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Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Gooonhammer FAQ adress the Kustom Jobs question and Bomb Squig in transport question.

https://www.goonhammer.com/ruleshammer-qa-july-1st-2022/

Answer?

Kustoms Jobs seems to be free but who knows…


Automatically Appended Next Post:
Anyway, non of the kustom jobs seems to be a game changer, so yeah, why do not play them for free for a while, unless anybody explicitly bans it. The note about AOOTS paranoia seems to be legit….

This message was edited 2 times. Last update was at 2022/07/01 16:20:18


11000p ready to krump! 
   
Made in gb
Bonkers Buggy Driver with Rockets





United Kingdom

There's definitely plenty of them that are auto takes at a lower cost, and you're silly if you don't take them if they're free.

Extra Kustom Weapon, Fortress On Wheels, Nitro Squigs, etc are all great with a lower cost.

I would definitely replace my lone Snazzwagon with a Squigbuggy if Nitro Squigs stays free, and just use it as a direct firing aggressive speedbump.


A More Dakka Dakkajet looks pretty decent too.

This message was edited 1 time. Last update was at 2022/07/01 17:03:23


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Yes, they are fine. Very nice for free and definitely an autotake. But not game breaking.


Anyway, I did a small digging to secondaries.

- In Nephilin, we have very narrow range of secondaries we can take. And not only us as it see… so the each army will profile to that range of secondaries. Man have know the opponents secondaries more.

- There is a mixture of secondaries orks can take:

PURGE THE ENEMY
We have a nice offer of Assasination, Bring it down and Da Biggest and Da Best. Which is a trap little bit, but wait… We' ll definitely take one of these in almost every game.

NO MERCY, NO RESPITE
Bad selection. Grind them down will be hardly our choice. No Prisoners are our only option, but not all of the opponents are the right target for us. Stomp' em good… situational. We cannot rely on this chapter at all.


WARPCRAFT
Abhorn the with can be fine againts some targets, so situational. The two others - Interrogation and Ritual are definitely a think we can play againts anybody.

BATTLEFIELD SUPREMACY
New Engage and Behind enemy lines are hard to score. Almost impossible againts some armies. None the Green Tide. We cannot rely on this chapter imho.

SHADOW OPERATIONS
Bitz are our best choice. We cen definitely rely on them with the right lists. Banners and Data are also not bad, but Bitz rules. We can rely on this chapter.

As I see it:

First secondary = Bitz
Second secondary = anything from PURGE THE ENEMY - either bring it down, assasination or Da Biggest.
Third secondary - ooh mighty third secondary! What if we face the knights? And bet we will! Without the psykers, the best you can do is Engage. That will be rough! And not only knights. There could be a lot of armies giving us a hard time to score the third one.

The only option is to take a psyker (two if possible for redundacy) and do the Ritual or Interrogation. That are the only reliable secondaries we can use as the third one.

So the minimum set of HQ is
- some warboss for Da Biggest - motowarboss or squigosaur boss
- big mek with KFF
- psyker. - weirdboy or wurrboy or killrig

Which is maximum Battalion can offer. And we give the opponent 10 VP on Assasination + killing our character = stop us from scoring. That is rough!

This message was edited 1 time. Last update was at 2022/07/01 17:15:41


11000p ready to krump! 
   
Made in us
Longtime Dakkanaut




Pretty much!
Also keep track of how many points you give up. To many characters or vehicles is an easy score for your opponent.
I like psychic interrogation for the chance at more CP but it’s a risky secondary that some armies can deny or kill all your psychers.

The biggest and best is nice but also risky as your warlord will get killed… ghaz, squigboss w ard as nails and beastmantle? Durable but either needs to kill or objective sit and that’s alot of points on a key unit to camp objectives.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

gungo wrote:
Pretty much!
Also keep track of how many points you give up. To many characters or vehicles is an easy score for your opponent.
I like psychic interrogation for the chance at more CP but it’s a risky secondary that some armies can deny or kill all your psychers.

The biggest and best is nice but also risky as your warlord will get killed… ghaz, squigboss w ard as nails and beastmantle? Durable but either needs to kill or objective sit and that’s alot of points on a key unit to camp objectives.


Yeah exactly! Da biggest has the advetage, that there are two another secondaries in the chapter, you can take.

Interrogation not! If you go this way, you have to do it for sure! And you give up the assasination.

I can imagine some kind of list with tons of small warbiker/stormtrooper units or something sendig forward score Engage every turn and die. That can work.

I 'm thinkig about Speed Mob as obvious. I like it. And looking the way how to make it work. And what I found is, that - as you see from this and previous post - it' s not an issue you give up Bring it down. Becuase any other list give up some another secondary or two too. And if the Kustom Jobs are free, well, even better!


Automatically Appended Next Post:
Hohoho I take a Wazboom with the Shocka Hull againts this jumpack intruders of flight opperations

This message was edited 1 time. Last update was at 2022/07/01 17:30:58


11000p ready to krump! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Free Kustom jobs are nice. But….

Do you guys take official GW app as a reliable source of information? There are bugs all the time and mostly not fixed for the long time as I understand.


Kustom jobs had their points removed in two different official sources, maintained by different teams. Someone at GW went through the trouble to change the points in the app, which means there is intent behind it. The app just confirmed what we were left guessing about in the PDF.

Still might be a mistake, but right now there is no reason to believe so. And I'm absolutely sure that GW will immediately fix any accidental buffs applied to orks

I present you, the the most misquoted part of all 40k lore:
Genetor Lukas Anzion in Codex Orks, 3rd edition wrote:[...] To the Ork, the only conceivable explanation for this is that the vehicle travels faster because it is red. However, as disturbing as it sounds, these 'facts' become true. Red Ork vehicles do travel perceptibly faster than those of other colors, even when all other design aspects are nominally the same. Similarly, many captured Ork weapons and items of equipment should not work, and indeed do not work unless wielded by an Ork. I believe this is linked to the strong psychic aura surrounding all Orkoids and have developed the Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics. I theorise that many Ork inventions work because the Orks themselves think that they should work. The strong telekinetic abilities of the Ork's subconscious somehow ensures that the machinery or weaponry functions as desired.

This is literally all GW ever wrote on this topic - everything else is meme knowledge 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Jidmah wrote:

Kustom jobs had their points removed in two different official sources, maintained by different teams. Someone at GW went through the trouble to change the points in the app, which means there is intent behind it. The app just confirmed what we were left guessing about in the PDF.

Still might be a mistake, but right now there is no reason to believe so. And I'm absolutely sure that GW will immediately fix any accidental buffs applied to orks




Automatically Appended Next Post:
Oh my Gork! That will be a mess! Three scrapjets, each of them with the different Kustom job!!

This message was edited 1 time. Last update was at 2022/07/01 19:34:25


11000p ready to krump! 
   
Made in ca
Longtime Dakkanaut




Seems safe to say you can backup your claim they are free given both the points update *and* GW app says they are free.

I doubt this is permanent, but I think in the grand scheme of things, it doesn't matter. Most kustom jobs aren't that game breaking anyway. Have fun.
   
Made in dk
Longtime Dakkanaut




Danmark

 Tomsug wrote:
Gooonhammer FAQ adress the Kustom Jobs question and Bomb Squig in transport question.

https://www.goonhammer.com/ruleshammer-qa-july-1st-2022/

Answer?

Kustoms Jobs seems to be free but who knows…


Automatically Appended Next Post:
Anyway, non of the kustom jobs seems to be a game changer, so yeah, why do not play them for free for a while, unless anybody explicitly bans it. The note about AOOTS paranoia seems to be legit….


thats weird. I was not under the assumption that there was a debate as to whether or not you could use bomb squigs in transports? I fail to see why you couldnt, as you could use any other type of ability a unit has. Why should bomb squigs be excempted?

If its counted as a normal shooting weapon you can fire it as normal. if its an ability, then this kicks in:

Any abilities (including Detachment abilities) that models in
an embarked unit have, or that their weapons have, continue to
apply when they make ranged attacks.

Its even written in the "Ability" section under wargear. I fail to see why an ability isnt an ability.

This message was edited 4 times. Last update was at 2022/07/01 20:02:34


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Beardedragon wrote:

thats weird. I was not under the assumption that there was a debate as to whether or not you could use bomb squigs in transports…


Also never heard about it…


Automatically Appended Next Post:
Ok, third argument to accept that Kustom jobs are for free now. So I call this question solved. From reddit…

prior to writing this, i was firmly in the it was a mistake, they still cost points camp. to support that I went through the munitorum field manual and looked at EVERY single faction. anyone who has a 9th ed codex/supplement has them listed save orks. CSM was not released at the time of the MFM and still had its upgrades listed.

Given every single faction that has them has points listed, EXCEPT the orks, i am inclined to believe it is intentional and not an accidental omission.

space marines - chapter command points - listed
black templars - relic bearers - listed
blood angels - the lost - listed
dark angels - rights of initiation - listed
space wolves - nothing listed - no 9th ed supplement
deathwatch - kill team specializations - listed
grey knights - wisdom of prognosticars - listed
sisters - blessing of faithful - listed
custodes - captain-commander - listed
guard - 8th ed book, doesnt have upgrades
admech - holy orders - listed
knights - exalted court - listed
CSM - marks of chaos - listed
DG - deadly pathogens - listed
world eaters - doesnt have specific ones
1ksuns - legion command - listed
chaos daemons - 8th ed book, doesnt have them
Chaos Knights - favors of dark gods - listed
Asuryani - exarch powers - listed
harlies - pivotal roles - listed
Drukhari - listed
crons - cryptek arkana - listed
orks - not listed
Tau - prototype systems - listed
nids - listed
GSC - listed

This message was edited 6 times. Last update was at 2022/07/01 20:19:31


11000p ready to krump! 
   
Made in us
Longtime Dakkanaut




Bomb squigs are just tokens…
The only bomb squig debate I’ve ever read was the fact you can’t use them if the unit can’t shoot. Which luckily no tournament has blocked.

The only luck I’ve had with buggy list is the speed mob army of renown w double outrider. Kustom jobs make it a fun list. I mean secondaries are an issue but your taking engage and giving up bring it down regardless.

This message was edited 1 time. Last update was at 2022/07/01 20:24:34


 
   
Made in dk
Longtime Dakkanaut




Danmark

gungo wrote:
Bomb squigs are just tokens…
The only bomb squig debate I’ve ever read was the fact you can’t use them if the unit can’t shoot. Which luckily no tournament has blocked.


what do you mean? One surely cant use squig bombs if you cant shoot because you need to be able to activate shooting in order to use them?

Squig riders couldnt use them in close combat for instance.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
gungo wrote:
Bomb squigs are just tokens…
The only bomb squig debate I’ve ever read was the fact you can’t use them if the unit can’t shoot. Which luckily no tournament has blocked.


what do you mean? One surely cant use squig bombs if you cant shoot because you need to be able to activate shooting in order to use them?

Squig riders couldnt use them in close combat for instance.

It’s the transport thing. It’s not a shooting atk and abilities are usually blocked in transports.
   
Made in dk
Longtime Dakkanaut




Danmark

gungo wrote:
Beardedragon wrote:
gungo wrote:
Bomb squigs are just tokens…
The only bomb squig debate I’ve ever read was the fact you can’t use them if the unit can’t shoot. Which luckily no tournament has blocked.


what do you mean? One surely cant use squig bombs if you cant shoot because you need to be able to activate shooting in order to use them?

Squig riders couldnt use them in close combat for instance.

It’s the transport thing. It’s not a shooting atk and abilities are usually blocked in transports.


i see.

Well its been a few months since it came out i think, but as per:

. Any abilities (including Detachment abilities) that models in
an embarked unit have, or that their weapons have, continue to
apply when they make ranged attacks.

Then abilities can definitely be used in transports.

This message was edited 1 time. Last update was at 2022/07/01 20:35:35


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Except that its an ability looking for a target in range, which you cannot do as the unit is not actually on the board.
That faq is to prevent people from going "Hurhur i dont suffer -1 to hit cause transport hurhur"

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




gungo wrote:
 TedNugent wrote:
You know, the whole 5++ WAAAGH rule does kind of make me question why they couldn't have just left the KFF alone.

There was an obvious push from 8th to 9th to make horde spam less viable in order to speed up the game.

It’s a direct result of tournament horde armies going to time or unable to fit in 5 rounds because of the inherent slowness of horde armies. They hammered greentide because of this removing greentide strat, busting up morale, discouraging units of 10+ w blast, removing the +1 atk on 20+ models etc, reducing kff range/amount, and reducing fnp range… guard was hit just as hard…

I’m not against using competitive tournaments for balance I think it produces a better game. Beginning of 8th was great and I think (minus sisters) we are heading to a very well balanced season (6months).. and I’m actually fine with Gw shooting for 2:45 min 5rd 2,000 pt games but there was a better way to do this then butchering horde style of play. Start with reducing excessive rolls (like goff extra hit on 6; now changed), issues like kmb above…etc.


Here is the kicker, every single GT and ITC event I have been to in 9th, my opponents are out of time way before me and I'm usually bringing at least 2x as many models. I get the general point but at some point if the goal for GW is to speed up games they have to realize that handing out re-roll hits/wounds to every fething unit slows the game down. Custodes were the worst offenders in my opinion because they had re-rolls on top of re-rolls. "Ohh i get another free re-roll because reasons!"

As far as nobz....I think the point between which is better, Double choppa or Big Choppa is kind of a moot point...they both suck. Nobz need to be 14pts base not 17, just like Lootas need to be 11-12pts max not 14 AND they need to get rid of the stupid spanna rule. Unless they drastically change the rules for those two units neither will be competitive without a hefty points drop.

 Grotrebel wrote:
Beardedragon wrote:

that reminds me. what actually happens if you use the tankbusta bomb stratagem with goffs and land a 6? anything at all? double hits?


Well it says if a hit is scored the unit gets 2D3 mortals and the attack sequence ends.
I don`t think its intended to do 4D3 and thats how i play it, but it is kinda wordy so you might clear it up with your opponent.
Technically the extra attack has it`s own attack sequence, i don`t think that special scenario is covered by any FAQ.
You could argue the strat does only work for this single attack so you would get an additional hit without Mortals which is weird as well but at least does not do 4D3 Mortals.^^


I've always played it as you get 2x the hits because yeah it says the attack sequence ends, but the exploding 6 isn't generating a new attack, its DOUBLE the # of hits with the weapon being used. It doesn't make any sense that you swing with a hammer and get a 2nd hit from the hammer with a hand or a choppa instead of the hammer itself, I can't think of any other scenario where that happens. I mean...its going to be a relatively rare scenario in and of itself so i say screw it, let them have the 4D3 mortals.

Finally, I have to say, I find it hilarious the amount of Stockholm syndrome we in the ork community have. GW Purposefully made Kustom Jobs free and we as an entire community have to question whether this was intentional or not, even after almost a solid year of almost nobody ever taking any of them because of how useless they are The fact that GW handed us a relatively smart decision just flabbergasted us entirely and we just assume they fethed up and it was a mistake


 Tomsug wrote:
Semper krumps under the radar

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





Nebraska, USA

i wouldnt call that stockholme syndrome more like paranoia lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Yeah, it' s a pure paranoia. Since “semi-releasing” of the new ork codex in the Snagga box, we live in constant mess of how the rules works. Trukkboyz that cannot go to the trukk was the first beginning. It' s a year already? And I still have no idea how this +1 to hit rule for trukkboyz works.


That - and the reroll issue !!” - is the reason why I play the speed mob and love it so much.
- number of rerolls = 1 (reroll on charge)
- auras = 1 (6” antiobsec, no interaction with my units and no modfication of any rolls)
- number of rules issues = 0 (AOOTS was the only one, now generaly solved and accepted)
- psychic phase = 0
- interactions with terrain = LOS and -1 to hit. Don' t care about bloody cover. Don' t care about breachable and scalable.
- number of weapon profiles = well, rokkits and big shootas. … ok there is little bit more, but they are the minor case
- move = half of the army asi 14+6. The quater are the planes. Just buggies makes a mess
- toughnes = small base T=5, big base T=6, characters T=7. Most of the opponents knows my T in T2
- 5++ unless T1, close combat or dropped from DS. Basic save is 4+ so I don' t care about AP -2 and bigger.

I simply need to actively use a very small ammount of rules and I simply roll. No tricks, no rerolls. I can play very fast.

This message was edited 4 times. Last update was at 2022/07/02 06:26:40


11000p ready to krump! 
   
Made in dk
Longtime Dakkanaut




Danmark

The FAQ ruled that +1 to hit is also given to other models in a trukk, when trukkboys are inside. I can copy paste the specific line if you want.


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in se
Ork Boy Hangin' off a Trukk





 Tomsug wrote:
As I see it:

First secondary = Bitz
Second secondary = anything from PURGE THE ENEMY - either bring it down, assasination or Da Biggest.
Third secondary - ooh mighty third secondary! What if we face the knights? And bet we will! Without the psykers, the best you can do is Engage. That will be rough! And not only knights. There could be a lot of armies giving us a hard time to score the third one.

The only option is to take a psyker (two if possible for redundacy) and do the Ritual or Interrogation. That are the only reliable secondaries we can use as the third one.

So the minimum set of HQ is
- some warboss for Da Biggest - motowarboss or squigosaur boss
- big mek with KFF
- psyker. - weirdboy or wurrboy or killrig

Which is maximum Battalion can offer. And we give the opponent 10 VP on Assasination + killing our character = stop us from scoring. That is rough!
Totally agree @tomsug. As I wrote maybe a week or two back I´m on that track too. Considering that everyone was hit by the shake up I say we came out better for it. We actually have a natural pick of 3 that makes a coherent plan. Most armies don´t.

On a board with a center objective we have a good proposition. Slingshot Grotz for Bitz, the same with the WL and finally Ritual with the Pysker a few steps behind. That´s T1 3 + 2 + 3 for doing almost nothing. As long as we manage screening correct we´re in a better strategical place than anyone. They must break into our bubble to stop the points generator which suits us fine. We want them to come to use as we excel at this fight. This give us a lot of freedom to focus on hindering their secondary generation.

On a board without a center objective we just switch Ritual to Interrogation and pick the 2 mid board objectives that suits best.

The rest is standard stuff. Protect home base, tag another objective, play the trading game.
   
Made in ca
Gargantuan Gargant






So as other's have mentioned, I'm really debating in most of our Goff lists whether or not Warpath and Fists of Gork/Da Jump is more useful than a Wurrboy's Frazzle and Spirit of Gork powers. I obviously run Squighog boyz to make use of the relevant powers, but what has worked out better for you guys in your experience? I feel like AoC has made Warpath less enticing.
   
Made in ca
Longtime Dakkanaut




 Grimskul wrote:
So as other's have mentioned, I'm really debating in most of our Goff lists whether or not Warpath and Fists of Gork/Da Jump is more useful than a Wurrboy's Frazzle and Spirit of Gork powers. I obviously run Squighog boyz to make use of the relevant powers, but what has worked out better for you guys in your experience? I feel like AoC has made Warpath less enticing.


# of attacks is rarely an issue for units, especially in Goffs which gets bonuses hits. Fists of Gork definitely still is interesting (although I hate the range), as our characters lack sweeps and still want a billion attacks to get around certain high toughness units or transhuman.

Spirit of Gork seems cool if you are taking like 15 hogs as it does make them a threat into AoC. But you could also get this from a Kill Rig, which are more interesting again.
   
Made in ca
Gargantuan Gargant






tulun wrote:
 Grimskul wrote:
So as other's have mentioned, I'm really debating in most of our Goff lists whether or not Warpath and Fists of Gork/Da Jump is more useful than a Wurrboy's Frazzle and Spirit of Gork powers. I obviously run Squighog boyz to make use of the relevant powers, but what has worked out better for you guys in your experience? I feel like AoC has made Warpath less enticing.


# of attacks is rarely an issue for units, especially in Goffs which gets bonuses hits. Fists of Gork definitely still is interesting (although I hate the range), as our characters lack sweeps and still want a billion attacks to get around certain high toughness units or transhuman.

Spirit of Gork seems cool if you are taking like 15 hogs as it does make them a threat into AoC. But you could also get this from a Kill Rig, which are more interesting again.


Fair point regarding number of attacks, I usually do take Kill Rigs rather than Wurrboyz on their own, but I'm heading into a 2v2 game where I can only bring 1000 points so stuff like Kill Rigs are a bit cost prohibitive for what I want to bring, hence why I'm debating taking either a Weirdboy or Wurrboy in this particular list.
   
Made in dk
Longtime Dakkanaut




Danmark

I still run the weirdboy over the Wurrboy in a goff army these days, because i already run 2 kill rigs.

So my wurrboy needs are covered by kill rigs.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

One important note regarding secondaries:

You can give up Assasination if you give up Bring it down and vice versa. They are the same chapter. Apponent cannot take both.

So the good place for Killrigs is in vehicle heavy list.

11000p ready to krump! 
   
Made in dk
Longtime Dakkanaut




Danmark

 Tomsug wrote:
One important note regarding secondaries:

You can give up Assasination if you give up Bring it down and vice versa. They are the same chapter. Apponent cannot take both.

So the good place for Killrigs is in vehicle heavy list.


this is true.

Why no prisoners and Bring it down is in each their own category and not their own seems like a slap in the face to ork players though. It wouldnt be difficult for me to make a list that almost gives max points in both categories.

One shouldnt be able to get 30 points by running a kill game like that. It should be bring it down, or prisoners, not both. I mean hell, run 2 kill rigs and 2 trukks (which isnt difficult to kill) and thats 10 points for bring it down already.

but thats more of a personal opinion and annoyance really.

But the fact that we can have many characters while also having many vehicles and them being unable to take both assassinate and bring it down at the same time, is good.

This message was edited 2 times. Last update was at 2022/07/03 11:43:46


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




Got a friendly game today, going to be running a straight shenanigans list featuring my Kill Rig equipped with frazzle AND shokka hull now that its free

Also bringing out the Squigs in force, 15 squighog boyz along with 3 nobz on smasha squigs and a beastboss on squigosaur Wish me luck should be hilarious.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

I wish you luck. I trust in Killrigs as the new kings of the table.

Beardragon - it is ok we hve to give up one secondary. Almost any list today have to.

The points are:

- give it up on the paper. Not in the gameplan. 10VP in Koptas hidden by AOOTS are “given up” on the paper but not on the table. Or used to be….
- you can give up one if you score a lot on two other and can block the scoring the opponent.

11000p ready to krump! 
   
Made in ru
!!Goffik Rocker!!






gungo wrote:


If they are free im still not sure this makes speedwaagh viable again but it makes things better. It does open up more options and might slightly upgrade goff pressure orks into at least top of B tier.



If it's true, the biggest winners in my book are minimeks. I love running deff skull minimeks in small games. And getting free 10 pts extra shot for a 25 pt unit is great.

Unfortunately, I believe it's an accident and the points are gonna be present soon.
   
Made in us
Longtime Dakkanaut




Oh, btw, the Kill Rig is going to run the shokka hull and my Trukk Boyz are going to run around in a Fortress Trukk

 Tomsug wrote:
Semper krumps under the radar

 
   
 
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