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Made in us
Oozing Plague Marine Terminator





Any good ideas for using Kommandos? Perhaps as backfield screens using their cover bonus? Or are they merely just saving us CP for tellyporting.
   
Made in us
Longtime Dakkanaut




Min squad Loaded up with free index options 2 burnas, tank buster bomb, maybe a bigchoppa on boss.

Depending how you play they can be an additional threat unit that can do decent secondary charges particularly well in ruins/cover. (Or eat overwatch if that’s your thing)

Or late game objective grabber coming from reserves.

The best thing with kommandos is you get to choose when and where you need them.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Kommandos are gonna be mostly useful for Objective Camping, and you probably have better options for that as well. Can't think of a whole lot I'd use Kommandos for that a Da Jumped Boy Blob wouldn't do better. Or even just some Storm Boyz.

They'd be a bit more useful if they had 24" weapons, cuz then you could throw them into Blood Axes and have an (effective) 4+ save while shooting at people.

I guess the best reason to take them is for the cheap Elite slots, for a Brigade. But even then, you'll probably just be using them to cap Objectives.
   
Made in us
Smokin' Skorcha Driver






min kommando squads and solo koptas are the ideal mid/late game objective grabbers. Normally their not used as an actual threat competitively, but I've seen some lists that run 2x5 and a 15 man squad so you have at least one squad that poses a threat.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Honestly, I wouldn't bother with them unless you're building a Brigade. But three Battalions have good units is generally gonna do you more good than taking suboptimal units to fill a Brigade.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Nightlord1987 wrote:
Any good ideas for using Kommandos? Perhaps as backfield screens using their cover bonus? Or are they merely just saving us CP for tellyporting.


The usually only see play when building brigades, but quite often so. The most successful use I have seen is using 5 kommandoz with 2 big shootas, have then infiltrate and beat some scoring unit of an objective in cover - +1 to wound helps quite well with that. Once you are on that objective, you just sit there in 4+ cover and plonk away at stuff with your big shootas.

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 gb
Regular Dakkanaut




England

Hey guys, how competitive would triple Battlewagon with Supa Kannons be, run as either Bad Moonz or Freebootas?

You're talking 6D6 shots a round, Str 8, -2AP, Dmg 3, 60' range.

It's a big investment, just under 600 points. But when you factor in something like More Dakka it looks quite powerful.

Arguably if you run them as Freebootas you could be hitting on 4's, or if you run them as Badmoonz you are re-rolling 1's to hit.

This message was edited 1 time. Last update was at 2019/06/21 16:47:20


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Seems like a neat set-up. I certainly wouldn't call it terrible, at all, but (like you said) it's a big investment. Especially once you take the 2-3 Big Meks you'll need to keep them under a KFF. Go with 'Ard Top, since anything that would be able to shoot with them is gonna wanna be outside them anyway.

Biggest issue (aside from the pricetag) that I see is that, even with 60" range, you'll need to move them to get LOS. And since Moar Dakka will only affect one of them, the other two will be hitting on 6s (5s, with Freebooterz). That's a lot of wasted shots for the pricetag. Probably not a great pick for competitive, but for a semi-casual environment it'll work just fine.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 flandarz wrote:
Seems like a neat set-up. I certainly wouldn't call it terrible, at all, but (like you said) it's a big investment. Especially once you take the 2-3 Big Meks you'll need to keep them under a KFF. Go with 'Ard Top, since anything that would be able to shoot with them is gonna wanna be outside them anyway.

Biggest issue (aside from the pricetag) that I see is that, even with 60" range, you'll need to move them to get LOS. And since Moar Dakka will only affect one of them, the other two will be hitting on 6s (5s, with Freebooterz). That's a lot of wasted shots for the pricetag. Probably not a great pick for competitive, but for a semi-casual environment it'll work just fine.
Don't Battlewagons ignore the move and shoot penalty? Or was that a different unit?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Oh yeah. It does. Checked the Codex. I thought it was just pure walkers that ignored it. Never mind then.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Elfric wrote:
Hey guys, how competitive would triple Battlewagon with Supa Kannons be, run as either Bad Moonz or Freebootas?

You're talking 6D6 shots a round, Str 8, -2AP, Dmg 3, 60' range.

It's a big investment, just under 600 points. But when you factor in something like More Dakka it looks quite powerful.

Arguably if you run them as Freebootas you could be hitting on 4's, or if you run them as Badmoonz you are re-rolling 1's to hit.


In my opinion they don't compare well to wazzboms, mek guns (even KMK are give you much more shooting) or even buggies like the scrapjet or the shokk-jump dragsta. If you'd spend the same points on any of those, you'll end up with much more dakka.

In any case, if you want to try, you could use the specialist detachment and have a warboss with the Blitz Shouta inside one of your wagons, allowing all three of them to re-roll ones.

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 au
Battlewagon Driver with Charged Engine





Had a tournament today, sadly didn't do too well. List was as follows

Spoiler:


Freebootaz dredmob

2 Gorkanaughts
1 Morkanaught
Supashokka Mek
2 KFF Meks
65 grots
2 Scrapjets
3 Kustom Mega Kannon Meks
Weirdboy



First game was against Genestealer cults. First few turns went well, did plenty of damage, triggered freeboota most turns. Sadly when the abborants and then the rocksaw units dropped down gorkanaughts and scrapjets started to die. Damn the abberants take a hell of a beating. But quite a few of our weapons are ideal for removing their somewhat fragile units. Especially when firing twice. The game ended in a draw due to a relic sniper hitting the weirdboy who had sprinted to an objective, a few poor choices on my part lost me some points.

Second was against a drathwatch, loyal 32 and smashcaptain triple batallion. The 40 marines with stormsheilds, terminators and all the bells and whistles was a pain in the ass to shift. And sadly I got over eager and put the gorkanaughts in poor positions as I tried to use their shooting and melee to put dent in those marines. 2 naughts got caught out and one shotted by smashcaptain and a libby dread. Sadly I lost due to not wrapping my naughts properly, and the fact that those deathwatch marines are so incredibly tanky with their 3++ 2+ termies and a character in the back to give them a 6+++ feel no pain.

Last game was with a guard artillery formation, with 3 basalisks, 2 wyverns and ahydra backed up by 3 hellhounds and 80 or so catachan guard. To make things even more difficult he had Yarrik. (and lucky me I was the only ork in the tourney) Things started out rather well, the shokka mek really shone, RNJesus blessing me with 2 rounds of mortal wound output on the turn I chose to double shoot. Super, uber unlikely but I was happy for it. Sadly he deployed very well, with our armies being deployed as one drop and I went first he was able to counter deploy and keep his arty out of range of quite a bit. The first turn went well, until he started swamping the field with catachan nutjobs, and a unit of ogryn with the shrouding spell on them began to take a toll both on objective points and kill points. Once again due to quite a few deployment and movement mistakes he managed to win a very convincing victory.

I rather loved the list though it needs some tweaking, I liked the scrapjets for their versatility and ability to make use of freebootas to the fullest, or trigger it against most targets. The mek guns likewise were usually reliable for triggering the trait though occasionally they flopped which was depressing. The weirdboy spent most of the games inside a gorkanaught, just couldn't get the timing right of dropping him off. Could be worth getting a Dakka jet, the wazbomb would give a little more KFF and antitank though.
   
Made in us
Longtime Dakkanaut




 Elfric wrote:
Hey guys, how competitive would triple Battlewagon with Supa Kannons be, run as either Bad Moonz or Freebootas?

You're talking 6D6 shots a round, Str 8, -2AP, Dmg 3, 60' range.

It's a big investment, just under 600 points. But when you factor in something like More Dakka it looks quite powerful.

Arguably if you run them as Freebootas you could be hitting on 4's, or if you run them as Badmoonz you are re-rolling 1's to hit.


6D6 ends up being 21 shots on average, at BS 5+ you will get about 8-9 hits with Dakkax3. Against Knights that is 4 to 4.5 wounds which then get a 4+ invuln against so 2 to 2.25 which equals out to about 6 to 7 damage.

6D6 sounds like a lot until you remember we hit on 5s I hate to say it because I love wagonz, but they are trash in that configuration. Its basically Bonebreaker or bust.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Roarin' Runtherd




cody.d. wrote:
Had a tournament today, sadly didn't do too well. List was as follows

Spoiler:


Freebootaz dredmob

2 Gorkanaughts
1 Morkanaught
Supashokka Mek
2 KFF Meks
65 grots
2 Scrapjets
3 Kustom Mega Kannon Meks
Weirdboy



First game was against Genestealer cults. First few turns went well, did plenty of damage, triggered freeboota most turns. Sadly when the abborants and then the rocksaw units dropped down gorkanaughts and scrapjets started to die. Damn the abberants take a hell of a beating. But quite a few of our weapons are ideal for removing their somewhat fragile units. Especially when firing twice. The game ended in a draw due to a relic sniper hitting the weirdboy who had sprinted to an objective, a few poor choices on my part lost me some points.

Second was against a drathwatch, loyal 32 and smashcaptain triple batallion. The 40 marines with stormsheilds, terminators and all the bells and whistles was a pain in the ass to shift. And sadly I got over eager and put the gorkanaughts in poor positions as I tried to use their shooting and melee to put dent in those marines. 2 naughts got caught out and one shotted by smashcaptain and a libby dread. Sadly I lost due to not wrapping my naughts properly, and the fact that those deathwatch marines are so incredibly tanky with their 3++ 2+ termies and a character in the back to give them a 6+++ feel no pain.

Last game was with a guard artillery formation, with 3 basalisks, 2 wyverns and ahydra backed up by 3 hellhounds and 80 or so catachan guard. To make things even more difficult he had Yarrik. (and lucky me I was the only ork in the tourney) Things started out rather well, the shokka mek really shone, RNJesus blessing me with 2 rounds of mortal wound output on the turn I chose to double shoot. Super, uber unlikely but I was happy for it. Sadly he deployed very well, with our armies being deployed as one drop and I went first he was able to counter deploy and keep his arty out of range of quite a bit. The first turn went well, until he started swamping the field with catachan nutjobs, and a unit of ogryn with the shrouding spell on them began to take a toll both on objective points and kill points. Once again due to quite a few deployment and movement mistakes he managed to win a very convincing victory.

I rather loved the list though it needs some tweaking, I liked the scrapjets for their versatility and ability to make use of freebootas to the fullest, or trigger it against most targets. The mek guns likewise were usually reliable for triggering the trait though occasionally they flopped which was depressing. The weirdboy spent most of the games inside a gorkanaught, just couldn't get the timing right of dropping him off. Could be worth getting a Dakka jet, the wazbomb would give a little more KFF and antitank though.


From your reports I would have to say that a dakkajet would really help. I like them mainly for their ability to get close to support/key characters and pump str 6 -1 ap hits into them.

A pair of dakkajets does a great job at taking down even fairly durable characters.
   
Made in au
Battlewagon Driver with Charged Engine





russellmoo wrote:
cody.d. wrote:
Had a tournament today, sadly didn't do too well. List was as follows

Spoiler:


Freebootaz dredmob

2 Gorkanaughts
1 Morkanaught
Supashokka Mek
2 KFF Meks
65 grots
2 Scrapjets
3 Kustom Mega Kannon Meks
Weirdboy



First game was against Genestealer cults. First few turns went well, did plenty of damage, triggered freeboota most turns. Sadly when the abborants and then the rocksaw units dropped down gorkanaughts and scrapjets started to die. Damn the abberants take a hell of a beating. But quite a few of our weapons are ideal for removing their somewhat fragile units. Especially when firing twice. The game ended in a draw due to a relic sniper hitting the weirdboy who had sprinted to an objective, a few poor choices on my part lost me some points.

Second was against a drathwatch, loyal 32 and smashcaptain triple batallion. The 40 marines with stormsheilds, terminators and all the bells and whistles was a pain in the ass to shift. And sadly I got over eager and put the gorkanaughts in poor positions as I tried to use their shooting and melee to put dent in those marines. 2 naughts got caught out and one shotted by smashcaptain and a libby dread. Sadly I lost due to not wrapping my naughts properly, and the fact that those deathwatch marines are so incredibly tanky with their 3++ 2+ termies and a character in the back to give them a 6+++ feel no pain.

Last game was with a guard artillery formation, with 3 basalisks, 2 wyverns and ahydra backed up by 3 hellhounds and 80 or so catachan guard. To make things even more difficult he had Yarrik. (and lucky me I was the only ork in the tourney) Things started out rather well, the shokka mek really shone, RNJesus blessing me with 2 rounds of mortal wound output on the turn I chose to double shoot. Super, uber unlikely but I was happy for it. Sadly he deployed very well, with our armies being deployed as one drop and I went first he was able to counter deploy and keep his arty out of range of quite a bit. The first turn went well, until he started swamping the field with catachan nutjobs, and a unit of ogryn with the shrouding spell on them began to take a toll both on objective points and kill points. Once again due to quite a few deployment and movement mistakes he managed to win a very convincing victory.

I rather loved the list though it needs some tweaking, I liked the scrapjets for their versatility and ability to make use of freebootas to the fullest, or trigger it against most targets. The mek guns likewise were usually reliable for triggering the trait though occasionally they flopped which was depressing. The weirdboy spent most of the games inside a gorkanaught, just couldn't get the timing right of dropping him off. Could be worth getting a Dakka jet, the wazbomb would give a little more KFF and antitank though.


From your reports I would have to say that a dakkajet would really help. I like them mainly for their ability to get close to support/key characters and pump str 6 -1 ap hits into them.

A pair of dakkajets does a great job at taking down even fairly durable characters.


I think you may be onto something there. Having the ability to kill some characters would be nice. The wazbomb has pretty good output.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






cody.d. wrote:
Had a tournament today, sadly didn't do too well. List was as follows

Spoiler:


Freebootaz dredmob

2 Gorkanaughts
1 Morkanaught
Supashokka Mek
2 KFF Meks
65 grots
2 Scrapjets
3 Kustom Mega Kannon Meks
Weirdboy



First game was against Genestealer cults. First few turns went well, did plenty of damage, triggered freeboota most turns. Sadly when the abborants and then the rocksaw units dropped down gorkanaughts and scrapjets started to die. Damn the abberants take a hell of a beating. But quite a few of our weapons are ideal for removing their somewhat fragile units. Especially when firing twice. The game ended in a draw due to a relic sniper hitting the weirdboy who had sprinted to an objective, a few poor choices on my part lost me some points.

Second was against a drathwatch, loyal 32 and smashcaptain triple batallion. The 40 marines with stormsheilds, terminators and all the bells and whistles was a pain in the ass to shift. And sadly I got over eager and put the gorkanaughts in poor positions as I tried to use their shooting and melee to put dent in those marines. 2 naughts got caught out and one shotted by smashcaptain and a libby dread. Sadly I lost due to not wrapping my naughts properly, and the fact that those deathwatch marines are so incredibly tanky with their 3++ 2+ termies and a character in the back to give them a 6+++ feel no pain.

Last game was with a guard artillery formation, with 3 basalisks, 2 wyverns and ahydra backed up by 3 hellhounds and 80 or so catachan guard. To make things even more difficult he had Yarrik. (and lucky me I was the only ork in the tourney) Things started out rather well, the shokka mek really shone, RNJesus blessing me with 2 rounds of mortal wound output on the turn I chose to double shoot. Super, uber unlikely but I was happy for it. Sadly he deployed very well, with our armies being deployed as one drop and I went first he was able to counter deploy and keep his arty out of range of quite a bit. The first turn went well, until he started swamping the field with catachan nutjobs, and a unit of ogryn with the shrouding spell on them began to take a toll both on objective points and kill points. Once again due to quite a few deployment and movement mistakes he managed to win a very convincing victory.

I rather loved the list though it needs some tweaking, I liked the scrapjets for their versatility and ability to make use of freebootas to the fullest, or trigger it against most targets. The mek guns likewise were usually reliable for triggering the trait though occasionally they flopped which was depressing. The weirdboy spent most of the games inside a gorkanaught, just couldn't get the timing right of dropping him off. Could be worth getting a Dakka jet, the wazbomb would give a little more KFF and antitank though.


Sounds like you mostly need more practice with your list - don't change it up too much, keep playing it. I agree with the dakkajet notion though, sniping characters with them is one of the easiest way to trigger the freeboota trait.
As for the weird boy... if you aren't getting any use out of him, maybe replace him with Badrukk?
   
Made in au
Battlewagon Driver with Charged Engine





 Jidmah wrote:
cody.d. wrote:
Had a tournament today, sadly didn't do too well. List was as follows

Spoiler:


Freebootaz dredmob

2 Gorkanaughts
1 Morkanaught
Supashokka Mek
2 KFF Meks
65 grots
2 Scrapjets
3 Kustom Mega Kannon Meks
Weirdboy



First game was against Genestealer cults. First few turns went well, did plenty of damage, triggered freeboota most turns. Sadly when the abborants and then the rocksaw units dropped down gorkanaughts and scrapjets started to die. Damn the abberants take a hell of a beating. But quite a few of our weapons are ideal for removing their somewhat fragile units. Especially when firing twice. The game ended in a draw due to a relic sniper hitting the weirdboy who had sprinted to an objective, a few poor choices on my part lost me some points.

Second was against a drathwatch, loyal 32 and smashcaptain triple batallion. The 40 marines with stormsheilds, terminators and all the bells and whistles was a pain in the ass to shift. And sadly I got over eager and put the gorkanaughts in poor positions as I tried to use their shooting and melee to put dent in those marines. 2 naughts got caught out and one shotted by smashcaptain and a libby dread. Sadly I lost due to not wrapping my naughts properly, and the fact that those deathwatch marines are so incredibly tanky with their 3++ 2+ termies and a character in the back to give them a 6+++ feel no pain.

Last game was with a guard artillery formation, with 3 basalisks, 2 wyverns and ahydra backed up by 3 hellhounds and 80 or so catachan guard. To make things even more difficult he had Yarrik. (and lucky me I was the only ork in the tourney) Things started out rather well, the shokka mek really shone, RNJesus blessing me with 2 rounds of mortal wound output on the turn I chose to double shoot. Super, uber unlikely but I was happy for it. Sadly he deployed very well, with our armies being deployed as one drop and I went first he was able to counter deploy and keep his arty out of range of quite a bit. The first turn went well, until he started swamping the field with catachan nutjobs, and a unit of ogryn with the shrouding spell on them began to take a toll both on objective points and kill points. Once again due to quite a few deployment and movement mistakes he managed to win a very convincing victory.

I rather loved the list though it needs some tweaking, I liked the scrapjets for their versatility and ability to make use of freebootas to the fullest, or trigger it against most targets. The mek guns likewise were usually reliable for triggering the trait though occasionally they flopped which was depressing. The weirdboy spent most of the games inside a gorkanaught, just couldn't get the timing right of dropping him off. Could be worth getting a Dakka jet, the wazbomb would give a little more KFF and antitank though.


Sounds like you mostly need more practice with your list - don't change it up too much, keep playing it. I agree with the dakkajet notion though, sniping characters with them is one of the easiest way to trigger the freeboota trait.
As for the weird boy... if you aren't getting any use out of him, maybe replace him with Badrukk?


Aye, myself and 3 other dudes from my area and all of us were using lists we weren't super familiar with. The weirdboy usually spends a lot of time in the naught, occasionally putting out a smite, or in one instance giving a naught warpath for an extra set of sweep attacks. Badrukk may be worth it, gives some decent shooting, works with freebootas. But I also suspect that another shokk mek could be good. Add in another chance for those gorgeous double 6s Hell I think a funny list would be 9 shokk meks, on bike, index and standard. Just pray to RNJesus and go for broke.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I'm pretty sure the Bike Mek can't take a SAG. And that the Index Mek and the Codex Mek share a datasheet. But even if it IS valid, I doubt it'll be a great strategy. That's like 1k pts spent on 9 models that are gonna be most effective against armor (and even then have a tendency to whiff a lot). Unless you're playing against pure Knights or some other "handful of big models) list, you're gonna have a tough time. Even against the "ideal" opponent, remember that (on average), those 1k pts of Mekz are gonna have 35 shots and at 5+, you'll only be hitting about 12-13 of them, Wounding about half of those, and after Saves you'll probably see 2-3 of them get to your target.

Tldr; 9 Mekz may be illegal, and even if it ain't, it's too swingy to rely on.
   
Made in au
Battlewagon Driver with Charged Engine





 flandarz wrote:
I'm pretty sure the Bike Mek can't take a SAG. And that the Index Mek and the Codex Mek share a datasheet. But even if it IS valid, I doubt it'll be a great strategy. That's like 1k pts spent on 9 models that are gonna be most effective against armor (and even then have a tendency to whiff a lot). Unless you're playing against pure Knights or some other "handful of big models) list, you're gonna have a tough time. Even against the "ideal" opponent, remember that (on average), those 1k pts of Mekz are gonna have 35 shots and at 5+, you'll only be hitting about 12-13 of them, Wounding about half of those, and after Saves you'll probably see 2-3 of them get to your target.

Tldr; 9 Mekz may be illegal, and even if it ain't, it's too swingy to rely on.


Fairly sure the biker mek can. It's in the same slot as the KFF. And remember there is no codex choice for a default Mek who can take either the KFF or Shokk but the Shokk mek in the codex is a entirely separate choice, which wouldn't be affected by the recent FAQ that hit demon Princes and the like. You could make them either freebootas or Deffskullz to make them more accurate. The silly idea being that at least one mek each turn is likely as not to roll those magical double sizes. Mind you I wouldn't take this to a tourney, you're right that it's far too swingy and unreliable to rely on, but damn if it wouldn't be bloody hilarious.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, with 9 Mekz, and a 1 in 12 chance of getting an 11+, it'll be about every other turn (on average). The important thing to remember is that it's still dependent on successfully hitting the target. Deathskullz would be less than ideal for this, since they only allow 1 reroll per unit. Go Freebooterz or Bad Moonz. If you're fishing for MWs, the improved accuracy is more important than rerolling Wounds and Damage.

But this is not competitive in the least. Hell, I think it might be untenable in casual games as well. I don't even know if it would even be fun, since it's so "all or nothing". Ie: you're either gonna be really lucky and just destroy everything or (more likely) you're gonna lose by a hefty margin.
   
Made in gb
Regular Dakkanaut




UK

Mmmm. . . Each Mek would be a separate unit? So the Deff Skull kulture applies to each?

But the whole idea is definitely out there in the ‘sh1ts & giggles’ category, along with the looted Baneblade running Flintstone style on Ork legs instead of tracks. A fun mental exercise, not really practical.
   
Made in se
Fresh-Faced New User




cody.d. wrote:
 flandarz wrote:
I'm pretty sure the Bike Mek can't take a SAG. And that the Index Mek and the Codex Mek share a datasheet. But even if it IS valid, I doubt it'll be a great strategy. That's like 1k pts spent on 9 models that are gonna be most effective against armor (and even then have a tendency to whiff a lot). Unless you're playing against pure Knights or some other "handful of big models) list, you're gonna have a tough time. Even against the "ideal" opponent, remember that (on average), those 1k pts of Mekz are gonna have 35 shots and at 5+, you'll only be hitting about 12-13 of them, Wounding about half of those, and after Saves you'll probably see 2-3 of them get to your target.

Tldr; 9 Mekz may be illegal, and even if it ain't, it's too swingy to rely on.


Fairly sure the biker mek can. It's in the same slot as the KFF. And remember there is no codex choice for a default Mek who can take either the KFF or Shokk but the Shokk mek in the codex is a entirely separate choice, which wouldn't be affected by the recent FAQ that hit demon Princes and the like. You could make them either freebootas or Deffskullz to make them more accurate. The silly idea being that at least one mek each turn is likely as not to roll those magical double sizes. Mind you I wouldn't take this to a tourney, you're right that it's far too swingy and unreliable to rely on, but damn if it wouldn't be bloody hilarious.


You are right! I am actually considering putting my relic SAG on bike now. I am more or less always up against Vindicare Assassins or other snipers, since I run him as WL with big killa trait he always gets targeted first :( ... You will lose the infantry keyword which will help alot against Vindicare and +1 t and wounds for only 26pts more. Could be worth! What do you guys think?
   
Made in ru
Fresh-Faced New User





Bryten wrote:
cody.d. wrote:
 flandarz wrote:
I'm pretty sure the Bike Mek can't take a SAG. And that the Index Mek and the Codex Mek share a datasheet. But even if it IS valid, I doubt it'll be a great strategy. That's like 1k pts spent on 9 models that are gonna be most effective against armor (and even then have a tendency to whiff a lot). Unless you're playing against pure Knights or some other "handful of big models) list, you're gonna have a tough time. Even against the "ideal" opponent, remember that (on average), those 1k pts of Mekz are gonna have 35 shots and at 5+, you'll only be hitting about 12-13 of them, Wounding about half of those, and after Saves you'll probably see 2-3 of them get to your target.

Tldr; 9 Mekz may be illegal, and even if it ain't, it's too swingy to rely on.


Fairly sure the biker mek can. It's in the same slot as the KFF. And remember there is no codex choice for a default Mek who can take either the KFF or Shokk but the Shokk mek in the codex is a entirely separate choice, which wouldn't be affected by the recent FAQ that hit demon Princes and the like. You could make them either freebootas or Deffskullz to make them more accurate. The silly idea being that at least one mek each turn is likely as not to roll those magical double sizes. Mind you I wouldn't take this to a tourney, you're right that it's far too swingy and unreliable to rely on, but damn if it wouldn't be bloody hilarious.


You are right! I am actually considering putting my relic SAG on bike now. I am more or less always up against Vindicare Assassins or other snipers, since I run him as WL with big killa trait he always gets targeted first :( ... You will lose the infantry keyword which will help alot against Vindicare and +1 t and wounds for only 26pts more. Could be worth! What do you guys think?


Well, the book says "BIG MEKS, GORKANAUTS , MORKANAUTS , DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.". And about SSAG there is "DREAD WAAAGH! CHARACTER". Biked Mek can't handle this supa shokka due to no needed dread label.
   
Made in gb
Regular Dakkanaut




 Nightlord1987 wrote:
Any good ideas for using Kommandos? Perhaps as backfield screens using their cover bonus? Or are they merely just saving us CP for tellyporting.


I find Kommandos are pretty good for filling out a Trukk and acting as ablative wounds when (and its nearly always when) it blows up. 4 Index Kommandos, 2 with burna, plus a bare bones Nob with slugga and choppa are only 40 points. The 2 bog standard Kommandos are the first to die if I start rolling 1s. The burnas give a bit of a sting if the vehicle is then charged and the Nob can wound a Marine on a 2+ if you manage to dismount into cover.

I'm currently running 2 trukks both with 5 Flashgits and 5 kommandos in each (Freebootas brigade) The kommandos are there to die but if they survive they'll hide out in terrain. 5 man squads aren't going to do much against anything other than guard squads so once the trukk blows up there role is objective holding. ITC rules suit them well if they can remain in cover as they'll be out of LoS and they'll get a 4+ save against mortars (the most common indirect fire IMO in the current META)
   
Made in se
Fresh-Faced New User




landy wrote:
Bryten wrote:
cody.d. wrote:
 flandarz wrote:
I'm pretty sure the Bike Mek can't take a SAG. And that the Index Mek and the Codex Mek share a datasheet. But even if it IS valid, I doubt it'll be a great strategy. That's like 1k pts spent on 9 models that are gonna be most effective against armor (and even then have a tendency to whiff a lot). Unless you're playing against pure Knights or some other "handful of big models) list, you're gonna have a tough time. Even against the "ideal" opponent, remember that (on average), those 1k pts of Mekz are gonna have 35 shots and at 5+, you'll only be hitting about 12-13 of them, Wounding about half of those, and after Saves you'll probably see 2-3 of them get to your target.

Tldr; 9 Mekz may be illegal, and even if it ain't, it's too swingy to rely on.


Fairly sure the biker mek can. It's in the same slot as the KFF. And remember there is no codex choice for a default Mek who can take either the KFF or Shokk but the Shokk mek in the codex is a entirely separate choice, which wouldn't be affected by the recent FAQ that hit demon Princes and the like. You could make them either freebootas or Deffskullz to make them more accurate. The silly idea being that at least one mek each turn is likely as not to roll those magical double sizes. Mind you I wouldn't take this to a tourney, you're right that it's far too swingy and unreliable to rely on, but damn if it wouldn't be bloody hilarious.


You are right! I am actually considering putting my relic SAG on bike now. I am more or less always up against Vindicare Assassins or other snipers, since I run him as WL with big killa trait he always gets targeted first :( ... You will lose the infantry keyword which will help alot against Vindicare and +1 t and wounds for only 26pts more. Could be worth! What do you guys think?


Well, the book says "BIG MEKS, GORKANAUTS , MORKANAUTS , DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.". And about SSAG there is "DREAD WAAAGH! CHARACTER". Biked Mek can't handle this supa shokka due to no needed dread label.


As far as I can see the Big mek on bike still has the <Big Mek> keyword so cant see why you cant take the relic SAG on bike?
   
Made in gb
Regular Dakkanaut




 Jidmah wrote:
cody.d. wrote:
Had a tournament today, sadly didn't do too well. List was as follows

Spoiler:


Freebootaz dredmob

2 Gorkanaughts
1 Morkanaught
Supashokka Mek
2 KFF Meks
65 grots
2 Scrapjets
3 Kustom Mega Kannon Meks
Weirdboy



First game was against Genestealer cults. First few turns went well, did plenty of damage, triggered freeboota most turns. Sadly when the abborants and then the rocksaw units dropped down gorkanaughts and scrapjets started to die. Damn the abberants take a hell of a beating. But quite a few of our weapons are ideal for removing their somewhat fragile units. Especially when firing twice. The game ended in a draw due to a relic sniper hitting the weirdboy who had sprinted to an objective, a few poor choices on my part lost me some points.

Second was against a drathwatch, loyal 32 and smashcaptain triple batallion. The 40 marines with stormsheilds, terminators and all the bells and whistles was a pain in the ass to shift. And sadly I got over eager and put the gorkanaughts in poor positions as I tried to use their shooting and melee to put dent in those marines. 2 naughts got caught out and one shotted by smashcaptain and a libby dread. Sadly I lost due to not wrapping my naughts properly, and the fact that those deathwatch marines are so incredibly tanky with their 3++ 2+ termies and a character in the back to give them a 6+++ feel no pain.

Last game was with a guard artillery formation, with 3 basalisks, 2 wyverns and ahydra backed up by 3 hellhounds and 80 or so catachan guard. To make things even more difficult he had Yarrik. (and lucky me I was the only ork in the tourney) Things started out rather well, the shokka mek really shone, RNJesus blessing me with 2 rounds of mortal wound output on the turn I chose to double shoot. Super, uber unlikely but I was happy for it. Sadly he deployed very well, with our armies being deployed as one drop and I went first he was able to counter deploy and keep his arty out of range of quite a bit. The first turn went well, until he started swamping the field with catachan nutjobs, and a unit of ogryn with the shrouding spell on them began to take a toll both on objective points and kill points. Once again due to quite a few deployment and movement mistakes he managed to win a very convincing victory.

I rather loved the list though it needs some tweaking, I liked the scrapjets for their versatility and ability to make use of freebootas to the fullest, or trigger it against most targets. The mek guns likewise were usually reliable for triggering the trait though occasionally they flopped which was depressing. The weirdboy spent most of the games inside a gorkanaught, just couldn't get the timing right of dropping him off. Could be worth getting a Dakka jet, the wazbomb would give a little more KFF and antitank though.


Sounds like you mostly need more practice with your list - don't change it up too much, keep playing it. I agree with the dakkajet notion though, sniping characters with them is one of the easiest way to trigger the freeboota trait.
As for the weird boy... if you aren't getting any use out of him, maybe replace him with Badrukk?


Ya IMO the weirdboys main use is warpath and da jumping boyz (in that order). Your list isn't really in need of him. I'm taking a shine to Badrukk. Flashgitz would have the best synergy with him.
   
Made in ru
Fresh-Faced New User





Bryten wrote:
landy wrote:
Bryten wrote:
cody.d. wrote:
 flandarz wrote:
I'm pretty sure the Bike Mek can't take a SAG. And that the Index Mek and the Codex Mek share a datasheet. But even if it IS valid, I doubt it'll be a great strategy. That's like 1k pts spent on 9 models that are gonna be most effective against armor (and even then have a tendency to whiff a lot). Unless you're playing against pure Knights or some other "handful of big models) list, you're gonna have a tough time. Even against the "ideal" opponent, remember that (on average), those 1k pts of Mekz are gonna have 35 shots and at 5+, you'll only be hitting about 12-13 of them, Wounding about half of those, and after Saves you'll probably see 2-3 of them get to your target.

Tldr; 9 Mekz may be illegal, and even if it ain't, it's too swingy to rely on.


Fairly sure the biker mek can. It's in the same slot as the KFF. And remember there is no codex choice for a default Mek who can take either the KFF or Shokk but the Shokk mek in the codex is a entirely separate choice, which wouldn't be affected by the recent FAQ that hit demon Princes and the like. You could make them either freebootas or Deffskullz to make them more accurate. The silly idea being that at least one mek each turn is likely as not to roll those magical double sizes. Mind you I wouldn't take this to a tourney, you're right that it's far too swingy and unreliable to rely on, but damn if it wouldn't be bloody hilarious.


You are right! I am actually considering putting my relic SAG on bike now. I am more or less always up against Vindicare Assassins or other snipers, since I run him as WL with big killa trait he always gets targeted first :( ... You will lose the infantry keyword which will help alot against Vindicare and +1 t and wounds for only 26pts more. Could be worth! What do you guys think?


Well, the book says "BIG MEKS, GORKANAUTS , MORKANAUTS , DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.". And about SSAG there is "DREAD WAAAGH! CHARACTER". Biked Mek can't handle this supa shokka due to no needed dread label.


As far as I can see the Big mek on bike still has the <Big Mek> keyword so cant see why you cant take the relic SAG on bike?


True, my bad.
   
Made in it
Rogue Grot Kannon Gunna






I usually take my SSAG with a grot oiler and a 10grot shield just for assassins cover. Using Freebooterz I think it would be counterproductive to put it on bike, as moving it would make me lose the sorely needed +1. Might be better in any other cultures using DDD+More Dakka+ Kustom Ammo
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Also note that bikes cannot climb ruins, this would break the SSAG for me, as most of our terrain is ruins.

Something I'd rather try is use a big mek on a bike with two kustom shootas, git stoppa shells and the deff skulls warlord trait. If you shoot that twice, few character will get up afterwards.

This message was edited 1 time. Last update was at 2019/06/25 10:51:44


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 gb
Regular Dakkanaut




My current 2000 point ITC list

Spoiler:


++ Battalion Detachment +5CP (Orks) [36 PL, 664pts, -3CP] ++

+ No Force Org Slot [-3CP] +

Clan Kultur: Evil Sunz

Extra Gubbins (1/3 CP) [-3CP]: 2 Extra Shiny Gubbins [-3CP]

+ HQ [10 PL, 174pts] +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field [20pts]

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts], Shoota (Index)

+ Troops [26 PL, 490pts] +

Boyz [11 PL, 210pts]
. Boss Nob [7pts]: Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa [203pts]

Boyz [4 PL, 70pts]
. Boss Nob [7pts]: Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [11 PL, 210pts]
. Boss Nob [7pts]: Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa [203pts]

++ Brigade Detachment +12CP (Orks) [63 PL, 1,336pts, -2CP] ++

+ No Force Org Slot [-1CP] +

Clan Kultur: Freebooterz

Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]

+ HQ [12 PL, 234pts, -1CP] +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Da Souped-up Shokka, Follow me Ladz!, Grot Oiler [4pts], Shokk Attack Gun [25pts], Warlord

Kaptin Badrukk [5 PL, 88pts]: Ammo Runt [4pts]

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 3. Da Jump, The Badskull Banner, Warphead [-1CP]

+ Troops [6 PL, 180pts] +

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

+ Elites [6 PL, 120pts] +

Kommandos [2 PL, 40pts]
. Boss Nob [8pts]: Choppa
. 2x Kommando [16pts]
. Kommando W/ 'Eavy Weapon (Index) [8pts]: Burna
. Kommando W/ 'Eavy Weapon (Index) [8pts]: Burna

Kommandos [2 PL, 40pts]
. Boss Nob [8pts]: Choppa
. 2x Kommando [16pts]
. Kommando W/ 'Eavy Weapon (Index) [8pts]: Burna
. Kommando W/ 'Eavy Weapon (Index) [8pts]: Burna

Kommandos [2 PL, 40pts]
. Boss Nob [8pts]: Choppa
. 2x Kommando [16pts]
. Kommando W/ 'Eavy Weapon (Index) [8pts]: Burna
. Kommando W/ 'Eavy Weapon (Index) [8pts]: Burna

+ Fast Attack [6 PL, 119pts] +

Deff Kopta [2 PL, 39pts]
. DeffKopta [39pts]: Bigbomm (Index), Kustom Mega-blasta [9pts]

Deff Kopta [2 PL, 40pts]
. DeffKopta [40pts]: Bigbomm (Index), Twin Big Shoota [10pts]

Deff Kopta [2 PL, 40pts]
. DeffKopta [40pts]: Bigbomm (Index), Twin Big Shoota [10pts]

+ Heavy Support [27 PL, 555pts] +

Flash Gitz [7 PL, 150pts]
. 4x Flash Git [120pts]
. Kaptin [30pts]: Choppa, Gitfinda Squig

Flash Gitz [7 PL, 150pts]
. 4x Flash Git [120pts]
. Kaptin [30pts]: Choppa, Gitfinda Squig

Lootas [13 PL, 255pts]
. 15x Loota [255pts]

+ Dedicated Transport [6 PL, 128pts] +

Trukk [3 PL, 64pts]: Big Shoota [5pts]

Trukk [3 PL, 64pts]: Big Shoota [5pts]

++ Total: [99 PL, 2,000pts, -5CP] ++



I'm having good success with the 70 evil sunz boyz (30 +30+10 all starting under a KFF) mobbing up a 30 and 10, then warpathing them, then da jumping them, declaring EVERYTHING within 12" when I charge and finally using the fight twice strat Theres only one thing better than 30 boyz with 5 attacks each and its 40 boyz with 5 attacks each. The added cushion of the extra 10 boyz means they'll "probably" remain above the magic 20 mark for the extra 1 A for longer.

The Flashgitz and Kommandos in a trukk x 2 (which I do my best to hide behind cover) mean that My expensive Flashgitz survive any alpha strikes.

My order of fire is normally either the lootas or SSAG first (with more dakka strat if they've moved or are firing at a flyer) and then flashgitz and Kaptain badrukk.

I put one squad of kommandos in reserve along with the 3 deffkoptas if its alternating deployment to allow me to see how my opponent is setting up. My evil sunz blob + kff comes down next. At that stage I'll have a fair idea where I should best place the lootas and SSAG. Roving Deffkoptas and kommandos coming from reserves is a great way to get Recon points in ITC

I wrap multiple grot squads around the lootas and spread the casualties between them. Then use the Freeboota relic to pass morale checks on multiple units (who normally have a Ld of 4) reducing the chance of my opponent getting kill more at least for the first turn. What remains of the grot squads then hide T2 in order to prevent becoming easy kill scores.

SSAG Mek and Badrukk both have grot orderlies to mitigate snipers.

I'm tempted to swith the weirdboy to evil sunz and the Kff mek to freebootas so I can give the KFF mek the relic. Otherwise I'm putting alot of eggs in a basket that has a high possibility of erupting in a ball of psychic energy.

SSAG Mek takes eithe BIg killa warlord trait +1 against monsters or vehicles or if my opponent doesn't have any vehicles or targetable monsters (think version of Jim Vessals Daemon list) I take the warlord trait that gives me +1 CP and breaking heads (no hard to have near my 15 man loota squad)

I start with 20 Cp but spend 5 before the game. No longer bad moonz so I save on only spending CPs on one shoot twice strat.

Any thoughts and comments are welcome.

   
 
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