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Made in gb
Bounding Black Templar Assault Marine





North Wales

Right, reading in the WD the rules for the Dakkajet made me think of something but since I don't have the Ork Codex to hand, I thought I would put it out here to see if this was useful or a total waste of time.

For instance, in an 1850 points game you can have 2 HQ choices max right? So if I were to take the normal Big Mek with Kustom Force Field and a Warphead, that would give me two uses of the "Waaagh!" wouldn't it? Since you can use it once per HQ right?

Ontop of that, it gives me a 2/6 chance every turn for the warphead to cause a "Waaaagh!" even on Turn one.

Now, if I take 3 Dakkajets each with another Twin Linked Supa Shooter, that would give me normal 9 re-roll to hit shots at Str6 ap4 from each plane. Now on the Turn I "Waaaagh!" it would give me 18 Shots per plane, 56 shots in total from all 3 planes, all of which are re-roll to hit.

So, with the right rolls, from Turn 1 I could be putting out that many shots per turn. With the rest of the army subject to the "Waaaagh!" you could easily get the army into assault far quicker than normal.

This might ALLLLL be wrong, so please be gentle if it is..

"...where Astarters of lesser chapters wear the Emperor's Aquila. We do not wear His symbol. We are His symbol."

Ostrakon wrote:If Hitler, Osama bin Laden, and you were in a room together, and I only had 2 bullets, I would shoot you twice.
 
   
Made in us
Smokin' Skorcha Driver






WAAAAGH is once per game. the only exception is if a Weird boy/warphead rolls WAAAGH as his power for the turn.

"Friglatt Tinks e's da 'unce and futor git, but i knows better. i put dat part in when i fixed im up after dat first scrap wid does scrawn pointy ears and does pinkies." Dok chopanblok to Big Mek Dattrukk.

Victories against: 2 2 1 11 2 3 1 2
Died havin fun wid: 3 2 1 4 2 2 2 5 1
 
   
Made in gb
Bounding Black Templar Assault Marine





North Wales

So, that is one definite use and the rest of the turns I have a 2/6 chance?...Might persuade me to take Two Warpheads rather than a big mek.

"...where Astarters of lesser chapters wear the Emperor's Aquila. We do not wear His symbol. We are His symbol."

Ostrakon wrote:If Hitler, Osama bin Laden, and you were in a room together, and I only had 2 bullets, I would shoot you twice.
 
   
Made in us
Stubborn Hammerer





High_Marshal_Helbrecht wrote:So, that is one definite use and the rest of the turns I have a 2/6 chance?...Might persuade me to take Two Warpheads rather than a big mek.
You may not use your army waaagh on the first turn. One more limitation it would be good to know.
   
Made in gb
Bounding Black Templar Assault Marine





North Wales

I thought you could use it if it was the Psychic power?...Oh nuts

"...where Astarters of lesser chapters wear the Emperor's Aquila. We do not wear His symbol. We are His symbol."

Ostrakon wrote:If Hitler, Osama bin Laden, and you were in a room together, and I only had 2 bullets, I would shoot you twice.
 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Yeah, it is probably not a good idea to fill both of your HQ slots with Warpheads. You really need that cover save in order to keep your Dakkajets alive and ideally you want to be shooting as well. There is currently a debate as to whether a Dakkajet with RPJ gets a cover save and is still able to fire if it moves 13", but for now I'd probably stay on the side of not being able to do this just in case it gets FAQed the other way, as it doesn't specifically say what to do in this case.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

Scrabb wrote:
High_Marshal_Helbrecht wrote:So, that is one definite use and the rest of the turns I have a 2/6 chance?...Might persuade me to take Two Warpheads rather than a big mek.
You may not use your army waaagh on the first turn. One more limitation it would be good to know.


I believe the weird boyz Waaagh! ability overrides that, and allows you to use it on the first turn, you just can't use the armies normal Waagh! the first turn.

Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in gb
Bounding Black Templar Assault Marine





North Wales

Right, so I could theoretically use it on the first turn, then for certain the second turn and hopefully every turn after that.

Though, not taking a Big Mek seems to be the big problem!

"...where Astarters of lesser chapters wear the Emperor's Aquila. We do not wear His symbol. We are His symbol."

Ostrakon wrote:If Hitler, Osama bin Laden, and you were in a room together, and I only had 2 bullets, I would shoot you twice.
 
   
Made in us
Mekboy on Kustom Deth Kopta






High_Marshal_Helbrecht wrote:I thought you could use it if it was the Psychic power?...Oh nuts


you have random psychic powers with orks. if you were to take 2 warpheaded weirdboys and were just rerollign for waagh results you could indeed end up having waaaghs every turn. and yes a weirdboy cna cause a waaagh turn 1 but you don't declare it, it just kind of happens. and you still get the one declared waaagh per game... though you could also reroll and get ead banger and blow yourself up ... whichis just as liekly to happen on the reroll as a waaagh

normally with weirdboys whicch liek SAG big meks are quite fun to use and unpredictabel I will say it'll result in fun games but not the most competative lists if that is what you are lookign for.. even with the waaagh boost I still llike the points efficiency and survivability of 3 rokkit buggies over a ork waaaagh plane... but maybe 6th will change that

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Please, if you can't play orks without a 4+ cover on your vehicles you clearly need to re-evaluate your playstyle.

2 warpheads give you some amazing army bonuses, the least of which is the free waaagh!.
The teleport power is mostly a detriment, but can help,
the +1 attacks for the whole unit quickly makes your opponent sweat when you're close by and you get it,
the 36 inch range auto hitting melta gun is amazing, considering it's the longest range melta gun in the game and automattically hits!
Furthermore the str6 ap 3 small blast, which also automatically hits is excellent against MEQ armies and finally the head blowing open is allocated normally, so put the wounds on the squad.

Weirdboys have always been good, it's too bad it took the flier release to get people to branch out.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
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 gb
Longtime Dakkanaut






Sheffield / Oxford

juraigamer wrote:Please, if you can't play orks without a 4+ cover on your vehicles you clearly need to re-evaluate your playstyle.

2 warpheads give you some amazing army bonuses, the least of which is the free waaagh!.
The teleport power is mostly a detriment, but can help,
the +1 attacks for the whole unit quickly makes your opponent sweat when you're close by and you get it,
the 36 inch range auto hitting melta gun is amazing, considering it's the longest range melta gun in the game and automattically hits!
Furthermore the str6 ap 3 small blast, which also automatically hits is excellent against MEQ armies and finally the head blowing open is allocated normally, so put the wounds on the squad.

Weirdboys have always been good, it's too bad it took the flier release to get people to branch out.

I have a feeling that the first line is semi-directed at me seeing as I'm the only one who has mentioned KFF Meks since the OP. Correct me if I'm wrong about this though, and sorry for getting so defensive.

For a start, I don't use Big Meks to generate 4+ cover saves on my vehicles, I like to run a strange list with Ghaz and a Warboss to make 2 squads of Nobz scoring, put them in Trukks and then back them up with Lootas, then using a moderately large boyz squad as a deckchair unit, so no, I don't need to re-evaluate my play style.

Yes Warpheads are good, and yes, you are right that it is good that the flyers got people thinking outside of the box a bit. However, at the end of the day the Ork flyers are still armour value 10 vehicles on a flying base, they aren't difficult to kill. So, you could have all of the potential Waaaghs in the world from 2 Warpheads but that isn't going to do you much good when the units that you primarily took them to buff are dead. Therefore, you need to keep them alive so that they will actually get a chance to shoot at all. Hence, big Mek. I'm not quite sure how you would keep these vehicles alive without generating a cover save from somewhere.

This message was edited 1 time. Last update was at 2012/06/19 09:04:16


-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






juraigamer wrote:Please, if you can't play orks without a 4+ cover on your vehicles you clearly need to re-evaluate your playstyle.

So, how exactly does successfully identifying the single most powerful model in our codex require a reevaluation of one's play style?

Not using it in every ork army but a pure biker list is either
A) purposely leaving it out for more fun HQ options
B) failure to understand the ork codex

There is absolutely no reason to leave out a KFF mek if you are building a competitive list.

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
Stubborn Hammerer





To clarify, the warpheads may use any power rolled on any turn. One of their powers is the waaagh. So you could roll a waaagh every turn including turn one.

But your army has one free waaagh that you may plan for and count on. This waaagh may not be used on turn one.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Correction, he must use the power he rolls.

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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