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Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Oh yeah if they went back to 25pts and removed the -1 to hit i think they'd be fine. Maybe have killsaws to 2D3 damage for 4pts more? Killaklaw would probably want flat6 damage then and can you imagine the outrcry of our boss suddenly doing potentially 36 damage if all 6 attacks land/wound? (counting Fists of Gork here) would be hilarious as well as concerning.

At 25pts you arent really gonna spam them either. Squad of nobz would be a freakin' fortune to try and abuse that with lol and like you said boyz in a trukk wouldnt be that dangerous either, though it would make them more viable than they are.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in fi
Decrepit Dakkanaut





Does 8th ed need such a power up though. Marine fists etc all to d6 damage...Big change.

https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Not really. If anything stuff does too much damage imo.
I almost wish the damage would get toned down a bit. But that would require a massive overhaul across the entire game.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Mekboy Hammerin' Somethin'




Douglasville, GA

There's a lot of things that need to be toned down in 8th. Like Invuln Saves and AP.
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot





 flandarz wrote:
There's a lot of things that need to be toned down in 8th. Like Invuln Saves and AP.


True dat. Unless you have some combination of high toughness, an invuln and some neg to hit mod or some FNP save you're almost guaranteed to die in a turn under even semi-dedicated firepower.

My milkshakes bring all the boys to the yard and they're like, hurr darry darr.


My suggestion to you is to get married, if you have a good wife you'll be happy, if you have a bad wife you'll become a philosopher. 
   
Made in ie
Norn Queen






Dublin, Ireland

Welcome to Nids current edition :(

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 us
Nasty Nob on Warbike with Klaw





Nebraska, USA

That too.
I dont feel any generic weapon should have AP, even AP on a 6 to wound is pushing it, and getting beyond AP1 should be difficult. AP4-5 shouldnt even exist except for Titan grade weapons.

This message was edited 1 time. Last update was at 2019/10/18 22:43:01


An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in cz
Fresh-Faced New User





Prague

First since codex I'm total happy with my list. I call it done. Today, marines tabled T4 and more than 1000p of orks on the table in 1850p game.

Works well balanced. Mostly shooting, meganobz and warboss to keep the foots on ground (today like defence line againts masive DS with thunderhammers and some hard-as-nut dreadnoughts) and my favourite kill-what-you-want jets.

And no boyz.

I'm really proud

Spoiler:


++ Battalion Detachment +5CP (Orks) [19 PL, 437pts, 7CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Clan Kultur: Deathskulls

Detachment CP [5CP]

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Choppa, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Choppa, Grot Oiler, Shokk Attack Gun

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Flyer +

Wazbom Blastajet [8 PL, 179pts]: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun, 2x Supa Shoota

++ Battalion Detachment +5CP (Orks) [45 PL, 837pts, 5CP] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Detachment CP [5CP]

+ HQ +

Big Mek (Index) [5 PL, 79pts]: Choppa, Grot Oiler, Kustom Force Field

Big Mek (Index) [5 PL, 79pts]: Choppa, Grot Oiler, Kustom Force Field

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Heavy Support +

Lootas [13 PL, 255pts]
. 15x Loota

Mek Gunz [6 PL, 93pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

Mek Gunz [6 PL, 93pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

++ Battalion Detachment +5CP (Orks) [29 PL, 566pts, 3CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Detachment CP [5CP]

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

+ HQ +

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Da Killa Klaw, Might is Right, Power Klaw, Warlord

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 3. Da Jump, Warphead

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Meganobz [8 PL, 140pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

Meganobz [10 PL, 175pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

++ Total: [93 PL, 15CP, 1,840pts] ++

Created with BattleScribe

6000pt 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Man its amazing how many toyz you can squeeze when you DONT try to use boyz.
Still hoping they dock their price back down. 7pt boyz is so dumb.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in cz
Fresh-Faced New User





Prague

 Vineheart01 wrote:
Man its amazing how many toyz you can squeeze when you DONT try to use boyz.
Still hoping they dock their price back down. 7pt boyz is so dumb.


Toyz or boyz, that' s always the question...

6000pt 
   
Made in ca
Dive-Bombin' Fighta-Bomba Pilot





 Vineheart01 wrote:
That too.
I dont feel any generic weapon should have AP, even AP on a 6 to wound is pushing it, and getting beyond AP1 should be difficult. AP4-5 shouldnt even exist except for Titan grade weapons.


Yeah, I think this is where AoS gets it right. AP -1 is the most commonplace and mainly seen via elite units, AP -2 is pretty rare outside of a few special weapons in units and heroes, while AP -3 is almost unheard of outside of relics or specific special characters. With AP being handed out like candy it really devalues guys like Meganobz who rarely feel more survivable vs a unit of boyz.

My milkshakes bring all the boys to the yard and they're like, hurr darry darr.


My suggestion to you is to get married, if you have a good wife you'll be happy, if you have a bad wife you'll become a philosopher. 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Hell it devalues marines which is the really weird one.
Posterboyz die in droves if theres any AP around on top of rate of fire.

And yeah i agree, AoS does do it right. Im fine with stuff like Autocannons having ap1 but heavybolters should not.... as a quick example.

This message was edited 1 time. Last update was at 2019/10/19 02:00:25


An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in fi
Decrepit Dakkanaut





In aos less 2+ and 3+ saves around though.

https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in de
Waaagh! Ork Warboss on Warbike





tneva82 wrote:
Does 8th ed need such a power up though. Marine fists etc all to d6 damage...Big change.

Is there any unit with powerfists considered competitive right now?

In addition, just because orks get them, doesn't necessarily mean that marines need to get them as well.

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






 Jidmah wrote:
tneva82 wrote:
Does 8th ed need such a power up though. Marine fists etc all to d6 damage...Big change.

Is there any unit with powerfists considered competitive right now?

In addition, just because orks get them, doesn't necessarily mean that marines need to get them as well.

To be fair, a lot of Marine weapons in melee are now D3 + 1 or flat 4 damage are they not?

The Thunderhammers, relic weapons then added with the doctrine bonuses become pretty obscene.

It concerns me that White Scars have flown under the radar so much, their mobility and cc damage output is unreal. They have a huge win rate and yet we've all been so focused on IH they remain largely untouched.
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Oh trust me they havent flown under my radar.
I actually dont have any powergamers in my area that follow whatever is strongest. Closest we got is 1 guy that at least knows the difference between casual and tournament lists. So nobody uses Iron Hands since nobody likes their fluff.
White Scars on the other hand theres 2 of them and MAN they are annoying. They have no super survivability but good grief they hurt.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in ca
Been Around the Block




Just brewing a fun mecha list. Any tips?

I'm a bit unsure of the Bike Mek (Maybe make this a Bike Boss?), the kit of the Weirdboy, and if I should possibly make the 2nd bonebreaker a battlewagon so the Mega Nobz could shoot out of it (I could also possibly shave 1 meganob off and then put 10 gretchin in as ablative wounds).

Spoiler:
++ Battalion Detachment +5CP (Orks) [13 PL, 284pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek on Warbike (Index) [6 PL, 110pts]: Kustom Force Field, Kustom Mega-blasta

Big Mek W/ Souped-up Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Grot Oiler, Shokk Attack Gun, Warlord

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

++ Battalion Detachment +5CP (Orks) [66 PL, 1,216pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 4. Fists of Gork, Warphead

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Meganobz [12 PL, 210pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

Nobz [14 PL, 198pts]: 2x Ammo Runt
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa

+ Heavy Support +

Bonebreaka [9 PL, 164pts]: Deff Rolla, Grot Riggers

Bonebreaka [9 PL, 164pts]: Deff Rolla, Grot Riggers

Deff Dread [10 PL, 208pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Kustom Mega-blasta

++ Total: [79 PL, 1,500pts, -2CP] ++

This message was edited 1 time. Last update was at 2019/10/20 19:07:47


 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Pretty much the only reason to use a Big Mek on Bike is to have a highly mobile KFF flouting around your fast vehicles (i.e. wagons) as it can cover 2 wagons easily if it sits between them. Also T5 makes a good deal of snipers less likely to plink at it. If it didnt move more than 6" it can fix things too.

Otherwise, not really that important.

This message was edited 1 time. Last update was at 2019/10/20 20:20:42


An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in fi
Decrepit Dakkanaut





 Vineheart01 wrote:
Pretty much the only reason to use a Big Mek on Bike is to have a highly mobile KFF flouting around your fast vehicles (i.e. wagons) as it can cover 2 wagons easily if it sits between them. Also T5 makes a good deal of snipers less likely to plink at it. If it didnt move more than 6" it can fix things too.

Otherwise, not really that important.


Alternative idea is ssag sniper guy if you regularly face character you really need to kill even at the expense of your ssag.

https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in ca
Been Around the Block




 Vineheart01 wrote:
Pretty much the only reason to use a Big Mek on Bike is to have a highly mobile KFF flouting around your fast vehicles (i.e. wagons) as it can cover 2 wagons easily if it sits between them. Also T5 makes a good deal of snipers less likely to plink at it. If it didnt move more than 6" it can fix things too.

Otherwise, not really that important.


Think I should swap it down to a regular Big Mek for 1st turn coverage? Or just go with a Biker Warboss?
   
Made in gb
Longtime Dakkanaut






Had another fun game vs ultramarines, chalked up a very, very close win. Got killpoints, and in the end I had to table him to win. The only way I managed it was with Endless Green Tide, I would have had 12 grots left without that!

I tried charging the deffkilla forward (with ramming speed and his 6" advance, he's a near enough guaranteed turn 1 charge) and it killed a couple of guys, who then walked off and shot him anyway because smurfs. so I can conclude that he is very, very much a buffing character and not intended for damage output!!! Though for units which can't fall back and shoot, he could be useful for making sure something doesn't shoot in turn 1, if you go first. Best just to keep him moving your vehicles along, methinks.

Flashgitz eat primaris pretty well. I put them in a trukk and pick a bit of cover to roll them into, and then leave it parked there for as long as there are targets. its a guarantee that they will all be able to see, and an effective way to keep them alive. use loot it when the trukk dies to give them a 3+ save (2+ in the cover you're in) and they become pretty durable!

Goff Nobs with twin choppas is pretty good, though only 3 survived to swing. they wiped 4 primaris out between them in one go.


Next thing I want is some GorkaMorkanaughts! I think they will work well with my 2-wave vehicle-rush approach!

Orks in 8th, W/D/L
7/0/3 
   
Made in nl
Regular Dakkanaut





Netherlands

I also tried the Wartrike for the first time yesterday. Wasn't impressed at all with its performance. The idea was too give my 4 scrapjets and 3 Boost blastas a dual role and charge them into the enemy after advancing. The dual role works well with those, mainly because of the mortal wounds, but the advance only adds a couple of inch to a fast units range. Will keep it for now in my list and give it another try.

The Deafskulls klan culture for scrapjets is awesome though. It not only works in the shooting and fight phase, but is also quite neat when doing overwatch. I've been on the receiving end of them with my Nids and they really scared me a bit from charging Carnifexes into them.

SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?

   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






 Singleton Mosby wrote:
SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?

No. Wait till you face snipers and/or roll cold with it.
   
Made in nl
Regular Dakkanaut





Netherlands

 An Actual Englishman wrote:
 Singleton Mosby wrote:
SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?


No. Wait till you face snipers and/or roll cold with it.


Grotshield!

   
Made in eu
Waaagh! Ork Warboss on Warbike





 An Actual Englishman wrote:
 Singleton Mosby wrote:
SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?

No. Wait till you face snipers and/or roll cold with it.

You really should not deploy the SSAG within sniper range. Against the few snipers that do have more than 36" range, the grot oiler is a sufficient defense, as it tends to keep him alive for 3 turns unless you get unlucky. If all fails, use a grot shield.
Also keep in mind that orks are never beaten can also be used on the SSAG to get off a final shot with it.

But in general, for every game were the SSAG ruins the opposition it sits around and does jack for two other games. So you are basically investing those points and CP into a gamble.

I have a a half-finished piece of software that is supposed to calculate the chances of all possible SSAG results, but it can already tell me that the chance for the SSAG to do nothing at all lies at about 50% against a regular vehicle profile (T7, no invul) - not including low damage results where you plonk off just one or two wounds.

This message was edited 1 time. Last update was at 2019/10/21 08:26:13


 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in gb
Longtime Dakkanaut






 Singleton Mosby wrote:
I also tried the Wartrike for the first time yesterday. Wasn't impressed at all with its performance. The idea was too give my 4 scrapjets and 3 Boost blastas a dual role and charge them into the enemy after advancing. The dual role works well with those, mainly because of the mortal wounds, but the advance only adds a couple of inch to a fast units range. Will keep it for now in my list and give it another try.

The Deafskulls klan culture for scrapjets is awesome though. It not only works in the shooting and fight phase, but is also quite neat when doing overwatch. I've been on the receiving end of them with my Nids and they really scared me a bit from charging Carnifexes into them.

SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?


I'm now certain his sole purpose is support - he's not there for damage output.

I enjoyed using him with 2 bonebreakas and 3 deff dreads, for a turn 1 charge (ramming speed on whichever bonebreaker got closest) and a subsequent mop-up from the dreads.

Interestingly (and in keeping with the backward way orks and speed freeks work these days) he is of much greater use for dreads, kans and other slow vehicles than he is for the faster stuff. giving a dread a 6+D6" move is a much bigger improvement than giving a bonebreaka a 12+D6" move. The bonebreaka has every chance of doing fine without him.

Running dreads this game, after the wartrike died, they seemed so slow. When they finally got into range, I was hit by a wave of disappointment as I realised that they had advanced to do so. next turn, marines moved away. He can really be the difference between connecting or not connecting!

Orks in 8th, W/D/L
7/0/3 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






 Jidmah wrote:
 An Actual Englishman wrote:
 Singleton Mosby wrote:
SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?

No. Wait till you face snipers and/or roll cold with it.

You really should not deploy the SSAG within sniper range.
A smart opponent will not give you a choice.
   
Made in eu
Waaagh! Ork Warboss on Warbike





Can you elaborate on that?

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in fi
Decrepit Dakkanaut





 Singleton Mosby wrote:
 An Actual Englishman wrote:
 Singleton Mosby wrote:
SSAG performed extremely well again. It downed two Eldar plains in one turn, one of these got 24 damage! and then went on to kille more in the subsequent turns. Is it broken?


No. Wait till you face snipers and/or roll cold with it.


Grotshield!


Apart from needing like 30+ grots to save it of course means your lootas are dead then. Not bad tradeoff.

And of course you don't always roll 24 wounds. That's waaaay above average. You average about 3 or so hits at S7. Vs non-modifier. And if you use the more dakka that was 4CP for ~6 hits(2 targets) at S7 in average. Plus 1 more for grot screen.


Automatically Appended Next Post:
 Jidmah wrote:
Can you elaborate on that?


Many snipers have ability to deploy outside their own deployment zone. Unless ork player has designed terrain there's not unlimited # of places you can deploy without LOS becoming issue sooner than 36" range so he can position himself into suitable spot. So either you then hit into issue with LOS and opponent can avoid SSAG fire by LOS or you are within range of sniper.

I don't recall when I had more trouble with range than LOS with 36" weapon. It's the 24" on infantry model that has range issues.

This message was edited 2 times. Last update was at 2019/10/21 09:33:44


https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in fr
Regular Dakkanaut




Vindicare assassin has 72' range, primaris marine snipers can ignore LOS so with the current ETC table models, they will reach your SSAG (don't know their exact range though).

I guess we see less of that Vindi muvafokar now that "optimised Imperium" means marines, and marines need to be "pure" to really be OP

This message was edited 2 times. Last update was at 2019/10/21 09:50:31


 
   
 
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