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Made in us
Grisly Ghost Ark Driver





The Eternity Gate

Feel late to the Ork party but looking at the index sheet for Warboss on warbike and holy crap it is good. Is there something I'm missing as it seems too good?

This message was edited 1 time. Last update was at 2019/07/15 00:08:00


01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in ca
Battlefortress Driver with Krusha Wheel





 buddha wrote:
Feel late to the Ork party but looking at the index sheet for Warboss on warbike and holy crap it is good. Is there something I'm missing as it seems too good?


That's pretty much why its in the index. It also not having an official GW plastic kit is why it never translated over to the main codex (likely aiming to replace it with the Deffkilla Wartrike entry). It's definitely one of our top HQ choices though, especially armed with the almost obligatory killa klaw relic. The only thing you have to be careful about is that he is very prone to outpacing the rest of the army and being shot up after getting stuck in. Most of the time I use him as a guaranteed OTK missile against big, multi-wound targets like knights, thanks to the fight again stratagem and fighting again after he dies (eats up 5 CP!). This does mean you should generally avoid making him your warlord though.

This message was edited 1 time. Last update was at 2019/07/15 01:59:29


My milkshakes bring all the boys to the yard and they're like, hurr darry darr.


My suggestion to you is to get married, if you have a good wife you'll be happy, if you have a bad wife you'll become a philosopher. 
   
Made in gb
Fully-charged Electropriest




Just a heads up Grimskul, the Warboss on Warbike can't fight twice with Get Stuck In Ladz because he doesn't have the Infantry keyword - he can only use Orks Is Never Beaten. Still great, but he has to die to fight more than once.
   
Made in gb
Regular Dakkanaut




 Emicrania wrote:
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.


Cheers for the list. Do you not find the Mek gunz give up easyish killpoints to the opponent in ITC. I'm loving my current ork list but it sure does give up butchers bill and reaper exceptionally easily thanks to multiple squads of 10 grots and mek gunz. The grots ld 4 means their super susceptible to morale. I always mention their leadership so once 2+ units of grots have lost 7 models my opponent switchs fire Popping the freeboota relic and auto passing multiple grot morale checks who would have been at -3 or more is hilarious.
   
Made in gb
Regular Dakkanaut




I've finessed my list and wholesale robbed the idea of a maxed out flashgit mob supported by a grot shield. I'll be trying it out tomorrow. I've also magnetized the bottom of all my 171 models and can drop and move units of 30 boyz using fridge magnet sheets which makes things so much easier for my horde style. Using magnets of a magnetic sheet means that other than deep striking units my army fits within a 9" KFF bubble. Not only that but I taken Mad dok grotsnik (who can heal all orks not just his own Klan) and possitioned him so that 90% of those under the KFF have one model within 3". Effectively my entire army (including grots) get a 5++ and 6+++ while my flash gitz have 60 grots to use as a shield. The same flashgitz get to reroll 1s thanks to Badrukk and thanks to strategically placed deffkopta (vehicle) will get a 3+ after looting it.

Spoiler:


++ Brigade Detachment +12CP (Orks) [49 PL, 1,044pts, -4CP] ++

+ No Force Org Slot [-4CP] +

Clan Kultur: Freebooterz

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

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

+ HQ [14 PL, 257pts] +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Da Souped-up Shokka, Shokk Attack Gun [25pts], Warlord

Kaptin Badrukk [5 PL, 84pts]

Warboss on Warbike (index) [5 PL, 93pts]: Big Choppa [5pts], Kustom Shoota [2pts], The Badskull Banner

+ 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, 117pts] +

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

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

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

+ Heavy Support [17 PL, 370pts] +

Flash Gitz [13 PL, 308pts]: 2x Ammo Runt [8pts], Kaptin [30pts]
. 9x Flash Git [270pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

++ Battalion Detachment +5CP (Orks) [33 PL, 639pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ [7 PL, 140pts, -1CP] +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts], Shoota (Index)

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 4. Fists of Gork, Warphead [-1CP]

+ Troops [26 PL, 499pts] +

Boyz [4 PL, 73pts]: Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

++ Supreme Command Detachment +1CP (Orks) [17 PL, 316pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

+ HQ [12 PL, 230pts] +

Big Mek (Index) [5 PL, 88pts]: Grot Oiler [4pts], Kustom Force Field [20pts], Kustom Mega-blasta [9pts]

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun [25pts]

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Elites [5 PL, 86pts] +

Mad Dok Grotsnik [5 PL, 86pts]

++ Total: [99 PL, -5CP, 1,999pts] ++



[/img]
[Thumb - kff bubble cropped.jpg]
Everything except 3 squads of kommandos and 2 deffkoptas

   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





So, any thoughts on fighting the new repulsor executioner besides one-shotting it with a SSAG?

Mathhammer says it kills and average of 20 boyz per turn (26 with captain and sergeant nearby, a whole unit with gulliman or equivalent) and five boyz die from overwatch, with the charge distance reduced by 2.

Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Deathskulls and lots of individual KMB shots?

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in se
Krazy Grot Kutta Driva






CaptainO wrote:
I've finessed my list and wholesale robbed the idea of a maxed out flashgit mob supported by a grot shield. I'll be trying it out tomorrow. I've also magnetized the bottom of all my 171 models and can drop and move units of 30 boyz using fridge magnet sheets which makes things so much easier for my horde style. Using magnets of a magnetic sheet means that other than deep striking units my army fits within a 9" KFF bubble. Not only that but I taken Mad dok grotsnik (who can heal all orks not just his own Klan) and possitioned him so that 90% of those under the KFF have one model within 3". Effectively my entire army (including grots) get a 5++ and 6+++ while my flash gitz have 60 grots to use as a shield. The same flashgitz get to reroll 1s thanks to Badrukk and thanks to strategically placed deffkopta (vehicle) will get a 3+ after looting it.

Spoiler:


++ Brigade Detachment +12CP (Orks) [49 PL, 1,044pts, -4CP] ++

+ No Force Org Slot [-4CP] +

Clan Kultur: Freebooterz

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

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

+ HQ [14 PL, 257pts] +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Da Souped-up Shokka, Shokk Attack Gun [25pts], Warlord

Kaptin Badrukk [5 PL, 84pts]

Warboss on Warbike (index) [5 PL, 93pts]: Big Choppa [5pts], Kustom Shoota [2pts], The Badskull Banner

+ 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, 117pts] +

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

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

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

+ Heavy Support [17 PL, 370pts] +

Flash Gitz [13 PL, 308pts]: 2x Ammo Runt [8pts], Kaptin [30pts]
. 9x Flash Git [270pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

++ Battalion Detachment +5CP (Orks) [33 PL, 639pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ [7 PL, 140pts, -1CP] +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts], Shoota (Index)

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 4. Fists of Gork, Warphead [-1CP]

+ Troops [26 PL, 499pts] +

Boyz [4 PL, 73pts]: Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

++ Supreme Command Detachment +1CP (Orks) [17 PL, 316pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

+ HQ [12 PL, 230pts] +

Big Mek (Index) [5 PL, 88pts]: Grot Oiler [4pts], Kustom Force Field [20pts], Kustom Mega-blasta [9pts]

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun [25pts]

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Elites [5 PL, 86pts] +

Mad Dok Grotsnik [5 PL, 86pts]

++ Total: [99 PL, -5CP, 1,999pts] ++



[/img]


I think it is a good list and I will try play horde after the summer, although I have some questions. What happen if you meet drukhari detachment and they vect grot shield? I had friend losing 15 lootas T1 and giving up round 2 because of that. That's why I personally play tournaments using insurance tools like grot orderly vs assassins or using a list that is not dependent of Stratagems.

About mek gunz, yes they do give up kills, but if my enemy is focusing them, that means that I messed up target saturation and positioning. Kill the gunz, get wrecked in my turn.

A thought about warboss on bike vs normal warboss. Are those 19 points worth +1W and +1T?
The biggest difference I see is that we can't get oneshotted vs D6 dmg
   
Made in us
Mutilatin' Mad Dok




Douglasville, GA

Orkz are going to give up those points anyway. We are a very squishy Faction. Our durability is entirely based around how many models we can field.

I think any of the things that work on Knights will work on the Executioner. Loota bomb. SSAG. Mek Gunz. Killa Klaw Boss. Etc.
   
Made in se
Krazy Grot Kutta Driva






A walking boss can fight 3 times, a bike boss only twice. Difference is that a bikeboss can move 14+D6" and charge, where a walking boss only 5+D6"
   
Made in us
Battlefortress Driver with Krusha Wheel





xlDuke wrote:
Just a heads up Grimskul, the Warboss on Warbike can't fight twice with Get Stuck In Ladz because he doesn't have the Infantry keyword - he can only use Orks Is Never Beaten. Still great, but he has to die to fight more than once.


Ah right, I forgot that is infantry only. I rarely use that stratagem so my bad on that goof.

My milkshakes bring all the boys to the yard and they're like, hurr darry darr.


My suggestion to you is to get married, if you have a good wife you'll be happy, if you have a bad wife you'll become a philosopher. 
   
Made in gb
Regular Dakkanaut




 Emicrania wrote:
CaptainO wrote:
I've finessed my list and wholesale robbed the idea of a maxed out flashgit mob supported by a grot shield. I'll be trying it out tomorrow. I've also magnetized the bottom of all my 171 models and can drop and move units of 30 boyz using fridge magnet sheets which makes things so much easier for my horde style. Using magnets of a magnetic sheet means that other than deep striking units my army fits within a 9" KFF bubble. Not only that but I taken Mad dok grotsnik (who can heal all orks not just his own Klan) and possitioned him so that 90% of those under the KFF have one model within 3". Effectively my entire army (including grots) get a 5++ and 6+++ while my flash gitz have 60 grots to use as a shield. The same flashgitz get to reroll 1s thanks to Badrukk and thanks to strategically placed deffkopta (vehicle) will get a 3+ after looting it.

Spoiler:


++ Brigade Detachment +12CP (Orks) [49 PL, 1,044pts, -4CP] ++

+ No Force Org Slot [-4CP] +

Clan Kultur: Freebooterz

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

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

+ HQ [14 PL, 257pts] +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Da Souped-up Shokka, Shokk Attack Gun [25pts], Warlord

Kaptin Badrukk [5 PL, 84pts]

Warboss on Warbike (index) [5 PL, 93pts]: Big Choppa [5pts], Kustom Shoota [2pts], The Badskull Banner

+ 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, 117pts] +

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

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

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

+ Heavy Support [17 PL, 370pts] +

Flash Gitz [13 PL, 308pts]: 2x Ammo Runt [8pts], Kaptin [30pts]
. 9x Flash Git [270pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

++ Battalion Detachment +5CP (Orks) [33 PL, 639pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ [7 PL, 140pts, -1CP] +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts], Shoota (Index)

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 4. Fists of Gork, Warphead [-1CP]

+ Troops [26 PL, 499pts] +

Boyz [4 PL, 73pts]: Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

++ Supreme Command Detachment +1CP (Orks) [17 PL, 316pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

+ HQ [12 PL, 230pts] +

Big Mek (Index) [5 PL, 88pts]: Grot Oiler [4pts], Kustom Force Field [20pts], Kustom Mega-blasta [9pts]

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun [25pts]

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Elites [5 PL, 86pts] +

Mad Dok Grotsnik [5 PL, 86pts]

++ Total: [99 PL, -5CP, 1,999pts] ++



[/img]


I think it is a good list and I will try play horde after the summer, although I have some questions. What happen if you meet drukhari detachment and they vect grot shield? I had friend losing 15 lootas T1 and giving up round 2 because of that. That's why I personally play tournaments using insurance tools like grot orderly vs assassins or using a list that is not dependent of Stratagems.

About mek gunz, yes they do give up kills, but if my enemy is focusing them, that means that I messed up target saturation and positioning. Kill the gunz, get wrecked in my turn.

A thought about warboss on bike vs normal warboss. Are those 19 points worth +1W and +1T?
The biggest difference I see is that we can't get oneshotted vs D6 dmg


The existence of counter strata like the dark eldar and genestealer cult ones are the reason I switched from lootas to flashgitz. The flashgitz will still get a 4+ 5++ 6+++ (they’ll get to use the fnp for both their wounds) even if they don’t get the grot shield. They also have two ammo grots who’ll be the first to go. That’s the worst case scenario. If my opponent manages to kill My deffkopta said gitz will have a 3+. As you said mitigating against stratagem reliance is a must.
   
Made in nl
Fresh-Faced New User




CaptainO wrote:
I've finessed my list and wholesale robbed the idea of a maxed out flashgit mob supported by a grot shield. I'll be trying it out tomorrow. I've also magnetized the bottom of all my 171 models and can drop and move units of 30 boyz using fridge magnet sheets which makes things so much easier for my horde style. Using magnets of a magnetic sheet means that other than deep striking units my army fits within a 9" KFF bubble. Not only that but I taken Mad dok grotsnik (who can heal all orks not just his own Klan) and possitioned him so that 90% of those under the KFF have one model within 3". Effectively my entire army (including grots) get a 5++ and 6+++ while my flash gitz have 60 grots to use as a shield. The same flashgitz get to reroll 1s thanks to Badrukk and thanks to strategically placed deffkopta (vehicle) will get a 3+ after looting it.

Spoiler:


++ Brigade Detachment +12CP (Orks) [49 PL, 1,044pts, -4CP] ++

+ No Force Org Slot [-4CP] +

Clan Kultur: Freebooterz

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

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

+ HQ [14 PL, 257pts] +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Da Souped-up Shokka, Shokk Attack Gun [25pts], Warlord

Kaptin Badrukk [5 PL, 84pts]

Warboss on Warbike (index) [5 PL, 93pts]: Big Choppa [5pts], Kustom Shoota [2pts], The Badskull Banner

+ 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, 117pts] +

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

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

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

+ Heavy Support [17 PL, 370pts] +

Flash Gitz [13 PL, 308pts]: 2x Ammo Runt [8pts], Kaptin [30pts]
. 9x Flash Git [270pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

Mek Gunz [2 PL, 31pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

++ Battalion Detachment +5CP (Orks) [33 PL, 639pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ [7 PL, 140pts, -1CP] +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts], Shoota (Index)

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 4. Fists of Gork, Warphead [-1CP]

+ Troops [26 PL, 499pts] +

Boyz [4 PL, 73pts]: Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

Boyz [11 PL, 213pts]: 3x Tankbusta Bombs
. Boss Nob [10pts]: Choppa, Power Stabba [3pts]
. 29x Ork Boy W/ Slugga & Choppa [203pts]

++ Supreme Command Detachment +1CP (Orks) [17 PL, 316pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

+ HQ [12 PL, 230pts] +

Big Mek (Index) [5 PL, 88pts]: Grot Oiler [4pts], Kustom Force Field [20pts], Kustom Mega-blasta [9pts]

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun [25pts]

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Elites [5 PL, 86pts] +

Mad Dok Grotsnik [5 PL, 86pts]

++ Total: [99 PL, -5CP, 1,999pts] ++



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That's a nice list you got there. Why not use 2 units of flashgitz though? You can roll twice for gun crazy, sure for half the shots. But you do get 2 kaptins, who shoot at BS3.
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Two flashgitz units cannot benefit from grotshields or loot it in the same turn.
One unit will get the bonus, other will get targeted right after.

Thats why he has 1 unit. The extra kaptin doesnt help enough.

This message was edited 1 time. Last update was at 2019/07/15 16:35:08


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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Mutilatin' Mad Dok




Douglasville, GA

^ Vulnerable units like Flashgitz benefit more from large mobs than from MSUs.
   
Made in gb
Regular Dakkanaut




Reference the warboss on bike v on foot. The +1w and t as well as triple the movement are great but you’re also getting the bike gunz. I’m running him with kustom shoota too. He’s freeboota so if +1 to hit is activated then he’ll have 6 s5 shots and 4 s4. Overall it’s a bargain. If a tournament didn’t allow for index units I swap him for a footboss and swap the kff mek for a mega armour one with kff. (I’d have to lose the burna boys and nob from the kommandos too) but that would make my list legal.


Automatically Appended Next Post:
 Vineheart01 wrote:
Two flashgitz units cannot benefit from grotshields or loot it in the same turn.
One unit will get the bonus, other will get targeted right after.

Thats why he has 1 unit. The extra kaptin doesnt help enough.
spot on

This message was edited 1 time. Last update was at 2019/07/15 16:50:46


 
   
Made in se
Krazy Grot Kutta Driva






CaptainO wrote:
Reference the warboss on bike v on foot. The +1w and t as well as triple the movement are great but you’re also getting the bike gunz. I’m running him with kustom shoota too. He’s freeboota so if +1 to hit is activated then he’ll have 6 s5 shots and 4 s4. Overall it’s a bargain. If a tournament didn’t allow for index units I swap him for a footboss and swap the kff mek for a mega armour one with kff. (I’d have to lose the burna boys and nob from the kommandos too) but that would make my list legal.


Automatically Appended Next Post:
 Vineheart01 wrote:
Two flashgitz units cannot benefit from grotshields or loot it in the same turn.
One unit will get the bonus, other will get targeted right after.

Thats why he has 1 unit. The extra kaptin doesnt help enough.
spot on


Have you played this list in tournaments? I really wanted to play flashgitz from last year


Automatically Appended Next Post:
How do you bring down Knights and tanks?

This message was edited 1 time. Last update was at 2019/07/15 17:26:04


 
   
Made in no
Krazy Grot Kutta Driva






Also, keeping up Jid work, the orks won yet ANOTHER major GT

https://www.reddit.com/r/WarhammerCompetitive/comments/cdhhvc/pandas_weekend_rundown_713714/?utm_medium=android_app&utm_source=share

List in the link but basically lootas still kicking and horde lists die hard as usual. This time Nick Sutherland brought 3 SAG and 12 smashaguns
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





Thanks!

That means Nick is actually reducing the number of smashas he is bringing, he has fielded 18 and 17 before. Interesting.

Something I also find interesting is that all Orks placing well are long-time Ork players. Very few of the "play whatever is best" players manage to do well with Orks or don't switch to them at all (they probably eliminate the possibility during test games).
Experience with the army seems to be a huge factor and matches what I'm experiencing in my little casual pond. Players who have Orks as one of their many armies do a lot worse with them than the players who have been dedicated to playing them for a long time.

Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in se
Krazy Grot Kutta Driva






Yeah, I can see on myself that focusing only on orks this past year(I have 2k+ BA, Daemons and Nids) , my win ratio exploded considerably and my understanding of the game per se improved as well. Wanna play fluffy with orks, you can do everything you want. If you wanna win, than you gotta commit to the army.
   
Made in gb
Regular Dakkanaut




 Emicrania wrote:
CaptainO wrote:
Reference the warboss on bike v on foot. The +1w and t as well as triple the movement are great but you’re also getting the bike gunz. I’m running him with kustom shoota too. He’s freeboota so if +1 to hit is activated then he’ll have 6 s5 shots and 4 s4. Overall it’s a bargain. If a tournament didn’t allow for index units I swap him for a footboss and swap the kff mek for a mega armour one with kff. (I’d have to lose the burna boys and nob from the kommandos too) but that would make my list legal.


Automatically Appended Next Post:
 Vineheart01 wrote:
Two flashgitz units cannot benefit from grotshields or loot it in the same turn.
One unit will get the bonus, other will get targeted right after.

Thats why he has 1 unit. The extra kaptin doesnt help enough.
spot on


Have you played this list in tournaments? I really wanted to play flashgitz from last year


Automatically Appended Next Post:
How do you bring down Knights and tanks?


No tournament just yet (Suns out, I'll get back into a few when the weather gets crap again)

I played it against a Imperium list with catachan Brigade (including a wyvern, hellhound and basilisk), Bobby G and a Castellan. I forced him to spend 3 Cp a turn by shooting the non Suped up SAG then used the SSAG shooting twice (once at a soft target to get +1 and the second time another vehicle) Flashgitz took on another vehicle within 24". 40 boyz with warpath charging a screen and fighting twice can cause damage even if they lost a large number to Bobby G assassin combo. Kept moving the flashgitz forward with grot screen, kff and dok.

His go Mek gunz were the first to go. He used a vindicare and shieldbreaker combo to kill my KFF mek (and grot) Deffkoptas arrived t2 but didn't last long. SSAG fired twice again killing a unit and giving +1 to flashgitz again. By the end of T2 pretty much all he had left was an assassin, Bobby G and Castellan (still 1200 points). Castellan is a character so didn't protect the other two. He killed all my boyz getting reaper but start of T3 I was able to shoot Bobby and Assassin to death. His T3 he killed two more and charged into some grots. T4 I fell back, shot everything into the castellan and just ate some overwatch with grots and then charged the evil sunz warboss into the castellan. Spent my last CP fighting after death to kill it. He exploded killing another unit. He maxed out reaper, butchers bill but only got two headhunters. A win but a close one.

Advice on shooty knights especially when running an ork horde, ignore it until you've taken out its support then tie it up in CC. Also aim to have as many of your characters still alive as possible unitl end of T3.

For CC Knights, make sure you've got your grots out front ready to eat that charge. I learned my lesson after genestealers. If there is a chance you'll be taking a charge for some cc ninjas make sure its the grots that are the ones dying. Sure you'll lose a load (like crazy reaper points numbers) but your good cc models are close behing. Also if they intend to use fight twice strats they'll have to declare the units behind who will get to move 3" and fight themselves. Gitz overwatch is nothing to sneer at.

Basically Tanks are easy as they don't have an invul. SSAG with killboss trait can cause serious damage. Mek gunz (if left alive) are good too. Gitz wound tanks on 5+ in both shooting and cc and -2 AP D2 is pretty good.

Honestly a Callidus would have probably cause me more trouble than the sniper assassin. I go into game with a clear map of what I'm going to spend my CP on. 5 pregame and then:

Loot it
Grot shieldx2
Mob UP
Shoot twice
Fight twice
Interrupt
Green Tide
Orks are never beaten.

Thats 16 points gone by t2 (if I've used my footboss as a smash kaptain).

Only army I'm struggling against is the Fish Cows. The list I'm up against can kill 40 boyz in overwatch and adds distance to charges. 60ish grots within 24" of a tau gunline don't last long either.
   
Made in se
Krazy Grot Kutta Driva






Sounds like a plan, have you tried playing with the chess clock? Things about hordes is that takes a lot of time.
Do you jump the grots or you just advance with them?
The flashgitz get to shoot only from t2, right ?
   
Made in us
Mutilatin' Mad Dok




Douglasville, GA

Put more shooty elements in and Tau will be easy. My Tau opponents tend to fall apart quickly when you short-range them with Lootas, Mek Gunz, SSAG, etc. As long as you can stay out of Rapid Fire Range, Tau lose a lot of their strength.
   
Made in us
Grisly Ghost Ark Driver





The Eternity Gate

 flandarz wrote:
Put more shooty elements in and Tau will be easy. My Tau opponents tend to fall apart quickly when you short-range them with Lootas, Mek Gunz, SSAG, etc. As long as you can stay out of Rapid Fire Range, Tau lose a lot of their strength.


I'm finding one of Orks biggest strengths is it strong shooting means you don't actually have to always just charge forward. I think older editions pushed this narrative that you have to berserk run forward. I can now just sit behind the grot screen with smasha guns and lootas even against Tau while boyz take objectives. A very strong army capacity.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





CaptainO wrote:
Castellan is a character so didn't protect the other two.

Actually, it does. Characters with less than 10 wounds don't protect each other, but the CHARACTER keyword does nothing for targeting on models for more than 10 wounds.


Automatically Appended Next Post:
 buddha wrote:
 flandarz wrote:
Put more shooty elements in and Tau will be easy. My Tau opponents tend to fall apart quickly when you short-range them with Lootas, Mek Gunz, SSAG, etc. As long as you can stay out of Rapid Fire Range, Tau lose a lot of their strength.


I'm finding one of Orks biggest strengths is it strong shooting means you don't actually have to always just charge forward. I think older editions pushed this narrative that you have to berserk run forward. I can now just sit behind the grot screen with smasha guns and lootas even against Tau while boyz take objectives. A very strong army capacity.


Actually only 7th did that. In 5th I remember a game against the a necron player who tailored a list against me that basically meant any movement would kill 1/6 of your boyz. I stood still and shot him off the board with lootas, dakkajets, koptas and shoota boyz.

This message was edited 1 time. Last update was at 2019/07/17 06:25:11


Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in gb
Regular Dakkanaut




 Jidmah wrote:
CaptainO wrote:
Castellan is a character so didn't protect the other two.

Actually, it does. Characters with less than 10 wounds don't protect each other, but the CHARACTER keyword does nothing for targeting on models for more than 10 wounds.


.


Cheers for the clarification. I was aware that if a character has more than 10 wounds it can always be targeted. I thought because the knight had the character keyword it no longer prevented other characters being targeted. I was wrong.


Automatically Appended Next Post:
 Emicrania wrote:
Sounds like a plan, have you tried playing with the chess clock? Things about hordes is that takes a lot of time.
Do you jump the grots or you just advance with them?
The flashgitz get to shoot only from t2, right ?


Oh chess clocks are tough going with that number of models alrite. I use a dice app and I've gorrilla glued small magnets onto everyone of my models which means I can move boyz in blocks of 10 and grots in blocks of 5 using fridge magnet sheets. I also have my deployment preplanned for the the different ITC deployment zones (its basically as many priority units under the 9" KFF and within the Doks 3" range). Really speeds up my deployment and movement. An excel checklist is also super handy to stop myself forgetting a unit or a psychic power.

I normally just move the grots and if there is a very soft target try and use them to pop the +1 for freebootas. The warboss on foot and unit of 40 boyz are priority for da jump. I do enjoy throwing grots behind enemy lines using da jump to get recon and also mess with my opponents ability to target my characters (its always good when grots are dropped 9" away hidden in a building and save my big meks/warboss's skin as they're closer)

Flashgitz normally move t1 (resulting in a -1) but if the SSAG or Kaptain badrukk can kill something they're back up to BS4+. There has always been a target for me within 29". They cut through guardsmen, hitting on 4s, wounding on 2s no Armour save.


Automatically Appended Next Post:
Oh and the undefeatable Fish cow army that was the bane of my life... no longer undefeated!!!

He got first turn (I honestly believe its only a true victory if you win/can win after going second) and he maxed out on reaper T1... He killed 4x 10 grots, a squad of 30 boyz, both mek gunz, two deffkoptas (one of which my gitz looted) 4 other models and worst of all my KFF mek (including his ammo grot) and.... my da jump weirdboy. My lesson has been learned. Weirdboy definitely should be in cover on a bottom floor. Ideally the KFF mek should be too. He used the tau orbital bombardment and a squad of 10 sniper drones who were hitting on 3s reroll 1s. Oh well. My warboss on bike was left with 2 wounds too. He finished with his coldstar in my backlines.

It looked grim but my second squad of 30 boyz and flashgitz were untouched. Everyone surged forward the old fashioned way. With the weirdboy and squad of 10 heading back to tackle coldstar.

My SSAG left Longstrike with only 1 wound but Badrukk was able to finish him off giving my gitz +1. They managed to kill a suit (after they wiped its supporting drones) and kill 4 of a strike team (I should have focused all their fire on the infantry) My warboss on bike shot 10 shots at the drone that messes within charge range at BS4... and failed to kill him.

I charged his etheral, support drones and 3 squads of infantry with biker boss. He was down to 1 wound after being overwatched by sniper drones. He killed 1 drone and a few infantry at which point my opponent heroically intervened who managed to kill my boss....who then immediately fought again thanks to the fight after death strat killing his etheral.

Squad of 10 charged coldstar who was down to two wounds after being super smited by my weirdboy and killed him. Evil sunz Warboss on foot failed his charge but the squad of 30 (who were buffed with warpath) killed 2 drones and two full squads... then used the fight again strat to kill another two infantry squads and 2 more drones tri-pointing one of his characters.

I finished T1 with a recon, 3 headhunters and butchers bill while he had maxed reaper, 2 headhunters and a butchers bill. We totted up the number of units killed.... And I'd killed more. I had only 3 CP left end of T1 from 21.

T2 he unloaded 90% of what he had into my gitz who unsurprisingly died. It did take up a lot of his shooting. He tried to snipe my SSAG but I spent 1 CP on grot shield. It saved his life (and left me 2 CP to fire him twice) but I wonder if I should have kept 3 CP to fight again in his fight phase piling in and consolidating my 30 boyz further into his lines...

He only killed 2 units in his turn 2.

I was able to kill more using my SAG and SSAG and 30 boyz and used my infiltrators to hold more and tie up his backline units. I maxed out Headhunter, got recon and butchers bill.

T3 he whittled down my numbers and got butchers bill and a headhunter but I was able to kill more, hold more and grab another butchers bill and recon. I ran and hid my characters.

T4 He killed some stuff and chased my characters maxing out on butchers bill. He killed more but I held more. I maxed all my secondaries.

T5 We killed the same but I held more.

T6 we killed the same but I held more. He maxed out headhunter but I had gotten him on primaries.


Things I would have done differently:

1. Put all 60 grots up front. Did I really think they weren't going to die if they were within taus (very long thanks to drone shenanigans and the thing that allows the to shoot as if they'd stood still) rapid fire range?
2. Hidden the da jump weird boy
3. Probably hidden the KFF Mek putting him in the corner of a building so everyone outside gets the save.
4. Let the SSAG die and used the 3CP fight twice in his T2 fight phase. Fighting twice is a great way to slingshot troops up a board. Declaring everything, and I mean everything within 12" so that everyone is a target during the second fight phase.
5. Rolled more 6s.
6. Maybe kept the 30boyz that got shot to death T1 further back.

This message was edited 2 times. Last update was at 2019/07/17 08:34:45


 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

i take more time shooting than i do moving because of bad moonz. I run mostly mechanical orks so the vast majority of my list is vehicles or things that dont move in the first place (ssag, grots, mek gunz)

Boyz will shoot, so 56 dice (minus the 3 rokkits and the nob w/ no gun). Ok just gimmie a min to pick out the 5s and 6s here.....ok now grab the 1s...reroll them...ok now i get 12 extra shots thanks to dakkadakkadakka....pick out the 5s and 6s again....reroll the 1s again.... ~30 hits ok lets roll to wound now

Part of me wishes it was just a +1 to hit because it would go much faster, but the reroll 1s vs +1 to hit benefits against negative hit modifiers more and Eldar is pretty common around me (god i hate eldar).

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in fr
Been Around the Block




I think orks can beat a typical tau list if orks have 3 dakkajets to go reach and shoot shield drones protecting broadsides/riptides. This will enable the SSAG + mek gunz to drop a non 3++ riptide or some broadsides. From there on a tau player will have trouble getting rid of 90 boyz and the dakkajets + SSAG + mek gunz all at the same time.

The rick is to save the grot shield for your SSAG if you have sniper drones threatening you.
my two cents
   
Made in us
Khorne Rhino Driver with Destroyer






Any load out advice for playing Deffdreads in Cities of Death? Part of me wants to take a KMB on my dreads so they can punch through the hard covers saves while they march up the board but I'm wary of the -1 to hit cover rule making them hurt themselves to often.

2400+
1500+
1000
500 
   
Made in us
Mutilatin' Mad Dok




Douglasville, GA

If you got with Deffskull Dreadz, you should spare yourself from a lot of MWs, but I'd probably just run them with Rokkits. You'll only be missing out on 1 point of AP, but you'll drop the risk of exploding. Alternatively, throw them into a Tellyporta and give them a melee loadout. Especially good if -1s to hit are on the table. Having a 16.7% chance to hit but a 33% chance to hurt yourself is (in my opinion) worse than just not having any shooting at all.
   
 
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