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Made in us
Longtime Dakkanaut




everything looks good…
surprising how many people still love ghaz
He’s probably where he should be but he wants to buff goff boys and they just don’t keep up
Makari issue is he sucks without ghaz… and he’s taken a lot because he’s the cheapest non warboss hq

I’m also guess warboss on warbike is going to be similar rank as wartrike…


Automatically Appended Next Post:
Beardedragon wrote:
thats odd i would have assumed more people used snakebites because of their buffs for squig units as a small patrol.


Snake bites are only really good for a full squig outrider detachment and/or Mozgrod.. there is a reason why you see so many goff squigriders…
I mean my main issue w snake bites is the kultur transhuman buff should have the str8 restriction removed and be exactly like transhuman for all infantry, monster and cavalry units…

This message was edited 4 times. Last update was at 2021/12/03 17:00:07


 
   
Made in dk
Longtime Dakkanaut




Danmark

 Vineheart01 wrote:
The buff to squig units is actually pretty minor. It ONLY affects Squig units (boss and squigboyz/nobz since killrig is not a squig), so literally unless you are using an Outrider detachment to only have those units in there theres units that get half a kulture.
And the S7 Transork is gak. It almost never matters.

I believe the math came out that Goff was roughly the same as Snakebites offensively for squig units anyway.

Its one thing to offer an extra bonus for a certain unit type, its another to strip a rule from a unit that isnt that type. Non-squig snakebites get jack squat, because the S7 Transork rule is nigh useless.


well i would use snakebites with mozrog for fun games in the competitive zone, with squig riders.

But i wouldnt bring them to an actual tournement. As in, you can use them and mozrog competitively, but it wouldnt be "the" strongest army you could field, that would probably be normal beastbosses with goffs and goff squig riders. And by strongest i dont mean strongest ork army list, just strongest klan if you plan to use squig riders.

But true you could also just pop the 2CP stratagem if you want +1 to wound on goff riders which somewhat negates the +1 to wound they would get from snakebites. Goffs do seem surperior on many cases, though i dont think they are surperior in all scenarios. I dont think goff riders excel against T8 units when you are out of CP as your extra hits would just wound on 5s. I think Snakebites would actually be more beneficial if your riders attack actual T8 units. Where as Goffs would be better for anything else. Including if you do have 2CP to spare for the +1 to wound.

On the other hand i understand why bad moon isnt that great, as its mainly focused around infantry shooting, which sucks by not being buffed at all by any of our waaaghs. Unless one wants to RAW -1 extra ap for shooing infantry being transported in vehicles during a speed waaagh.

Infantry shooting dont really have a huge place in the codex because they are too expensive. and you cant use stratagems on them if they are in vehicles, which they will be due to how fragile they are.

There are some situations where you could bring like a single shooting infantry like burna boyz, but the cases where they make sense seem few and far apart

This message was edited 9 times. Last update was at 2021/12/03 16:54:44


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

- About Dawn of War 3 
   
Made in it
Gargantuan Gargant




Italy

Snakebites are by far the worst klan, they are completely useless outside a small patrol to fit Mozgrod.

Bad Moons in my opinion are underrated. Yes, they're among the worst options for 2000 points games or bigger ones, although I don't think Evil Sunz or full Deathskulls armies are sigificantly better, but in 500-1250 points games they're better than Freebooterz which struggle to trigger their bonus.


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Evil suns have a good relic and stratagem, plus they are a rather popular clan so many people are willing to give them a try despite their shortcomings and find value.

Deffskulls have some actual power behind them, re-rolls and obsec are great value, and the 5+++ vs mortals really shines when you face TS, GK or certain DG builds. They also have a great warlord trait that sees a lot of play and building around.

Badmoons are pretty much "meh" in everything they do. Plus you have to paint a horde army in yellow

This message was edited 1 time. Last update was at 2021/12/04 10:29:12


Earth is not flat
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We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Yeah, Deffskulls are really a “workhorse”. Do solid stuff, in different fields and do it reliably. Nothing spectacular but this and that, there and there and the result is very good.

However, I still miss the old once

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Made in gb
Smokin' Skorcha Driver





United Kingdom

Deathskulls are definitely worthwhile in an infantry heavy detachment. Having kommandos and stormboys able to oust non-obsec units is huge.

I also thoroughly enjoy painting my Boyz in blue, so that may also factor in
   
Made in ca
Gargantuan Gargant






Yeah, it's kinda sad to see Snakebitez get almost worse than their previous incarnation since the baby transhuman they have comes up even less than a 6+ FNP. Don't know what would be better than gungo's suggestion, but they definitely need a better mechanic reflecting their rugged durability than something that basically doesn't ever really come up. I really wouldn't want a FNP save since it just slows down the game with all the multi-damage weapons out there and extra toughness is already kinda pointless being at T5. Maybe something along the lines of not allowing enemy reroll to wound abilities or "poison" style rules that DE have? Not sure if that would make them worth considering at all.

Bad Moonz really should have gone all in for better shooting to compete with Freebootas. Give them exploding 6's to hit for shooting attacks alongside their 6's for extra AP for shooting and change their strat (maybe bump it up to 2CP) to work on 5's and 6's instead of just 6's. The extra range just isn't worth a klan trait IMO.
   
Made in us
Longtime Dakkanaut




Just remove the str 8 restriction and limit it to infantry, cavalry and monsters…

This means only squiggoths, squig riders and infantry benefit from being wounded on a 4+ on only… The only unit that would be remotely to strong is beastboss on squig and even that’s not a big deal since it’s already t7 and snakebite kultur doesnt stack with ard as nails.(in other words you don’t make transhuman into 5+).

It would actually make snakebite greentide decent! Not even competitive just playable.

In more exciting news it appears chapter approved 2022 is redoing missions again and adding bikers to more secondary activations… this is a huge benefit to speed mobs making bike spam much more viable… my biggest wish for speedmob and bike spam is for Gw to fix nob bikers by giving them -1 to hit, red button and +1 wound like normal warbikers.

This message was edited 3 times. Last update was at 2021/12/04 22:44:30


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

ive actually been getting very good results with 30" Rokkits via badmoonz.
3x MANz with Kombirokkits sitting on a midfield objective. That 30" reach means only the crap i probably cant see anyway hiding in the far corners is out of range.
And i have been paying attention if that range helps. It does, a lot. Partly because people keep forgetting its +6" but also because legit the tank i wanted to shoot was 28" away.

Nothing else seems to care i'll admit. Yeah its neat to have 24" Shootas but...theyre shootas....meh lol

I initially thought i was going to hate Heavy rokkits, despite firing D3 shots. But good grief my rokkits have been dominating games! 2-3 10man boy squads with 2 rokkits, a 3man MANz squad, scrapjet....love D3 rokkits lol

This message was edited 1 time. Last update was at 2021/12/05 00:58:36


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

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




Badmoons isn’t bad warlord trait is decent a 4+ invul better then junkboss. Mainly better for bikerboss or wartrike since cybork and Krushin armor exist.

The relic is garbage we already have a better generic kustom shoota relic and a better bloodaxe kustom shoota relic. In fact I would say all kustom shoota relics should replace a shoota or kustom shoota. Regardless this needs to be changed. Give me a relic kustom mega kannon for walkers or Mek gun. Or relic shokk atk gun.

Klan is ok issue is shootas suck. Fix shootas and badmoons is decent. Honestly I wouldn’t mind seeing badmoons cater to Walker armies
   
Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
ive actually been getting very good results with 30" Rokkits via badmoonz.
3x MANz with Kombirokkits sitting on a midfield objective. That 30" reach means only the crap i probably cant see anyway hiding in the far corners is out of range.
And i have been paying attention if that range helps. It does, a lot. Partly because people keep forgetting its +6" but also because legit the tank i wanted to shoot was 28" away.

Nothing else seems to care i'll admit. Yeah its neat to have 24" Shootas but...theyre shootas....meh lol

I initially thought i was going to hate Heavy rokkits, despite firing D3 shots. But good grief my rokkits have been dominating games! 2-3 10man boy squads with 2 rokkits, a 3man MANz squad, scrapjet....love D3 rokkits lol


I certainly have noticed that rokkit launchas actually feel like a real heavy weapon on its own now, versus before where it really needed to be spammed in a unit like tankbustas to feel meaningful or on a Deffskull unit where one Nob had a kombi rokkit. Ideally it would have been Assault D3 instead, but it's certainly much more juicy on variants like Deffkoptas and vehicles where the heavy profile doesn't matter.

@gungo, agreed that unfortunately the Bad Moonz relic is quite lackluster. It really doesn't feel like the flashed out weapon that a Warboss or Big Mek would bring. Having a callback to Nazdreg would be nice, call it Kustom Blasta X, where it replaces a kustom shoota or big shoota, and it has 30" range with Dakka 8/6 at S6 AP-3 and flat 3D, and If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
   
Made in us
Yellin' Yoof




 Jidmah wrote:
It's not specifically documented by the tool I used to make the poll, but it should be sqrt((Sum(value - mean)²/number of values).

Essentially, the higher the standard deviation, the more we agree on something.


Isn't it the other way around? Lower standard deviation means less variability/deviation from the mean?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Zachectomy wrote:
 Jidmah wrote:
It's not specifically documented by the tool I used to make the poll, but it should be sqrt((Sum(value - mean)²/number of values).

Essentially, the higher the standard deviation, the more we agree on something.


Isn't it the other way around? Lower standard deviation means less variability/deviation from the mean?


*scratches head* I guess you're right, but the numbers in the tables are odd anyways. Probably better to ignore it, as you can see the spread yourself by looking at the raw numbers.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

Morning my crumpin' fellows,

I have my first game coming up , I haven't played in a good few years (and I didn't have much play experience before that!).

I'm trying to get my head around how I deploy best. So seems like everyone is Deploying as a clump and popping smoke cloud for -1 to hit. Do you deploy the clump central? In the open? What is the typical first turn aims for orks?

I intend to run blood axes, with a list that's, FGs in a BW, kommandos, stormboyz, dakkajet, unit of trukk Boyz, 2x dred in telepad. Some Grots to fill the troops slots. And I had a naut in the list, but I might swap that out.

My plan was to use the blood axes redeploy to make sure I am 18 away for the +1sv. I was thinking I could start spread, redeploy for the clump and hopefully leave a few opponents units in a bad spot. But this seems counter intuitive for orks. Then push up turn 1 and turn 2 have the dreds and stormboyz rock up.

Should I be trying to score objective points in the first few turns? Objectives seem to have taken a big change. I'm used to scoring objectives mostly based on the number, holding them and the cards you draw. But now it seems like you can score any objective at any time? But they count as actions, or are specific (like Ork units in board quadrants)?

Any advice on how you balance objectives Vs tabling/pushing up?

 
   
Made in gb
Smokin' Skorcha Driver





United Kingdom

I'm not the best player in the world, but I would say if you can score points early, do it. It's generally harder to claw your way back up than it is to take an early lead and then just stomping on things that try to take points from you.

9th is a delicate balance of dominating the objectives and denying the enemy the same options. It's something you need to be quite fluid with, as sometimes devoting a lot of resources to kill something that will get the opponent a lot of points next turn is better value than using them to get a handful of points yourself.

Fortunately we have a lot of units that are good at taking one objective and threatening another, or bullying things off of objectives that then don't get shifted easily.

As far as deployment goes, my main list is very fast so I tend to deploy out of line of sight with as much as I can, with plenty of stuff clumped up for cloud of smoke. My Blitz Brigade list is way slower so gets pushed as far forward as I can and relies on there being too many high toughness wounds to get through if I don't get first turn
   
Made in us
Fresh-Faced New User




 Afrodactyl wrote:
My Blitz Brigade list is way slower so gets pushed as far forward as I can and relies on there being too many high toughness wounds to get through if I don't get first turn


What is your Blitz Brigade list? Do you have a link?
   
Made in eu
Smokin' Skorcha Driver





United Kingdom

Rivener wrote:
 Afrodactyl wrote:
My Blitz Brigade list is way slower so gets pushed as far forward as I can and relies on there being too many high toughness wounds to get through if I don't get first turn


What is your Blitz Brigade list? Do you have a link?


It's right here. It's not the most serious list in the world, I basically made it to relive my time spent as a youth making silly noises and pretending that strategies other than "everything forward and smack things on the head" didn't exist

   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

Kannonwagon
States it may take up to 3 big shootas. But they don't have any points cost? Are they free?

 
   
Made in ca
Gargantuan Gargant






Mythic Miniatures wrote:
Kannonwagon
States it may take up to 3 big shootas.
But they don't have any points cost? Are they free?


They're not free but effectively built into the cost of the kannonwagon, so you may as well take all 3.

This message was edited 1 time. Last update was at 2021/12/07 01:46:11


 
   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

 Grimskul wrote:
Mythic Miniatures wrote:
Kannonwagon
States it may take up to 3 big shootas.
But they don't have any points cost? Are they free?


They're not free but effectively built into the cost of the kannonwagon, so you may as well take all 3.


That's kinda of what I was getting at. I mean, it might as well be worded; it's equipped with 3 big shootas

But thanks just wanted to make sure that there wasn't an errata somewhere I'd missed and they had added the cost in.

Looking at transports for shooty units. The squiggoth seems the best for anything that wants to be stationary but wants to get closer for dakka. So FGs/lootas.

While I'm trying to workout if an evil suns list using bigtrakks could be fun. You get a pretty cheap transport with 14" move, spiked ram, no ramshackle, but for 85 points it's not bad.

I like the kannonwagon. Native +1 to hit on the supakannon. But it feels like it's quite high priced.

Can you transport multiple units inside a transport? If it has a capacity of 10 can I put 2x 5 man units Inside?

 
   
Made in us
Longtime Dakkanaut




 Vineheart01 wrote:
The buff to squig units is actually pretty minor. It ONLY affects Squig units (boss and squigboyz/nobz since killrig is not a squig), so literally unless you are using an Outrider detachment to only have those units in there theres units that get half a kulture.
And the S7 Transork is gak. It almost never matters.

I believe the math came out that Goff was roughly the same as Snakebites offensively for squig units anyway.

Its one thing to offer an extra bonus for a certain unit type, its another to strip a rule from a unit that isnt that type. Non-squig snakebites get jack squat, because the S7 Transork rule is nigh useless.


Every time orkz get something new you can expect the usual suspects to freak out and massively overstate how good the units/rules are going to be. As soon as Snakebites got leaked you had people up in arms that Snakebites would be the new "best" ork army and that everyone would be running transfungus lists. Didn't matter to these people that we kept pointing out that base orkz are now T5 which means the only use Transfungus has is against S6-7 weapons and some poisoned special weapons. S5 already wounded on a 4, S6 and 7 wounds on a 3 so it got a massive downgrade from wounding 2/3rds of the time to...1/2 the time....and that was it. Plus, S6 and S7 are currently the most useless of the dmg stats since their most common weapon type are most impacted by the plethora of durability rules which are actually good, like -1dmg.

I feel like snakebites could have been a lot more exciting this edition, especially with the new beast snagga models. Sadly they are relegated to a handful of fluffy games and that is about it.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Gargantuan Gargant




Italy

Mythic Miniatures wrote:


Can you transport multiple units inside a transport? If it has a capacity of 10 can I put 2x 5 man units Inside?


You can, but it has a transport capacity of 6. So you can only put a 5 man squad and a character in there for example.

 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Mythic Miniatures wrote:
…evil suns list using bigtrakks could be fun. You get a pretty cheap transport with 14" move, spiked ram, no ramshackle….


Wait, no ramshackle? I suppose you are wrong. Check the Imperial Armour Compendium - Indomitus 1.2




Automatically Appended Next Post:
SemperMortis wrote:

I feel like snakebites could have been a lot more exciting this edition, especially with the new beast snagga models. Sadly they are relegated to a handful of fluffy games and that is about it.


Semper, how long do you play Warhammer? Two weeks? It is always the same = new codex = new models + hype of the new models. In reality, new models always mostly sucks and some old models became kings. You have to wait about two years until another new models come.

It was the same with the buggies. They came and was mehh. Everybody played 9 Smashaguns or 120 Boyz. Now, we have new Dynos and the buggies are the kings.

It makes sence. Why hype just one kind of the models? What to do with the people who don' t like them? So you hype some models like “cool new stuff” and let community to hype himselfs some different models like “meta”. Everybody happy.


Automatically Appended Next Post:
 Blackie wrote:
Mythic Miniatures wrote:


Can you transport multiple units inside a transport? If it has a capacity of 10 can I put 2x 5 man units Inside?


You can, but it has a transport capacity of 6. So you can only put a 5 man squad and a character in there for example.

You can and two basic tricks can be done with it:

1. Take a Warboss for extra punch and bonuses.
2. In Battlewagons, takes grots. If the model explodes (it will) just the cheap grots will be slain during disembark + you can use emergency disembark fo 6” for more dead grots.

And the golden rules
= do not make the crew too much dangerous and expensive. It became a target + slain models. Keep balance between the price of the transport and the crew*
= redundancy = if you take the transports, take 2 or 3 at least. If your plan is about units transported somewhere, than you can 't be stopped by one killed trukk.

* 6 MANs in Trukk? = 99% sure of one slain model for 45p
Ghazzy in BW = 1:6 chance of killed ghazzy

This message was edited 4 times. Last update was at 2021/12/07 13:18:54


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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Mythic Miniatures wrote:
That's kinda of what I was getting at. I mean, it might as well be worded; it's equipped with 3 big shootas

It's worded that way in case you haven't built your kannonwagon with 3 shootas - the official model itself can only slot two in addition to the big FW cannon unless you modify it in some way.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

Ah yes I will check the errata for the IA. And thanks for the clarifications.

I was thinking, kannonwagons with lootas inside; for the 6man units. As their range suits and lootas can still shoot when the vehicle moves.

Bigtrakks without the supa, with burnas and kommandos. Kommandos or the burnas can then be the chaff depending on what I need at that time (as I was thinking same thing about vehicle explosions only stating roll for the number of models, it's not unit specific).

Squiggoths with flashgitz and kommando unit. Kommandos being the cheap chaff and a screen hopefully.

But I do like your BW idea with the Grots. Would be a good way to get a battalion troops slots filled without having to take Boyz and the Grots serve a decent purpose. Could even make them the stinky grots. Stinky Grots with autohitting pyromaniacs behind. -1 for enemy and no effect on the burnas.

 
   
Made in us
Heroic Senior Officer





Western Kentucky

The problem I have is everytime I look at transporting lootas in something I realize I can spend those 90pts on a buggy instead and get another vehicle plus better shooting with speedwaugh. Speedwaugh really needed to be all dakka, heavy, and assault weapons on infantry as well as vehicles. Would actually give you a reason to use infantry shooting in transports. That or give the speeedwaugh shooting bonuses for infantry in the footboss Waaauggh so you can run infantry shooting support for your green tide.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Issue with lootas is S7 AP1 2D is pretty garbage these days.

AP1 is everywhere now, so its not that special.
2 Dmg is pointless except against 2w infantry, which you can get in better ways (cough squigbuggy cough)
S7 doesnt wound anything you want that damage to hurt on 2s, doesnt reliably hurt bigger models yet, and a LOT of things have -1d damage or transhuman these days.

Theres just so little that they can actually hit that doesnt feel like a waste of shots or total overkill, yet theyre still priced like proper heavy gunmen.

It would have been interesting to have them be S8 AP1 2D. Wound things very reliably but the AP isnt the best so it still falls under the semi-cheap heavy weapon mentality autocannon type weapons tend to be these days. And being 2D means thay arent going to be shredding a good chunk of heavy stuff since they tend to have -1 damage now.
Also would make them suddenly pretty potent against other orks ironically lol

This message was edited 1 time. Last update was at 2021/12/07 15:58:12


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 MrMoustaffa wrote:
The problem I have is everytime I look at transporting lootas in something I realize I can spend those 90pts on a buggy instead and get another vehicle plus better shooting with speedwaugh. Speedwaugh really needed to be all dakka, heavy, and assault weapons on infantry as well as vehicles. Would actually give you a reason to use infantry shooting in transports. That or give the speeedwaugh shooting bonuses for infantry in the footboss Waaauggh so you can run infantry shooting support for your green tide.


Yeah, giving the regular Waaagh! extra shots for infantry really would go a long way.


Automatically Appended Next Post:
Random shower thoughts: Mad boyz can actually given to a wide array of units like the wartrike, warbikers, squighog boyz or flash gits... but is there actually a unit that would want it instead of their regular clan?

I guess you could throw it on a speed mob biker unit if you have no need for any other special mob.

This message was edited 1 time. Last update was at 2021/12/07 17:10:16


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

 Jidmah wrote:

Random shower thoughts: Mad boyz can actually given to a wide array of units like the wartrike, warbikers, squighog boyz or flash gits... but is there actually a unit that would want it instead of their regular clan?

I guess you could throw it on a speed mob biker unit if you have no need for any other special mob.


Yeah. Madboy Beastboss on Squigosaur in Freeboota detachement. This guy really likes to be Madboy.

In my list, I have freeboota and deathskull detach. Warboss on warbike in deathskull for reroll and igonring the smite on 5+. So the beastboss needs to be freeboota. Zero synergy between beastboss and freebooota. However, all Madboy bonuses are cool for him. Reroll? Take it! +1S to 7/8? Cool! And 6” pile in? Marvelous!! This dude is slow, this helps him!


Automatically Appended Next Post:
Mythic Miniatures wrote:
Ah yes I will check the errata for the IA. And thanks for the clarifications.

I was thinking, kannonwagons with lootas inside; for the 6man units. As their range suits and lootas can still shoot when the vehicle moves.


Don' t do it. Kannonwagon is there to sit in the backline and screen and shoot. It is already too expensive to do this. Do not make this backfield blob even more expensive.

This message was edited 3 times. Last update was at 2021/12/07 20:15:32


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Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
Issue with lootas is S7 AP1 2D is pretty garbage these days.

AP1 is everywhere now, so its not that special.
2 Dmg is pointless except against 2w infantry, which you can get in better ways (cough squigbuggy cough)
S7 doesnt wound anything you want that damage to hurt on 2s, doesnt reliably hurt bigger models yet, and a LOT of things have -1d damage or transhuman these days.

Theres just so little that they can actually hit that doesnt feel like a waste of shots or total overkill, yet theyre still priced like proper heavy gunmen.

It would have been interesting to have them be S8 AP1 2D. Wound things very reliably but the AP isnt the best so it still falls under the semi-cheap heavy weapon mentality autocannon type weapons tend to be these days. And being 2D means thay arent going to be shredding a good chunk of heavy stuff since they tend to have -1 damage now.
Also would make them suddenly pretty potent against other orks ironically lol


Pretty much. In this age of the new arms race, high AP and high D is the name of the game if you don't have a high RoF, and unfortunately Lootas are basically still using 8th ed stats for weapons where multi-wound models with high saves and damage reduction has skyrocketed since their brief time in the sun with the Loota bomb. I've always felt that Lootas should have had more variation in their weaponry, especially since they're looted weapons and not just autocannons. I like that in DoW2 they had the "beamy deffgun" upgrade that basically gave them a sawed off lascannon. I'm not sure if GW would give us different profiles, but I would even be up for them being similar to Obliterators where they have random stats like S5+D3, APD3 and Damage D3+1. If you have a Spanner in the squad, you are allowed to reroll one of the D3 when determining what the stats of the guns are for the entire unit. This would at least partially justify their current pricing.
   
 
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