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Made in gb
Smokin' Skorcha Driver




London UK

yeah if you summon a greater daemon it is the possession power so the wierdboy summoning is killed in the process. The alternative to this is that you can always just summon other daemons every turn. They are warp charge 3 powers so you will need to be rolling 6 dice per power to ensure a decent chance of getting it to go off but assuming three weirdboyz should give you 9+d6 then you can spend 6 on each power. I figure at the startof the game I start rolling on malefic until I get possession then switch up to ork powers. The dream roll would be one possession then the other gets da jump. now I can put a GUO in the opponents backfield thats a killer Linebreaker move. Even without possession you can still summon 2 units of standard daemons per turn but to ensure success you will have to roll enough dice to almost guarantee perils on each summon attempt so you probably only have 2 turns of it given the wounds per weirboy.

The problem with this is knowing which chaos pantheon is most effective. thirsters or LoC are FMC who I think are deployed in swooping and since they are deployed in psychic phase they can't switch flight modes on the turn they come in only the following turn at which point they can't assault in the turn they switch flight modes so I'm thinking they can only charge 2 turns after they are summoned. Leaving KoS or GUO as best options.

Anyone have any thoughts?
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

CMIIW but any demonology rolls of ANY double is a perils? Pretty much guaranteed a Perils of rolling 6 dice?

Fighting crime in a future time! 
   
Made in us
Longtime Dakkanaut






Hi guys. Trying to decide on a 2nd army and I'm really leaning towards Orks... However I'm not a swarm/ horde kind of player.

Can you play Orks competitively without greentide or swarming? Also what do competitive lists look like for Orks now a days? I read the primer at the front but I don't really know how to piece it all together synergy wise.

Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Nithaniel wrote:
yeah if you summon a greater daemon it is the possession power so the wierdboy summoning is killed in the process. The alternative to this is that you can always just summon other daemons every turn. They are warp charge 3 powers so you will need to be rolling 6 dice per power to ensure a decent chance of getting it to go off but assuming three weirdboyz should give you 9+d6 then you can spend 6 on each power. I figure at the startof the game I start rolling on malefic until I get possession then switch up to ork powers. The dream roll would be one possession then the other gets da jump. now I can put a GUO in the opponents backfield thats a killer Linebreaker move. Even without possession you can still summon 2 units of standard daemons per turn but to ensure success you will have to roll enough dice to almost guarantee perils on each summon attempt so you probably only have 2 turns of it given the wounds per weirboy.

The problem with this is knowing which chaos pantheon is most effective. thirsters or LoC are FMC who I think are deployed in swooping and since they are deployed in psychic phase they can't switch flight modes on the turn they come in only the following turn at which point they can't assault in the turn they switch flight modes so I'm thinking they can only charge 2 turns after they are summoned. Leaving KoS or GUO as best options.

Anyone have any thoughts?


How are you getting a base of 9 warp charges? Weird boy is only level 2 if upgrade. You could do it with two weirdboys for 4 charges plus 3 a piece for 3 full trukk boy squads near by. Total of 10 charges +d6 for the turn. You will most likely roll doubles when you attempt to cast a warpcharge 3 power when using 6 dice. This mean you will most likely lose one of the weird boys. They are only 2 wound and have a 6+ save and no invul. This also means you have to use up 2 HQ slots and spend 140pts.

Also, your plan to use da jump on GUO does not work. Da jump effects the weird boy and his unit. The weird boy and the GUO can not be in a unit because the GUO is MC. Sorry.

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
 
   
Made in nl
Regular Dakkanaut




There is only one bonus charge per Weirdboy, it's 10 or more models, not every 10 models.
   
Made in us
Screamin' Stormboy




Southern California

 syypher wrote:
Hi guys. Trying to decide on a 2nd army and I'm really leaning towards Orks... However I'm not a swarm/ horde kind of player.

Can you play Orks competitively without greentide or swarming? Also what do competitive lists look like for Orks now a days? I read the primer at the front but I don't really know how to piece it all together synergy wise.


Yeah you can play orks competitively right now the greentide is the most competitive list that is running out there but there are many speed freak list that are lower model counts but just as effective.

I was reading about a guy that won a tournament with an ork list last week.

He took:

Zhadsnark ‘Da Rippa’
warboss- lukky stikk, power klaw and bike
painboy-grot orderly, power klaw and bike
3-warbikers
3-warbikers
3-warbikers

Great waagh detachment

Warboss Big Boss Pole, power klaw and bike
Big Mek Mega force field, killsaw, and bike
10 grots with runt herder
8 tankbustas in a trukk
8 tankbustas in a trukk
8 tankbustas in a trukk
8 tankbustas in a trukk
8 tank bustas in a trukk

I was working on a list similar to this that is high threat mulitiple targets that can deal out a lot of pain to my enemy. It is fast moving and hard hitting with a low model count as well.
   
Made in us
Longtime Dakkanaut






 morfangdakka wrote:
 syypher wrote:
Hi guys. Trying to decide on a 2nd army and I'm really leaning towards Orks... However I'm not a swarm/ horde kind of player.

Can you play Orks competitively without greentide or swarming? Also what do competitive lists look like for Orks now a days? I read the primer at the front but I don't really know how to piece it all together synergy wise.


Yeah you can play orks competitively right now the greentide is the most competitive list that is running out there but there are many speed freak list that are lower model counts but just as effective.

I was reading about a guy that won a tournament with an ork list last week.

He took:

Zhadsnark ‘Da Rippa’
warboss- lukky stikk, power klaw and bike
painboy-grot orderly, power klaw and bike
3-warbikers
3-warbikers
3-warbikers

Great waagh detachment

Warboss Big Boss Pole, power klaw and bike
Big Mek Mega force field, killsaw, and bike
10 grots with runt herder
8 tankbustas in a trukk
8 tankbustas in a trukk
8 tankbustas in a trukk
8 tankbustas in a trukk
8 tank bustas in a trukk

I was working on a list similar to this that is high threat mulitiple targets that can deal out a lot of pain to my enemy. It is fast moving and hard hitting with a low model count as well.


Thanks! That looks awesome. How does he take all those tank bustas in trukks though?

Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 syypher wrote:
Hi guys. Trying to decide on a 2nd army and I'm really leaning towards Orks... However I'm not a swarm/ horde kind of player.

Can you play Orks competitively without greentide or swarming? Also what do competitive lists look like for Orks now a days? I read the primer at the front but I don't really know how to piece it all together synergy wise.
A little rundown of Ork Tourney lists I've seen, and some commentary.

1. Blitz Brigade
5 Battle wagons. Approx 45 Tankbustas. Approx 40 boys and some ICs. It is a good list. Vulnerable to flamers and things that can pop battlewagons (for instance anything in the new Eldar codex). B+ Model count: approx 100.

2. Stompa
Basically, there is a stompa with some guys inside, and not much else. It is the lowest model count army we've got. Just won a little GT in Calif. If anyone has the list I'd like to see it. We get Stompas regularly at our RTTs. They don't win many games. If the mission requires you to score multiple objectives, or someone can tarpit or kill the Stompa you generally lose. B Model count: approx 50.

3. Bully Boyz.
3 groups of 5 Meganobz usually in Trukks. The best part of this list is you've got points left over to spend on things. Mek Gunz, Warbikes. Trukk Boyz, Tankbustas in gunwagons, Lootas. It generally loses to anything that can beat the Manz in Close combat. For Instance new Eldar, or Grey Knights. Also has a rough time if someone can pop the trukks early. B- Model count: variable. 45- 120

4. Warbike Deathstar
Zhardsnark. Warboss on Bike with DLS. Lots of Warbikers. Put a bunch of IC's in a squad of bikers to create a deathstar. Back it up with Lootas or Big Gunz or Manz Missiles or something. This list is good, but many armies can build better deathstars in a more points efficient way. B- Model count: approx 60
TJ from Team SG runs this: https://www.youtube.com/watch?v=QLmhZoCaKTU

5. Deff Kopta deathstar.
Zhardsnark. Warboss on Bike with DLS. Lots of Deff Koptas. Put a bunch of IC's in a squad of Deff Koptas to create a deathstar. I actually like this deathstar more. The Deff Koptas give you hit and run, scout, and you can do some wound allocation shenanigance. Since the squad is essentially ablative wounds for the IC's, Deff Koptas are actually 3 points cheaper per wound. B. Model count: variable 50-100

6. Green Tide.
100 Orks in a Deathstar. Often backed up by Kommandos, Deff Koptas, Warbuggies, Big Gunz or Lootas. Green Tide can be good, but if you are playing in a meta with unnerfed invis and 2+ reroll it can also get tarpitted quite a lot. A- (if nerfs in place). B (If no nerfs). Model count: variable 150

7. Warbike MSU.
Zardsnark. lots of 5 man squads of warbikes with a Nob and Boss pole. Depending on the mission this can be a good list. It can also be combined with several of the other lists. B. Model count: approx 45.

I have heard tale of Stormboy spam working well, but I've never seen it myself.

A few unit builds that get plugged in to lots of lists.
15 Lootas + Warboss with MA and TLS. Good Ranged Support. The warboss tanks for the lootas, and gives them decent power in assault. Also confers slow and purposeful. Fixes the main problem with Lootas.
5 Kustom Mega Kannons w/ ammo Runts. - Good Ranged support durable unit as long as not in assault.
5 Lobbas w/ ammo Runts - Very good for its points. better range than the other mek Gunz. doesn't need LOS.
3 Kannons + 2 Tracktor Kannons w/ ammo Runts - good in a TAC list. gives you solid anti-air punch pretty cheaply.
3 Meganobs in a Trukk w/ Ram - The MANZ missile. Still quite good. Allows you to dictate your opponent target priority.
1 Deff Kopta - The best MSU scoring option. Great for Maelstrom.
14 Kommandos (2 Burna) + Boss nob (PK, BP) + Snikroot. Remarkably good distraction / opponent backfield threat. Never thought it would work as well as it does. Shrouded + Ruins = good Kommandos.
10 Gretchin + Runtherd. So, so good. An awesome troop and objective scorer. If anything looks their way, go to ground.


Those are the types of Ork lists that I see end events with a winning record. I'd love to hear an example of a list that doesn't fit into one of those categories.
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

The scout move on Deffkoptas is really helpful to bring the threat forward. Since they're pretty tough and a threat to majority of units, people like to try and focus on them when they get that 12" forward before anyone even starts. Keeps pressure of big groups of other vehicles

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

tag8833 wrote:
 syypher wrote:
Hi guys. Trying to decide on a 2nd army and I'm really leaning towards Orks... However I'm not a swarm/ horde kind of player.

Can you play Orks competitively without greentide or swarming? Also what do competitive lists look like for Orks now a days? I read the primer at the front but I don't really know how to piece it all together synergy wise.
A little rundown of Ork Tourney lists I've seen, and some commentary.

1. Blitz Brigade
5 Battle wagons. Approx 45 Tankbustas. Approx 40 boys and some ICs. It is a good list. Vulnerable to flamers and things that can pop battlewagons (for instance anything in the new Eldar codex). B+ Model count: approx 100.

2. Stompa
Basically, there is a stompa with some guys inside, and not much else. It is the lowest model count army we've got. Just won a little GT in Calif. If anyone has the list I'd like to see it. We get Stompas regularly at our RTTs. They don't win many games. If the mission requires you to score multiple objectives, or someone can tarpit or kill the Stompa you generally lose. B Model count: approx 50.

3. Bully Boyz.
3 groups of 5 Meganobz usually in Trukks. The best part of this list is you've got points left over to spend on things. Mek Gunz, Warbikes. Trukk Boyz, Tankbustas in gunwagons, Lootas. It generally loses to anything that can beat the Manz in Close combat. For Instance new Eldar, or Grey Knights. Also has a rough time if someone can pop the trukks early. B- Model count: variable. 45- 120

4. Warbike Deathstar
Zhardsnark. Warboss on Bike with DLS. Lots of Warbikers. Put a bunch of IC's in a squad of bikers to create a deathstar. Back it up with Lootas or Big Gunz or Manz Missiles or something. This list is good, but many armies can build better deathstars in a more points efficient way. B- Model count: approx 60
TJ from Team SG runs this: https://www.youtube.com/watch?v=QLmhZoCaKTU

5. Deff Kopta deathstar.
Zhardsnark. Warboss on Bike with DLS. Lots of Deff Koptas. Put a bunch of IC's in a squad of Deff Koptas to create a deathstar. I actually like this deathstar more. The Deff Koptas give you hit and run, scout, and you can do some wound allocation shenanigance. Since the squad is essentially ablative wounds for the IC's, Deff Koptas are actually 3 points cheaper per wound. B. Model count: variable 50-100

6. Green Tide.
100 Orks in a Deathstar. Often backed up by Kommandos, Deff Koptas, Warbuggies, Big Gunz or Lootas. Green Tide can be good, but if you are playing in a meta with unnerfed invis and 2+ reroll it can also get tarpitted quite a lot. A- (if nerfs in place). B (If no nerfs). Model count: variable 150

7. Warbike MSU.
Zardsnark. lots of 5 man squads of warbikes with a Nob and Boss pole. Depending on the mission this can be a good list. It can also be combined with several of the other lists. B. Model count: approx 45.

I have heard tale of Stormboy spam working well, but I've never seen it myself.

A few unit builds that get plugged in to lots of lists.
15 Lootas + Warboss with MA and TLS. Good Ranged Support. The warboss tanks for the lootas, and gives them decent power in assault. Also confers slow and purposeful. Fixes the main problem with Lootas.
5 Kustom Mega Kannons w/ ammo Runts. - Good Ranged support durable unit as long as not in assault.
5 Lobbas w/ ammo Runts - Very good for its points. better range than the other mek Gunz. doesn't need LOS.
3 Kannons + 2 Tracktor Kannons w/ ammo Runts - good in a TAC list. gives you solid anti-air punch pretty cheaply.
3 Meganobs in a Trukk w/ Ram - The MANZ missile. Still quite good. Allows you to dictate your opponent target priority.
1 Deff Kopta - The best MSU scoring option. Great for Maelstrom.
14 Kommandos (2 Burna) + Boss nob (PK, BP) + Snikroot. Remarkably good distraction / opponent backfield threat. Never thought it would work as well as it does. Shrouded + Ruins = good Kommandos.
10 Gretchin + Runtherd. So, so good. An awesome troop and objective scorer. If anything looks their way, go to ground.


Those are the types of Ork lists that I see end events with a winning record. I'd love to hear an example of a list that doesn't fit into one of those categories.


If you use buzzgob's stompa it helps with the points. As well as the Kustom Stompa. I usually try to keep my stompa around 600-650 mark for an 1850 game.

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
 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Glitcha wrote:
If you use buzzgob's stompa it helps with the points. As well as the Kustom Stompa. I usually try to keep my stompa around 600-650 mark for an 1850 game.

Assuming you use it without the correct points cost. I have only been at 1 event that allowed a 300 point stompa. Most of them FAQ it to 800 points per Forgeworld's official response when asked. Ask them yourself if you doubt it.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

tag8833 wrote:
 Glitcha wrote:
If you use buzzgob's stompa it helps with the points. As well as the Kustom Stompa. I usually try to keep my stompa around 600-650 mark for an 1850 game.

Assuming you use it without the correct points cost. I have only been at 1 event that allowed a 300 point stompa. Most of them FAQ it to 800 points per Forgeworld's official response when asked. Ask them yourself if you doubt it.


Interesting. I might have to ask. Although, most events require an official FAQ and the FAQ does say 300 points. Can any of my fellow warboss confirm this? Has anyone ran into this before?

This message was edited 1 time. Last update was at 2015/05/15 18:40:46


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
 
   
Made in us
Dakka Veteran




Manchester, NH

 Glitcha wrote:
tag8833 wrote:
 Glitcha wrote:
If you use buzzgob's stompa it helps with the points. As well as the Kustom Stompa. I usually try to keep my stompa around 600-650 mark for an 1850 game.

Assuming you use it without the correct points cost. I have only been at 1 event that allowed a 300 point stompa. Most of them FAQ it to 800 points per Forgeworld's official response when asked. Ask them yourself if you doubt it.


Interesting. I might have to ask. Although, most events require an official FAQ and the FAQ does say 300 points. Can any of my fellow warboss confirm this? Has anyone ran into this before?


I have heard the FAQing to 800pts too. YMMV I don't own a stompa so it has never come up for me.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Loborocket wrote:
 Glitcha wrote:
tag8833 wrote:
 Glitcha wrote:
If you use buzzgob's stompa it helps with the points. As well as the Kustom Stompa. I usually try to keep my stompa around 600-650 mark for an 1850 game.

Assuming you use it without the correct points cost. I have only been at 1 event that allowed a 300 point stompa. Most of them FAQ it to 800 points per Forgeworld's official response when asked. Ask them yourself if you doubt it.


Interesting. I might have to ask. Although, most events require an official FAQ and the FAQ does say 300 points. Can any of my fellow warboss confirm this? Has anyone ran into this before?


I have heard the FAQing to 800pts too. YMMV I don't own a stompa so it has never come up for me.


Interesting, because if you build it as a Kustom stompa, its 525pts for the same load out. (with out belly kannon) Odd that FW would FAQ him to only give you a 50pt discound on a stompa that would require to take a 100 HQ. Make his special rules 125pts. Which is a very high price.

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
 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Glitcha wrote:
tag8833 wrote:
 Glitcha wrote:
If you use buzzgob's stompa it helps with the points. As well as the Kustom Stompa. I usually try to keep my stompa around 600-650 mark for an 1850 game.

Assuming you use it without the correct points cost. I have only been at 1 event that allowed a 300 point stompa. Most of them FAQ it to 800 points per Forgeworld's official response when asked. Ask them yourself if you doubt it.


Interesting. I might have to ask. Although, most events require an official FAQ and the FAQ does say 300 points. Can any of my fellow warboss confirm this? Has anyone ran into this before?

Here is the ITC FAQ: https://www.frontlinegaming.org/community/40k-faq/
Here is the Adepticon FAQ: http://www.adepticon.org/wpfiles/2015/40KAddendum2015.pdf (A cut and paste from the ITC).

Both of them include a correction to the price of Buzz Gob's Stompa. It ends up on the Ban lists as a non-Codex LOW for most of the other big events. I've never heard of an event allowing it. Possibly Feast of Blades last year. I remember there being some controversy about it, but I think that was prior to the event, and if I recall they didn't have many Ork players and no body brought a Stompa.

Locally Forgeworld is very much in our meta. I'm the head TO for our monthly RTT we get lists submitted that include the 300 point stompa regularly, and they get rejected. Its not uncommon for us to have 2 Stompas at a monthly event. When I travel to other RTT's regionally, I sometimes ask, and only one of them said "yes" to the 300 point Stompa, and then he tried to talk me out of bringing it because it was unsportsmanlike.
   
Made in gb
Smokin' Skorcha Driver




London UK

 Glitcha wrote:


How are you getting a base of 9 warp charges? Weird boy is only level 2 if upgrade. You could do it with two weirdboys for 4 charges plus 3 a piece for 3 full trukk boy squads near by. Total of 10 charges +d6 for the turn. You will most likely roll doubles when you attempt to cast a warpcharge 3 power when using 6 dice. This mean you will most likely lose one of the weird boys. They are only 2 wound and have a 6+ save and no invul. This also means you have to use up 2 HQ slots and spend 140pts.

Also, your plan to use da jump on GUO does not work. Da jump effects the weird boy and his unit. The weird boy and the GUO can not be in a unit because the GUO is MC. Sorry.


My plan involved using 3 weirdboyz at ML2. Each one gets an extra warp charge if within range of 10 or more ere we go models. Hence 9 base.

The plan on da jump is simple. You use it first in the psychic phase then you use the summon. Of course it wouldn't work the other way round. Sorry I thought that was obvious.
   
Made in us
Dakka Veteran




Truth be told with the Kustom Stompa Buzzgob's Stompa seems kind of irrelevant to me.

Even at 400 points.

For 400 points you can get a Klaw Stompa that would likely surpass Buzzgob's Stompa in combat.

For the price of the codex Stompa you can build a Kustom Stompa with enough fire-power to perhaps evaporate the table.

This message was edited 1 time. Last update was at 2015/05/15 21:08:56


 
   
Made in nl
Regular Dakkanaut




Can you give an example of a build like that?
   
Made in gb
Nasty Nob





UK

Been in contact with Forgeworld today about this Stompa issue. Two of us got in contact, and you can see the response HERE

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Dakka Veteran




killerdou wrote:
Can you give an example of a build like that?



How is this then:

Kustom Stompa - 770 points (exact same points cost as the Codex Stompa)

- 2 x Deff Kannon with Super Gatla.
- 1 x Deff Arsenal.


Despite the Stompa being limited in melee with this build you gain:


> 2 x 72” range , STR 10, AP1, Massive Blasts

> 120" range, 3D6, STR9, AP3 + D3 Supa Rokkits (each an Infinite Range, STR 8, AP3, Large Blast)

> 6 x 48” range , STR 7, AP3, Heavy 2D6 shots
( This attack can be made up to 6 times a turn, 3 for each Deff Kannon with Supa-Gatla, if no doubles are rolled during any of the turns).


And this is before you factor in upgrades like Grot Bombs. In fact for the cost of 3 additional Supa-Rokkits you can throw in a Power Field perhaps.

This message was edited 3 times. Last update was at 2015/05/15 21:31:11


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

The Imperial Answer wrote:
How is this then:

Kustom Stompa - 770 points (exact same points cost as the Codex Stompa)

- 2 x Deff Kannon with Super Gatla.
- 1 x Deff Arsenal.
I never realized until just this second that the Deff Kannon and Super Gatler only took up 1 arm.

You Might as well tag on 30 for a Flamebelcha in the head (Hellstorm S6 AP3) , and with Newdar I would never take it without powerfields (D6 void Shields).

Why the Supa-gatler over the Giga-shoota? The Giga Shoota doesn't run out of ammo.

I always viewed the Kustom Stompa as a non-40k approved version. We've let them into our events, but I've never considered taking one myself. Perhaps I should reconsider.

This message was edited 1 time. Last update was at 2015/05/16 03:39:48


 
   
Made in us
Dakka Veteran




tag8833 wrote:
The Imperial Answer wrote:
How is this then:

Kustom Stompa - 770 points (exact same points cost as the Codex Stompa)

- 2 x Deff Kannon with Super Gatla.
- 1 x Deff Arsenal.
I never realized until just this second that the Deff Kannon and Super Gatler only took up 1 arm.

You Might as well tag on 30 for a Flamebelcha in the head (Hellstorm S6 AP3) , and with Newdar I would never take it without powerfields (D6 void Shields).

Why the Supa-gatler over the Giga-shoota? The Giga Shoota doesn't run out of ammo.

I always viewed the Kustom Stompa as a non-40k approved version. We've let them into our events, but I've never considered taking one myself. Perhaps I should reconsider.



Well I am unsure what the difference between the Giga-shoota and Super Gatler is.



This message was edited 1 time. Last update was at 2015/05/16 03:54:52


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

The Imperial Answer wrote:
Well I am unsure what the difference between the Giga-shoota and Super Gatler is.

Giga-Shoota = 48" S6 AP4 Heavy 6D6
Supa-Gatler = 48" S7 AP3 Heavy 2D6, psycho-dakka-blasta.
Psycho-dakka-blasta means it shoots 3 times per turn (at different targets). But If it ever rolls doubles it never gets to shoot again.

The running out of ammo on any doubles intimidates me. I play Tyranids, and the Tervigon doesn't appear in my list because of the running out of babies on doubles. Of course it is 3D6 not 2D6.
   
Made in us
Dakka Veteran




tag8833 wrote:
The Imperial Answer wrote:
Well I am unsure what the difference between the Giga-shoota and Super Gatler is.

Giga-Shoota = 48" S6 AP4 Heavy 6D6
Supa-Gatler = 48" S7 AP3 Heavy 2D6, psycho-dakka-blasta.
Psycho-dakka-blasta means it shoots 3 times per turn (at different targets). But If it ever rolls doubles it never gets to shoot again.

The running out of ammo on any doubles intimidates me. I play Tyranids, and the Tervigon doesn't appear in my list because of the running out of babies on doubles. Of course it is 3D6 not 2D6.


I'd take the Giga-shoota myself.

Even if it does run out the Stompa will still have formidable weaponry.

Something else to note is that you can also have the Mega Force Field Big Mek aboard the Stompa.

This means that you have a 4++ that protects the Power Fields as someone mentioned earlier.


Automatically Appended Next Post:
But moving away from Stompas for a moment how far would:

- 10 Shoota Boyz.
- 1 Nob with a Power Klaw and a Bosspole
- 1 Bigmek with a Kustom Force Field and Power Klaw.

Get in a Big Trakk on the table ?

Or would the Battle Wagon be more acceptable for this ?

This message was edited 3 times. Last update was at 2015/05/16 04:41:50


 
   
Made in us
Regular Dakkanaut




Curious have weirdboyz in mobs of kommandos done any good, for any of yal?
   
Made in ie
Norn Queen






Dublin, Ireland

Guys what are your standard go to heavy choices for Orks in a standard CAD.
I used to take Lootas no matter what but have found lately their random number of shots can be a draw back if luck dosent go your way and ld7 is crippling if they start to take casualties.
Even in cover they just havent been making their points back.

Are mekguns a better option?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in nl
Regular Dakkanaut




You're trading raw firepower for making them tougher (a lot tougher...). Unless you take the lobba their range is shorter and they have even bigger leadership issues (untill you put a character in them).

It's a tough choice
   
Made in gb
Longtime Dakkanaut





UK

Lootas but I always make sure to include a MA IC with them to give the SnP and more importantly a 2+ tank save.

Looking into Mek Gunz though. Smasha and Lobbas in particular. 5 Rail Rifles would be funny as heck (and totally in line with fluffyness of Orks).

Speaking of which, could you guys check my army out in Army Lists? Trying to make it as competitive as possible for an upcoming Tournament.

This message was edited 1 time. Last update was at 2015/05/16 12:07:16


YMDC = nightmare 
   
Made in nz
Disguised Speculo





I see the kustom stompa being mentioned. Does that mean that thing about two different sets of legal LoW from get cleared up?

The first said Kustom Stompa, then another released a month or so later did not and instead had Big Mek Stompa. Back when I was active here in late 6th the consensus was that the second release overrode the first. Would love it if that is not the case, as the Kustom Stompa is fantastic and rather reasonable compared to equivalent costs of cheesy nonsense going around these days
   
Made in us
Dakka Veteran




 Dakkamite wrote:
I see the kustom stompa being mentioned. Does that mean that thing about two different sets of legal LoW from get cleared up?

The first said Kustom Stompa, then another released a month or so later did not and instead had Big Mek Stompa. Back when I was active here in late 6th the consensus was that the second release overrode the first. Would love it if that is not the case, as the Kustom Stompa is fantastic and rather reasonable compared to equivalent costs of cheesy nonsense going around these days




The Kustom Stompa is a Stompa that is built with different weapons configurations.

Buzzgob's Kustom Stompa is just a Bigmek Stompa that takes up a Lord of War slot and has the Warlord trait of making all Deff Dreads within 6" of it scoring I believe.


This message was edited 1 time. Last update was at 2015/05/16 16:47:32


 
   
 
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