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Made in us
Longtime Dakkanaut




NE Ohio, USA

 Afrodactyl wrote:
Has anyone else seen the previewed Escher Cutters and resigned themselves to making a buttload more Deffkoptas?

All of the Necromunda vehicle releases are an Orky goldmine


I was just looking at them pondering thier use as Rough Riders for one of my Guard forces.

But yes, also suitably Orky....
   
Made in pe
Regular Dakkanaut




Are people not finding their orks are performing the best they've seen as a result of nephilim?

RTT this weekend so I may end up eating my hat but I'm finding an army built with the secondaries in mind and a laser like focus on getting the VP while preventing my opponent from scoring their secondaries is causing numerous oppononents problems.
   
Made in us
Regular Dakkanaut




Or hitch two of them together to make an orky pod racer, to act as one of the buggies (probably a dragsta)
   
Made in us
Longtime Dakkanaut




NE Ohio, USA

CaptainO wrote:
Are people not finding their orks are performing the best they've seen as a result of nephilim?

RTT this weekend so I may end up eating my hat but I'm finding an army built with the secondaries in mind and a laser like focus on getting the VP while preventing my opponent from scoring their secondaries is causing numerous oppononents problems.


My Grot tank force works just fine Nephlim or not.
Though it did work a bit better for a week or three when the kustom jobs were free....
The major change for me was just reorganizing it into patrols vs a heavy & a fast detachment. And adding several runt herds (using a handful of leftover pts I had anyways).
   
Made in ca
Regular Dakkanaut




Jidmah wrote:It's also very important to keep in mind that playing well and talking about the game are two very distinct skills.


This is an important comment people need to be keep in mind more.

I suppose lack of content on a larger scale means people weigh into anything they can grasp more heavily.
   
Made in pe
Regular Dakkanaut




Anyone tried goff tankbustas with triple tankhammers, 2+CP strat for exploding 5s and ghaz rerolls to up the mortal wound count?

On a different note in a deffskulls 2000point brigade what are people's thoughts on 3 X 3 msu style meganobz versus one squad of 4 and one of 5 to better use hit em harder.



   
Made in gb
[DCM]
Storm Trooper with Maglight






Hello chaps, I'm taking orks to a tournament and just wanted to check I'm understanding how Bomb Squigs work - they don't come with a manual - and thought this was a good place to ask.

Here's the entry on the datasheet under the heading Other Wargear:

Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.


1. Does this mean I can use one even if my unit is in combat? I'll be selecting the unit to shoot with pistols after all.

2. Can I ignore the Look Out Sir rule or any other rules that might make a model untargetable?

3. Can I ignore the line of sight rules?

Ta

My painting and modeling blog:

PaddyMick's Chopshop: Converted 40K Vehicles 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 PaddyMick wrote:
Hello chaps, I'm taking orks to a tournament and just wanted to check I'm understanding how Bomb Squigs work - they don't come with a manual - and thought this was a good place to ask.

Here's the entry on the datasheet under the heading Other Wargear:

Once per turn, when a unit with a bomb squig is selected to shoot or fire Overwatch, if it has any bomb squigs remaining, the unit can release one. When it does so, you can select one enemy unit (excluding AIRCRAFT) that is within 12" of the unit with a bomb squig (when firing Overwatch this must be the charging unit) and roll one D6, adding 1 to the result if that enemy unit is a VEHICLE: on a 3+, that enemy unit suffers D3 mortal wounds. The number of bomb squigs the unit is equipped with is then reduced by 1.


1. Does this mean I can use one even if my unit is in combat? I'll be selecting the unit to shoot with pistols after all.

2. Can I ignore the Look Out Sir rule or any other rules that might make a model untargetable?

3. Can I ignore the line of sight rules?

Ta


1. Yes, the unit just needs to be eligible to shoot, even if you don't actually have a pistol.
2. Yes.
3. Yes.

[...] 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 has ever writte on this topic - everything else is meme knowledge 
   
Made in dk
Longtime Dakkanaut




Danmark

But ones own kommandos would still need a line of sight target to activate their pistols, and thus the bomb squig, yes? Even though the bomb squig itself can target someone without line of sight.

So one can never only activate the bomb squig without firing anything?

This message was edited 1 time. Last update was at 2022/08/17 09:23:12


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

- About Dawn of War 3 
   
Made in gb
[DCM]
Storm Trooper with Maglight






Thanks Jidmah

I'm taking Blood Axes, so loadsa kommandos, and the bomb squigs seem like a bargain at 5 points.

That sounds fair, Beardedragon.

My painting and modeling blog:

PaddyMick's Chopshop: Converted 40K Vehicles 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
But ones own kommandos would still need a line of sight target to activate their pistols, and thus the bomb squig, yes? Even though the bomb squig itself can target someone without line of sight.

So one can never only activate the bomb squig without firing anything?


Select targets happens after throwing the bomb squig. You have to fully resolve the squig before checking LoS or range.

[...] 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 has ever writte on this topic - everything else is meme knowledge 
   
Made in gb
[DCM]
Storm Trooper with Maglight






That's cool, so you can throw one even if the unit can't see anyone at all? you just need to say, i'm selecting these guys to shoot, and bomb away then. Awesome. Wish we could take more of the little devils.

My painting and modeling blog:

PaddyMick's Chopshop: Converted 40K Vehicles 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
But ones own kommandos would still need a line of sight target to activate their pistols, and thus the bomb squig, yes? Even though the bomb squig itself can target someone without line of sight.

So one can never only activate the bomb squig without firing anything?


Select targets happens after throwing the bomb squig. You have to fully resolve the squig before checking LoS or range.




Edit: Actually i stand corrected. the rules states that an eligible unit to shoot is one that has a ranged weapon and didnt advance (unless they can advance and fire, like with assault weapons) or fell back. I could have sworn i read somewhere that it also stated you needed line of sight unless it was a weapon, fired without line of sight.

So correct, you can totally fire the squig bomb even thought your pistols have no vision over any targets. I always played the squig bomb as me, having to be actually able to shoot someone before i fire my squig at a target behind a wall with no line of sight. This was always complicated. This makes it way easier.

This message was edited 8 times. Last update was at 2022/08/17 12:08:22


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

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
Edit: Actually i stand corrected. the rules states that an eligible unit to shoot is one that has a ranged weapon and didnt advance (unless they can advance and fire, like with assault weapons) or fell back. I could have sworn i read somewhere that it also stated you needed line of sight unless it was a weapon, fired without line of sight.

So correct, you can totally fire the squig bomb even thought your pistols have no vision over any targets. I always played the squig bomb as me, having to be actually able to shoot someone before i fire my squig at a target behind a wall with no line of sight. This was always complicated. This makes it way easier.


You are probably referring to a paragraph in the select target section, where a unit becomes "not eligble to shoot" after checking range and LoS.

GW really needs to implement proper trigger rulings like MtG did twenty years ago.

[...] 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 has ever writte on this topic - everything else is meme knowledge 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
Edit: Actually i stand corrected. the rules states that an eligible unit to shoot is one that has a ranged weapon and didnt advance (unless they can advance and fire, like with assault weapons) or fell back. I could have sworn i read somewhere that it also stated you needed line of sight unless it was a weapon, fired without line of sight.

So correct, you can totally fire the squig bomb even thought your pistols have no vision over any targets. I always played the squig bomb as me, having to be actually able to shoot someone before i fire my squig at a target behind a wall with no line of sight. This was always complicated. This makes it way easier.


You are probably referring to a paragraph in the select target section, where a unit becomes "not eligble to shoot" after checking range and LoS.

GW really needs to implement proper trigger rulings like MtG did twenty years ago.


yea that sounds about right. thats probably where i found it.

This game is way more complicated than it has to be.

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

- About Dawn of War 3 
   
Made in us
Stabbin' Skarboy






CaptainO wrote:
Anyone tried goff tankbustas with triple tankhammers, 2+CP strat for exploding 5s and ghaz rerolls to up the mortal wound count?


I thought about that haha. That unit would be pretty pricey, but the thought of mw an imperial/chaos knight to death in one go would be pretty entertaining. Since the wording is the same with tankbusta bombs as tankhammers I assume you could potentially do 4d3 mw with the bomb as well?

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in dk
Longtime Dakkanaut




Danmark

I really dont think you are meant to be able to get extra hits from goff when using tankhammers, and the same for the tankbusta bomb stratagem.

At least i would think tournament organizers would wrink their nose a bit and say no.

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

- About Dawn of War 3 
   
Made in us
Stabbin' Skarboy






Ya you'd probably definitely want to check ahead of time if you were planning to take it to a tourney or something.

It's kinda weird though that you could still get extra hits from squig attacks and not the hammer if that were the case though. Idk if some refs rule against that one as well, but I've seen pro players use exploding 6's for squig attacks so I assumed tankhammers wouldn't be much different.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

they would have faq'd that long ago if they didnt intend Goff to get 2 hits.
Its limited to "1 attack" - nothing prevents that attack from exploding (HA!). Theres other mechanics saying "This unit makes X extra attacks with this weapon and can only make X attacks with this weapon" that also trigger exploding hits that nobody ever challenges so whats different about the tankhamma?

Squigbombs wouldnt work because theyre not an "attack" anyway. No hit roll or wound roll, just a check.

I more wouldnt wanna try that because thats a rather pricy, squishy unit that has a massive target over its head. Nobody is gonna let you keep them alive to charge unless you manage a 9" deepstrike charge.

This message was edited 1 time. Last update was at 2022/08/17 21:02:43


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
Stabbin' Skarboy






ya you'd definitely have to threat overload your opponent for sure to get them to not concentrate them down. I have a game coming up with my mate so might try it out and let you guys know how horribly it goes wrong.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in dk
Longtime Dakkanaut




Danmark

Im curious, Jidmah, would you go for exploding sixes on tankhammers and tankbusta bomb stratagems?

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

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
Im curious, Jidmah, would you go for exploding sixes on tankhammers and tankbusta bomb stratagems?


Rules first:
Goff: Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

Tankhammer: Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.

Tankbusta bomb: Use this Stratagem in the Fight phase, when an ORKS TANKBUSTA BOMBS unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends.

Rare rules:
If any additional hits are scored as the result of a particular hit roll, those additional hits are not considered to have been made with any hit roll – they simply hit the target and you must continue the attack sequence for them (i.e. make a wound roll).

Some rules, typically weapon abilities, tell you to roll more than one hit roll for each attack made, e.g. ‘each time an attack is made with this weapon, make 2 hit rolls instead of 1’. In these cases, each hit roll is treated as a separate attack that is made against the same target. As such, all normal rules that are triggered by attacks, or that apply to attacks (such as re-rolls or modifiers conferred by other rules) apply to each ‘hit roll’. Note that these additional attacks do not themselves result in more hit rolls being made.

So yes, as the extra hits continue the attack sequence and each hit triggers "all normal rules that are triggered by attacks", you get twice the explosions on a roll of 6.

This message was edited 1 time. Last update was at 2022/08/18 06:52:02


[...] 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 has ever writte on this topic - everything else is meme knowledge 
   
Made in gb
[DCM]
Storm Trooper with Maglight






That's hilarious and very orky. Goffs got bigga bombz!

My painting and modeling blog:

PaddyMick's Chopshop: Converted 40K Vehicles 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

This week Competitive Innovations:

Killing Fields Of Istvaan III - Darren Jac - 3th - goff infantry, ghazzy, triple meganobz, no transports.

Spoiler:

++ Brigade Detachment -4CP (Orks) [112 PL, , 1,700pts] ++

+ Configuration +

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost [-4CP]

Gametype: 4. Chapter Approved: War Zone Nephilim

+ No Force Org Slot +

Nob on Smasha Squig [4 PL, 65pts]

+ HQ +

Boss Zagstruk [6 PL, 110pts]

Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

Weirdboy [4 PL, 70pts]: 2. Warpath, 3. Da Jump

+ Troops +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Boyz [5 PL, 80pts]: Trukk Boyz
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [4 PL, 55pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

Meganobz [12 PL, 120pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

+ Fast Attack +

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Supreme Command Detachment +4CP (Orks) [15 PL, 3CP, 300pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [4CP]

+ Primarch | Daemon Primarch | Supreme Commander +

Ghazghkull Thraka [15 PL, -1CP, 300pts]: Proper Killy (Goffs), Stratagem: Warlord Trait

++ Total: [127 PL, 3CP, 2,000pts] ++



Denver 40K Fight Club August Major - Michael Mann - 4th - goffs - double killrigs, battlewagon, double meganobz and no ghazzy

Spoiler:


Michael Mann – Goffs: Goff Pressure with Meganobz, Squighogs and Kill Rigs (no Ghaz).
Army List - Click to Expand


++ Battalion Detachment 0CP (Orks) [127 PL, 1,996pts, -4CP] ++
+ Configuration +

Clan Kultur: Goffs

Gametype: 4. Chapter Approved: War Zone Nephilim

+ No Force Org Slot [4 PL, 65pts, -2CP] +

Nob on Smasha Squig [4 PL, 65pts, -2CP]: 4. Brutal but Kunnin, Big Choppa, Headwoppa’s Killchoppa, Slugga, Smasha Squig Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

+ HQ [15 PL, 270pts, -2CP] +

Beastboss on Squigosaur [9 PL, 160pts, -2CP]: 3. ‘Ard as Nails, Beastchoppa, Beasthide Mantle, Slugga, Squigosaur’s Jaws, Stratagem: Relic [-1CP], Stratagem: Warlord Trait [-1CP], Warlord

Boss Zagstruk [6 PL, 110pts]: Blitz Missiles, Choppa, Da Vulcha’s Klaws, Slugga

+ Troops [24 PL, 386pts] +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Boyz [10 PL, 106pts]: Trukk Boyz
. Boss Nob [18pts]: Choppa, Power Klaw [10pts], Stikkbombs
. 11x Ork Boy w/ Slugga & Choppa [88pts]: 11x Choppa, 11x Slugga, 11x Stikkbombs

Gretchin [2 PL, 40pts]
. 10x Gretchin [40pts]: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin [40pts]: 10x Grot Blaster

+ Elites [32 PL, 400pts] +

Kommandos [4 PL, 60pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 4x Kommando [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [12 PL, 150pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

Meganobz [12 PL, 120pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

Nob with Waaagh! Banner [4 PL, 70pts]: Kustom Shoota, Stikkbombs, Waaagh! Banner

+ Fast Attack [17 PL, 290pts] +

Squighog Boyz [4 PL, 75pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 75pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Stormboyz [9 PL, 140pts]
. Boss Nob [10pts]: Choppa, Slugga, Stikkbombs
. 13x Stormboy [130pts]: 13x Choppa, 13x Slugga, 13x Stikkbombs

+ Heavy Support [31 PL, 515pts] +

Battlewagon [8 PL, 120pts]: Deff Rolla [15pts]

Kill Rig [12 PL, 205pts]: ‘Eavy Lobba, 2. Frazzle, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Squig-hide Tyres [1 PL, 15pts], Stikka Kannon, Wurrtower

Kill Rig [11 PL, 190pts]: ‘Eavy Lobba, 1. Roar of Mork, 2. Frazzle, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota

++ Total: [127 PL, -4CP, 1,996pts] ++



Grand Onslaught 4 - Robert Hawkins - 3rd - blood axe infantry spam with wazboom, killrig and Snikrot and 5 squads of beastsnagaboyz
Spoiler:

++ Brigade Detachment 0CP (Orks) [110 PL, 3CP, 2,000pts] ++

+ Configuration +

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Blood Axes

Detachment Command Cost

Gametype: 4. Chapter Approved: War Zone Nephilim

+ HQ +

Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 4. Brutal but Kunnin, Beastchoppa, Beasthide Mantle, Slugga, Squigosaur's Jaws, Stratagem: Relic, Stratagem: Warlord Trait, Warlord

Boss Snikrot [5 PL, 95pts]: Mork's Teeth, Stikkbombs

Weirdboy [4 PL, 70pts]: 2. Warpath, 3. Da Jump, Weirdboy Staff

+ Troops +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack +

Squighog Boyz [4 PL, 75pts]
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Stormboyz [3 PL, 50pts]
. Boss Nob: Choppa, Slugga, Stikkbombs
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 50pts]
. Boss Nob: Choppa, Slugga, Stikkbombs
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Kill Rig [11 PL, -1CP, 190pts]: 'Eavy Lobba, 4. Spirit of Gork, 6. Squiggly Curse, Butcha Boyz, Madboyz, Morgog's Finkin' Cap (Blood Axes), Savage Horns and Hooves, Saw Blades, Stikka Kannon, Stratagem: Extra Gubbinz, Wurrtower

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Smasha Gun, Stikkbomb Flinga, 2x Supa Shoota

+ Dedicated Transport +

Trukk [4 PL, 70pts]: Big Shoota

++ Total: [110 PL, 3CP, 2,000pts] ++

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This message was edited 4 times. Last update was at 2022/08/19 15:19:16


11000p ready to krump!

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Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Pretty boring, hmm? Innovations finished month after release of the new enviroment…

11000p ready to krump!

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Pretty boring, hmm? Innovations finished month after release of the new enviroment…


To be honest, I'm not surprised. It's not like there is a lot of stuff to toy around with in the codex with AoC and the nerfs to the speed waaagh lists.

[...] 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 has ever writte on this topic - everything else is meme knowledge 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Jidmah wrote:
 Tomsug wrote:
Pretty boring, hmm? Innovations finished month after release of the new enviroment…


To be honest, I'm not surprised. It's not like there is a lot of stuff to toy around with in the codex with AoC and the nerfs to the speed waaagh lists.


Is it the same story with other factions?

I used to write the rules and organize the game for the biggest LARP battle in czech for couple of years. Slowly I take out all the bugs and argues makeing parts to be effective, fair and transparent. On the end it was pretty smooth running boring game…

11000p ready to krump!

https://instagram.com/mektomsug 
   
Made in ru
!!Goffik Rocker!!






I don't get how is snikrot any good? He seems pretty overcosted for what you get.
Am I seeing him wrong? Got a model anywayz. But it just lies unpainted for like 5 years straight.
   
Made in us
Longtime Dakkanaut




He isn’t a big threat.. personally I think he needs better melee… he’s okay if you have a bunch of kommandos and want a warlord +1 to hit effect by them. But ya I think he’s overcosted for what he does.

His wpn needs +2 str
And his -2 leadership should be removed and replaced with a fight first aura for him and any kommandos within 6in.

This would make his melee more like zagstrukk..

This message was edited 1 time. Last update was at 2022/08/20 20:40:01


 
   
Made in us
Stabbin' Skarboy






Ya I haven't ever bothered even trying him really. Feel like he should just be around 70-80 pts.

Best case scenario for you him I feel like is you camp him and a squad of kommandos behind los terrain on an obj all game and hope your opponent throws something that won't outright murder the whole lot.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
 
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