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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 koooaei wrote:
 Jidmah wrote:

In addition, for jumping mobs you should equip them with shootas.


That's optional. 30 shootas still do very little at range. As you're basically only getting 30 extra shots the turn you arrive. 30 shots is <1 dead marine. And is statistically 0.416 dead marines in cover.


Sluggas are 12" which means some of them are not in range or you have to shoot your charge target, increasing the odds of failing the charge. Shootas can often target units behind what you are trying to charge.

30 shootas are 60 shots, 20 hits, 10 wounds, 3.33 dead 3+ saves or half that many 2+ saves within 18" - and they are a lot better against models with T3 like tau, daemons, imperials, etc.

Besides, you don't always know what blob you're going to jump.

How do you not know which mob you are jumping turn 1? I'd even argue that you should know which mob is jumping turn 2 unless something really unexpected happens.
Also, considering that his entire list is vehicle mounted, unless he is jumping his mobs, they will not be there for the fight in time.

It all depends on the personal preference. For example, i prefer squads composed of 10 shootas, 19 sluggas and a nob. I feel that it's optimal to have at least some shooting without any noticeable drop in mellee output. Because it's not a guarantee that all the boyz are able to strike simultaniously, so the shootas can hang further back and still provide this tiny bit of damage even if they don't make it to combat. And if you need more mellee damage, shootas go down first. If you really need shooting and want to stay out of comba, kill choppaboyz first.

Not for jumping mobs. You jump your unit of 30 slightly outside 9" of your enemy and you either make the charge or you don't. If you don't, every single choppa boy in your unit was a waste of points. If you make the charge, every single shoota boyz still had his shooting.

Shoota boyz are guaranteed to get their shots, while slugga boyz have pretty high chance to not benefit from their additional attack. Even if they do get their attack, you often don't need it since mobs jumping in the first two turn tend to be a full strength and thus have more than enough attacks to handle most targets. By not taking as many shootas as possible, you are taking a high risk with very little gain.

I'm all with you for mobs slogging it across the board because you lose models and you need every attack you can get when the mob starts to shrink. The jumping mobs are risky alpha-strike units though, if you fail your charge you should at least gun down those 3.33 marines for your troubles before some hurricane bolter wipes half your mob.

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






An extra mellee attack is at minimum twice as powerful as an extra bs5 shot. I've tried purely shoota squads, purely choppa squads and a mix. Currently i'm set on a 10 shoota+rest choppa mix.

This message was edited 1 time. Last update was at 2017/09/25 19:46:09


 
   
Made in us
Dakka Veteran




Colorado Springs

I think 10 slugga/20 shoota is the safest mix. You get more output if you don't make the charge and since I run lots of terrain getting much more than 10 models into combat can be a challenge sometimes.

Either way, I'd run a 10/20 split of either kind over a pure 30 man squad of just sluggas or shootas.
   
Made in us
Battlewagon Driver with Charged Engine





I'm using what models I have, so 12 shootas, 17 sluggas and a nob with BC, x3 squads. It's pretty close to the sweet spot, IMHO.
   
Made in us
Longtime Dakkanaut




in my hordes I typically run straight Choppa Mobz, but that is mostly due to my Meta. The extra handful of BS5+ S4 Ap- shots at 18in generally dont overly worry my opponents as they are camping cover with 2+ armor saves, and if you do the math, 10 shoota boyz in range get 20 shots, 7ish hits, 3ish wounds which against a 2+ = 1/2 chance to kill a single Tactical Marine in cover, its actually a bit better then that but im rounding down to save time/effort.

On the other hand, my mobz tend to get eaten ALIVE! and I always need more boyz when they finally get stuck in, keeping in mind that I don't play Foot slogging hordes, I use "Da Jump" as a primary mode of transportation and up to 90 Kommandos who magically appear in charge range of my opponents .

I'm just praying to god at this point that GW pushes our codex out sooner rather then later though because even with this different style of play, its really not that different from a Goff Foot sloggin Waaagh, really its basically a Blood Axe version of that list

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

I'd go with full slugga & choppa boyz if I had the models, but since I don't own tons of boyz when I field footslogging mobz they all are 9-10 shootas, 19-20 sluggas and the nob.

I've always loved the shoota boyz models but never liked their style, IMHO that +1A in close combat is still huge since we use our boyz not only to kill infantry squads (which can be obliterated in melee even by shoota boyz) but also to assault multiwounds armored stuff and even 120 attacks at strenght 4 may be not enough.

 
   
Made in gb
Smokin' Skorcha Driver




London UK

 Jidmah wrote:
How do you not know which mob you are jumping turn 1? I'd even argue that you should know which mob is jumping turn 2 unless something really unexpected happens.
Also, considering that his entire list is vehicle mounted, unless he is jumping his mobs, they will not be there for the fight in time.

totally agree!
If you're running da jumpin weirdboy you always know what unit you will jump turn 1. It makes sense that this is a shoota squad to maximise damage.

I have taken to running one full 30 shoota mob with 3 big shootas for jumpin and the rest sluggas. When I jump I make less charges than I succeed so the fact that I can jump shoot something further away and charge the closest means I have a chance of doing some damage and tying a unit up in combat creating threat in their deployment strategy while taking some heat away from advancing choppas.

When you build your list you know what you're gonna do turn 1. Either you get 1st turn and jump or you go second and probably still jump. Orks are all or nothing so go all in with shootas!

30 strong squad of shootas will still do 3 attacks base and 4 if you can warpath them before you jump. since you will never get all 30 choppas in to the first round of combat the shoot charge benefit of the shootas means that your damage output is better with shootas for jumpin turn 1

This message was edited 1 time. Last update was at 2017/09/26 12:07:43


 
   
Made in ru
!!Goffik Rocker!!






You might not know because you might have your 'dedicated' mellee squads of boyz getting a 1" advance. So, you might as well risk advancing the shootaboyz and jumping sluggas instead and just chain them towards the boss to get within 6" to be able to charge afterwards.
Or the enemy might shoot down your shootas squads instead of slugga squad because he happened to be in range or because he knows that you want to ds shootas to deal more damage to his squishy stuff.

There is a number of reasons you might want to DS another squad.

Another good reason to not get overboard on shootaboyz is negative to-hit modifiers.

This message was edited 1 time. Last update was at 2017/09/26 12:12:46


 
   
Made in gb
Smokin' Skorcha Driver




London UK

 koooaei wrote:
You might not know because you might have your 'dedicated' mellee squads of boyz getting a 1" advance. So, you might as well risk advancing the shootaboyz and jumping sluggas instead and just chain them towards the boss to get within 6" to be able to charge afterwards.
Or the enemy might shoot down your shootas squads instead of slugga squad because he happened to be in range or because he knows that you want to ds shootas to deal more damage to his squishy stuff.

There is a number of reasons you might want to DS another squad.

Another good reason to not get overboard on shootaboyz is negative to-hit modifiers.


Totally agree. No plan survives contact with the enemy but at list building I think that mixed squads are sub-optimal to totally dedicated squads. What you're suggesting is that by mixing the squads you give yourself more options for tactical flexibility while arguably reducing the damage potential of shooting with those squads. Our shooting sucks and volume is the only way to mitigate this (albeit poorly). In a vacuum(when list building) I still think it makes more sense to go all or nothing on each squad.
   
Made in us
Shas'la with Pulse Carbine





Florida

Sluggaloo wrote:
What about using Snikrot as an objective camper. Remember opponents cant target him unless he is the closest model, and you can hide him in an objective in some rooms and he gets a fat+3 save and 4 wounds iirc. Potentially our hardest to remove objective camper available to us, the enemy would need to dedicate a flier to fly up to him and gun him down if you position properly.

What about zaggstrukk? Fearless for your stormboyz cant be a bad thing if they're flying head on into the enemy gunline

Edit: Is there any reason you don't run the kommandos in min squads?


Now that objective secured is back in the game. It only takes a single trooper model to steal the objective from him.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in ru
!!Goffik Rocker!!






 Nithaniel wrote:
 koooaei wrote:
You might not know because you might have your 'dedicated' mellee squads of boyz getting a 1" advance. So, you might as well risk advancing the shootaboyz and jumping sluggas instead and just chain them towards the boss to get within 6" to be able to charge afterwards.
Or the enemy might shoot down your shootas squads instead of slugga squad because he happened to be in range or because he knows that you want to ds shootas to deal more damage to his squishy stuff.

There is a number of reasons you might want to DS another squad.

Another good reason to not get overboard on shootaboyz is negative to-hit modifiers.


Totally agree. No plan survives contact with the enemy but at list building I think that mixed squads are sub-optimal to totally dedicated squads. What you're suggesting is that by mixing the squads you give yourself more options for tactical flexibility while arguably reducing the damage potential of shooting with those squads. Our shooting sucks and volume is the only way to mitigate this (albeit poorly). In a vacuum(when list building) I still think it makes more sense to go all or nothing on each squad.


for my army choppaboyz are more useful than shootaboyz, however, backrows rarely get to strike in mellee from the get go, so i take them as shootas so that they can add a tiny bit to the fight. Besides, if i need max chopping, i kill shootaboyz first. If i need max shooting (for example when i decide to secure the mid board and there is gona be no mellee there) i kill choppaboyz first. As for pure shootaboy squads i've found their shooting quite underwhelming and not worth the +1 attack loss in mellee because i've been often advancing shootaboyz to get closer for more reliable charges. And 1 turn of shooting an extra shot on the drop is not really that great for orks.

...keep in mind that my 150 imperial guardsmen with power axe sarges have been way more succsessful in mellee than at shooting in 7-th and even when i tried sororitas back in the day, they ended up charging buffed up possessed and beating them up in mellee with bolter butts...mmm...sororita bolter butts...Anywayz, i guess, anything eventually becomes a choppa in mad mek's hands.

This message was edited 1 time. Last update was at 2017/09/26 13:19:02


 
   
Made in gb
Smokin' Skorcha Driver




London UK

 koooaei wrote:
 Nithaniel wrote:
 koooaei wrote:
You might not know because you might have your 'dedicated' mellee squads of boyz getting a 1" advance. So, you might as well risk advancing the shootaboyz and jumping sluggas instead and just chain them towards the boss to get within 6" to be able to charge afterwards.
Or the enemy might shoot down your shootas squads instead of slugga squad because he happened to be in range or because he knows that you want to ds shootas to deal more damage to his squishy stuff.

There is a number of reasons you might want to DS another squad.

Another good reason to not get overboard on shootaboyz is negative to-hit modifiers.


Totally agree. No plan survives contact with the enemy but at list building I think that mixed squads are sub-optimal to totally dedicated squads. What you're suggesting is that by mixing the squads you give yourself more options for tactical flexibility while arguably reducing the damage potential of shooting with those squads. Our shooting sucks and volume is the only way to mitigate this (albeit poorly). In a vacuum(when list building) I still think it makes more sense to go all or nothing on each squad.


for my army choppaboyz are more useful than shootaboyz, however, backrows rarely get to strike in mellee from the get go, so i take them as shootas so that they can add a tiny bit to the fight. Besides, if i need max chopping, i kill shootaboyz first. If i need max shooting (for example when i decide to secure the mid board and there is gona be no mellee there) i kill choppaboyz first. As for pure shootaboy squads i've found their shooting quite underwhelming and not worth the +1 attack loss in mellee because i've been often advancing shootaboyz to get closer for more reliable charges. And 1 turn of shooting an extra shot on the drop is not really that great for orks.


For sure! Choppas are more useful than shootas in almost every conceivable way plus the added bonus of firing sluggas in combat but I'm talking about the very specific instance of turn 1 da jump only. In that specific instance shootaboys outclass choppas(marginally). If I'm running a jump weirdboy I will almost always jump shootas now.

I've read your previous comments on mixed squads and I've tried it before. I'm always lurking on this thread and have tried a lot of your tactics before! After experimenting I now feel jumping is better for shootas just because in that instance it delivers better for my strategy outcome but I will always be running 2 other squads of all out choppas advancing.
   
Made in ru
!!Goffik Rocker!!






 Nithaniel wrote:
 koooaei wrote:
 Nithaniel wrote:
 koooaei wrote:
You might not know because you might have your 'dedicated' mellee squads of boyz getting a 1" advance. So, you might as well risk advancing the shootaboyz and jumping sluggas instead and just chain them towards the boss to get within 6" to be able to charge afterwards.
Or the enemy might shoot down your shootas squads instead of slugga squad because he happened to be in range or because he knows that you want to ds shootas to deal more damage to his squishy stuff.

There is a number of reasons you might want to DS another squad.

Another good reason to not get overboard on shootaboyz is negative to-hit modifiers.


Totally agree. No plan survives contact with the enemy but at list building I think that mixed squads are sub-optimal to totally dedicated squads. What you're suggesting is that by mixing the squads you give yourself more options for tactical flexibility while arguably reducing the damage potential of shooting with those squads. Our shooting sucks and volume is the only way to mitigate this (albeit poorly). In a vacuum(when list building) I still think it makes more sense to go all or nothing on each squad.


for my army choppaboyz are more useful than shootaboyz, however, backrows rarely get to strike in mellee from the get go, so i take them as shootas so that they can add a tiny bit to the fight. Besides, if i need max chopping, i kill shootaboyz first. If i need max shooting (for example when i decide to secure the mid board and there is gona be no mellee there) i kill choppaboyz first. As for pure shootaboy squads i've found their shooting quite underwhelming and not worth the +1 attack loss in mellee because i've been often advancing shootaboyz to get closer for more reliable charges. And 1 turn of shooting an extra shot on the drop is not really that great for orks.


For sure! Choppas are more useful than shootas in almost every conceivable way plus the added bonus of firing sluggas in combat but I'm talking about the very specific instance of turn 1 da jump only. In that specific instance shootaboys outclass choppas(marginally). If I'm running a jump weirdboy I will almost always jump shootas now.

I've read your previous comments on mixed squads and I've tried it before. I'm always lurking on this thread and have tried a lot of your tactics before! After experimenting I now feel jumping is better for shootas just because in that instance it delivers better for my strategy outcome but I will always be running 2 other squads of all out choppas advancing.


I guess it depends on the meta. I'm usually facing a lot of opponents with heavy squads in cover, so shooting is not that amazing. However, shootaboyz have REALLY come in handy vs necrons when i needed to kill scarabs asap to actually get to strike warriors behind them. And i was lucky that 30 shootas (10 in each squad within range) were able to down that last scarab after advance moves. They barely made it but it was game deciding.

I'd like to clear out that i'm not OPPOSED to using pure shootaboyz. There's a certain appeal to such build. Just not that it's always a better combo than a mixed squad for da jump. It depends on the opponent a lot. But i'm positive mixed squads are better than pure choppas in majority of cases.

Well, on the second thought, there's a 50% chance no boyz are gona make it into combat at all, so why not go for max damage on the drop. I'm torn here. Will probably try it once again. This might just be my aggressive tactical approach. I always try to 'cautiously' rush my opponent. Not because i'm gona kill everything early on but because i'm gona score more points and it's going to be hard for my enemy to catch up. And orks are just like this at their core. An aggressive rush that doesn't necesserily last all that long but it pushes the enemy to his defensive limits. To be honest, if the game lasted a turn or two longer, this mentality would fail way more often. But it kinda works now and warps my tactical approach, i guess. So, i'm thinking why am i arguing about shootas if they do work too?..

This message was edited 4 times. Last update was at 2017/09/26 13:47:50


 
   
Made in gb
Stealthy Grot Snipa





An idea ive been toying with for my walker list is; DSing a max unit of grots in a conga-line behind my targets, 9" away from them obviously, but with the aim of creating a net. I can declare a charge against as many vehicles/shooty units as possible. The overall aim being to simply prevent the enemy from kiting me. So the aim is to limit their ability to re-position, while my Gorka, meka and kill tank rush up the field.

Only downside is, I add a infantry unit to a list that T1 is fully mechanised. So I give them an anti-infantry target. Not that grots make much of a priority, but I feel like either; I will die in the combat phase, and they will be able to move freely anyway, or i'll fail the charges and get the squad wiped out in their turn. Thoughts?

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Solar Shock wrote:
An idea ive been toying with for my walker list is; DSing a max unit of grots in a conga-line behind my targets, 9" away from them obviously, but with the aim of creating a net. I can declare a charge against as many vehicles/shooty units as possible. The overall aim being to simply prevent the enemy from kiting me. So the aim is to limit their ability to re-position, while my Gorka, meka and kill tank rush up the field.

Only downside is, I add a infantry unit to a list that T1 is fully mechanised. So I give them an anti-infantry target. Not that grots make much of a priority, but I feel like either; I will die in the combat phase, and they will be able to move freely anyway, or i'll fail the charges and get the squad wiped out in their turn. Thoughts?


In my experience there usually is no room for such a large unit behind your enemies, especially if they are expecting jumping orks (almost everyone is now).

Also note that conga-line and getting overwatched by half and army will probably not end well for positioning.

In any case, jumping a unit of boyz is always more efficient than a unit of gretchin.


Automatically Appended Next Post:
 koooaei wrote:
Well, on the second thought, there's a 50% chance no boyz are gona make it into combat at all, so why not go for max damage on the drop.


That's what I was trying to say all along.
Whoever jumps in turn one will probably not live to see turn 2 (because no one wants 30 orks in his gunline), so if they fail the charge they will probably never get to use their choppas.

I also enjoy the flexibility of being able to shoot at another unit than the one I'm planning to charge.
A slugga boy is more than 9" away from the closest model, so his reach beyond that model is 2-3". A shoota can reach 8-9" beyond that model.
If your sluggas kill two or three models you are most likely looking at a 10" charge or worse, so not shooting them at all is usually the best choice. Shootas can shoot at stuff that's sitting behind the bubble wrap - which might be a precious hellblaster, two or three noise marines or a bunch of pathfinders.

This message was edited 1 time. Last update was at 2017/09/26 15:20:32


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





Solar Shock wrote:
An idea ive been toying with for my walker list is; DSing a max unit of grots in a conga-line behind my targets, 9" away from them obviously, but with the aim of creating a net. I can declare a charge against as many vehicles/shooty units as possible. The overall aim being to simply prevent the enemy from kiting me. So the aim is to limit their ability to re-position, while my Gorka, meka and kill tank rush up the field.

Only downside is, I add a infantry unit to a list that T1 is fully mechanised. So I give them an anti-infantry target. Not that grots make much of a priority, but I feel like either; I will die in the combat phase, and they will be able to move freely anyway, or i'll fail the charges and get the squad wiped out in their turn. Thoughts?


As Jidmah said, it is unlikely that you will be able to deepstrike behind your opponent. Most deployment zones barely have enough space for this even if your opponent deploys on the line. So if you pull this off your opponent has likely moved toward you, at which point it doesn't seem like you need to prevent them from running away. Now you might be able to flank an army to trap them in a specific area if the army in question doesn't have the fly ability.

All that said 30 Grots is really unlikely to be a big worry if it charges into a bunch of shooty units. Overwatch alone is pretty likely to cause a morale test and it is very likely you will explode to morale after you charge. You might be able to tie up like 1 Razorback effectively but much more than that you are starting to lose 4+ models before combat, and then a few more in combat means you are losing more models to morale. Lets look at charging 10 bolter marines. You lose 2(2.3) grots to overwatch. If all the remaining grots get to attack (they won't) you kill 1 marine, so likely you kill nothing. Then the marines attack back, killing 5 more gretchin, This puts you at 7 losses with LD 4. SO D6+3 grots die (so 6-7 more) so you have lost 13-14 models on your own turn, against a single squad. If you charge multiple squads it is very likely the squad will not remain. Best case would be charging a bunch of lascannon razorbacks, but if your opponent lets that happen you probably didn't need the grot deepstrike to start with.

The main reason to bring grots (and deepstrike them) in a walker list would be as a deepstrike screen for your own units, then deepstrike them to keep your screen ahead of your walkers.
   
Made in gb
Longtime Dakkanaut




UK

Does anyone here own the standard "small" squiggoth model, who could measure its length and width? I'm considering a conversion, and I'm needing to check how viable it is. Don't want to end up too small (or too big)
   
Made in us
Dakka Veteran




Colorado Springs

Niiru wrote:
Does anyone here own the standard "small" squiggoth model, who could measure its length and width? I'm considering a conversion, and I'm needing to check how viable it is. Don't want to end up too small (or too big)


I can do it when I get home in a few hours, if someone doesn't beat me to it.
   
Made in us
Been Around the Block





Is there any rule out there stating that the Flash Gitz can't keep proc'ing Gun Crazy Showoffs? Nothing in the index says that it's limited to once, but that doesn't SOUND right.
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

ajax_xaja wrote:
Is there any rule out there stating that the Flash Gitz can't keep proc'ing Gun Crazy Showoffs? Nothing in the index says that it's limited to once, but that doesn't SOUND right.


I believe that's by design. It fits into a classic orky design model of "pretty-underpowered 35 times out of 36, totally-insane-oh-god-I-killed-everyone 1 time in 36".

Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in us
Longtime Dakkanaut




UK

ajax_xaja wrote:
Is there any rule out there stating that the Flash Gitz can't keep proc'ing Gun Crazy Showoffs? Nothing in the index says that it's limited to once, but that doesn't SOUND right.


That's... a good point. It doesn't specifically say "at the end of the shooting phase", and it doesn't say "this can not lead to another gun crazy showoffs", which similar abilities from other armies have in their rules...

I suspect it's an oversight, and just goes to show how terrible Orks are right now that a rule like this hasn't been picked up on and FAQ'd. Even with a broken rule, the unit is terrible lol.

Might be by design though, it *is* suitably Orky, and I want to believe it's on purpose... but the last few years GW has done its best to remove the Orkiness from Orks so I don't hold out much hope.

However, RAW, I would say you could keep rolling 6's after each time they shoot, so you have a very very very small chance of putting out 30/45/60 shots in a turn. Hopefully it lasts into the codex! (So don't talk about it too loudly, in case people notice)


Automatically Appended Next Post:
 JohnU wrote:
Niiru wrote:
Does anyone here own the standard "small" squiggoth model, who could measure its length and width? I'm considering a conversion, and I'm needing to check how viable it is. Don't want to end up too small (or too big)


I can do it when I get home in a few hours, if someone doesn't beat me to it.


Thanks, I'd appreciate it

This message was edited 1 time. Last update was at 2017/09/28 23:18:24


 
   
Made in us
Been Around the Block





Well, the same day that I brought it up in this thread, I got to see the Flash Gitz Gun Crazy Showoff have some exploding dice.

Ended up with 3 volleys of fire in a row. Didn't do a whole lot because I needed to move and Pox Walkers DR'ed a lot of the shots, but it was fun seeing that much dakka coming from one unit.

Like it was stated before, a whole lot of dakka + not a whole lot of results is the orky way.
   
Made in us
Lone Wolf Sentinel Pilot






Being both an Ork and IG player, I've been mulling over the awesome regiment bonuses that mono-IG armies will get. Assuming all factions get these kinds of buffs for running a pure army (of course, it's a big if, but let's just run with it), what kinds of bonuses do you think <Clan> Ork armies would get?

I'd imagine something like:
Goffs: Boyz get 6+ FNP or they do a little extra damage in CC (improved AP or damage on wound rolls of 6?)
Evil Suns: +x inches to Vehicle and Biker movements, perhaps like Red Paint Job but better.
Bad Moons: Improved shooting, perhaps +1 to hit or reroll 1s with a full reroll if they already got to reroll 1s (e.g. ammo runts), just like the Cadian bonus.
Snakebites: None of these strategies seem to involve point cost discounts, but much cheaper Squiggoths would be fluffy. Perhaps a little CC buff? I dunno, pretty unsure here
Deff skulls: Better Meks, or maybe better Ramshackle or something. Some sort of vehicle buff that's not speed, I'd imagine.
Blood Axes: Will Blood Axe infantry get the fabled -1 to hit in cover/outside x" range due to their super-sneakiness?

TL;DR it's sorta wishlisting, but I'd honestly be *really* surprised if GW basically dicked over the Orks by not giving these types of benefits like they are for Every Other Army Ever (tm).

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Krazed Killa Kan





Denver, Colorado

Niiru wrote:
Does anyone here own the standard "small" squiggoth model, who could measure its length and width? I'm considering a conversion, and I'm needing to check how viable it is. Don't want to end up too small (or too big)


I've seen them in person, and they are tiny. Like, the size of a trukk. Was pretty disappointed by the size, which is why I never got any.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Dakka Veteran




Colorado Springs

Here's the Squig pics, and yes they're basically Trukk sized. ~5.5"L, 3.5"W, 4"H

Apologies for the massive image sizes, Imgur is being a pain in the ass right now.

Spoiler:








   
Made in gb
Longtime Dakkanaut




UK

 Kap'n Krump wrote:
Niiru wrote:
Does anyone here own the standard "small" squiggoth model, who could measure its length and width? I'm considering a conversion, and I'm needing to check how viable it is. Don't want to end up too small (or too big)


I've seen them in person, and they are tiny. Like, the size of a trukk. Was pretty disappointed by the size, which is why I never got any.


Well I have two conversion possibillities - one is a walking spider tank that from Dust Tactics that I could turn into a mech-tank, which I was going to turn into a kill tank but could also be a squiggoth -


And the other is a Maulerfiend I am almost finished with, that I built because I liked the model. Wondered how it would look with a howdah platform on it's back and some grots hanging off.



But of course, the size is the thing. I do think the maulerfiend is about the same footprint as a trukk though... maybe a bit shorter, but might be doable.


Edit:
Additional question - what is the current state of warbuggies, wartrakks, and Skorcha-wartrakks? Which ones (if any) are any use on the table? They seem better than koptas right now, cheaper and more wounds and roughly the same firepower?

This message was edited 2 times. Last update was at 2017/09/29 23:33:26


 
   
Made in nz
Longtime Dakkanaut





New Zealand

If you want a four/six-legged mech counts-as squiggoth, try a defiler chassis as the conversion base. Pretty easy to remove the chaos bits and give it proper 'feet', or it can represent an actual defiler captured/repaired by meks.
   
Made in it
Waaagh! Ork Warboss




Italy

Niiru wrote:

Additional question - what is the current state of warbuggies, wartrakks, and Skorcha-wartrakks? Which ones (if any) are any use on the table? They seem better than koptas right now, cheaper and more wounds and roughly the same firepower?



They're way too expensive for what they do and currently work only as a distraction unit, in squads of single buggies. And tipycally they may be decent only in mechanized lists in which there's a lot of T6-7-8 models.

Buggies and wartrakks are my biggest disappointment of 8th edition since they're among my favorite models but now they're three times more expensive than they were in 7th edition and a small amount of rokkits is not as deadly as it was before. I've always loved to field large squads of buggies and in 7th I actually did it sometimes, even if they weren't super competitive, but a full squad of buggies with rockets was 125 points and now a single one is 72 points!!!

 
   
Made in ru
!!Goffik Rocker!!






They're playable in casual games but pretty bad overall. GW overestimated the effectiveness of light vehicles overall. They'd be good if they were around 45 pts with twin rokkits. But that's not happening any time soon. As is, they're just too expensive to be used in numbers.

This message was edited 1 time. Last update was at 2017/09/30 13:50:23


 
   
Made in us
Longtime Dakkanaut




UK

 koooaei wrote:
They're playable in casual games but pretty bad overall. GW overestimated the effectiveness of light vehicles overall. They'd be good if they were around 45 pts with twin rokkits. But that's not happening any time soon. As is, they're just too expensive to be used in numbers.


Ah, that's a shame. What about warkoptas, or are they the same?
   
 
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