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![[Post New]](/s/i/i.gif) 2015/05/14 13:09:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Glitcha wrote: Yes it is D6 powerfields now. IA: APOC and WH40k: APOC say that before the game starts roll a d6, this is the number of powerfields the stompa has. They are AV 12 and protect the stompa from only shooting attacks. A D STR weapon will only take out 1 shield for every shot of the D weapon. Similar to the Void shield rules, but powerfields do not come back. The funny thing to do is take the Powerfield upgrade and also a KFF or MFF. Now the shields have an invul save from shooting attacks. Its a little wanky, but because of the wording on the rules totally works. Oh okay. That explains what was going on in this Battlreport then: https://www.youtube.com/watch?v=SQcN6E3fVuw That upgrades sounds like it would be worth taking as the Stompa could never be One shot by enemy fire. Automatically Appended Next Post: Frozocrone wrote:What are the selling points to the Weirdboy (aside the Psychic Powers)? I see it crop up a few times but I find myself wanting to use Painboys, Big Meks in MA for Lootas and Warbosses/Zhadsnark and at that point I run out of HQ options to take. Well one of the interesting things about the Weirdboy is that his Staff is apparently has the "Force" rule.
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This message was edited 2 times. Last update was at 2015/05/14 13:23:13
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![[Post New]](/s/i/i.gif) 2015/05/14 13:17:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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killerdou wrote:I think 5 on foot(for a left over slot), 7 in a trukk, 10 in a gun trukk or 15 in a battlewagon are pretty good balances between extra survivability and mobility vs damage output.
If you have a weirdboy, the tankbusta's are a good spot for him as he gets the tankhunter and all the powers are usefull for tankbusta's.
Tankbustas in a trukk is hard to execute. I wouldn't do it unless I'm running a few MANZ missiles, and then I'd run lots of trukks. The problem is Trukks are deathtraps for units with a 6+ armor save. If you run 2 MANZ missiles, then maybe they draw enough fire off your tankbustas to let them do something, but otherwise the Trukk will and and the tankbustas inside it.
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![[Post New]](/s/i/i.gif) 2015/05/14 13:31:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Flashy Flashgitz
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Frozocrone wrote:What are the selling points to the Weirdboy (aside the Psychic Powers)? I see it crop up a few times but I find myself wanting to use Painboys, Big Meks in MA for Lootas and Warbosses/Zhadsnark and at that point I run out of HQ options to take.
None actually. At least for me. It dies waaaay to fast for an HQ choice.. just like most Ork HQ choices you have to have at least a painboy with him to make him viable....
Maybe the force weapon,... but he has moderate WS, Moderate Str and basic amount of attacks. Wont be much he will do...
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![[Post New]](/s/i/i.gif) 2015/05/14 13:32:35
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Well if the Weirdboy gets Hammer Hand that Force Weapon may be more effective.
But doesn't he have to activate Force to use said weapon as a Force Weapon ?
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![[Post New]](/s/i/i.gif) 2015/05/14 13:34:51
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Yes, a weapon that has the force special rule allows its wielder to use the force psychic power.
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![[Post New]](/s/i/i.gif) 2015/05/14 14:46:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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I run my Tankbustaz in units of 10-12 in a Trukk or a Battlewagon, depending on the list (I only own one battlwagon right now).
They rock my world. The perfect unit to suicide against an imperial knight. Nothing like 7 or 8 meltabombs to explode a superheavy in CC. They'll die. Either from the stomps or the explosion or both, but they'll take out twice their points when they go.
I love tankbustaz sooooo much. I'm definitely gonna look at building a second unit of them.
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![[Post New]](/s/i/i.gif) 2015/05/14 15:23:00
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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I want to try and run Tank Bustas in a Kill Krusha.
Since its an open-topped super-heavy they could Assault out of it (and its a Fast tank too).
The Tank could also fire STR 8, AP3 weapons at whatever their charging before they charge in.
I'm just not sure that 12 Tank Bustas alone are enough to really threaten anything. Automatically Appended Next Post: Though probably won't ever use Zhadsnark I've always had a question.
Since his warlord trait unlocks Bikes as troops if you took him in the Ork Warband detachment could you fill every Troops slot with Bikes ?
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This message was edited 1 time. Last update was at 2015/05/14 15:42:42
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![[Post New]](/s/i/i.gif) 2015/05/14 16:14:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Flashy Flashgitz
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tag8833 wrote:killerdou wrote:I think 5 on foot(for a left over slot), 7 in a trukk, 10 in a gun trukk or 15 in a battlewagon are pretty good balances between extra survivability and mobility vs damage output.
If you have a weirdboy, the tankbusta's are a good spot for him as he gets the tankhunter and all the powers are usefull for tankbusta's.
Tankbustas in a trukk is hard to execute. I wouldn't do it unless I'm running a few MANZ missiles, and then I'd run lots of trukks. The problem is Trukks are deathtraps for units with a 6+ armor save. If you run 2 MANZ missiles, then maybe they draw enough fire off your tankbustas to let them do something, but otherwise the Trukk will and and the tankbustas inside it.
This is the age of monstrous creatures isn't it? Ten tankbustas in a big squigg.
Oh, right, not those monstrous creatures...
But still, that's really not too bad, especially if you can keep in cover(or with a kff mek nearby)
My only question is, if it runs, are the dudes snap firing? It still only moved 12" max.
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![[Post New]](/s/i/i.gif) 2015/05/14 16:21:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Flashy Flashgitz
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Awesomesauce wrote:tag8833 wrote:killerdou wrote:I think 5 on foot(for a left over slot), 7 in a trukk, 10 in a gun trukk or 15 in a battlewagon are pretty good balances between extra survivability and mobility vs damage output.
If you have a weirdboy, the tankbusta's are a good spot for him as he gets the tankhunter and all the powers are usefull for tankbusta's.
Tankbustas in a trukk is hard to execute. I wouldn't do it unless I'm running a few MANZ missiles, and then I'd run lots of trukks. The problem is Trukks are deathtraps for units with a 6+ armor save. If you run 2 MANZ missiles, then maybe they draw enough fire off your tankbustas to let them do something, but otherwise the Trukk will and and the tankbustas inside it.
This is the age of monstrous creatures isn't it? Ten tankbustas in a big squigg.
Oh, right, not those monstrous creatures...
But still, that's really not too bad, especially if you can keep in cover(or with a kff mek nearby)
My only question is, if it runs, are the dudes snap firing? It still only moved 12" max.
Do not put your faith in cover to much these days.. At least in my Meta its flamers all around!
Grey knights Dreadknights
Chaos Hellturkeys
Nid MC's with breath thingies
Marines with heavy flamers
Tau that can ignore cover with flamers and with their *&%^*$ drones
And that is just from the top of my head
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![[Post New]](/s/i/i.gif) 2015/05/14 16:41:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Waaghboss Grobnub wrote:
Do not put your faith in cover to much these days.. At least in my Meta its flamers all around!
Grey knights Dreadknights
Chaos Hellturkeys
Nid MC's with breath thingies
Marines with heavy flamers
Tau that can ignore cover with flamers and with their *&%^*$ drones
And that is just from the top of my head 
There is the Stompa wrecking ball that just knocks cover down.
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![[Post New]](/s/i/i.gif) 2015/05/14 17:00:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Waaghboss Grobnub wrote:
Do not put your faith in cover to much these days.. At least in my Meta its flamers all around!
Hear hear. I've dropped Venomthropes, Nightshields and all sorts these days with the amount of Ignore Cover I face these days.
Would take a VSG though, I used one in a tournament once and my Khorne did it put a shift in. I can only imagine what it would be like with a GreenTide stuck inside...
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/05/14 17:07:55
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Frozocrone wrote: Waaghboss Grobnub wrote: Do not put your faith in cover to much these days.. At least in my Meta its flamers all around! Hear hear. I've dropped Venomthropes, Nightshields and all sorts these days with the amount of Ignore Cover I face these days. Would take a VSG though, I used one in a tournament once and my Khorne did it put a shift in. I can only imagine what it would be like with a GreenTide stuck inside... I think I recall that being used at a tournament in conjunction with the Green Tide. I think it was being abused however as the way it was being described so long as one model was within the 12" field then the entire unit got the save or something along those lines. I am not sure if that's actually how its supposed to work or does work for that matter.
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This message was edited 1 time. Last update was at 2015/05/14 17:08:18
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![[Post New]](/s/i/i.gif) 2015/05/14 17:13:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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As a Tyranid player I would say that 7th was the age of Mech. Prior to the newcron codex it was all mech, all the time. Wave Serpents, Venoms, Annihilation barges, Skyrays. The rare MC (Wraith Knight, Riptide, Dread Knight) was usually accompanied by vehicles. Now as we move into the days of 7.5 the age of mech is waning, and the age of Elite infantry / Bikes are here. MC's are certainly not in ascendance unless you count FMC's.
But Orks still have some decent mech options. Trukks are good. Just not good for Tankbustas. Battle Wagons are good, just challenging to get into a list. Big Trakks were good until scatbike spam became a sure thing at every event. Gun Wagons are good. Slightly cheaper than battlewagons, and much easier to get into a list because of being taken in squads. War buggies are OK. Stompas are fine, but such a giant points investment.
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![[Post New]](/s/i/i.gif) 2015/05/14 17:17:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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But worth it if you build the right type of Stompa.
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![[Post New]](/s/i/i.gif) 2015/05/14 17:28:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Yeah I always take the power field upgrade. Personally, as long as the Kustom Stompa can be taken as a lord of war i'll use that one. You can help bring the points cost down on the stompa by using the kustom stompa or go all out and load it with everything.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/14 17:31:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stealthy Grot Snipa
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I quite enjoy weirdboys, While they aren't like the rest of the HQs, they can be pretty awesome  Next game im running one in a gunwagon with a mek, badrukk and 7 tankbustas. benefitting from tankhunter he has some pretty potent powers.
I also like to run 2+ of em, gives you quite a lot of dice quite cheaply and some dice for when you need to deny. I use them like painboys, multiplier factors. In general I find while warbosses are such a standard pick that most units once they have a mek, painboy and nob are pretty tough. You have your challenge eater, your save multiplier and the nob will do some heavy lifting in the killing department. Hence a warboss isn't massively needed; only to add more punch. So I often take weirdboyz in smaller shoota units as they often through out some nice AT firepower.
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2015/05/14 17:33:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Frozocrone wrote:What are the selling points to the Weirdboy (aside the Psychic Powers)? I see it crop up a few times but I find myself wanting to use Painboys, Big Meks in MA for Lootas and Warbosses/Zhadsnark and at that point I run out of HQ options to take.
I often run a Wierdboy as a 3-d or 4- th HQ. He's surprisingly fine. Sometimes even really good. Even if you get mediocre psy powers like 'eadbanger and vomit (which can be good from time to time but is too situational), he's still a nob with a force mace, psy protection and ok primaris power.
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![[Post New]](/s/i/i.gif) 2015/05/14 17:42:56
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Weirdboys also have access to Malefic Daemonology don't they ?
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![[Post New]](/s/i/i.gif) 2015/05/14 18:19:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Grovelin' Grot
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The painboy is an excellent source of ap2/3/4 shooting that can still run with other footsloggers.
The opportunity cost of running one is pretty low if you are running multiple ork detachments. they are very cheap and will pay for themselves with simply a couple of uses of their primaris. 6/7 of their powers are useful, and a lucky roll of da krunch can change a game.
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![[Post New]](/s/i/i.gif) 2015/05/14 18:34:37
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Weirdboyz are pretty decent and make a good choice for the last HQ slot you have. Yes they have access to Malefic Daemonology. If you got the cash for the daemon models you can go Tzeentch themed and summon daemons that summon more daemons, better at ranged then Orks and also there's a Tzeetch unit that is very good against vehicles (screamers I think, well the flying manta ray thingies anywys) that help shore up Ork weaknesses.
Personally I like the Orks psychic powers with only 'eadbanger coming off as meh to me. The rest is excellent in my opinion. Either very helpful powers or some form of high strength armour piercing attack that can potentially hit more then one model. Even the basic primaris power frazzle is an effective MEQ killer.
The other thing I suppose that might make the Weirdboy a bit of a bonus is that whether he is psyker level 1 or 2 if he's near 12 Ere We Go models then on his turn he's drawing warp charges as though he's a level higher. So a Weirdboyz upgraded to a Psyker level 2 will have the warp charge power of level 3 on his turn. (one of your powers need to succeed at manifesting or you take a wound)
I sometimes think about bringing multiple weirdboyz to see how it works. 4 Weirdboyz upgraded is d6+12 warpcharges.
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![[Post New]](/s/i/i.gif) 2015/05/14 19:33:29
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Grovelin' Grot
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You don't get the extra dice during their turn, so they aren't as good for denying. They are still a cheap source of warp dice though.
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![[Post New]](/s/i/i.gif) 2015/05/14 19:37:27
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Correct. The extra warp charge is on the turn of the weirdboy only. Orks are offensive minded  I suppose to put it simply, the knowledge of a level 2 psyker with the offensive output of a level 3 psyker.
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![[Post New]](/s/i/i.gif) 2015/05/15 12:02:00
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Smokin' Skorcha Driver
London UK
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Ive been toying with a list that runs a standard cad with warboss and painboy to go off krumping. Then a horde detachment with three ML2 weirdboyz who's purpose is to summon a greater daemon. Keeping them in the backfield with a min size ork squad so they each gain the bonus warp charges. 6 rolls on the malefic and 9+d6 warp charge to get daemons on the field. Losing wounds to perils is collateral damage.
If you roll possession early you can switch up to ork powers.
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![[Post New]](/s/i/i.gif) 2015/05/15 13:01:41
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Personally, I use my warpheads to fight daemons. Since my original orks are the daemon killas! Usually have 1 sanictic and 1 ork power warphead. Might be a bit dated, but the weirdboy tower for Apoc is so much fun to use! But for competitive play I would say ork powers against everyone, but if daemons or a player that is going to summon daemons take sanictic powers.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/15 13:10:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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I used my first (proxy) Weirdboy ever last night and he didn't do much. Stuck him with 30 shootas and they got destroyed over 3 turns against a single Wyvern. I like the idea of the Greater Demon. If you're lucky, can you summon one per turn?
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/05/15 13:25:10
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stealthy Grot Snipa
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Nithaniel wrote:Ive been toying with a list that runs a standard cad with warboss and painboy to go off krumping. Then a horde detachment with three ML2 weirdboyz who's purpose is to summon a greater daemon. Keeping them in the backfield with a min size ork squad so they each gain the bonus warp charges. 6 rolls on the malefic and 9+d6 warp charge to get daemons on the field. Losing wounds to perils is collateral damage.
If you roll possession early you can switch up to ork powers.
Yeh I like this sort of idea  some crazy ork scheme where the weirdboyz all consort and decide summoning a deamon is clearly the coolest and most outrageous thing to do!
As for being viable, could be pretty potent, although I wouldn't leave them backfield? you want your greater deamon to come on right in their face!
Glitcha wrote:Personally, I use my warpheads to fight daemons. Since my original orks are the daemon killas! Usually have 1 sanictic and 1 ork power warphead. Might be a bit dated, but the weirdboy tower for Apoc is so much fun to use! But for competitive play I would say ork powers against everyone, but if daemons or a player that is going to summon daemons take sanictic powers.
Wait orks can roll santic? I thought they could only roll malefic on daemonology? Am I confused?
PipeAlley wrote:I used my first (proxy) Weirdboy ever last night and he didn't do much. Stuck him with 30 shootas and they got destroyed over 3 turns against a single Wyvern. I like the idea of the Greater Demon. If you're lucky, can you summon one per turn?
Hmm so they were footslogging? Im not sure the weirdboy does well footslogging unless you have Da jump? Most of his powers require you to be quite close, plus as he only has 1 buff/blessing spell hes not being wasted put in a vehicle. I imagine a wyvern would totally ruin his day though!
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2015/05/15 13:43:35
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Nope, we have access to both demonology tables, force, and ork powers. Nothing like Vortex of doom and hammer hand to ruin someones day. Whats really cool is if you can get hammer hand and warpath. This gets you a str bonus and a bonus attacks before a unit attacks. Banishment is also good for taking care of those deamons.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/15 14:03:06
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Solar Shock wrote:Nithaniel wrote:Ive been toying with a list that runs a standard cad with warboss and painboy to go off krumping. Then a horde detachment with three ML2 weirdboyz who's purpose is to summon a greater daemon. Keeping them in the backfield with a min size ork squad so they each gain the bonus warp charges. 6 rolls on the malefic and 9+d6 warp charge to get daemons on the field. Losing wounds to perils is collateral damage.
If you roll possession early you can switch up to ork powers.
Yeh I like this sort of idea  some crazy ork scheme where the weirdboyz all consort and decide summoning a deamon is clearly the coolest and most outrageous thing to do!
As for being viable, could be pretty potent, although I wouldn't leave them backfield? you want your greater deamon to come on right in their face!
Glitcha wrote:Personally, I use my warpheads to fight daemons. Since my original orks are the daemon killas! Usually have 1 sanictic and 1 ork power warphead. Might be a bit dated, but the weirdboy tower for Apoc is so much fun to use! But for competitive play I would say ork powers against everyone, but if daemons or a player that is going to summon daemons take sanictic powers.
Wait orks can roll santic? I thought they could only roll malefic on daemonology? Am I confused?
PipeAlley wrote:I used my first (proxy) Weirdboy ever last night and he didn't do much. Stuck him with 30 shootas and they got destroyed over 3 turns against a single Wyvern. I like the idea of the Greater Demon. If you're lucky, can you summon one per turn?
Hmm so they were footslogging? Im not sure the weirdboy does well footslogging unless you have Da jump? Most of his powers require you to be quite close, plus as he only has 1 buff/blessing spell hes not being wasted put in a vehicle. I imagine a wyvern would totally ruin his day though!
It was bad, we were playing an old IG Mission from the soft cover book where we were only 18 inches apart, obviously written in 5th edition.
Even being that close the one cheap-as-heck Wyvern has 4 reroll to hit and wounds small blasts. Even spread out and with a PainBoy I was losing 10 models a turn.
Are any of the summoned greater demons FMC's so Jump MC's?
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/05/15 15:11:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stealthy Grot Snipa
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I had a similar game once, when I first got back into it against a gunline IG list playing nothing other than KP, naturally my walker and boyz list got wrecked by a wyvern and many multilasers The issue with FMC's is they come in and have to switch modes before they can land, so they cant charge for a turn after doing so. Cant remember the exact rule as I dont play anything with FMC's. However stuff like GUO's and the other MC's are much better summoned right in the face
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This message was edited 1 time. Last update was at 2015/05/15 15:12:54
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2015/05/15 15:28:17
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
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PipeAlley wrote:
It was bad, we were playing an old IG Mission from the soft cover book where we were only 18 inches apart, obviously written in 5th edition.
Even being that close the one cheap-as-heck Wyvern has 4 reroll to hit and wounds small blasts. Even spread out and with a PainBoy I was losing 10 models a turn.
Are any of the summoned greater demons FMC's so Jump MC's?
Wyvern's are super bad for Orks. Just before 7ed hit, I lost 20+ man squad of Orks with Big Mek w/ KFF (ignore cover completely made that useless) and Nob at a tournament from a single wyvern. All them mortars, yooowch.
Just a couple weeks ago we had a local tourney where the opponent on my second game and wyvern. I was able to knock it out with a couple lucky scouting deffkoptas.
My lists at the local tourney had a weirdboy for 1500 and 1850 with a warboss. The warboss was in a Bwagon to get in their face, and the weirdboy I had in a blob of 30 orks with nob. They were all shoota boys.
Da Jump helped. I was able to roll for that both games and it turned the blob into a giant PITA for the other players. I was pretty lucky with my deep strike rolls and hadn't mishaped. With all the other threats on the table too, Da Jump basically gave my 30 boys a free pass to the enemy side of the board. With shootas meaning they're rippin up after they land, it was pretty awesome. On top of the other power (forget the name) with the extra attacks, it basically gave my shoota boys the same number of attacks my slugga boys had.
I think weirdboys have their purposes. Painboys are great for the FnP rolls, but overall I've been finding reasons to put my weirdboys in.
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This message was edited 1 time. Last update was at 2015/05/15 15:33:02
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