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Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Omg i want the new ork planes to be awesome! Unfortunately the general consensus is that they aren't :(.
However this has not dampened my spirits too much as I just want them anyway.

All I'm wondering is how other people are going to be using them?
How do I maximise their effectiveness?
which of the 3 types is most effective?
Any other interesting info about using them in a game?

mean green fightin machine 
   
Made in za
Mutilatin' Mad Dok





I believe most people are waiting to see how fliers work in 6th edition. I'd encourage the same, just so we can have some perspective.

Past that, the consensus actually varies considering where you look. Many people feel the Dakka Jet is the only good option, others really like the Blitza Bommer, and others even say that the Burna-Bommer is the only good option.

   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yup, apparently the new rules in 6th for fliers will chime a different tune. Sides Ive heard the DAKKAjet has some real umph to it as a shooting platform
   
Made in us
Nasty Nob on Warbike with Klaw






I'll be running a game this weekend (hopefully) with dual Weirdboyz and 3 Dakkajets so I'll get back you on how it goes.

Read my story at:

http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356



 
   
Made in us
Lead-Footed Trukkboy Driver




Los Angeles

Got 2nd place at an RTT on Saturday with 2 Dakkajets. 6/9/2012

In my 3 games I only had 1 Jet die and it was my fault for getting it to close to a scarab farm.

It is reeeally good at popping rhinos and obviously pretty strong at anti troops. I put a lot of wounds on some wraiths in the final game just based on volume of fire.

I did get 36 shot (18X2) Waagh turns in 2 of my games and that made me very happy.

Overall I give them an A.

They are pretty survivable. The TO allowed me to take my flat out save and fire all my Supa Shootas, and they always earned back their points. So far I am impressed.

I am going to try out the Blitza-Bommer as I magnetized the bombs, but it seems wonky.

This message was edited 1 time. Last update was at 2012/06/13 15:31:09


14 Trades and counting

http://www.3forint.com

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The Blitz-bomber is alot better then it first appears.

Read the rules for its bomb and the random chart carefully and you wil realize that its some damn accurate anti-tank not to mention you can still shoot your Shootas after dropping the bomb(at a different target no less)


Str7 with 2D6 for penetration is crazy good. Thats glancing AV14 on average(which basically means that you will penetrate a good chunk of the time)

Even if the Bomber kills itself it will take something out. The explosion is Str9 AP2 hits for whats under it, NOT a Str9 AP2 large blast. That means no partials on vehicles. Automatic lascannon hits on side armor = yum

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Nasty Nob





Canada

I can see dakkajets being a delicious and nutritious choice to take against nids, dark eldar and eldar. Fly them in, hammer some elites with a 4+ save and they can do something nasty.

Blitza bombas would do quite well to drop a necron vehicle's quantum shielding, which is tricky to do with ork shooting.

I don't like burna bombas. Attention should be on the other two.

Stomped

To Be Stomped
No One
My vision of how 40k ends: http://www.fanfiction.net/s/5937830/1/Time-of-Ending-the-40k-Finale  
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

All sounds pretty cool i ordered the white dwarf issue with the rules yesterday, will check out the points costs and rules when it arrives an will see if i have space for some air support in my nob biker/battlewagon army.

mean green fightin machine 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'm building my three bommers right now, after I finally managed to order the right size of magnets. It should be really easy to magnetize the entire plane, to enable switching between all three variants.

This message was edited 1 time. Last update was at 2012/06/14 06:28:33


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 be
Guard Heavy Weapon Crewman




Antwerp, Capitol of the Universe

Yes, it is.
Even the grot turrets can be lifted out and switched without any problem, no magnets needed.

Nemo me impune lacessit
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






As I'm an ork in real-life (both in size and clumsiness), I'd rather not take chances with knocking off turrets again - it's really hard to get additional turrets for 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 us
Veteran Wolf Guard Squad Leader



DC Metro

The bomber is terrible because it must start and end its 13inch Move more than an inch from the target, while being on a 5" long base. The length of the base means you have to start your turn right on to of your target, and end your turn right on top of your target. In a 10 armor vehicle.

The burna bomber has the same dumb problem.

Only the dakkajet doesn't suck, and I'd argue that you need multiple warpheads to make effective use of it. In the last two weeks, I've played two games against Kan Wall armies backed by dakkajets and warpheads and I lost more ASM to dangerous terrain than to the dakkajets. Against something like parking lot IG or anything Dark Eldar, the jets would almost be good. Unfortunately, it combines Dark Eldar survivability with IG marksmanship in a platform that just keeps reminding me how awesome the Vendetta is.

This message was edited 1 time. Last update was at 2012/06/14 14:38:13


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

No, it drops the Bomb in the movement phase and may continue moving after it drops it(if it survives)

With a 13" move it can move a fair distance(with a 4+ cover save)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

There's a 3 or 4 page thread on Ork Flier tactics here.

I can't wait to try out the Dakkajet, myself. However, I'm waiting to see what 6th edition does to them before I drop down any dough...

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

Grey Templar wrote:No, it drops the Bomb in the movement phase and may continue moving after it drops it(if it survives)

With a 13" move it can move a fair distance(with a 4+ cover save)


13" isn't that far when you have to pass over your target while mounted on a 4.75" long base. We put flying stems and Rhinos on the table to block it out, and bombing a Rhino without starting and ending in meltagun prime range is almost impossible. Bombing a squad is impossible without surviving first being fired on and then assaulted. If it could drop bombs while moving flat out, it might live to kill something, but as it currently stands, unit footprints and the large oval base make the bomber functionally unusable.

If someone has played games with them and had great success with finding ways to circumvent the table real estate problem, I'd love to hear about it.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

You don't have to pass over your target, you can move up to it, drop the bomb, and then move away in any direction.

Heck you don't even have to face it, it just have to move within 1" of the unit your dropping it on.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

That still means your giant oval base has to either start or end its movement within 7" of your target, with a 10 armor and a 4+save. How well did it work when you put the models on the table and pushed them around?
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Whats the difference how close you are. You have a 4+ cover save and its not like AV10 is less durable close up then far away.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

It takes about 12 S4 hits to put a glance on one. It takes about 6 S5 hits. 4 S6 hits. Cut those numbers in half for templates, which you have to expose yourself to in order to bomb something.

The lack of range matters because of the huge vulnerability to small arms fire. Typhoons deal with being armor 10 by staying out of bolter, plasma, pulse, and melta range. Dark Eldar skimmers either outrage small arms or are able to close the gap and project killing power immediately. Trukks follow te same pattern.

The math says it shouldn't work. Dirt diving it says it shouldn't work. I'd love to hear from someone who's got anecdotal evidence that the theory is wrong and can explain what they did to circumvent the problem of having to hang out at point blank range doing nothing for a turn.
   
Made in us
Longtime Dakkanaut






Are Burna-Bommers really that bad? I really like the idea of ranged heavy flamers being able to flush non MEQ forces out of cover...
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

DaddyWarcrimes wrote:It takes about 12 S4 hits to put a glance on one. It takes about 6 S5 hits. 4 S6 hits. Cut those numbers in half for templates, which you have to expose yourself to in order to bomb something.

The lack of range matters because of the huge vulnerability to small arms fire. Typhoons deal with being armor 10 by staying out of bolter, plasma, pulse, and melta range. Dark Eldar skimmers either outrage small arms or are able to close the gap and project killing power immediately. Trukks follow te same pattern.

The math says it shouldn't work. Dirt diving it says it shouldn't work. I'd love to hear from someone who's got anecdotal evidence that the theory is wrong and can explain what they did to circumvent the problem of having to hang out at point blank range doing nothing for a turn.


How is this different from suicide melta speeders or Deffcoptas?


The way I see it, you drop the bombs turn one at a juicy target. Anything afterwards is just a bonus.

And you can use target saturation. Whats a bigger threat? the couple Dakkajets/Bombers killing your transports or the Battlewagons/Trukks full of Orks heading your way?

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in za
Mutilatin' Mad Dok





streamdragon wrote:Are Burna-Bommers really that bad? I really like the idea of ranged heavy flamers being able to flush non MEQ forces out of cover...

Again, it's up to taste.

Some people feel the Burna-Bommas are the only viable option.

Others feel it's the only useless option.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Its not useless, but the things Flamers are good against are the same things that Ork boyz are good against.

Burna bombers don't add anything the ork list lacks essentially.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

Grey Templar wrote:
DaddyWarcrimes wrote:It takes about 12 S4 hits to put a glance on one. It takes about 6 S5 hits. 4 S6 hits. Cut those numbers in half for templates, which you have to expose yourself to in order to bomb something.

The lack of range matters because of the huge vulnerability to small arms fire. Typhoons deal with being armor 10 by staying out of bolter, plasma, pulse, and melta range. Dark Eldar skimmers either outrage small arms or are able to close the gap and project killing power immediately. Trukks follow te same pattern.

The math says it shouldn't work. Dirt diving it says it shouldn't work. I'd love to hear from someone who's got anecdotal evidence that the theory is wrong and can explain what they did to circumvent the problem of having to hang out at point blank range doing nothing for a turn.


How is this different from suicide melta speeders or Deffcoptas?


The way I see it, you drop the bombs turn one at a juicy target. Anything afterwards is just a bonus.

And you can use target saturation. Whats a bigger threat? the couple Dakkajets/Bombers killing your transports or the Battlewagons/Trukks full of Orks heading your way?


How are you bombing anything turn one unless you're going second and your opponent decided to charge headlong into an ork army?

Also, suicide melta speeders start their attack run from almost 2 feet away. They fly 12", shoot at just inside 12", and aren't on a six inch high pedestal giving the entire world line of sight to them. Deffkoptas rely on a first turn Scout Move coupled with a first turn assault on a target that hasn't gotten to fire yet to close up to 38" of table. Target saturation doesn't matter when the guns I'm shooting at your battle wagons and the guns I'm shooting at you bomber are totally different. Trukks are totally different because a trukk full of Orks can project killing power up to 22" in a turn without declaring a Waagh.

I won't dispute that dakkajets are good for laying into light armor, since they outrange the small arms fire that would otherwise take their lung money. Bombers are terrible because the current rules don't allow them to close with their target fast enough to avoid eating huge amounts of small arms fire that they are still vulnerable to. And the dakkajet doesn't have a chance of killing itself.
   
Made in us
Resentful Grot With a Plan




USA: Blacksburg, VA

I've played with the Blitza in two games now and it has died without taking a shot on turn one both times. At 135 points (I'm not taking RPJ at the moment since the ruling on the 13" flat out and still attacking is still under hot debate and I just don't want to end up arguing over it during a game) it has only been a big target so far (which isn't always a bad thing) since people are still afraid of it since its new. I can see the Dakka jet being useful at this point (if the RPJ/flatout trick works) under the current skimmer rules but otherwise the burna and blitza are a bust. I'm keeping my fingers crossed that 6th will give them rules that make them viable.

This message was edited 1 time. Last update was at 2012/06/15 01:17:14


WAAAGH Squigeye: 3500 and counting 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

My magnetised plane has done well in two games now.
First as a DakkaJet, followed my battlewagon (placed right behind it's about 2" above the hull, easily in KFF range).

Second game as a Blitzabommer. Reserved it at the start, it arrived turn 2 (while the mounted boys were charging into combat, so less enemy to shoot at it) and flat out 36" across the board (staying out of sight of the pesky long fangs). Turn 3 it blew up a LandRaider. Turn 4 it got shot down (boo).

They are fragile, great fun and can be effective with a bit of Orky kunnin'. A shame they don't have the 'ramshackle' rule... Crashing Ork planes would be great...
   
Made in us
Nasty Nob on Warbike with Klaw






2 Warpheads + 3 Dakkajets is insanity and probably overkill. Got Waaghs off in 4/5 turns in a 2500 pt game.

Read my story at:

http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356



 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Yeah, its insane, but it just might work.

Greentide lists could be fun.

2 Warp'eads, 6 mobs of boyz, 3 Dakkajets, 3 squads of Lootas, maybe some Kans to give you cover...

The Waaagh would also give you Fleet moves with your boyz. Sure you can always run but having a semi-reliable army wide fleet each turn would put some pressure on your opponent. Plus the randomness of the Warp'eads would keep your opponent on his toes.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Land Raider Pilot on Cruise Control





Pretty sure 6th ed is going to "fix" them.

I'm just sad they're fast attack. My speed freaks already have WAY too much competition for those slots T.T

If they were Heavy Support it would be perfect.

This message was edited 1 time. Last update was at 2012/06/15 05:39:48


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






DaddyWarcrimes wrote:It takes about 12 S4 hits to put a glance on one. It takes about 6 S5 hits. 4 S6 hits. Cut those numbers in half for templates, which you have to expose yourself to in order to bomb something.

First of all, a glance is not going to kill the jet, it's not open topped. Second, hits have to be rolled first - at BS4 you need 18 shots S4, 9 shots S5 and six shots S6. There are few single units able to do that for the higher strength weapons, and even for S4 - that's a more than the cost of bommer of in tactical marines shooting them.

streamdragon wrote:Are Burna-Bommers really that bad? I really like the idea of ranged heavy flamers being able to flush non MEQ forces out of cover...

It's not bad, it's kind of expensive for doing something boyz do anyways. Three burna bommers loaded with skorcha missiles can easily carpet-bomb half a kan wall(tyranid horde, ig powerblobs, foot eldar) off the table on their first turn, but they really suck at killing anything power-armored, and don't add much to the game after the initial alpha-strike.

Griever wrote:Pretty sure 6th ed is going to "fix" them.

If rumors hold true, fast skimmers(vehicles?) are always hit on 6+. That would make the bommers awesomly durable.

I'm just sad they're fast attack. My speed freaks already have WAY too much competition for those slots T.T

If they were Heavy Support it would be perfect.

Hell no! Putting them in heavy support would make them all but useless. Everyone but a biker army needs those slots for battlewagons, kanz or even boomwagons. The are a sidegrade to buggies, and thus should be fielded in the same slot.

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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