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2023/02/18 01:38:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
Conclusions:
1. kannowagons are useless. This is a list about pressure, kannonwagons sits in the back. Next time switch to battlewagons with some kind of (beast)boyz.
2. 3 small squads of Koptas are madness! Super fast and versatile. First their rokkits hits on 4+ = 6 hits 8/-3/3 each unit kill the tanks and than blades hitting on 2+ = 22,5 hits 6/-1/1 each unit. Hell!§!
3. Burnas in trukk are fine. 6-7 burnas is ok, but they have a zero synergy with the great waagh/FB combo. trukk can use the squig tyres to be faster.
4. 3xDeffDread is interesting. Skorchas with ap-2 are great but there is a problem, how to get them all in CC from DS. All drops at once but just one can use a ramming speed. One Ramming Speed is simply not enough. But for the price tag, it is a huge ammount of attacks in fight and shooting too!
6. You give up the Bring it down
Not sure what targets you picked for the kannonwagon, but it's it's a 300pts investment, doubt their going to do much then plink the tanks, since your hiting 4, wound 4 and they probably have 5++, i can see them being good to pluck smaller units but the list looks like you have this covered. maybe mekguns would be a better option.. but if it is a pressure you probably need something else. maybe meganobz in a wagon?
I assume the 4 BS for defkotas is from freeboota..
I assume your taking the burnas to grab the +1 more easily.. but the only units benefiting are the defkoptas
You can deep strike or reserve the deff dreads... not sure any other way to work with them, you also have the cp to spare
Frankly for me the list feels all over the place :/ , you probably want to pick the claw on the bikes, works for me, not sure about you
This message was edited 1 time. Last update was at 2023/02/18 05:55:16
2023/02/18 08:58:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: wait why are koptas hitting on 4s? theyre bs5. there a +1 to hit im missing somewhere?
The point of the list is that you synergy Freebootas +1 to hit in shootin and in fight phase. That is the reason for so many flamers on dreads and in the trukk. Deffdreads drop from the Tellyport, Flamers kills troops = trigger +1 to hit for Koptas.
Does not work so easy with Knight armies of course etc..
Not sure what targets you picked for the kannonwagon, but it's it's a 300pts investment, doubt their going to do much then plink the tanks, since your hiting 4, wound 4 and they probably have 5++, i can see them being good to pluck smaller units but the list looks like you have this covered. maybe mekguns would be a better option.. but if it is a pressure you probably need something else. maybe meganobz in a wagon?
I assume the 4 BS for defkotas is from freeboota..
I assume your taking the burnas to grab the +1 more easily.. but the only units benefiting are the defkoptas
You can deep strike or reserve the deff dreads... not sure any other way to work with them, you also have the cp to spare
Frankly for me the list feels all over the place :/ , you probably want to pick the claw on the bikes, works for me, not sure about you
Good point with KW and the wrong targets + rolls were really under average….
Frankly, for me the list is all over the place too It was a first try. The lack of synergy is a main topic.
First the disbalance “press forward vs. shoot fro, the back”. That is obvious.
Second the benefiting from the Freeboota - Great Waaagh synergy needs re-balance.
- Koptas love it!
- Deffdreads loves the +1 to hit in melee and trigger it in shooting.
- Kommandos likes beeing obsec for 1 CP (freeboota strat) and likes advance and charge.
- Warbikers benefit but they are just 3 Boyz. And their role is to drive forward like crazy and roadblock T1. So who cares.
- Burna Trukk was great, but do not benefit at all from anything - Ghazzy is ghazzy, so no benefit from FB…
In fact, the situation is I have 8000p+ of full painted orks. But I'm not able to built any kind of classic goff lists right now So I play around with big machines I have to have some fun till I paint what I what I need for contemporary army… And if Mike Perry on Goonhammer says it can go, I go and try it
Marks idea was this:
Spoiler:
== Freebooterz Arks of Omen == 4 CP, 2000 pts, 124 PL
What I see now - with FB you can make Meganobz decent shooting unit. Hell, even basic Boyz! With one Rokkit Launcha and one Kombi rokkit, Boyz sitting in Battlewagon with 4 Big Shootas are together pretty nice shooting platform that is bloody cheap and can change himself into obsec CC units after “disembark”.
Automatically Appended Next Post: Yeah..
+20p for 4 Big shootas
+40p for kombi rokkit and rokkit in 2 Boyz squads
= +60p and you get in the Great Turn:
24 shots 5/-1/1 on 4+
4D3 = 8 rokkits 8/-2/3 hitting on 4+
This is the slightly better ammount of Dakka than a Scrapjet for 100p.
Plus you have 2x10 Boyz in Battlewagon of cours
However… INFANTRY in Wagon moving is moving too so they suffer +1 to hit on their rokkits… so You need to shoot down 2 units to get 2x +1 to mitigate that
This message was edited 9 times. Last update was at 2023/02/18 13:06:58
This list feels all over the place. You're trying to maximise the benefit of the +1 in each phase, and it looks like this list wouldn't be able to do that at all. You've loaded up on units that can trigger the +1, but you've only really got a handful of deffkoptas to actually use the +1. I don't think Ghaz really adds anything here that a Speedboss isn't already adding other than beatstick potential. Mek Guns are strictly superior to Kannonwagons in this list in my opinion as well.
I would look at focusing either on melee +1, or shooting +1, but not both. It spreads your focus too much to split.
It does look like you have a strong VP game though, so if you round out the edges on what's triggering the +1 and what's then benefiting from it then it should be a strong list.
2023/02/18 14:35:10
Subject: Might makes Right! - Codex Orks 2021 Tactics
This list feels all over the place. You're trying to maximise the benefit of the +1 in each phase, and it looks like this list wouldn't be able to do that at all. You've loaded up on units that can trigger the +1, but you've only really got a handful of deffkoptas to actually use the +1. I don't think Ghaz really adds anything here that a Speedboss isn't already adding other than beatstick potential. Mek Guns are strictly superior to Kannonwagons in this list in my opinion as well.
I would look at focusing either on melee +1, or shooting +1, but not both. It spreads your focus too much to split.
It does look like you have a strong VP game though, so if you round out the edges on what's triggering the +1 and what's then benefiting from it then it should be a strong list.
Spreading focus - yes, that is definitely an issue. And the main topic.
Mek Gunz - nope, static and no infantry fire. KW is a different kind of unit.
Ghazzy vs. Speedboss - nope. Ghazzy gives Koptas +1 A and +1 S. Similar benefit to Deff Dreads.
The more I play with it, it is basicly all about 2 turns of kopta carnage.
Each Kopta Attack rolls 3 hits so Waaaagh actually add 3 attacks to each kopta. Ghazzy + FB makes koptas from 6x 3+ 5/-1/1 => 9x 2+ 6/-1/1 =>> shift from 2,22 killed GEQ to 5,2 killed GEQper kopta.
Simple squad of 3 koptas kills 15,6 GEQ, you have 3 squads = 46,8 killed GEQ per turn. And you have 2 turns of this, so just kopta blades kills 93,6 GEQs in Waagh turns.
Plus you have a full speedwaagh of rokkit shooting = 3x3x2D3 = 36 shots hitting on 4+ = 18 hits 8/-3/3
That is nothing to despise.
Enough to build a super strong list? Chmmmm… not sure…
There is one more issue - FB lists suffer with triggering the +1 to hit. Well, IG is nice target. But how about the Knights? Termies? Custodes? There are armies, you really have a problem to trigger it. And that is a big issue.
KOMMANDOS AND TERRAIN We gave a try to GW terrain setup with 4 big squares of ruins.
Nobody can discuss how to play with Kommandos without mentioning the type of the terrain he use. Playing Kommandos in such terrains is a totaly different game than in WTC Lshapes. Kommandos loves the GW squares.
This message was edited 5 times. Last update was at 2023/02/18 14:55:34
Your biggest issue will always be T8, that's why i mentioned claws.
God forbid if your opponent brings T9 or -1W.
There are options, you can put a stack of boys with a big mek with blasters and KMB, put them in a truck and truckboy's and it's firing on 3 with out freeboota.
Shockjump dragstas/ scrappjets look better on these instances. Wazboom as well if you don't mind turn 2.
I can see why you bring gazz, but i am not sure you really need him in your list, great waagh is a really good buff but your missing some good stuff for hitting in melee so am not sure, plus you can cover the melee part with a cheaper boss. Guess it's down to your taste.
but i would replace kannawagon's with something anti tank.
Just go through your 8000pts and look for options.
I play a lot of kitchen sink list's myself so i tend to have to bring the most out of units.
But yeah look for an anti T8 you enjoy, that's my bet on the list. Also some character support would not hurt, your at 5cp anyway.
This message was edited 2 times. Last update was at 2023/02/18 15:48:52
2023/02/18 17:53:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
I actually think the list is fine how it is. The only thing I don’t like is ghaz is footslogging by himself so will die before doing anything more times than not against armies that do damage in multiple phases or are more mobile.
Other than that though the list looks solid and I’m guessing Mark built it for scoring behind enemy lines, which after playing a couple games with it in arks is an absolutely busted secondary for mobile armies. With the bikers and koptas you can get an easy 12 for it plus the auto max good bits means your in good shape to win secondaries. I’d be tempted to drop a deffdread in favor of a weird boy to da jump grot squads for a more guaranteed behind enemy lines score. In that case you could also drop both trukks for a bw for ghaz since the burnaboyz can just get da jumped too.
Forceride wrote: There are options, you can put a stack of boys with a big mek with blasters and KMB, put them in a truck and truckboy's and it's firing on 3 with out freeboota.
Trukkboyz only gives +1 to the trukk itself not the unit inside. Unless there’s some other way your getting +1 to hit on them without FB.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/02/18 20:13:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
It's a transport rare rule, modifiers applied to the transport also apply to embarked units.
In this instance you don't even need truck boys since FB +1 will also apply, so your shooting in +2 vs vehicles if replace boys with tankbustas and mekboy will shoot on 3.
Also agree scoring seems the aim of the list.
This message was edited 4 times. Last update was at 2023/02/18 20:24:59
2023/02/19 10:05:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
Yes Mek Guns are essentially static, but you can deploy them so that they shut off large areas of the board for your opponent. They either awkwardly step around this killzone and let your guys run rampant, or they run into it and get shot.
KW gets 15/9 S5 D1 attacks at 36" with no AP that hit on 5+, it also gets 7 (2d6) S8 AP-2 D3 shots at 60" that hit on 4+ and is Blast.
3 KMK Mek Guns get 10.5 (3d6) S8 AP-3 Dd6 shots at 36" that hit on 4+ and is Blast.
I've never had any meaningful results from big shootas, so realistically the KMKs are outshooting the KW against pretty much every target unless you roll 1s for your KMK damage rolls, or somehow the target is out of range (which basically will never happen).
Not sure what you mean about infantry fire.
If it seems like I'm trying to argue with you Tomsug, please know that I'm not. I just don't get what you're trying to describe to me with the KWs over Mek Guns thing.
With regards to the interactions between Ghaz and Deffkoptas; yeah, koptas are sick. Ghaz does stand out like a sore thumb though, how are you protecting him each game? I always found Ghaz to be a bullet magnet in the worst way regardless of how I used him.
I see there's also two trukks. Obviously the Burna boys go in one, but who goes in the second? Grots?
This message was edited 1 time. Last update was at 2023/02/19 10:13:43
2023/02/19 10:25:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
Yes Mek Guns are essentially static, but you can deploy them so that they shut off large areas of the board for your opponent. They either awkwardly step around this killzone and let your guys run rampant, or they run into it and get shot.
KW gets 15/9 S5 D1 attacks at 36" with no AP that hit on 5+, it also gets 7 (2d6) S8 AP-2 D3 shots at 60" that hit on 4+ and is Blast.
3 KMK Mek Guns get 10.5 (3d6) S8 AP-3 Dd6 shots at 36" that hit on 4+ and is Blast.
I've never had any meaningful results from big shootas, so realistically the KMKs are outshooting the KW against pretty much every target unless you roll 1s for your KMK damage rolls, or somehow the target is out of range (which basically will never happen).
Not sure what you mean about infantry fire.
If it seems like I'm trying to argue with you Tomsug, please know that I'm not. I just don't get what you're trying to describe to me with the KWs over Mek Guns thing.
With regards to the interactions between Ghaz and Deffkoptas; yeah, koptas are sick. Ghaz does stand out like a sore thumb though, how are you protecting him each game? I always found Ghaz to be a bullet magnet in the worst way regardless of how I used him.
It's absolutely fine, we re comparing are experiences
Mek Guns vs. Kannonwagons - well, 36” is not all ober the board. IG, Tau, etc. has longer range on faster platforms. Deploy behind the corner, wait where you put the Guns and than move and shoot them down. I played Smashaguns a lot in the old days of SMG spam on the end of 8th so I know a drill a lot. I did experiments with KMKs in 9th too. 48” was the protection. 36” is risky. That is the reason nobody play it now, especially with pretty dense terrain nowadays.
KW is about 5” long platform moving 12” and shooting 60” that is great and allow you to choose the important targets. The gun is wors itself but the platform is better.
And Big shootas? Hey man! They are great! in FB list they will propably shoot down teleported Karskins with 18 shots hitting on 4+= 9 hits = 5 dead GEQs. Definitely not bad!
The question is - do we need 350p sitting back and screening/shooting?
Ghazzy - how to keep him alive? No idea honestly. Behind the wall is the best I have. But he is bloody slow. And he is a bullet magnet like a hell. The mine especially, because is painted red. And the red does not help him with the speed at all..
Automatically Appended Next Post: Anyway - both Kannonwagons and Ghazzy are together about 650p. I doubt more and more about their ROI.
I give a try pure shooting variation and pure waaagh variation too.
Automatically Appended Next Post: Picture more than thousand words.
This is our table from the last game.
- Dark blue is the coverage by fire from 5 KMKs for 225p starting behind cover and move 3” to fire.
- Light Blue are 2 Kannonwagons for 300p doing the same but cannot move in both direction in the same time so one corridor will be always without the fire cover.
- Red is where KMKs cannot reach.
Conclusion:
- The difference of coverage is important.
— n.5 is the only one able to cover the objective in the opponents part but is so close, that will die after single turn of shooting.
— n.1 can cover the etrance to my half but any long range shooting is a problem. In this case, there are Russes with 48” Lascannons, 72” Battlecannons and 36” Plasma cannons.
- KMKs deliver 6,6xD6 shots vs. 4D6 from KW.
- KW can concentrate the fire in the middle coridor in a single turn and in aprox 2 turns on any table side.
- KW can hold back from 36” and 48” range. Just the Battlecannons can damage it.
This message was edited 3 times. Last update was at 2023/02/19 12:00:50
If Gazz is a magnet try adding macari, but gazz being a bullet magnet is not bad. Just hide to avoid the flag HQ and make him a bad target to your opponent, i generally tend to offer targets but in a way that mess their positioning. Earned me a game more then once.
I can see 1 kannonwaggon.. but 2? Nah their probably is a better investment. Have you consider kill rigs?
2023/02/19 22:32:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
If Gazz is a magnet try adding macari, but gazz being a bullet magnet is not bad. Just hide to avoid the flag HQ and make him a bad target to your opponent, i generally tend to offer targets but in a way that mess their positioning. Earned me a game more then once.
I can see 1 kannonwaggon.. but 2? Nah their probably is a better investment. Have you consider kill rigs?
I want to run 3 killrigs and other squig units in my great and marvelous “robo” conversions. But it takes time to convert.
All this FB stuff is just a prequel to read how infantry and AoO works and have some fun. My final list for AoO will be something like…..
Oléé second part of CI this week is out and my “dream” list is there in Showdown.
New competitive Innovations are out and guess what!
Freeboota list!
3 squads of KILLSAW Nobz in 3 Kannonwagons
2 squads of Tankbustas in Trukks
Waagh banner + bunch of characters, some grots, Stormboyz and Kommandos - you know the drill.
Melee At Shiloh - 10th – Jonathan Cox – Orks
Spoiler:
++ Arks of Omen Detachment (Orks) [125 PL, 2CP, 1,999pts] ++
+ Configuration +
Arks of Omen Compulsory Type: Elites
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
If Gazz is a magnet try adding macari, but gazz being a bullet magnet is not bad. Just hide to avoid the flag HQ and make him a bad target to your opponent, i generally tend to offer targets but in a way that mess their positioning. Earned me a game more then once.
I can see 1 kannonwaggon.. but 2? Nah their probably is a better investment. Have you consider kill rigs?
I want to run 3 killrigs and other squig units in my great and marvelous “robo” conversions. But it takes time to convert.
All this FB stuff is just a prequel to read how infantry and AoO works and have some fun. My final list for AoO will be something like…..
Oléé second part of CI this week is out and my “dream” list is there in Showdown.
Goffs. 3 squads of Nobz (1x MANz, 2x ordinary Nobz) in 2 BW and Trukk. One of the Nobz are Trukkboyz. Plus the usually stuff like grots, kommandos, stormboyz etc.
Btw. Kommandos are the big squads per 10 and no, my pressumption is wrong - this US tournament used the L shape WTC terrain.
Spoiler:
++ Arks of Omen Detachment (Orks) [124 PL, 1,996pts, ] ++
+ Configuration +
Arks of Omen Compulsory Type: Elites
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur: Goffs
Detachment Command Cost
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]: Speedboss
+ HQ +
Boss Zagstruk [6 PL, 110pts]
Warboss in Mega Armour [6 PL, 115pts, -2CP]: 3. 'Ard as Nails, Da Krushin' Armour, Stratagem: Relic, Stratagem: Warlord Trait, Warlord
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz
Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork
Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
Nob with Waaagh! Banner [4 PL, 70pts, -1CP]: 2. Big Gob, Stratagem: Big Boss
Nobz [12 PL, 176pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [12 PL, 170pts]: Trukk Boyz
. 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
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Heavy Support +
Battlewagon [8 PL, 120pts]: 'ard Case
Battlewagon [8 PL, 120pts]: 'ard Case
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Total: [124 PL, 1,996pts] ++
This message was edited 2 times. Last update was at 2023/02/24 14:45:40
So there is a (beginners) 1k tournament happening here end of april I am considering to join. But I am not 100% sure what to bring as of yet.
For this I am considering a list relying a bit more on Fast Attack options, as I usually only bring heavy support, so time to switch it up!
Looking at current registrations I will most likely only face Space Marines, both vanilla and chaos flavored. With this list I hope to establish board control decently quickly and managed to burn through some armor with decent AP.
Spoiler:
++ Arks of Omen Detachment (Orks) [55 PL, 5CP, 1,000pts] ++
Any opinions on this? Considering swapping out the Bikers with Squighog Boyz, but I am not sure how those would stack up here.
The Dreads are also something I am not 100% sure about, was considering bringing a Blastajet instead, just starting from reserve makes it a bit more meh in my eyes.
2023/03/01 01:16:10
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Tollwut wrote: So there is a (beginners) 1k tournament happening here end of april I am considering to join. But I am not 100% sure what to bring as of yet.
For this I am considering a list relying a bit more on Fast Attack options, as I usually only bring heavy support, so time to switch it up!
Looking at current registrations I will most likely only face Space Marines, both vanilla and chaos flavored. With this list I hope to establish board control decently quickly and managed to burn through some armor with decent AP.
Spoiler:
++ Arks of Omen Detachment (Orks) [55 PL, 5CP, 1,000pts] ++
Any opinions on this? Considering swapping out the Bikers with Squighog Boyz, but I am not sure how those would stack up here.
The Dreads are also something I am not 100% sure about, was considering bringing a Blastajet instead, just starting from reserve makes it a bit more meh in my eyes.
Should be fine.. honestly your biggest issue is the get the good bitz secondary. You only have 4 units for them.
For the deff dreadz i will agree, either go full skorcha with 1 claw or full claw. Half and half will be of no benefit also you have no reason to keep them apart, your just spending role slots, you can also give them big krumps since they don't benefit from +1 to hit in shooting and you get +1 to hit in melee from base while still triggering kulture.
But dreads either go in reserve or deep strike since their going to be shoot off the field.
Possibly a better alternative is mekguns instead of dreads.
Has for the blastjet i will politely say that it's too expensive for 1000, you give up bodies and board presence to put it in, comes T2 and needs the +1 to be effective, you can bring a dakkajet and it might be better and being cheaper fit better. But planes are mostly dead being T2. There is too much going T1 to spend between 170-270pts on dead weight.
2023/03/01 23:45:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
Nobz [12 PL, 144pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
Nobz [12 PL, 144pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
Nobz [12 PL, 144pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 70pts]
. Boss Nob: Power Klaw
. 5x Stormboy: 5x Choppa, 5x Slugga, 5x Stikkbombs
+ Heavy Support +
Battlewagon [8 PL, 135pts]: ‘ard Case, Deff Rolla
Battlewagon [8 PL, 135pts]: ‘ard Case, Deff Rolla
Battlewagon [8 PL, 135pts]: ‘ard Case, Deff Rolla
MTC Winter GT
Keir Hornyak – Orks – 1st Place - Killrigs Goffs
Spoiler:
Army name: Forks without me givin’ an F
== Goffs Arks of Omen == 0 CP, 2000 pts, 118 PL
Stratagems:
– Heroic Support (-1 CP)
HQ1: Beastboss on Squigosaur: 3. ‘Ard as Nails, Headwoppa’s Killchoppa, Stratagem: Relic, Stratagem: Warlord Trait, Thump Gun, Warlord [165 pts, 9 PL, -2 CP]
HQ2: Boss Zagstruk [110 pts, 6 PL]
HQ3: Warboss on Warbike: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz [115 pts, 6 PL, -2 CP]
HQ4: Weirdboy: 2. Warpath, 4. Fists of Gork [70 pts, 4 PL]
Kommandos [8 PL, 120pts]: Bomb Squig
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs
Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Nobz [12 PL, 176pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [12 PL, 154pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. 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
Nob with Waaagh! Banner [4 PL, 70pts]
Nobz [12 PL, 176pts]: Ammo Runt, Trukk Boyz
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [6 PL, 110pts]: Ammo Runt
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs
Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun
+ Heavy Support +
Battlewagon [8 PL, 120pts]: Deff Rolla
Killa Kans [7 PL, 105pts]
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
Killa Kans [7 PL, 105pts]
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
. Killa Kan: Kan Klaw, Skorcha
+ Dedicated Transport +
Trukk [5 PL, 85pts]: Squig-hide Tyres
Trukk [4 PL, 70pts]
Dice ARCADE gt Brad Milner – 3rd Place - THAT IS INTERESTING - Deathskulls with Ghazzy, Beastboss, 2 Killrigs, 2 Scrapjets, Wazboom and Killtank. Cool! I like it!
Spoiler:
++ Arks of Omen Detachment (Orks) [103 PL, 3CP, 2,000pts] ++
+ Configuration +
Arks of Omen Compulsory Type: Troops
Clan Kultur: Deathskulls
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support: Warboss
+ HQ +
Beastboss on Squigosaur [9 PL, -2CP, 165pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Relic, Thump Gun
Well boyz, its been awhile since I've been able to get to a GT but I am playing a local event next weekend. 2k Team tournament, 2 players per team 1k per player. I'll be taking
Beastboss, killchoppa/BBK
Grotzx2
3x10 Kommandos (PK/Bombsquig)
1x10 Nobz with Big Choppas (Boss with PK, Trukknobz)
2x3 Squig Riders (1 with Bomb squig)
Trukk
Plan is to bum rush objectives and hold them with Grots to score secondaries while my Kommandos go off and do good things . The Squig riders are mostly there as a distraction from the Trukknobz who are going to be there to absolutely wreck something important turn 1-2.
Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys