the Stompa is probably worth it, even at 1500. It will cost me 2 Deffkoptas, but that is what I'm going to do.
2) The Stompa spent more time in CC than I expected. I'm actually considering Dropping one Deff Kannon for the Claw. It didn't come up, but if I had to go toe to toe with a Knight or Wraith Knight, I'd need it. I'll probably sit pat for now, and try to get in a few more tourneys without it to see how it does.
3) Tau are still a problem. At least it took effort for them to the kill the stompa, but that was just 1.5 turns. The rest of my army evaporated before them.


I'm shocked the opponents allowed you to use the ITC ruling on Buzzgob's stompa (I personally think it's quite clear it was a mistake and we shouldn't be able to take it as written)

"Sir, the enemy has us encircled!"

"Most excellent. They can't escape us now!"
 
   
Made in gb
Longtime Dakkanaut





UK

We'll see what FW has to say if they re-release IA:8.

When the errata came out for DA Ravenwing Detachment for characters on bikes, they replacedthe ITC's rulings (GW effectively nerfed them) and Reecius openly admitted that GW FAQ's supercede their FAQs.

YMDC = nightmare 
   
Made in ca
Sneaky Kommando





Canada

 Frozocrone wrote:
We'll see what FW has to say if they re-release IA:8.

When the errata came out for DA Ravenwing Detachment for characters on bikes, they replacedthe ITC's rulings (GW effectively nerfed them) and Reecius openly admitted that GW FAQ's supercede their FAQs.


That'd be very welcome. I *play* Orks, and I don't think I should be getting a Stompa at under 3000 points. It just feels too dirty.

"Sir, the enemy has us encircled!"

"Most excellent. They can't escape us now!"
 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 General_K wrote:
 Frozocrone wrote:
We'll see what FW has to say if they re-release IA:8.

When the errata came out for DA Ravenwing Detachment for characters on bikes, they replacedthe ITC's rulings (GW effectively nerfed them) and Reecius openly admitted that GW FAQ's supercede their FAQs.


That'd be very welcome. I *play* Orks, and I don't think I should be getting a Stompa at under 3000 points. It just feels too dirty.


Personally, I don't have a problem with the way buzzgob's stompa is written. Honestly, the Big mek stompa usually under performs. It has 1 weapon on it that can only be used against vehicles and your other D weapons you need 5's to hit something with it. Plus with the metric ton of D weapons around now, the orks could use some loving. The big advantage to the big mek stompa is that it has 10 fire points. 8 in the chest, 1 in the head and 1 in the back. So you can load it up with something like loota's and give that stompa a little more strength.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

buzzgob's stompa is what a stompa should cost. It should only be a couple hundred more than a knight because it has a lot of HP but it isnt necessarily more powerful, just more durable.
Thats probably why ITC allows it and i havent heard anyone complain about it. Closest thing orks have to cheese, and its still not cheese lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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