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Made in us
Krazed Killa Kan






South NJ/Philly

After going through the hoops to try and fit as much as I could at 1500 points to get things as optimal as I could, I don't know where you'll find the points.

Plus spending points just so that your opponents can pass their LD10 target priority tests generally isn't something I'd consider worthwhile. Sure every once and a while, they'll fail, but if you deploy right, the squads that are designed NOT to get shot (lootas), should require tests anyway.

Everything else, especially big Boyz mobz will get shot, and that's fine. We're cheap enough now to sustain the losses.
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

You're probably right, at least for Boyz but since you mention it, it could be worthwhile to put in front of lootas. It will protect them from Tau and Guard at least.

I'm looking forward to including a small squad of Grotz, just so everyonce in a while I can go, "Look what they did! Little buggers!" heh

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Made in ca
Dakka Veteran




On a slighty different note, does anybody else think that dual Big Meks is the way to go for the new Orks? I mean, what does a Warboss really add to your army? Leadership? Nope. Choppiness? Not really, PK nobz for their cost do just fine.

A Big Mek, OTOH, can carry a KFF, which is like adding 1/3 more Orks to your army. Or carry a Shokk Attack gun, which by all accounts sounds beastly and very good at making big holes in MEQ armies.

Heck, if you're running Slugga Boyz, Weirdboyz sound useful too, if only for Deep Strike or extra Waaaaghing.

Now, if the Warboss is necessary to Waaaagh, that's a different story, but rumours suggest an Ork army led by any HQ can Waaaagh. So anybody taking Warbosses out there, and why?

Zoned
   
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Battlefortress Driver with Krusha Wheel






Posted By Zoned on 10/24/2007 5:27 PM
On a slighty different note, does anybody else think that dual Big Meks is the way to go for the new Orks? I mean, what does a Warboss really add to your army? Leadership? Nope. Choppiness? Not really, PK nobz for their cost do just fine.

A Big Mek, OTOH, can carry a KFF, which is like adding 1/3 more Orks to your army. Or carry a Shokk Attack gun, which by all accounts sounds beastly and very good at making big holes in MEQ armies.

Heck, if you're running Slugga Boyz, Weirdboyz sound useful too, if only for Deep Strike or extra Waaaaghing.

Now, if the Warboss is necessary to Waaaagh, that's a different story, but rumours suggest an Ork army led by any HQ can Waaaagh. So anybody taking Warbosses out there, and why?

Zoned

Of course, they could have been evil and rationalized that at 6 points orks no longer needed the KFF and omited it from the book.  Boy wouldnt that suck at this point.

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Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

Posted By Zoned on 10/24/2007 5:27 PM
On a slighty different note, does anybody else think that dual Big Meks is the way to go for the new Orks? I mean, what does a Warboss really add to your army? Leadership? Nope. Choppiness? Not really, PK nobz for their cost do just fine.

A Big Mek, OTOH, can carry a KFF, which is like adding 1/3 more Orks to your army. Or carry a Shokk Attack gun, which by all accounts sounds beastly and very good at making big holes in MEQ armies.

Heck, if you're running Slugga Boyz, Weirdboyz sound useful too, if only for Deep Strike or extra Waaaaghing.

Now, if the Warboss is necessary to Waaaagh, that's a different story, but rumours suggest an Ork army led by any HQ can Waaaagh. So anybody taking Warbosses out there, and why?

Zoned
I was thinking the same.  A Warboss with a klaw isn't much different from a Nob with a klaw, the Nob is hidden and the Warboss is pricey.

I like the Warboss is needed to Waaagh idea.

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Made in us
Krazed Killa Kan






South NJ/Philly

KFF's are in the book according to the rumors.

In my theory list, I put in the option of swapping the Boss on Bike w/ PK for two Big Meks with KFF's.

Mek Advantages
-Gives cover to forces
-Cheaply fills HQ choice (two KFF Meks should cost under 100 points if kitted bare-bones)

Mek Disadvantages
-6" Range of the KFF means that if you start to take more than say, 4 Mobz of 20, it's going to be hard to give the cover save to all your boyz.
-Not all that good in a scrap and are there almost completely for support.  This could be mitigated if they get Burnas in addition to the KFF's, but we'll have to see.

Boss Advantages
-On a bike with upgrades, he's a T5(6) 4+/5++ save S10 power klaw waiting to happen. 
-Rumor is you can give him attack squigs, which give him +1 Attack.  In the old dex he could take up to 3 squigs. Boss with 2 CCW's is base 5 attacks.  If he can take up to 3 squigs he has a potential 9 PK attacks on the charge, at S10
-He's an IC, can be hidden till it's safe for him to zoom out and nail something in combat.  And with an effective T6 in CC, he's going to pose a threat to a lot of targets.

Boss Disadvantages
-Potential cost.  Currently a KoS Warboss on bike with PK and 3+/5++ saves costs 160 points.  We know the boss is going to keep the same base cost as now.  The PK's cost is probably not going to change, so all we have to wonder about is the Inv save and the bike.  He will easily break 100 points, which is more than the 2 KFF big meks.
   
Made in au
Squishy Squig




Sydney, Australia

I am going to have at least 2 shoota mobz at 21 models

A 21 boy mob has 3 heavy weapons (2 + 1 on tha Nob) and has 22 wounds (so half strength = 11 wounds) & so is (just) fearless at minimum scoring size.

Hopefully the "Mob Size" rule will work off Wounds in tha mob and not models  ->  if not this would make Nobz, Mega Nobz (and Flashgitz - which are essentually just nobz with snaz gunz) run away more often than grotz (which is daft considering they are spose to bash headz & keep tha other boyz fighting)


"When da boss iz not 'ear, you listen to us"


-= Orks have green blood dammit! =- 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

Posted By Tacobake on 10/25/2007 2:18 AM
Posted By Zoned on 10/24/2007 5:27 PM
On a slighty different note, does anybody else think that dual Big Meks is the way to go for the new Orks? I mean, what does a Warboss really add to your army? Leadership? Nope. Choppiness? Not really, PK nobz for their cost do just fine.

A Big Mek, OTOH, can carry a KFF, which is like adding 1/3 more Orks to your army. Or carry a Shokk Attack gun, which by all accounts sounds beastly and very good at making big holes in MEQ armies.

Heck, if you're running Slugga Boyz, Weirdboyz sound useful too, if only for Deep Strike or extra Waaaaghing.

Now, if the Warboss is necessary to Waaaagh, that's a different story, but rumours suggest an Ork army led by any HQ can Waaaagh. So anybody taking Warbosses out there, and why?

Zoned

I like the Warboss is needed to Waaagh idea.
I take this back, because Waaagh + Furious Charge + Mob check is supposed to replace the old rules of Waaagh + Mob check + mobbing up, which presumably makes up for the general crappiness of the orky statline (BS 2, I2, ld7 and 6+).

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@Voodoo boyz:

I used to play a Guard Army that was all horde, but had a Demolisher, just so people could waste fire on a Hull down AV 14 vehicle. Watching Las/plas squads shoot at my Tank instead of my fleshy IG troops is awesome. I'd recommend a similar fire magnet for your list. Perphaps a Battlewagon with Zzap Gun and Armored top (I think I say that in the Rumors). Just keep the Battlewagon in Cover or under a Force Field. You could even hide it behind a forest for a turn or two, If people are deploying around taking shots at the B-wagon.

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Posted By NinjaRay on 10/30/2007 5:50 PM
@Voodoo boyz:

I used to play a Guard Army that was all horde, but had a Demolisher, just so people could waste fire on a Hull down AV 14 vehicle. Watching Las/plas squads shoot at my Tank instead of my fleshy IG troops is awesome. I'd recommend a similar fire magnet for your list. Perphaps a Battlewagon with Zzap Gun and Armored top (I think I say that in the Rumors). Just keep the Battlewagon in Cover or under a Force Field. You could even hide it behind a forest for a turn or two, If people are deploying around taking shots at the B-wagon.


Yes, because shooting all your lascannons at a single demolisher is clearly "wasting" shots?

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Here I was thinking that firing Lascannons at Gaurdsmen was wasting shots. Silly me...

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Made in ca
Drew_Riggio




Vancouver, British Columbia.

Ninja Ray has a point. If most of your squads are Las/Plas and they're firing at the demolisher in cover when there's 70 guardsmen within bolter range, then yes, you are wasting shots; those grunts will do far more damage then the tank ever will.

However, if nothing's within range of the bolters, then yeh, fry the tank. Or move up and then put your bolters to use.
   
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Not to say this never happens, but how often do you see las/plas squads advance into bolter range of IG, or vice versa?

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