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Made in us
Sneaky Kommando



Pensacola, Fl

On Ork vehicles what do you do any why?

I'm specifically looking for walkers but feel free to include trucks and BWs as well.

Any and all tactical advice is welcomed here to include walker loadout diffrences(IE: if the dread has ranged weaps don't take rigs, otherwise it's a must have)

Thank You
Rejn (region) 
   
Made in us
Resentful Grot With a Plan





For walkers:

Killa Kans: skip the riggers and plates, squadron rules do not play well with these upgrades.
For loadout either Grotzookas or rokkits (I personally run 2 grotzookas and 1 big shoota because I figure I can get at least a crew shaken each turn from an opponent).

I don't take deff dreads, but I would give them armor plates so they can always move forward to get into CC.

For Trukks, the less upgrades the better because a strong wind can blow them up. Many people go rpj and rr.

Battlewagons should get armor plates, and riggers if you have the extra points. Usually you never want them to not move.

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in nz
Longtime Dakkanaut





New Zealand

Good advice, Ruphi.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree, good advice.

To fill in your single blank: Deff dreads should always have both riggers and plates. The are awesome close combat monsters, and you definitely don't want to have 100+ points of chainsaw punches standing around doing nothing because of an immobilized or stunned result.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Fresh-Faced New User




They are needed for Kans used in a Kan Wall as well. Don't want your boyz to get stuck behind Kanz that can't move out of the way. Not to mention Kans assault troop units aren't bad either. As most don't have a way to pen the FA of 11 without grenades, and they get 9 str 10 attacks on the charge.


Automatically Appended Next Post:
I meant armour plates not riggers. As immobilized is destroyed in a squadron anways.

This message was edited 1 time. Last update was at 2012/03/28 13:58:35


 
   
Made in za
Mutilatin' Mad Dok





WaaaghGruzkull wrote:I meant armour plates not riggers. As immobilized is destroyed in a squadron anways.

Except Squadron rules treat Stunned as Shaken.

So both armour plates and grot riggers literally have no use whatsoever in squadrons. So yes, unless you're only taking a single kan (I see no reason why one would), ignore either.

I personally put both on my Battlewagon, to keep it going and double the chances that it removes a potential immobilized result (with the mek inside). I also put both on my Deff Dread, for reasons others have specified - keeping it mobile.

Trukks... I wish I could put armour plates on them, but it's just too expensive. I'm already paying 55pts with Red Paint and reinforced Ram. Pushing that up to 65pts is a hard deal.

   
Made in us
Mekboy on Kustom Deth Kopta






in kans i do one upgrade for 2 cans for shot differentiation. oh you got 5 2 glances and 3 pens... glance and pen on kan with plates, glance and pen on regular , pen on one with grots lets you play wound alocation . also works well for vehicle squads like rokkit buggies

always take both on dreds and battlewagons...

keep truks as cheap pointswise as possible though so possible plates only imo

10000 points 7000
6000
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5000
2000
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You can(must) always allocate glances and pens on single members of a squadrons. No point in diversification.

This message was edited 1 time. Last update was at 2012/03/29 06:44:18


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Mekboy on Kustom Deth Kopta






jidmah, you just saved me 45 points on my upcoming tournament list (9 rokkit buggies, its how i roll)

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Sneaky Kommando



Pensacola, Fl

Thanks for all the help. I had just bought some kans and dreads and when I feilded them (hastily putting together a 2k list for the first time) I tossed armour plates and grot riggers on all my walkers.. V.V only to later realize how much I Gaked up with that :(

Thank You
Rejn (region) 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Kans, neither. Dreads, both. Trukks, neither. Wagons, both.

Simple and easy to remember.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Dreads need both, otherwise you can make do without it on everything else. Kans though don't need a single upgrade.

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Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I don't see the sense of the grot riggers when your gunna have the mandatory Big Mek in one of the battlewagons. If I got a 5 or 10 points left over I take grot oilers to help fix stuff. Late game the Mek gets out and fixes stuff. Fixing that weapon destoryed or immobilized result saved my but in many of victory point games.


   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

It's just always nice to have extra shots at repairing stuff. If a wagon gets immobilized, and it doesn't have a mek, then riggers can help. Besides, even with a wagon with meks, an extra chance is always nice. Besides, it only takes the wagon's shooting phase. Which would you rather do, let off a round of big shoota fire, or a chance for your wagon to get back in the fight? I know which i'd take.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






General_Chaos wrote:I don't see the sense of the grot riggers when your gunna have the mandatory Big Mek in one of the battlewagons. If I got a 5 or 10 points left over I take grot oilers to help fix stuff. Late game the Mek gets out and fixes stuff. Fixing that weapon destoryed or immobilized result saved my but in many of victory point games.



I would agree if the bigmek could exit one battlewagon and enter another one in same turn, but as he can't grot riggers are a pretty good idea on all other battlewagons.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in za
Mutilatin' Mad Dok





General_Chaos wrote:I don't see the sense of the grot riggers when your gunna have the mandatory Big Mek in one of the battlewagons. If I got a 5 or 10 points left over I take grot oilers to help fix stuff. Late game the Mek gets out and fixes stuff. Fixing that weapon destoryed or immobilized result saved my but in many of victory point games.


As others have stated, it's that extra chance. I personally run grot riggers first, then the mek second if needed. If the riggers work, the mek will be free to try an fix any ranged weapon damage if needed. Regardless, with the two together, you have a 75% chance to fix an immobilized result, rather than 50%.
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Jidmah wrote:I would agree if the bigmek could exit one battlewagon and enter another one in same turn, but as he can't grot riggers are a pretty good idea on all other battlewagons.
My mech list runs three battlewagons plus a couple trukks. When am done I don't seem to have points left over to dump anymore points into my vehicles. But I squeeze every ounce of effectiveness out of my Orks those 5 extra points don't help when your vehicle is destroyed so it seems like a waste to me. If the Meks battlewagon gets destroyed he just jumps into another one.

   
Made in us
Mutilatin' Mad Dok




Philadelphia, PA

loota boy wrote:Kans, neither. Dreads, both. Trukks, neither. Wagons, both.

Simple and easy to remember.


Solid advice. I do the same on my Kans, Dreads, Trukks, Wagons.
SImiliarly, I forget if there is the option on Buggies as I do not run Buggies, but I wouldn't bother with upgrades there either.

Tournment Record
2013: Khador (40-9-0)
============
DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






General_Chaos wrote:
Jidmah wrote:I would agree if the bigmek could exit one battlewagon and enter another one in same turn, but as he can't grot riggers are a pretty good idea on all other battlewagons.
My mech list runs three battlewagons plus a couple trukks. When am done I don't seem to have points left over to dump anymore points into my vehicles. But I squeeze every ounce of effectiveness out of my Orks those 5 extra points don't help when your vehicle is destroyed so it seems like a waste to me. If the Meks battlewagon gets destroyed he just jumps into another one.


That would also be true for the deff rolla though. I agree that the big mek should repair his own battlewagon, but on the others those 5 points make sure that immobilized is not functionally the same as wrecked. The big mek simply can't fix all of them.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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