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Made in ru
!!Goffik Rocker!!






 JimOnMars wrote:
Tank shocking with the burna wagon is fun, if you can get it anywhere near the enemy infantry. You get a LOT of kills out of that...usually doesn't happen, though.


But yo ucan't shoot after tankshocking, right?
   
Made in us
Krazed Killa Kan






 koooaei wrote:
 JimOnMars wrote:
Tank shocking with the burna wagon is fun, if you can get it anywhere near the enemy infantry. You get a LOT of kills out of that...usually doesn't happen, though.


But yo ucan't shoot after tankshocking, right?


Just checked and it seems that you can't flat out or embark/disembark but it says nothing about preventing shooting.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Mutilatin' Mad Dok





Georgia

Odd. I seem to remember the rules stating you can only snapfire after tank shock or ramming. I'll have to take a look when I get home.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Regular Dakkanaut





So I finally got the time to put up my report on the tournament last Saturday for anyone interested. Oddly, we had a fairly low turnout for an 1850 tournament. The armies were: Blood Angels, Eldar, Harlequins, Orks, and White scars. Going into it, I had to borrow some rhinos from the blood angels player, as I haven't ever fielded that many trukks before, and it was pretty fun. FYI on how this tournament worked, we did three maelstrom missions, and added up the total points from each game to determine who we were paired with, and who wins in the end.

Game one: Orks vs. Blood Angels. Mission: up to three objectives per turn.

Spoiler:
The blood angels player was excited to use one of his new formations, which let him bring in three squads of terminators and let them deepstrike in and assault the same turn they came in. He also had a mix of heavy tanks (including a land raider), a couple of biker squads and single unit attack bikes, snipers, and assault marines to hold down his table edge. I put down most of my trukks near the front, or behind the cover I could use.

Match highlights: He foolishly rushed forwards with 90% of his force (exited about the fact most of them were fast vehicles now, I think), and took out my warlord's trukk, and a 5 man squad of stormboyz. I rushed back and obliterated most of his tanks.

I charged an attack bike with my grot squad, and managed to kill it in the second turn, and then secure the middle objective. Go 35 point grots!

First turn, I warp vomited on a 3 man biker unit, and my Wierdboy promptly periled and got sucked into the warp. Gee, thanks LD 7.

A TH/SS terminator squad jumped in front of my warboss and assaulted. They failed to do much, and then got promptly swamped by more boyz squads where they quickly died.

End result: Neither of us managed to get a lot of points in the game, and just like all the other games, we ran out of time, giving both of us 4 points, resulting in a tie.


Game two: Orks vs. Harlequins. Mission: Up to three objectives per turn, players can steal "secure objective x" cards.

Spoiler:
The Harlequin player had a couple of formations (The names escape me right now), one gave him a Solitaire, Death Jester, and Voidseer with stealth and shrouded, and another was the standard formation, with most of his troupes in transports, another voidseer (warlord), death jester, two squads of jetbikes, and two heavy support guys with lances. He deployed first, and we both ended up putting our guys fairly close to our deployment edges.

Match highlights: I seized initiative, and rushed forwards with everything across the board, and ended up pinning most of his forces on his side of the field. (hooray for fast transports and thier 24” movement!)

Him, trying to deal with my orks in his face, stayed in the back, and ended up giving me most of the objective markers.

With first turn waaagh, I managed to get a 5 man squad of stormboyz into combat with his voidseer with the scariest powers, and kill him.

The next turn, that same 5 man squad (now down to two boyz and my nob) jumped into a building, and killed one of his death jesters that was contesting an objective, giving me all the objectives, and scoring me domination. This was the first time I have ever scored domination.

On the next turn, that same squad jumped over and killed the last death jester. They shall be immortalized in a killteam for their epic performance of the game.

One of my trukk boys squads went after his solitaire that was hiding behind a building. And I managed to kill him with my lucky shoota/slugga fire, and his unlucky 3+ saves.

End result: An overwhelming victory on my part, as I managed to hold all the objectives for most of the game, and I stole his objectives as well as scoring mine. It ended as 20-2.


Game three: Orks vs Craftworld Eldar. Vanguard deployment, and up to three objectives per turn.

Spoiler:
This was my first fight against the dreaded scat-bikes. He brought several 3 man squads of scat-bikes, as well as some large warp spider squads, a seer council with the swooping hawk phoenix lord, and a sword and board wraithknight.

Highlights: Him getting the first turn, and the fact that we were doing vanguard deployment meant he was impossible to pin down like the harlequin player, as a result, he was able to deal with my army somewhat piecemeal.

Warp spiders are incredibly annoying. I never shot at them, to keep them from running away, but their hit and run ability meant that unless I 100% wiped them out, they would just jump away from combat.

Scatterbikes… Gorkin’ Morkin’ scatterbikes.

His seer council proved to be far more resilient to close combat than I expected, costing me in this game.

End result: A crushing defeat on my part. The end of the game we had a score of 13 vs 3


At the end of the night, I placed second, with 37 points vs. the Eldar Player’s 40 points. So all in all, not a bad night. Some takeaways from this list:

While I only really had morale issues in the last game, I never got the “Profit of the Waaagh” trait, even with rerolls.

First turn waaaghing is downright magical with stormboyz

While having 6 boyz units is a bit odd, and at first I was not a fan. In the end, though, I didn’t mind it as it makes your lists very redundant. Giving all of the nobz powerklaws makes the squads very flexible, and it was great being able to just keep throwing squads at targets. And having backups for your backups.

So all in all, I actually liked the 1850 waaaghband, even though I didn’t have ghazzy. I think, if I ever had the occasion to do a REALLY high points game, I’m going to have to try it out with ghazzy for the certain fearless every turn.

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in ca
Gargantuan Gargant






 Palleus wrote:
So I finally got the time to put up my report on the tournament last Saturday for anyone interested. Oddly, we had a fairly low turnout for an 1850 tournament. The armies were: Blood Angels, Eldar, Harlequins, Orks, and White scars. Going into it, I had to borrow some rhinos from the blood angels player, as I haven't ever fielded that many trukks before, and it was pretty fun. FYI on how this tournament worked, we did three maelstrom missions, and added up the total points from each game to determine who we were paired with, and who wins in the end.

Game one: Orks vs. Blood Angels. Mission: up to three objectives per turn.

Spoiler:
The blood angels player was excited to use one of his new formations, which let him bring in three squads of terminators and let them deepstrike in and assault the same turn they came in. He also had a mix of heavy tanks (including a land raider), a couple of biker squads and single unit attack bikes, snipers, and assault marines to hold down his table edge. I put down most of my trukks near the front, or behind the cover I could use.

Match highlights: He foolishly rushed forwards with 90% of his force (exited about the fact most of them were fast vehicles now, I think), and took out my warlord's trukk, and a 5 man squad of stormboyz. I rushed back and obliterated most of his tanks.

I charged an attack bike with my grot squad, and managed to kill it in the second turn, and then secure the middle objective. Go 35 point grots!

First turn, I warp vomited on a 3 man biker unit, and my Wierdboy promptly periled and got sucked into the warp. Gee, thanks LD 7.

A TH/SS terminator squad jumped in front of my warboss and assaulted. They failed to do much, and then got promptly swamped by more boyz squads where they quickly died.

End result: Neither of us managed to get a lot of points in the game, and just like all the other games, we ran out of time, giving both of us 4 points, resulting in a tie.


Game two: Orks vs. Harlequins. Mission: Up to three objectives per turn, players can steal "secure objective x" cards.

Spoiler:
The Harlequin player had a couple of formations (The names escape me right now), one gave him a Solitaire, Death Jester, and Voidseer with stealth and shrouded, and another was the standard formation, with most of his troupes in transports, another voidseer (warlord), death jester, two squads of jetbikes, and two heavy support guys with lances. He deployed first, and we both ended up putting our guys fairly close to our deployment edges.

Match highlights: I seized initiative, and rushed forwards with everything across the board, and ended up pinning most of his forces on his side of the field. (hooray for fast transports and thier 24” movement!)

Him, trying to deal with my orks in his face, stayed in the back, and ended up giving me most of the objective markers.

With first turn waaagh, I managed to get a 5 man squad of stormboyz into combat with his voidseer with the scariest powers, and kill him.

The next turn, that same 5 man squad (now down to two boyz and my nob) jumped into a building, and killed one of his death jesters that was contesting an objective, giving me all the objectives, and scoring me domination. This was the first time I have ever scored domination.

On the next turn, that same squad jumped over and killed the last death jester. They shall be immortalized in a killteam for their epic performance of the game.

One of my trukk boys squads went after his solitaire that was hiding behind a building. And I managed to kill him with my lucky shoota/slugga fire, and his unlucky 3+ saves.

End result: An overwhelming victory on my part, as I managed to hold all the objectives for most of the game, and I stole his objectives as well as scoring mine. It ended as 20-2.


Game three: Orks vs Craftworld Eldar. Vanguard deployment, and up to three objectives per turn.

Spoiler:
This was my first fight against the dreaded scat-bikes. He brought several 3 man squads of scat-bikes, as well as some large warp spider squads, a seer council with the swooping hawk phoenix lord, and a sword and board wraithknight.

Highlights: Him getting the first turn, and the fact that we were doing vanguard deployment meant he was impossible to pin down like the harlequin player, as a result, he was able to deal with my army somewhat piecemeal.

Warp spiders are incredibly annoying. I never shot at them, to keep them from running away, but their hit and run ability meant that unless I 100% wiped them out, they would just jump away from combat.

Scatterbikes… Gorkin’ Morkin’ scatterbikes.

His seer council proved to be far more resilient to close combat than I expected, costing me in this game.

End result: A crushing defeat on my part. The end of the game we had a score of 13 vs 3


At the end of the night, I placed second, with 37 points vs. the Eldar Player’s 40 points. So all in all, not a bad night. Some takeaways from this list:

While I only really had morale issues in the last game, I never got the “Profit of the Waaagh” trait, even with rerolls.

First turn waaaghing is downright magical with stormboyz

While having 6 boyz units is a bit odd, and at first I was not a fan. In the end, though, I didn’t mind it as it makes your lists very redundant. Giving all of the nobz powerklaws makes the squads very flexible, and it was great being able to just keep throwing squads at targets. And having backups for your backups.

So all in all, I actually liked the 1850 waaaghband, even though I didn’t have ghazzy. I think, if I ever had the occasion to do a REALLY high points game, I’m going to have to try it out with ghazzy for the certain fearless every turn.


Thanks for sharing! Sounds like the boy put up a good fight, but yeah, against the upper tier armies like Eldar with scatbikes, the WAAAGH Band just can't handle that much S6 dakka without getting shredded or stranded. The last time I was able to handle them was because I had a mass dakka Ork list with Mek Gunz and bikerz out the wazoo that could actually somewhat weather the sheer amount of shots they can dish out. Even then it was a close game.

I'm hopefully going to be trying out a Council of WAAAAGH and WAAAGH Band combo 2500 point game against a Necron friend of mine this weekend so I can post some of the results of how our Orkurion does at higher points games that I think they're intended to be played at.
   
Made in ca
Stinky Spore





 Vitali Advenil wrote:
Odd. I seem to remember the rules stating you can only snapfire after tank shock or ramming. I'll have to take a look when I get home.


I checked this and when it comes to Ramming you're right - snapshots only.

Tank shock doesn't really say anything about it, so I assume it would depend on how far you went (combat speed vs cruising?)
   
Made in us
Battlewagon Driver with Charged Engine





Yep. Tank shocking only requires combat speed, so >0 inches up to 6. If you tank shock 6.1, you can't burn, so keep the throttle down, boyz and we'll have ourselves a cookout!
   
Made in us
Mutilatin' Mad Dok





Georgia

I still need to finish my burna boyz, come to think of it, but I just have more pressing projects on hand, like a trukk for my tankbustas and a grot squad. Granted, the later will take like four hours but I find it hard to motivate myself to paint vehicles.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in ru
!!Goffik Rocker!!






Stormboyz +1-st turn assault can be neat. Though, the opponent is usually prepared for it. So, i see no real reason to go for Ghazcurion over the cad formation that's identical but without nerfed mob rule.
   
Made in us
Mutilatin' Mad Dok





Georgia

Honestly stormboyz are just bad. Their one good thing kills them, which can force a morale chdck, which can either kill more or have them run. They need a build in cover save for me to even consider taking them over bikers.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in ru
!!Goffik Rocker!!






Not bad - just too unstable. I've had them doing great and had them kill themselves with dt and fail ld cause of it.
   
Made in us
Regular Dakkanaut





 koooaei wrote:
Stormboyz +1-st turn assault can be neat. Though, the opponent is usually prepared for it. So, i see no real reason to go for Ghazcurion over the cad formation that's identical but without nerfed mob rule.


They're not exactly scatterbikes, that's for sure, but I've run them as the little squads (costing 85 points) and I either hide them behind LOS blocking terrain that they can just jump over or behind a trukk. My opponent largely ignores because they're so small, and I pretty much only use them on easy targets so my tougher squads can go for the crunchier stuff. Tanks, and single model units (like the voidseers and death jesters) make for perfect targets for the way I use stormboyz. Anything larger, and their 6+ save typically crumples. But they're only 85 points for a powerklaw and four meat shields that can move 12", so you get what you pay for. I long for the day I can put 'eavy armor on everything

This was the first time I've used them in this formation, so first time I've done 1st turn charges due to waaaghs. It's fun, but it's only ever an option in 1850 point games, which we only do ever few months.

This message was edited 1 time. Last update was at 2016/09/22 13:42:11


The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in ru
!!Goffik Rocker!!






If you're just running them for the 12 movement, consider 3 bikes with a pk nob. They're tougher, can shoot and have 3+ cover, 4+ armor. Stormboyz are there for the extra long charges on WAAGH! that can be great. Or can fail - depending on luck.
   
Made in us
Battlewagon Driver with Charged Engine





The 85 point stormboy squad is a great deep-strike annoyance unit. If they could only get the raptor/talon treatment (assault from reserve) they would be stellar.
   
Made in ru
!!Goffik Rocker!!






If they could get ds scatter mitigation, they'd be an interesting choice.
   
Made in us
Mutilatin' Mad Dok





Georgia

Problem is they won't do jack when they DS since their only good attacks are in melee. Even then, they don't do anything normal orks can't. 10 stormboyz and a PK nob is 130. 10 boyz in a trukk with a PK nob costs the exact same, granted you don't give the trukk a ram (which you should.), and amazingly the trukk is more survivable and has almost the exact same movement without the danger of half the squad dying before even being shot at. Plus, the trukk gets you an extra ObSec unit, and the orks inside have plenty of choices going for them. Honestly, until I can think of a reason to take stormboyz over boyz in a trukk, I'll still with the trukkboyz.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Battlewagon Driver with Charged Engine





The main problem i have with trukks is the explodes! result, which happens a lot to me. I usually run armoed boyz in there, and with the pk nob come out to about 200, including the trukk.
   
Made in us
Mutilatin' Mad Dok





Georgia

Honestly my trukks usually get glanced to death by S4 fire. It's usually my battlewagons that explode, amazingly. But I rarely run normal boyz in trukks- those are for meganobz and specialist units. I do run trukkboyz from time to time, but like you said, the explodes result hurts them a lot. Heavy armor definitely helps out with that.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in ca
Gargantuan Gargant






 JimOnMars wrote:
The 85 point stormboy squad is a great deep-strike annoyance unit. If they could only get the raptor/talon treatment (assault from reserve) they would be stellar.


It's kinda dumb that we were one of the original codices from 4th/5th ed where assault from deep strike was our schtick, with Boss Zagstruk and his Vulcha Sqwad being a byword for backfield assault. Now it's been inexplicably taken away from us and given to first the space marines with the skyhammer formation and now to CSM and Blood Angels.




Automatically Appended Next Post:
 koooaei wrote:
If they could get ds scatter mitigation, they'd be an interesting choice.


Technically this is possible with the Vulcha Sqwad formation but it unfortunately comes at the cost of Zagstruk himself and WG! terrible +2 to Mob Rule tests so it's a wash at best.

This message was edited 1 time. Last update was at 2016/09/23 01:46:31


 
   
Made in ru
!!Goffik Rocker!!






 Grimskul wrote:

Technically this is possible with the Vulcha Sqwad formation but it unfortunately comes at the cost of Zagstruk himself and WG! terrible +2 to Mob Rule tests so it's a wash at best.


No, i mean if they could assault out of ds AND get scatter mitigation. Otherwise they'd be like the new raptor formation. Cool on paper, fail miserably every 2-d game. Also, disoriented charge means way more to orks with s3. And they will probably get one.
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
 Grimskul wrote:

Technically this is possible with the Vulcha Sqwad formation but it unfortunately comes at the cost of Zagstruk himself and WG! terrible +2 to Mob Rule tests so it's a wash at best.


No, i mean if they could assault out of ds AND get scatter mitigation. Otherwise they'd be like the new raptor formation. Cool on paper, fail miserably every 2-d game. Also, disoriented charge means way more to orks with s3. And they will probably get one.


Ah, my mistake, didn't realize it was in direct response to guy talking about deep strike assault. But yeah, we would need both the D6" only scatter and charge from deep strike and without the disordered charge debuff since boyz hit like wet noodles once they lose their charge bonus. Maybe if Zagstruk went back to his older self and gained power klaw attacks again on the initiative that it would help mitigate some of this but alas I doubt they'll do so.

   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I’ve always felt that one of the most dangerous things in the game of 40K was Fearless Orks. I was very happy to see the Stompa in the codex this last time around for it nice Fearless bubble. I’ve been trying to get a list to work with it and have won occasionally but it’s awkward to try and keep units close and limits the army as a whole.

Like most people when the Orcurion hit I was disappointed. But after spending some time with it I’ve found a list that works really well for my meta. Up until recently I was playing Bully Boyz in Blitz Brigade with 30 Tankbustas and having fun but with so many new units and formations, even that list wasn’t able to keep up. So here’s the list:

Council of Waaagh!
Ghaz
Grotsnik
Warboss in MA
Warboss in MA
Big Mek in EA
Nobs with EA and Waaagh Banner
Battlewagon with RR and 4 Rokkits

Waaagh!-Band
BikerBoss with PK
Mek
Meganobz with Killsaws in Trukk with RR and Rokkit

Min Grots
Min Boyz, no upgrades x 6

Auxiliaries
Single Deffkopta x 4
Full unit of KMK Mek Gunz with 5 Extra Grots and 5 Ammo Runts
Full unit of Lobba Mek Gunz with 5 Extra Grots and 5 Ammo Runts

2000 points exactly.

Standard deployment is to place my three objectives as close together and as far back as possible. Lobbas babysit the center objective with the Council in BW right in front of them. KMK’s go on either side of the Lobbas depending on opponent’s deployment. Grots and Boyz on the opposite side of the Lobbas from the KMK’s. The idea is to NOT rush forward with Ghaz and just take objectives and shoot the opponent to death.

First game was against a Tau player: fully kitted out Jetpack command squad, Stormsurge, Riptide, two units of pathfinders. It’s lists like this that I’ve given up on the Bully Boyz. Once they jump out or their rides are destroyed, they can be picked off easily. Tau goes first and pretty much is able to kill two grots from the KMK battery and some grots on foot advancing towards his table edge. Orks, first turn and can now call the Waaagh and just run all the Boyz forward, never firing once, toward his table edge. Ghaz in BW and Meganobz in Trukk don’t move from the deployment zone and cover. KMK’s take out a lot of shield Drones from his Command squad and the Lobbas erase a unit of Pathfinders from the board.

Next Tau turn he kills some more grots and a few now Fearless Boyz. Takes a potshot at the front armor of the BW in cover J No effect. Orks, kill even more command squad models. Lobbas remove his second Pathfinders. One of the barrages roll five natural “hits”. In all my years that has never happened without a reroll. Something like 25 wounds . . . Third turn his command squad jumps forward and is getting ready to assault the KMK’s and his Riptide is now focusing on the ever closing Boys and Grots. BTW every turn they are moving through cover which is really slowing them down. My Meganobz decide to intercept his command squad and jump out at them. There’s just one problem. Because of the way he bunched his suits and drones, my KMK’s totally obliterate his squad leaving just one suit left!! No way the Meganobz can reach them to they are partially left in the open. Ghaz still just hanging out.

Fourth turn he moves his formally planted Stormsurge backwards away from my Meganobz and moves his riptide back. Bottom of fourth turn just as everything is in range of assaulting his remaining forces, he concedes. Ghaz and krew in BW never moved once. 805 points just sat there but even that, pretty much the same as a Stompa, was worth his weight in teef by providing Fearless to everything. We only play Maelstrom so I was clearly going to win on objectives, slay the warlord, first blood, linebreaker…

Second game was last night against Demons and Chaos Space Marines. Notable units were two HQ demons in a pink horror group used for Summoning, three maulerfiends in some special formation, and 10 dogs with Khorne Juggernaut Lord and four sorcerers on Bikes with force weapons. He got something like 25 warp charge the first turn.

So I deployed pretty much the same way with the exception of stringing out, base-to-base, four units of Boyz and the units of grots at the edge of the deployment zone so if he charged with his death star dogs they’d take the brunt of it.

I get first turn and can’t kill anything due to a special rule giving everything 24”+ shrouding and stealth. New league but still maelstrom. I don’t move a single model. For that first game each boy unit had a Rokkit which never fired due to running all the time so I took that away and gave myself a fourth Deffkopta. He moves his death star forward and buffs it with like 6 powers. Iron Arm, Endurance, rerolls of armor saves, 4+ feel no pain, yadda yadda. He runs his Maulerfiends forward.

Second turn I assault the three Mauler fiends with two Boyz mobs and the dogs and Lord and Sorcerers with another two Boyz mobs, grot fail to make the charge. They’re Fearless so they just have to survive two rounds of combat. Meanwhile straight up the middle I’m able to move Ghaz’ BW 6”, disembark into difficult terrain 5”, run 5”, and roll 10” into assault with bog a summoned unit and the Pink Horrors units. Opponent has an “oh gak” look on his face. Assaulting the death star robs his unit of rage bonus attacks. The Boyz do minimal damage but that’s not the point. Also they can’t even hurt the maulerfiends but with just 240 points I’m able to tie down the majority of the opponent’s army.

Ghaz and krew mop up his back field and move on to the maulerfiends where I stupidly lose a MA Warboss and Grotsnik! His death star splits to claim an objective, assault the grots with his Khorne lord which was hilarious, and assault the KMK which was pointless since he kept casting invisibility on himself and almost his whole army was tied up in combat. The Lobbas only fired twice that game due to lack of targets. Game ends on turn 5 score 12-7 Orks win.

I’ll keep at it update any other wins or losses but with all the insane OP units everyone else is getting, I’m quite content feeding them Boyz and grots and then take objectives. Both games the Deffkoptas have been near useless except as distractions.

Fighting crime in a future time! 
   
Made in us
Battlewagon Driver with Charged Engine





 PipeAlley wrote:
First game was against a Tau player: fully kitted out Jetpack command squad, Stormsurge, Riptide, two units of pathfinders. It’s lists like this that I’ve given up on the Bully Boyz. Once they jump out or their rides are destroyed, they can be picked off easily. Tau goes first and pretty much is able to kill two grots from the KMK battery and some grots on foot advancing towards his table edge.
How did you avoid more damage? Did he roll badly trying to wound T7 grots and the AV14 BW? Did you have good cover?
   
Made in us
Bonkers Buggy Driver with Rockets






Ok, so was there anyone else that has seen this new genesteelers cult stuff and thought "I can convert orks to that".

If they're new codex is amazing then I might do that. For example I have a bunch of unpainted boyz with choppas and shootas, and I have a mess of extra boy arms, a little glue and kitbash ing I will have 3 armed genesteeler orks. In old fluff they did exist, and were known as genelootaz
. Might be the next way for me to run an orkish horde army competitive (if they're codex is good).

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

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Stabbin' Skarboy




Pittsburgh

I just want some of those trucks to orkify.

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





Georgia

Yeah, I heard the guys at my FLGS talking about some new transport that looked straight out of Mad Max. When they showed me the model and said it was for genestealers my response was "Not for long."

Seriously I am gonna loot the gak out of that truck.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in ca
Gargantuan Gargant






 Vitali Advenil wrote:
Yeah, I heard the guys at my FLGS talking about some new transport that looked straight out of Mad Max. When they showed me the model and said it was for genestealers my response was "Not for long."

Seriously I am gonna loot the gak out of that truck.


Funny part is that the genestealer cults loot it first from the Imperium, then we loot it from them. Double looted vehicles are best vehicles.
   
Made in us
Bonkers Buggy Driver with Rockets






I'm sorry, it's not involved with ork tactics, but this right here makes me a little upset
[Thumb - GScult-rockgrinder-final.jpg]
These guys get a batter ramshackle rule then us!


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

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Bonkers Buggy Driver with Rockets






Eh, it's okay. They can't assault out of it.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Mutilatin' Mad Dok





Georgia

Yeah, since it's not open topped I wouldn't even consider touching it, plus the transport capacity is pretty poor.

Also, I agree about the ramshackle thing. Ignoring immobilized on a 4+ is insane. Granted, I've had my fair share of trukks saved by ramshackle, but I'd gladly trade it for this.

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

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
 
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