Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/07/01 21:06:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Gargantuan Gargant
|
koooaei wrote:gungo wrote: However in like the 10 games he played ghaz only died once to a guy who got lucky with multiple 6 results on the stomp table and no one left to LOS on ghaz. You can't los a 6 on a stomp, right? I don't think so, since LoS is based on wounds inflicted by the opponent and a 6 on the stomp table skips that step and just flat out removes models under the template from the game.
|
This message was edited 1 time. Last update was at 2016/07/01 21:07:01
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/01 23:00:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
I think it says in the FAQ you can LOS a stomp. I believe the popular ITC also has it set this way.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/01 23:04:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Gargantuan Gargant
|
Tibs Ironblood wrote:I think it says in the FAQ you can LOS a stomp. I believe the popular ITC also has it set this way.
I stand corrected. Though you still need to be a bit cautious since it is still a draft and not official yet, but hey if it says you can, I'll take it!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/02 00:09:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
Yea no problem with LoS on stomps and both tournaments he played was ITC anyway.
Ghaz council as a whole is decent. The biggest issue is the random units in the crappy core choices. It's not the actual ghaz council at 700 pts that's an issue. The guy in the blog had no issues with ghaz council kicking butt but couldn't build anything decent from the core choices to carry the rest of the list. People who went all out on the council lost hard, people who box them in and tie the council up wins the game by killing everything else the Ork player has. But this is the smart tactic to use vs any deathstar without hit and run.
|
This message was edited 2 times. Last update was at 2016/07/02 00:20:05
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/02 01:37:59
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
The council limits points and the fire choices require crap units. Even if you could take Ghazy to replace a warboss in the core formations the decurion would get better, but you are still limited to your boy squads.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/02 03:04:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
Tibs Ironblood wrote:The council limits points and the fire choices require crap units. Even if you could take Ghazy to replace a warboss in the core formations the decurion would get better, but you are still limited to your boy squads.
A 614pt Death Star isn't a problem when your other 1236 points don't do jack.
If your other 1236 points was 600points of bullyboys in 3x trukks with Rams for 120pts and zhardsnark, painboy on bike and 8 warbikers (1 nob w pk) for 405pts, you would still have enough pts to upgrade the ghaz council with a trukk w ram and a lukkystikk MA warboss with 6pts left over to give the other warboss a big choppa believe no one would say the ghaz star was a weak unit. The problem is the core choices suck up over 1000pts on random units.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/02 15:58:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Flashy Flashgitz
|
koooaei wrote:gungo wrote:
However in like the 10 games he played ghaz only died once to a guy who got lucky with multiple 6 results on the stomp table and no one left to LOS on ghaz.
You can't los a 6 on a stomp, right?
The GW FAQ says you can.
The problem with the orkorion isn't Ghaz, he is just what he should be - an absoulute cc monster. It's the rest - lots of useless units as taxes. 3 units of boyz, 1 unit of nobz and a warboss as core would have been just fine but no, it has to be 6 boyz squads.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/03 21:51:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
|
koooaei wrote:gungo wrote:
However in like the 10 games he played ghaz only died once to a guy who got lucky with multiple 6 results on the stomp table and no one left to LOS on ghaz.
You can't los a 6 on a stomp, right?
Depends with who you use to play. New draft allows it.
|
This message was edited 1 time. Last update was at 2016/07/03 21:54:52
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/10 11:00:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Fully-charged Electropriest
|
As some of you guys kindly helped me out with some ideas when I asked I thought you might appreciate a little update.
I played my game using the Krushin' Krew last weekend and it turned into a great fluffy battle. Fairly large game in the end, I used Mogrok's Bossboyz alongside the 'nauts - Mogrok with MA attached to a big blob of Lootas, another Big Mek with MA and a smaller Lootas unit and the other Mek with SAG and Gretchin. My other troops were minimum Grot units alongside three units of Tankbustas in Gunwagons, a unit of Flash Gitz with two Weirdboys, Mega Nobz with a Painboy, the Warboss with a medium sized unit of Nobz all in Battlewagons and two single Deffkoptas. Never played a list quite like it, not hardcore by any means but good fun.
My opponent used some Black Legion formations and a CAD I believe. Bringers of Despair with Mark of Slaanesh and FNP banner with Abaddon and a ML2 Terminator Sorceror with the Last Memory of the Yuranthos relic (making him ML3 and gives an option to overcharge a nice Nova to 18" range) in a Land Raider, a Dark Apostle, two units of Khorne Terminators in Raiders (mix of power fists, chainfists and mauls) and then the Black Legion Warband with some triple melta/one flamer Chosen in Rhinos, two units of Havocs with missile launchers, a Juggerlord with Axe of Blind Fury attached to Khorne bikers with flamer/melta, one minimum unit of Cultists and two Vindicators. This list looks fantastic on the table, every model painted and my opponent is a great guy.
Pre-game I roll Da Jump, Killbolt, Power Vomit and Da Krunch for the Weirdboys, three for the Outflanking/Acute Senses units (all Gorkanauts) and Divide to Conquer with da Finkin Kap. My opponent has Abaddon's preset Warlord Trait and rolls some inconsequential phsychic powers for his Sorceror. My opponent wins the deployment roll, I fail to seize and go second. Deployment type is Dawn of War and the mission is Maelstrom's The Spoils of War.
Turn one; Land Raiders move forward one on each flank and Bringers of Despair in the centre of the board, Vindicators move up to prepare get in range of Battlewagons and Gunwagons turn 2, Juggerlord and bikes move forward using the central Land Raider for some cover, Rhinos tentatively move forward waiting to see where they need to go next turn. Havocs fire off some shots against the SAG Grots and I lose a Deffkopta for first blood. In my turn I move up the Flash Gitz and Mega Nobz together on my right flank aiming for some Chosen sitting on an objective in the back corner, the MA Warboss and Nobz move up the other flank with no cover to utilise against the Havocs and one Vindicator, Tankbustas move forward to target the Vindicators and the Gretchin valiantly run forward towards certain doom and unlikely glory. The SAG wildly misses the Havocs it targets despite Gitfinda and ammo runts, the Tankbustas miss 4 out of 6 of the bomb squigs that are in range, the other unit targets the bikers as do the Lootas. My opponent draws great Objectives and I draw terrible ones, he gets 5 victory points and I get 1 or two.
I'm struggling to differentiate between the later turns now so I'll just give a brief summary of what I can remember. Turn 2 two of my Gorkanauts arrive on my weaker flank and blast away at a unit of Havocs and the side armour of a Vindicator, a Gunwagon blows and the Tankbustas run away due to casualties (they run of the board a turn or two later), a Vindicator explodes the Warboss + Nobz Battlewagon and they fail a morale test but rally the turn after, MA Meks tank some shots for their unit. SAG misses again and Mogrok's Lootas combine their firepower with a unit of Bustas and destroy all the bikers and leave the Lord on one wound. In a brilliant twist of fate a unit of Gretchin smirk wryly and let loose their Grot blastas - killing the Chaos Lord and earning their place in Valhalla. An achievement I'll file away alongside the time they wiped a unit of Bloodletters over two turns even after the Runtherd died. Chaos draw better Objectives again but I decrease the gap slightly
Next turn my last Gorkanaut fails to come in, I lose most of my vehicles, smash a unit of Terminators with the Flash Gitz and Weirdboys, wreck both Vindicators and actually hit some Terminators with the SAG. They survive anyway. The Nobz wipe a unit of Chosen from an Objective I need to claim and the Grots sit there til the end. The Mega Nobz wreck a Land Raider. The Gorkanauts move toward the centre, killing part of a unit of Cultists and a unit of Havocs on the way just to keep busy. From this point on I start generating more useful objectives, the gap becomes smaller but I trail on VP's throughout.
Turn 4 arrives. My opponent shows his hand and vacates my left flank, leaving the Gorkanauts and Nobz with little to do but watch and fire at targets of opportunity, and making a push for the central objectives and my Warlord. Abaddon, the Apostle, the Sorceror and Terminators disembark and split off from one another. I lose the Flash Gitz to the Bringers of Despair, some Gretchin to the Apostle, the smaller unit of Lootas to Abaddon and the Sorceror does terrible things with the super-Nova. The last 'naut comes on my right flank and lays down a deluge of lead against the Bringers of Despair, Mogrok's Lootas follow suit and my opponent rolls poorly for his saves. The last unit of Terminators climb from the wreckage of the Land Raider and fail a short, desperate charge against the Mega Nobz and I return in kind, taking few casualties and winning the combat. In the following turns the Mega Nobz continue to run riot, finishing off the Cultists and then causing a Detonation! on the building the last unit of Havocs have been hiding in.
Next turn we scramble for some objectives, the CSM ICs rejoin each other and I shoot them with Lootas some more leaving only the Warmaster alive, the Gorkanaut that arrived late finishes him off in melee.
At the end of the game I lose on VPs 16-15 after one of the most fun games I've played. After Turn 2 I felt like I wouldn't be able to claw back enough points to make it an even fight but I made some devious choices and it ends very close indeed. A big thank you to those who helped with some ideas for the list, it was a riot to use. I apologise for the wall of text!
|
This message was edited 3 times. Last update was at 2016/07/10 12:15:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/10 16:32:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
|
Sounds like a fun game! Close ones are the some of the best  Glad it worked out well for you!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/11 17:15:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Quick update:
To change things up I stopped playing my Bully Boyz and two units of TankBustas each with a Painboy in the Blitz Brigade (each armed with 4 Rokkits and a Kannon).
I've lost the last seven (maelstrom) games in a row! The worst lost was against Seer Council on bikes with more bikes and a unit of Warp Spiders. That particular list wouldn't have been able to handle all that AV 14.
Going back to the BB in BB because winning once in a while is still fun even when playing Orks.
|
Fighting crime in a future time! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/11 18:01:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Fully-charged Electropriest
|
Unlucky about the losses, what was the list you were running?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/12 14:16:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Growlin' Guntrukk Driver with Killacannon
|
xlDuke wrote:Unlucky about the losses, what was the list you were running?
Most of the games were a single unit of max bikes with BikerBoss and Painboy on bike. Usually backed up with TankBustas and MekGunz.
Tau and Necron games were close but Eldar destroyed my 30 biker list. The psyker powers are tough and then the shooting phase and then Eldar jet bike move in the assault phase. 18" range on the Ork bikes is rough. I love the idea of Ork Bikers but -3 Ld is pretty brutal when Fearless is so rare these days.
Last game was a Stompa list against a 30K Space Marine list. He didn't have very many models and his walkers all had invul saves. Even Str 10 AP 1 Ordnance wasn't getting through. The FAQ of not being able to reroll gets hot of 1 is hurting my KMK Mek Gunz more than I (or the laws of probability) would think it would. That game I lost to objectives and it ended early on turn 5. Had it gone on to 6 or 7 I would have won.
I'm not complaining. I'd rather play and lose than not play. It's just an observation that they only reliable way I've found is running two Formations from a supplement is the only semi competetive list the Orks have. What's that say about the codex?
I hate the idea of mono-build but I also want to give my opponent a challenging game. Time to castle-up in some AV 14 again.
|
Fighting crime in a future time! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/12 14:49:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
Shouldn't an ammo runt work on KMK since it's a full reroll and not PE which the faq disallows?
The problem with going full zhardsnark biker list is armies with good shooting and ignore covers counters it, just like the problem with meganobs is that ap2 heavy armies counters them. It's ok to be a bit spammy in an army list you just put yourself to be countered if you only do certain lists.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/12 20:34:55
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
I'm about to get a stompa pretty soon. What's your experience with it? The codex variant doesn't look amazing. If it was <600 pts it'd be nice but as is it's way overcosted. What about fw variants?
Currently i'm running trukk bully boyz with vsg, 30 footslogging ork boyz with a biker boss and biker dok and some lootas + lobbas and random stuff here and there like min kommandoes, a few koptas, naked trukk boyz. Will face a tough libconclave list with a centstar soon, so will tell about the results.
xlDuke - great bat rep. Such games are always the best. Odd mediocre ork list vs odd mediocre csm list. Nothing beats casual gaming really. It's always the best of fun.
|
This message was edited 1 time. Last update was at 2016/07/12 20:36:50
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/12 23:00:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Regular Dakkanaut
|
I really want to try out a Kustom Stompa. There are so many different ways to do it, although, isn't it only able to be taken in a deff dread army?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/13 00:53:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
koooaei wrote:I'm about to get a stompa pretty soon. What's your experience with it? The codex variant doesn't look amazing. If it was <600 pts it'd be nice but as is it's way overcosted. What about fw variants?
Currently i'm running trukk bully boyz with vsg, 30 footslogging ork boyz with a biker boss and biker dok and some lootas + lobbas and random stuff here and there like min kommandoes, a few koptas, naked trukk boyz. Will face a tough libconclave list with a centstar soon, so will tell about the results.
xlDuke - great bat rep. Such games are always the best. Odd mediocre ork list vs odd mediocre csm list. Nothing beats casual gaming really. It's always the best of fun.
I haven't played it but the klaw stompa is brutal with its 13 str d atks on the charge and it's large charge range.
Buzzgrob big Mek stompa is decent if using the ITC/6th Ed PDF rules.
The basic stompa is ok if you support it with MFF bigmek and multiple repair rolls via meks it's just allot of points.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/13 03:01:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
As with most things, I recommend you magnetize your Stompa so that you can switch between the variants.
No matter what Stompa style you choose, one often overlooked benefit is the fearless bubble it projects. It makes Mek Guns better. It makes Walking boyz better. It makes Bikes better. It honestly makes everything better to have a fearless bubble on the table.
It can also be tempting to load up the Stompa with repair rolls. I think it is easy to overdue it. When the Stompa starts taking wounds it takes them pretty quickly. Most games the points spent on repair rolls are wasted because the Stompa takes little to no damage. In the games where the Stompa takes damage it is rare for a few hull points per turn to make the difference.
gungo wrote:I haven't played it but the klaw stompa is brutal with its 13 str d atks on the charge and it's large charge range.
If you look at the rules, the Kustom Stompa only gets 7 S D attacks (8 on the charge). Here are the rules:
Still that is more than enough.
The Klawfrenzy rule isn't really compatible with 7th edition:
It rerolls "to Hit" with its Stompa attacks. We don't really know what that means anymore, so you are going have to house-rule it. I suggest you just ignore that bullet point.
gungo wrote:Buzzgrob big Mek stompa is decent if using the ITC/6th Ed PDF rules.
I play Buzzgob's Stompa quite a bit. It gives a dimension to Orks that they wouldn't otherwise have. You can reserve most of your army, and just deploy the Big Mek Stompa which will make your opponent waste a round shooting usually. It also gives you a Ton of Strength 10 AP:1 in the form of the 2 7 inch blasts which I highly recommend. It has 10 firepoints which are great for Lootas or Flashgitz or Tankbustas. You can put your warlord inside which gives Orks a durable warlord which is super good in ITC missions where every mission give a bonus point for destroying the enemy warlord. I almost always run a Big Mek with KFF and Da Finkin Kap inside. You can put an Objective secured unit of Gretchin inside. It can Stomp which is super good against the unkillable psychic deathstars all over the place these days (For instance seer council).
It also gets D6 power fields which are like void shields that don't regenerate, and that makes it somewhat more durable than other stompa variants.
The biggest thing to remember about Buzzgob's stompa is that it works more as a support unit. It will very, very rarely put out as much damage as a Gatling Cannon Imperial Knight, but it works really good to help you win games. Just watch out for tournaments that give opponents victory points for taking off hull points of super heavies. Midwest Conquest caught me off guard with that. I build an army around winning the secondary which I did in every single mission, but because every 3 hull points done to my Stompa gave the opponent a bonus point on the secondary I was always starting about 3-4 points down (Max 8-12 points per game), and couldn't come back from that in about 1/2 of the games.
It sucks when you show up at an event to find out they've nerfed your list so hard like that.
gungo wrote:The basic stompa is ok if you support it with MFF bigmek and multiple repair rolls via meks it's just allot of points.
The Basic Stompa is badly overcosted, but it does put out more damage than Buzzgob's version. Lots more, and can go Toe-to-Toe vs Imperial Knights much better though it is still terrifying. It doesn't do as well as a support unit, but it does do better at damage dealing. I wouldn't put a MFF inside because the only way to take an MFF these days is with an Orkurion or a Dread Mob Formation, and neither of those are very versatile, but a KFF is definitely worth it.
I'm going to experiment with a Chaos Knight in place of the Stompa at some point. I think it is a bit more balanced, though it doesn't help hide your Warlord for ITC missions.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/13 03:25:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
First you can take any formstion from waaagh ghazkull and include orkiimedes kustom gubbons secondly you can take a CAD as part of waaagh ghazkull and use BOTH sets of relics since ghazskull now allows both. A CAD is not codex specific. A similar example was actually in the GW faqs.
Secondly unless buzzgrob is taken in a CaD he must be a warlord in a deff dread army. He's already one of your HQ and LoW choice and doesn't necessarily die if the stompa is destroyed. The only reason why I can see you taking a different warlord is its a warboss for waaagh or you want a different warlord trait (like zhardsnark for bike troops) then obj secured deff dreads and stompa.
|
This message was edited 1 time. Last update was at 2016/07/13 03:27:26
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/13 11:09:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
To be honest, custom stompa seems kinda cheezy as you can have a pair of massive sD blasts, a massive blast lobba and a hellstorm s6 ap3 flamer in under 600 pts. Which is so much better than a codex stompa and a lot cheaper.
|
This message was edited 2 times. Last update was at 2016/07/13 11:10:29
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/13 13:03:05
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Bonkers Buggy Driver with Rockets
|
I think the Kustom Stompa is amazing! Ever since I got my IA:8 I've stop using the codex version. Heck you can build the codex version for less points in the kustom stompa maker.
|
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
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/13 13:34:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
gungo wrote:First you can take any formstion from waaagh ghazkull and include orkiimedes kustom gubbons secondly you can take a CAD as part of waaagh ghazkull and use BOTH sets of relics since ghazskull now allows both. A CAD is not codex specific. A similar example was actually in the GW faqs.
You can definitely take Ghaz relics with fomrations from the Ghaz book. That is why I listed all of the formations from that book that included a Big Mek (The Orkurion, and the Dread Mob).
I don't see any rules basis that would allow you to take a CAD of WAAAGH Ghazgul. Waaagh Ghazgul is the same faction as Codex Orks. It has no dataslates except for the formations, so there are no units in Waaagh Ghazgul to take as part of a CAD if it wasn't the same faction as Codex:Orks. The rules on the Ghaz relics don't mention a CAD as a way for taking them, so I'm not seeing where you are coming from except for wishes GW didn't mistreat Orks so badly.
I have no idea which FAQ item you are referring to, but I certainly haven't seen one that would be sufficient to make a RAI argument for this. I mean if you want to houserule it with your buddies, or run an unbound army, that is fine. I encourage you to play the way you want to play. But lots of people read this thread, and I don't want them showing up to events with MFF's and getting disqualified for it.
gungo wrote:Secondly unless buzzgrob is taken in a CaD he must be a warlord in a deff dread army. He's already one of your HQ and LoW choice and doesn't necessarily die if the stompa is destroyed. The only reason why I can see you taking a different warlord is its a warboss for waaagh or you want a different warlord trait (like zhardsnark for bike troops) then obj secured deff dreads and stompa.
A few things here. I recommend you always take Buzzgob as part of a Ork CAD, and make someone else the warlord. His warlord trait isn't worth it, and his wargear is fixed. Also, if taken in that way with his stompa he takes up a Lord of War Slot instead of an HQ slot.
He does die if the Stompa is destroyed. The only situation that would allow him to get out is if the Stompa leaves a wreck which it never does. I asked Forgeworld about this, and they said the rules were written for 5th edition, and we were lucky they even worked in 7th. They told me to expect an update in a couple months. I think that was back in 2014.
I don't see a reason you'd want Buzzgob as your warlord unless you want to take him as part of a Dread Mob army. Even then it seems iffy. A normal Big Mek works much better as a warlord for a number of reasons. You get a Finkin Kap for an extra warlord trait. You can disembark the Stompa if you think it is about to die. If it does die there is a chance you can get out. A Warboss or Zhardsnark both work as warlords in a Buzzgob army as well for the reason's you've specified. My experience is that you need a KFF, and there are so many points in that stompa you don't want to spend the points on other HQ's when possible.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/15 19:02:35
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
!!Goffik Rocker!!
|
Played a game today with bully boyz , 30 footslogging boyz with biker boss, biker dok, vsg and chaff. Faced a mostly droppod army with grav cents, calgar, libconclave - all maces, honor guards - all maces, 2 venerable dreads and chaff. Long story short, bully boyz killed calgar with cents, 30 boyz died in 2 сс phases to invisible honor guards - didn't manage to kill even one due to 2+ re-rollable (new marine power) and boss missed everything even with re-rolls but than bully boyz managed to wittle them down across a few turns loosing most of the boyz in the process. Lootas, trukks, tankbustas and regular boyz stopped dreads. Orks dominated maelstorm.
Well, sm had a non-optimised list and i fielded the best i could think of with bully boyz orks. Though, i liked the all-mace honor guard squad. If i wasn't lucky enough to kill a banner dude, he might have overpowered bully boyz but lobbas had a good scatter early on. He also made a mistake by dropping calgar+cents too close and leaving them without invis as he thought i'd eath his libconclave bait and that he'd be able to drop vsg and than stop 1-2 bully boy squads but it didn't happen.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/15 21:05:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
tag8833 wrote:gungo wrote:First you can take any formstion from waaagh ghazkull and include orkiimedes kustom gubbons secondly you can take a CAD as part of waaagh ghazkull and use BOTH sets of relics since ghazskull now allows both. A CAD is not codex specific. A similar example was actually in the GW faqs.
You can definitely take Ghaz relics with fomrations from the Ghaz book. That is why I listed all of the formations from that book that included a Big Mek (The Orkurion, and the Dread Mob).
I don't see any rules basis that would allow you to take a CAD of WAAAGH Ghazgul. Waaagh Ghazgul is the same faction as Codex Orks. It has no dataslates except for the formations, so there are no units in Waaagh Ghazgul to take as part of a CAD if it wasn't the same faction as Codex:Orks. The rules on the Ghaz relics don't mention a CAD as a way for taking them, so I'm not seeing where you are coming from except for wishes GW didn't mistreat Orks so badly.
I have no idea which FAQ item you are referring to, but I certainly haven't seen one that would be sufficient to make a RAI argument for this. I mean if you want to houserule it with your buddies, or run an unbound army, that is fine. I encourage you to play the way you want to play. But lots of people read this thread, and I don't want them showing up to events with MFF's and getting disqualified for it.
gungo wrote:Secondly unless buzzgrob is taken in a CaD he must be a warlord in a deff dread army. He's already one of your HQ and LoW choice and doesn't necessarily die if the stompa is destroyed. The only reason why I can see you taking a different warlord is its a warboss for waaagh or you want a different warlord trait (like zhardsnark for bike troops) then obj secured deff dreads and stompa.
A few things here. I recommend you always take Buzzgob as part of a Ork CAD, and make someone else the warlord. His warlord trait isn't worth it, and his wargear is fixed. Also, if taken in that way with his stompa he takes up a Lord of War Slot instead of an HQ slot.
He does die if the Stompa is destroyed. The only situation that would allow him to get out is if the Stompa leaves a wreck which it never does. I asked Forgeworld about this, and they said the rules were written for 5th edition, and we were lucky they even worked in 7th. They told me to expect an update in a couple months. I think that was back in 2014.
I don't see a reason you'd want Buzzgob as your warlord unless you want to take him as part of a Dread Mob army. Even then it seems iffy. A normal Big Mek works much better as a warlord for a number of reasons. You get a Finkin Kap for an extra warlord trait. You can disembark the Stompa if you think it is about to die. If it does die there is a chance you can get out. A Warboss or Zhardsnark both work as warlords in a Buzzgob army as well for the reason's you've specified. My experience is that you need a KFF, and there are so many points in that stompa you don't want to spend the points on other HQ's when possible.
You are correct
The faq I was mentioning is just space marine shenanigans allowing thier formstions to choose different relic lists based on different chapter relics or supplement relics. The waagh book is directly stated as limited to the book formations only.
Regarding buzzgrob he takes up both an hq and low slot according to many organized play rules. It also makes sense since in 5th Ed your warlord had to be an hq. It makes no sense to have a low warlord in 5th.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/16 02:30:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
gungo wrote:Regarding buzzgrob he takes up both an hq and low slot according to many organized play rules. It also makes sense since in 5th Ed your warlord had to be an hq. It makes no sense to have a low warlord in 5th.
I've always played him RAW where he Takes up a LOW choice if you take the Stompa. From the Dread Mob Pdf:
"... Buzzgob may be exchanged for a Big Mek Stompa for +300 points. Buzzgob's Big Mek Stompa uses all of the rules for a Big Mek Stompa and may select any of the options available to one for the same points cost. When this option is selected, Buzzgob counts as a Lord of War choice and an army that includes him may not select another Lord of War choice."
I'm not really aware of the 5th edition rules for warlord selection, though.
-------------------------
Next week I'm heading to an itty bitty GT with my Tourney list. I've decided to run a single CAD Ork army.
Since Victory points (aka old school Kill point differential) are a significant part of every single mission I trimmed 7 kill points out of my typical list. I also added in a few more powerclaws, and some extra anti-air, because they are going hog wild with the new GW FAQ's all the way up to making drop pod doors part of the hull, so I anticipate at least one game where someone tries to movement block me in my deployment zone, and I have to kill some pods before I can get to midfield. Also could be lots of the new fliers because of DFtS being included, though we aren't using the silly dogfight phase.
I've been playtesting the missions they are kinda feast or famine. I'm expecting to basically autowin 1-2, and autolose 1-2 based on matchup. So its probably just 1-2 games that are going to be close at all. But as of right now, it looks like I'm already the top (only) Ork Player, so my goal will be "Top Xenos". Without the Void Shield, I've found my list is super killy, but also tends to get beat up pretty bad. In my test games I've been left with the Stompa its contents, and the lootas in 5 out of 6 games, but in all 6 games I've won Kill point differential. It's kinda a weird list to run.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/16 18:56:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Flashy Flashgitz
|
What a beautifully trimmed list.
On a different note I wonder if ork flyers are a thing, with the 3++ KFF formation with a wazbom blastajet. With blitza-bommaz you can cause a lot of pain in some of the flight patterns. But it's expensive and is deadweight against some armies.
|
With love from Denmark
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/17 13:39:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
Waaargh wrote:What a beautifully trimmed list.
On a different note I wonder if ork flyers are a thing, with the 3++ KFF formation with a wazbom blastajet. With blitza-bommaz you can cause a lot of pain in some of the flight patterns. But it's expensive and is deadweight against some armies.
The biggest problem is Ork Fliers can't score. So if you are playing an objectives based game that is a big problem. If the Formation gave them hover mode, it would be infinitely more attractive than a 3++ invul.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/19 18:51:08
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Longtime Dakkanaut
|
The Orruk Start Collecting box is coming out soon:
I want that weirdboy. The 'Ard boyz would look nice too if I gave them sluggas, but I can't figure out what to do with the Gore Gruntas. Anyone got conversion ideas that would make this kit make sense?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/19 18:59:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Gargantuan Gargant
|
That's actually not the weirdnob, it's the warchanter. But in any case the gore gruntas can easily be count as warbikers, you can mount any spare big shoota bits onto their sides to represent dakkaguns and 40k-ify it with ammo feed belts and maybe some mechanical bits if you want to make them cyboars. It goes even better thematically if you want to paint them as snakebites. Given their bigger size, you can make them Nob Bikers too, their gore choppas already look like Big Choppas anyhow.
|
This message was edited 1 time. Last update was at 2016/07/19 19:02:15
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/07/20 14:27:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
|
 |
Ultramarine Land Raider Pilot on Cruise Control
|
Excuse the noob questions that I'm about to put forth:
What Imperial Armour book has the Kustom Stompa rules in it? The IA:8? Is that the same book that has the Buzzgob Mek Stompa as well?
Is there a limit to how many weapons you can put on the Kustom Stompa?
Finally, does the 12" fearless bubble from a stompa come with every stompa variant or specific ones?
|
|
 |
 |
|