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Made in no
Rogue Grot Kannon Gunna






I am a little lost now, can't the warboss break heads of gretchin too?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

He can. But he also costs twice what a Grotherd costs. I was also saying this in reference to letting Grotherd's take Elite slots again. If you're filling out a Brigade, having a couple Grotherds to keep your Gretchin around is (I think) worth the +6 points over a Mek.
   
Made in no
Rogue Grot Kannon Gunna






Very very good point . Let's hope for something like that, I really like the model.
Also that 920points Stompa gotta go. Now.
   
Made in ca
Gargantuan Gargant






 Emicrania wrote:
Very very good point . Let's hope for something like that, I really like the model.
Also that 920points Stompa gotta go. Now.


Ugh, don't remind me. Shows you how much of a goof GW did that I completely forgot that it was part of our codex. It needs either a huge price break (down to 500-600 points including wargear), or a major revision rules wise if they want to keep it in the upper price bracket for super heavies. In the case of the latter, it definitely needs a more forgiving damage table and some form of Ramshackle rule that triggers on a 4+ rather than a 6 for multiple damage weapons.
   
Made in no
Rogue Grot Kannon Gunna






Yeah, also it is 220 points more expensive than a castellan and might be the only model in 40k that doesn't have an Invu, even if it is one of the most expensive model ...
   
Made in au
Battlewagon Driver with Charged Engine





Got two of the Ork flyers to compliment my single dakkajet. Pondering which ones to build. The Wazbomb is an obvious choice due to the KFF and the firepower it puts out, but one thing I've been concerned about is the deathwatch units that seem to becoming more popular. A burna jet seems like a decent choice, dropping up to 10 mortal wounds on a unit you pass over (or 5 on average.) but reading through the rules something occurs to me. It says you can do this twice per game. But makes no mention to limiting you to once per turn. I'm assuming each bomb would be a "separate action." meaning any lost models would reduce the dice thrown at them, (rolling ten then rolling 5 rather then just 20 all at once) but this could still drop that big unit of stormsheilds to nearly nothing in a single pass.

Thoughts?
   
Made in se
Rogue Grot Kannon Gunna






I kitted 2 dakkajet and a Wazbomb, honestly NOBODY, not even orks players, knows the difference between Ork bommer, Wazbomb or else. Also the dakkajet can be magnetized with the bombs later on, so don't sweat about it .
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






cody.d. wrote:
Got two of the Ork flyers to compliment my single dakkajet. Pondering which ones to build. The Wazbomb is an obvious choice due to the KFF and the firepower it puts out, but one thing I've been concerned about is the deathwatch units that seem to becoming more popular. A burna jet seems like a decent choice, dropping up to 10 mortal wounds on a unit you pass over (or 5 on average.) but reading through the rules something occurs to me. It says you can do this twice per game. But makes no mention to limiting you to once per turn. I'm assuming each bomb would be a "separate action." meaning any lost models would reduce the dice thrown at them, (rolling ten then rolling 5 rather then just 20 all at once) but this could still drop that big unit of stormsheilds to nearly nothing in a single pass.

Thoughts?


Magnetize them all. None of the bits are needed for two options and the rear gunners hold in place without any magnets. Besides the shootas on the wings this takes zero drilling, just some powerful magnets and green stuff to hold them in place.

This message was edited 1 time. Last update was at 2019/07/11 11:21:09


 
   
Made in us
Mekboy on Kustom Deth Kopta






 Jidmah wrote:
cody.d. wrote:
Got two of the Ork flyers to compliment my single dakkajet. Pondering which ones to build. The Wazbomb is an obvious choice due to the KFF and the firepower it puts out, but one thing I've been concerned about is the deathwatch units that seem to becoming more popular. A burna jet seems like a decent choice, dropping up to 10 mortal wounds on a unit you pass over (or 5 on average.) but reading through the rules something occurs to me. It says you can do this twice per game. But makes no mention to limiting you to once per turn. I'm assuming each bomb would be a "separate action." meaning any lost models would reduce the dice thrown at them, (rolling ten then rolling 5 rather then just 20 all at once) but this could still drop that big unit of stormsheilds to nearly nothing in a single pass.

Thoughts?


Magnetize them all. None of the bits are needed for two options and the rear gunners hold in place without any magnets. Besides the shootas on the wings this takes zero drilling, just some powerful magnets and green stuff to hold them in place.


100% this. I used a pin vise on the bombs and under the wing inset a bunch of small magnets. painted after and you can barely tell they are there (had i green stuffed you would not know, but then it wouldbe more difficult to see where to put the bombs) I run an airforce of 1 wazboom and 2 dakkas but will change that up to the other 2 fliers occationally. Burna is def better than blitza, as for the dropping 2 in a turn. I have never thought abotu it and would need to read it to be sure. though i probably would only do it in a tournament if it is legit not a "friendly" mvoe
   
Made in au
Battlewagon Driver with Charged Engine





Curiously I'm not one for magnetizing. Even though I do have the ability. Got some nice rare earth magnets bout a hundred as I recall. But the number of bombs is really what I'm thinking of. If you can just drop both uses at once the burna bomba would be rather good. Where as the anti tank one is only super useful against units of vehicles, who are usually squishy enough that you can just shoot them with rokkits or other weapons.

The big thing on my mind is A: sniping characters and B: dealing with Deathwatch blobs. Being able to trigger freebootas is just a bonus in my mind.
   
Made in gb
Stabbin' Skarboy





crewe

As its says "this model can drop A burna bomb as it flies over enemy units in its movement phase" im more inclined to say its literally A burna bomb. If it said "can drop ITS burna BOMBS" then I would say yeah its both bombs whenever but sadly it isnt. Otherwise everyone would be taking Burna Bommerz. on mass to double drop 2 bombs on a single infantry target. 20 dice needing a 4+ to cause a MW, yeah.

Personally ive always preferred the Blitza over the Burna as it can deal more damage to a wider scope of units and 1 bomb can do 12 MWs where as a burna its 10 MWs. I dont care much for the extra big shoota on the Burna Bommer and I dont tend to rely on my plane blowing up to deal more damage.

But, if i do take any fliers. its Wazzboms or Dakkajets. Not the Bommerz. If we have our super heavy bommer back then I would use that haha!


Automatically Appended Next Post:
cody.d. wrote:
Curiously I'm not one for magnetizing. Even though I do have the ability. Got some nice rare earth magnets bout a hundred as I recall. But the number of bombs is really what I'm thinking of. If you can just drop both uses at once the burna bomba would be rather good. Where as the anti tank one is only super useful against units of vehicles, who are usually squishy enough that you can just shoot them with rokkits or other weapons.

The big thing on my mind is A: sniping characters and B: dealing with Deathwatch blobs. Being able to trigger freebootas is just a bonus in my mind.


I would suggest the Wazbom for Deathwatch and Character hunting, with Long Uncontrolled Bursts against a mixed Deathwatch Squad (atleast 1 Inceptor/Vanguard Vet) it'll get +! to hit with high str and good ap shots, you could go with the Tellyport Mega Kannon but the Wazbom Mega Kannon has never let me down. The Wazbom is also great vs characters and if they are flying, even better! With some good luck with the Smasha Gun alone, you will gib any infantry character outside of Abaddon/Marneus/Roboute. Its an all round good flier that can pester any type of unit youd face, the problem those is the massive target it will have plastered on it.

I still wish that one day Billowing Exhaust Clouds would work on our planes, they are Speed Freaks but dont get the keyword.

This message was edited 2 times. Last update was at 2019/07/11 19:24:55


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 deffrekka wrote:
As its says "this model can drop A burna bomb as it flies over enemy units in its movement phase" im more inclined to say its literally A burna bomb. If it said "can drop ITS burna BOMBS" then I would say yeah its both bombs whenever but sadly it isnt. Otherwise everyone would be taking Burna Bommerz. on mass to double drop 2 bombs on a single infantry target. 20 dice needing a 4+ to cause a MW, yeah.

Correct, it's one bomb per turn.

Personally ive always preferred the Blitza over the Burna as it can deal more damage to a wider scope of units and 1 bomb can do 12 MWs where as a burna its 10 MWs. I dont care much for the extra big shoota on the Burna Bommer and I dont tend to rely on my plane blowing up to deal more damage.

It does 12 rolls vs 10 rolls though, not MW. Which means you get an average of one additional mortal wound when bombing units with 12+ models, which is "never" against a vast amount of armies. And against most of those potential targets (orks, nids, daemons) the extra grot gunner big shoota also results in one additional dead model, except you still have it if the bommer stays alive after dropping its bombs.
On top of that, I would very much expect the bommer to be dead after turn 1, since you usually have to jump into the enemy army to bomb anything of value - at this point the explosion at the very least makes your enemy move(see my battle report a few pages back), reducing damage done by heavy weapons moving, loss of special rules which allow you to shoot twice, re-roll dice or bolter drill.
Last, but not least, the blitza bommer isn't actually good against vehicles unless we are talking about a squadron - and there very few of those(most split up on deployment) and even less which actually see play. The best targets for the blitza bommer are big units of kanz and koptas - go figure.
You are basically paying one point upgrade for a plane that is better in two edge cases (vehicle squadrons and units of 12+ models with good saves) and worse at all other times. Currently there simply is no competitive reason to take a blitza bommer.

But, if i do take any fliers. its Wazzboms or Dakkajets. Not the Bommerz. If we have our super heavy bommer back then I would use that haha!

Those two are our best planes - I have yet to see anyone use more than one wazzbom, though I have no clue why.

I still wish that one day Billowing Exhaust Clouds would work on our planes, they are Speed Freaks but dont get the keyword.

I agree with your assessment of the wazzbom, but I have to point out that planes are flyboyz, not speed freaks. They care more about flying than going fasta, while to speed freaks going fasta is more important than anything.

This message was edited 1 time. Last update was at 2019/07/12 08:06:18


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
Stabbin' Skarboy





crewe

 Jidmah wrote:
 deffrekka wrote:
As its says "this model can drop A burna bomb as it flies over enemy units in its movement phase" im more inclined to say its literally A burna bomb. If it said "can drop ITS burna BOMBS" then I would say yeah its both bombs whenever but sadly it isnt. Otherwise everyone would be taking Burna Bommerz. on mass to double drop 2 bombs on a single infantry target. 20 dice needing a 4+ to cause a MW, yeah.

Correct, it's one bomb per turn.

Personally ive always preferred the Blitza over the Burna as it can deal more damage to a wider scope of units and 1 bomb can do 12 MWs where as a burna its 10 MWs. I dont care much for the extra big shoota on the Burna Bommer and I dont tend to rely on my plane blowing up to deal more damage.

It does 12 rolls vs 10 rolls though, not MW. Which means you get an average of one additional mortal wound when bombing units with 12+ models, which is "never" against a vast amount of armies. And against most of those potential targets (orks, nids, daemons) the extra grot gunner big shoota also results in one additional dead model, except you still have it if the bommer stays alive after dropping its bombs.
On top of that, I would very much expect the bommer to be dead after turn 1, since you usually have to jump into the enemy army to bomb anything of value - at this point the explosion at the very least makes your enemy move(see my battle report a few pages back), reducing damage done by heavy weapons moving, loss of special rules which allow you to shoot twice, re-roll dice or bolter drill.
Last, but not least, the blitza bommer isn't actually good against vehicles unless we are talking about a squadron - and there very few of those(most split up on deployment) and even less which actually see play. The best targets for the blitza bommer are big units of kanz and koptas - go figure.
You are basically paying one point upgrade for a plane that is better in two edge cases (vehicle squadrons and units of 12+ models with good saves) and worse at all other times. Currently there simply is no competitive reason to take a blitza bommer.

But, if i do take any fliers. its Wazzboms or Dakkajets. Not the Bommerz. If we have our super heavy bommer back then I would use that haha!

Those two are our best planes - I have yet to see anyone use more than one wazzbom, though I have no clue why.

I still wish that one day Billowing Exhaust Clouds would work on our planes, they are Speed Freaks but dont get the keyword.

I agree with your assessment of the wazzbom, but I have to point out that planes are flyboyz, not speed freaks. They care more about flying than going fasta, while to speed freaks going fasta is more important than anything.


I was referring more about the maximum amount of MWs is higher with the Blitza, so it can do 12 maximum MWs vs 10 of the Burna, its also doesnt have to be targeted solely against infantry to get the +1 to the roll so things like Bikes, Cav and Swarms can still be hit harder by the Blitza's boom. Furthermore It also has the added benefit of rolling 3 dice vs a vehicle/monster (even though you wouldnt necessarily target a big target like that with the Blitza for a messily 3 MWs max but it could help finish off a Knight etc). I would rather not have the extra big shoota as I dont really want to give my opponent the chance to save, Id prefer to bypass that stage and its not like our lists are light on anti infantry, its more of the tougher elite units we struggle to remove with shooting. I used to run 3 Blitzas at the start of 8th with some success and they were quite good against Genestealers when they were on the rage with the Nid codex but they have been retired and I now us 2 Wazboms as I like the very mobile high str good ap and damage shots it can pump out and if you arent running Traktor Kannons its very good vs other fliers when you proc Long Uncontrolled Bursts and Moar Dakka (or just the latter vs Alaitoc).

In response to the Flyboyz not being Speed Freaks, in the older editions, Speed Freaks who felt the need to go even faster often became Flyboyz and there were several examples of this in the White Dwarf when our planes first came out, I believe one was called Da Kill Komet who was a Nob Biker and when he got some air on his trike he felt the need to fly and go even faster and eventually his trike turned into his Dakkajet. I also remember reading in Evil Sunz Rising there was another Speed Freak Flyboy who raced the other planes to frontline (and died first as he was all alone due to his speed). Only Dark Eldar had quicker planes that us when they first came out.


Automatically Appended Next Post:
I run a fairly unorthodox Orky list, I tend to skip on Boyz and ive gone Dragsta and Scrapjet heavy. My core is literally 60 Grots to nab objectives and I use mass Str 8 shots to do my work. Ive just gradually gotten bored of the mob of Boyz that I would have to take to be at least competitive, and whilst I loved Da Green Tide, in this edition where everything has more shots and all the rerolls under the sun I just find that I am loosing too many Boyz compared to previous editions, and the Boyz dont hit nearly as hard as they used to (1 less attack and 32mm bases (yeah i swapped mine to 32mms as a lot of tournaments I attended around my area werent happy with 25mm Ork Boyz even though ive had my Boyz for 13 years...)). So ive gone the mobile shooty list. I would love to include Warbikes but damn what were GW thinking with the price of them (in points and money), they are more expensive that Marine Bikes, Reaver Jetbikes and Windriders!!

Hopefully when the new chapter approved comes out we get huge price cuts, just look at the New Admech tank... 111pts for a 3D3 Str 6 AP1 Damage 2 mortar, 3 Heavy Stubbers, t7 with 12 wounds, a 3+ save access to +2 to hit and reroll 1s to hit and movement 12" to boot with ignoring heavy.... compared to our buggies.... There is no way on earth Dragstas should be 120pts and the Scrapjet 110pts. Hell even the GSC buggy is what 80ish points? And dont get me started on Skorchas and Powerklaws being more expensive than their Imperium/Chaos counterparts...

This message was edited 1 time. Last update was at 2019/07/12 10:28:00


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Regular Dakkanaut




Newfoundland

This Issue Must have been tackled before but based on reading the shock attack gun, it says when this model is selected to shoot with, roll once to determine the strength of the attacks.
Based on the shooting sequence, you first select a model to shoot with, then select a target.
Then Select a gun t shoot.

Reads like you can determine the strength of the gun prior to selecting a target, which would be really handy for a random strength weapon.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 deffrekka wrote:
I was referring more about the maximum amount of MWs is higher with the Blitza, so it can do 12 maximum MWs vs 10 of the Burna

... which only ever matters when bombing a unit of 12+ infantry models, which tend to have bad saves and thus suffer almost the same amount of casualties from the extra big shoota.

, its also doesnt have to be targeted solely against infantry to get the +1 to the roll so things like Bikes, Cav and Swarms can still be hit harder by the Blitza's boom.

Swarms, bikes and the like tend to be units of 3-5 anyways, plus they are multi-wound models. Dropping a bomb on them in inefficient no matter what you roll. With any bomber, you should always aim to bomb large units with single-wound models - and those tend to be infantry.

Furthermore It also has the added benefit of rolling 3 dice vs a vehicle/monster (even though you wouldnt necessarily target a big target like that with the Blitza for a messily 3 MWs max but it could help finish off a Knight etc).

The blitza bommer is not good at killing vehicles. If you drop a bomb on a vehicle or monster you have wasted your 133 points by causing 4 damage with them over the course of 2 turns. A dakka jet would have dealt just as much damage to that knight, the wazzbom vastly outperforms it.

I would rather not have the extra big shoota as I dont really want to give my opponent the chance to save, Id prefer to bypass that stage and its not like our lists are light on anti infantry, its more of the tougher elite units we struggle to remove with shooting.

"I don't really want to give my opponent the chance to save" is not a competitive argument. Statistically the big shoota kills .666 5+ models, while the bombs kill 1, a net gain of 0.333 models. If the big shoota stays alive for turn 3, the burna bommer draws even, for every additional turn it pulls ahead in casualties done.
If you prefer to run blitza bommers over burna bommers despite them being worse, that's fine. But nothing changes the fact that they are basically the same unit, except one costs more and has less shooting.

I used to run 3 Blitzas at the start of 8th with some success and they were quite good against Genestealers when they were on the rage with the Nid codex

Genestealers are INFANTRY and at that point the blitza was still limited to 10 dice - the burna bommer would have killed more stealers than the blitza in the same place and probably still would today.

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




Douglasville, GA

 Dojo wrote:
This Issue Must have been tackled before but based on reading the shock attack gun, it says when this model is selected to shoot with, roll once to determine the strength of the attacks.
Based on the shooting sequence, you first select a model to shoot with, then select a target.
Then Select a gun t shoot.

Reads like you can determine the strength of the gun prior to selecting a target, which would be really handy for a random strength weapon.


Yeah, you roll Strength before choosing your target. And, yeah, it's real good.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Personally i dont use 2 wazboms just because i dont have 2 of them and considering i have 5 planes overall i really dont wanna buy another lol.
The wazbom i do have is a kitbash in the first place. Had i the bits i might do it again but i think that was my last spare walker arm as i struggled to find that one.
Wazboms are amazing. Still paper-thin, would be nice to have a place that could actually take a damn hit, but least its got a kff to mitigate that.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

 Jidmah wrote:
 deffrekka wrote:
I was referring more about the maximum amount of MWs is higher with the Blitza, so it can do 12 maximum MWs vs 10 of the Burna

... which only ever matters when bombing a unit of 12+ infantry models, which tend to have bad saves and thus suffer almost the same amount of casualties from the extra big shoota.

, its also doesnt have to be targeted solely against infantry to get the +1 to the roll so things like Bikes, Cav and Swarms can still be hit harder by the Blitza's boom.

Swarms, bikes and the like tend to be units of 3-5 anyways, plus they are multi-wound models. Dropping a bomb on them in inefficient no matter what you roll. With any bomber, you should always aim to bomb large units with single-wound models - and those tend to be infantry.

Furthermore It also has the added benefit of rolling 3 dice vs a vehicle/monster (even though you wouldnt necessarily target a big target like that with the Blitza for a messily 3 MWs max but it could help finish off a Knight etc).

The blitza bommer is not good at killing vehicles. If you drop a bomb on a vehicle or monster you have wasted your 133 points by causing 4 damage with them over the course of 2 turns. A dakka jet would have dealt just as much damage to that knight, the wazzbom vastly outperforms it.

I would rather not have the extra big shoota as I dont really want to give my opponent the chance to save, Id prefer to bypass that stage and its not like our lists are light on anti infantry, its more of the tougher elite units we struggle to remove with shooting.


"I don't really want to give my opponent the chance to save" is not a competitive argument. Statistically the big shoota kills .666 5+ models, while the bombs kill 1, a net gain of 0.333 models. If the big shoota stays alive for turn 3, the burna bommer draws even, for every additional turn it pulls ahead in casualties done.
If you prefer to run blitza bommers over burna bommers despite them being worse, that's fine. But nothing changes the fact that they are basically the same unit, except one costs more and has less shooting.

I used to run 3 Blitzas at the start of 8th with some success and they were quite good against Genestealers when they were on the rage with the Nid codex

Genestealers are INFANTRY and at that point the blitza was still limited to 10 dice - the burna bommer would have killed more stealers than the blitza in the same place and probably still would today.


I never said it was good at killing vehicles its bombs wound a wider array of targets better than the Burna Bommers bomb ever could. And I know Dakkajets and Wazboms are better as I stated before, im just saying the Burna Bommer isnt better than the Blitza. One is a side grade to the other.... if you want that extra big shoota go for it! But if you cant kill mass light infantry then id be worried as an Ork player haha Those potential 2 extra MWs vs a squad of 12+ can mean a big difference and once you throw in a -1 to hit (advancing, psychic powers, spore clouds, any other shenanigans) and even a -1 to wound (harlies) or +1 save (normal or invun) means that extra big shoota will have an even less chance of converting to a dead model. You roll to hit, to wound, then they get to save... thats a lot to go through for your extra 0.666 model dead and knowing our planes they wont get to live past turn 1 - 2 for the big shoota to matter past the 1st or 2nd bomb drop. Only having to roll once to kill a model is a lot more efficient and has less room for error. There are a lot of units out there that have more than 10 models in a unit, Conscripts, Combined Infantry Squad, Orkz of all squad varieties, Gants of all flavours, Cultists, Neos and Acolytes, Guardians, Warriors, CSM, Fire Warriors, Kroot, Drones, Daemons and Genestealers and most of these units if not all can modify a dice roll, be it their own save (Protect, Psychic Barrier, Cursed Earth, Cover) to hit (Conceal, Night Shroud, Spore Cloud), or just a plain old 6+++ FNP. So I dont care for that possible extra 0.666 dead in a vacuum Genestealer, id rather he would be dead straight out with no mukkin about.

But like I said, I dont use either of the Bommerz anymore as I use 2 Wazboms. If I need to cause MWs, thats what my spiked rams, Weirdboyz, ramming speed and Shokk Rifles are for. And my Bad Moon Big Mek Biker alone is anti infantry in a nutshell with the Gobshot, Kombi Skorcha and 2 Dakkaguns with Kustom ammo chucking out 6D6 str 5 ap1 auto hits

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






What a load of squiggoth guano.

Half of your examples are wrong. Units of 12+ Harleys? Yeah right.
You list a bunch of 6+ units which actually take almost the same amount of damage (.97) from the big shoota as from the extra two bombs. In reality there is no difference except the big shoota being able to pick it's targets freely.
Many of the units you listed see no play because they suck.
6+++ works against bombs as well.
Most of the protection buffs are not there if you get first turn, are reserved for actually important units (the ones you listed are not) and you can just shoot the big shoota at an unprotected unit since you are not limited to models you flew over or even the ones you bombed.
"Rolling once to kill a model is a lot more efficient and has less room for error" is literally you admitting that you don't understand how statistics work.
Oh, and ad hominem attacks.

You are one of those people who simply can't accept being wrong. I'll just ignore you from here on out. As any argument is lost on you anyways.

This message was edited 1 time. Last update was at 2019/07/12 17:30:16


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




Douglasville, GA

If you're looking to throw out some MWs, you're probably better off better on an 11+ for the SAG/SSAG, throwing some Smites around, or using Da Krunch.
   
Made in hr
Fresh-Faced New User




Doesn't the blitza cause mortal wounds on a 4+ vs the 5+ of the burns bommer?

In which case it would always deal more mortal wounds regardless of how many are in the target unit?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Burna Bombs: Up to twice per battle, this model can
drop a burna bomb as it flies over enemy units in its
Movement phase. After the model has moved, select an
enemy unit that it moved over and roll a D6 for each
model in that unit, up to a maximum of 10 dice. Add 1
to the roll for a model if it is INFANTRY. For each roll of
5+ the enemy unit suffers 1 mortal wound.

Boom Bomb: Up to twice per battle, this model can
drop a boom bomb as it flies over enemy units in your
Movement phase. After the model has moved, select
an enemy unit that it moved over. Roll a D6 for each
model in that unit, rolling three dice instead if the
model is a VEHICLE or MONSTER, up to a maximum
of 12 dice. For each roll of 4+ the enemy unit suffers 1
mortal wound.

They'll both wound on a 4+ against Infantry. I DO think the Boom Bomb is the better option, as it always has a 4+, and rolls 3 dice versus Vehicles and Monsters opposed to 1 dice. The Burna Bommer, however, has a few things going in its favor. 1) better guns. 2) the option to take Skorcha Missiles, which deny the target a Cover bonus. 3) it has a more reliable explosion, which can be very useful if you park it near the enemy's Warlord or other characters.

So, basically, it's the choice between more Dakka and a good explosion or a slightly better bomb. If I HAD to choose one or the other, I'd probably pick the Burna Bommer.
   
Made in no
Rogue Grot Kannon Gunna






Just won 16 man ITC tournament !
Last match was vs 1 castellan, 1 shooting knight , 1 warglaive (the miniknight), loyal 32, 6 mortars and 5*3 skitarii rangers.
I won because I seized basically. Did 19 W to the castellan T1 and killed 2x5 skitarii+ 20 guardsmen
He than killed 30 shoota boyz and a morkanaut
T2 I killed the castellan and halved the knight
T2 he killed the Gorkanaut and 1 mek gunz
T3 I killed the rest of infantry and 2 captains
T3 he killed 1 DJ and a Wazbomb
Last turns I had left 3 gunz, 2*10 grots, SSAG, weirdboy and half DJ. He got tabled.

First match vs BA+loyal 32 I won 39-5
Second match vs Dg 30-13 . I never swore so much in my life. He saved insanely and it took me 4 T to kill a WL prince with 3 planes.....

Anyway, im not the best player and my list could be harder, and still I won. Orks are DA BEST!
   
Made in gb
Fresh-Faced New User




Didn't notice the +1 for infantry. Never mind!
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Good job, buddy!
   
Made in gb
Regular Dakkanaut




 Emicrania wrote:
Just won 16 man ITC tournament !
Last match was vs 1 castellan, 1 shooting knight , 1 warglaive (the miniknight), loyal 32, 6 mortars and 5*3 skitarii rangers.
I won because I seized basically. Did 19 W to the castellan T1 and killed 2x5 skitarii+ 20 guardsmen
He than killed 30 shoota boyz and a morkanaut
T2 I killed the castellan and halved the knight
T2 he killed the Gorkanaut and 1 mek gunz
T3 I killed the rest of infantry and 2 captains
T3 he killed 1 DJ and a Wazbomb
Last turns I had left 3 gunz, 2*10 grots, SSAG, weirdboy and half DJ. He got tabled.

First match vs BA+loyal 32 I won 39-5
Second match vs Dg 30-13 . I never swore so much in my life. He saved insanely and it took me 4 T to kill a WL prince with 3 planes.....

Anyway, im not the best player and my list could be harder, and still I won. Orks are DA BEST!


Nice. congrats dude. Which of your units pulled their weight?
   
Made in se
Rogue Grot Kannon Gunna






Thanks guys!

I run a modified version of Ben Jurek's Freebooterz.
Mvp SSAG VS knights.
MVP gorka+mörka vs DG
Mvp jets vs marines.

What I like of this list is that I'm not dependent of CP and I can use different tools to proc the +1 and that I can actually outshoot a knight list.





Automatically Appended Next Post:
The boyz are an awesome distraction carnifex because people sees you with 3cp, they automatically assume that you will use green tide and waste SO many shots on them.

This message was edited 1 time. Last update was at 2019/07/14 11:26:13


 
   
Made in nl
Regular Dakkanaut




 Emicrania wrote:
Thanks guys!

I run a modified version of Ben Jurek's Freebooterz.
Mvp SSAG VS knights.
MVP gorka+mörka vs DG
Mvp jets vs marines.

What I like of this list is that I'm not dependent of CP and I can use different tools to proc the +1 and that I can actually outshoot a knight list.



Automatically Appended Next Post:
The boyz are an awesome distraction carnifex because people sees you with 3cp, they automatically assume that you will use green tide and waste SO many shots on them.


Sounds good man, congratz. Could you post your list? It sounds interesting and a bit where I'm headed.

This message was edited 1 time. Last update was at 2019/07/14 11:53:58


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 flandarz wrote:
They'll both wound on a 4+ against Infantry. I DO think the Boom Bomb is the better option, as it always has a 4+, and rolls 3 dice versus Vehicles and Monsters opposed to 1 dice. The Burna Bommer, however, has a few things going in its favor. 1) better guns. 2) the option to take Skorcha Missiles, which deny the target a Cover bonus. 3) it has a more reliable explosion, which can be very useful if you park it near the enemy's Warlord or other characters.

So, basically, it's the choice between more Dakka and a good explosion or a slightly better bomb. If I HAD to choose one or the other, I'd probably pick the Burna Bommer.


Pretty much this, but I'll add that both bombs are best used against infantry anyways, as all other unit types usually have multiple wounds and smaller unit sizes and thus don't worry about a couple of mortal wounds that much. Even on a perfect target for the blitza bommer like 5 koptas (12 dice), the resulting 1-2 dead models aren't exactly something to write home about - a dakkajet or wazzbom will probably cause just as many casualties. And even if you have a unit of vehicles or monsters worth bombing (carnifexes for example), there is probably a large infantry unit somewhere nearby worth bombing even more (genestealers!). As you only have two bombs, you'll rarely face the problem of not finding an infantry unit to bomb.

The only non-infantry unit I regularly would consider bombing with a plane are shining spears, but the difference between the two bombs is still just one additional dead model, assuming -2 to hit on the unit.

To add something constructive, my bommer strategies:
Marines, any color: Sniper Scouts! Sitting in cover with high armor saves and pinging away at warbosses, big meks and weird boyz, they are a threat to my core strategy. Less scouts are less wounds on my characters. If there are no scouts, it's devs or helblasters as in those units every model lost hurts them and means less dead models for you.
Guard: Screening Infantry squads. Dropping one or even two bombs on an infantry squad and then following up with the shootas usually blows a hole in the thin screen for their tanks/knights and allows a unit of orks to jump where they don't want it.
Tau: Pathfinders or Firewarrior. Dopping bombs on suits rarely does anything, and both those units have a high chance from suffering moral casualties. Also note that drones cannot save them from bombs as bombs are not attacks.
Orks: Lootas or tank bustas. Just like drones, no grot shields against bombs and we all know what losing 10 lootas to two bommers turn 1 means to us.
Pure knights: Don't bomb anything, but fly the bommer to where a melee oriented-knight would end up moving at full speed. You can easily steal multiple inches of movement from them that way. In the long run this is worth much more than a mortal wound on a knight.
CSM: Havocs, Berzerkers, Noise Marines - all of those are ridiculously awesome at killing orks, and every casualty hurts them. While blobs of 20 CSM seem juicy targets, I'd rather have 2 havocs with chain guns dead than 5 bolter marines.
Craftworld Eldar: Pathfinders. Just like with marines, snipers hurt us orks a lot. While aspect warriors are perfect targets in theory, almost all of them suck, so I'd rather have some eldar in fancy suits alive than a bunch of 3+ snipers that I can't kill though shooting.
Harlequins: Not much choice anyways, but even killing just two members of a troupe is worth it.
Daemons: pink horrors, blood letters, plague bearers. Pink horrors sport a 4+ save and thus are very annoying to kill, while they are great at killing orks. Blood letters tend to be off the table anyways, but if someone goes full khrone on you, you might get the chance to bomb some. Plague bearers are last because while they are very annoying, they get to take DR against the bomb.
Death Guard: Plague marines or cultists. No one else cares about getting hit by the bomb. Don't get lured into bombing pox walkers, one plague marines is a heavier loss than 5 pox walkers.
Sisters: Big sister squads. That mass of 3+ bodies is a paint in the rear to kill as orks and with sufficient numbers their bolters really hurt.

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 no
Rogue Grot Kannon Gunna






Gruxz wrote:
 Emicrania wrote:
Thanks guys!

I run a modified version of Ben Jurek's Freebooterz.
Mvp SSAG VS knights.
MVP gorka+mörka vs DG
Mvp jets vs marines.

What I like of this list is that I'm not dependent of CP and I can use different tools to proc the +1 and that I can actually outshoot a knight list.



Automatically Appended Next Post:
The boyz are an awesome distraction carnifex because people sees you with 3cp, they automatically assume that you will use green tide and waste SO many shots on them.


Sounds good man, congratz. Could you post your list? It sounds interesting and a bit where I'm headed.


Sure thing!

Spoiler:

++ Spearhead Detachment +1CP (Orks) ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Detachment CP

Specialist Detachment: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Heavy Support +

Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Mek Gunz
Gun: Traktor Kannon
Gun: Traktor Kannon
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun

Morkanaut: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Battalion Detachment +5CP (Orks) ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Detachment CP

Extra Gubbins (1/3 CP): 1 Extra Shiny Gubbins

+ HQ +

Big Mek (Index): Choppa, Grot Oiler, Kustom Force Field, The Badskull Banner

Weirdboy

+ Troops +

Boyz: 2x Tankbusta Bombs
Boss Nob: Choppa, Kustom Shoota (Index)
28x Ork Boy W/ Shoota

Gretchin
10x Gretchin

Gretchin
10x Gretchin

++ Air Wing Detachment +1CP (Orks) ++

+ No Force Org Slot +

Battle-forged CP

Clan Kultur: Freebooterz

Detachment CP

+ Flyer +

Dakkajet: 6x Supa Shoota

Dakkajet: 6x Supa Shoota

Wazbom Blastajet: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun


that is the 1750 version. The 2k i add a warboss, a weirdboy and 30 gretchin and create a battalion. So in the 2k version i have 2 Batt+Flyer detachment and enough CP to buy a 3rd relic vs knight and buy warphead for fist of Gork.
   
 
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