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Made in us
Nasty Nob





United States

Still relatively new at 40k. My armies main list has turned into kind of a green tidyish Blood Axe list featuring the Mad Dok, BM w/SAG, Zagstruk and Snikrot. I have all kinds of questions that I still can't just google good answers for;

-Can the Mad Dok start in reserve with Snikrot's unit and come onto any board edge with him? (And for that matter, deep strike and assault in Zagstruk's?)

-Can I take a group of cybork boyz w/slugga choppa that my good friend masterfully crafted for me and legally call them cyborked Kommando's by just giving them backpacks and base them with tall grass?

-Are Tau a good ally? I really like kroot and it's the origional reason why I want them, but I hear I have to take firewarriors. Sometimes I read about people taking kroot for an allied unit and I'm confused because my BRB makes it seem like your allied detachment can only include one troops choice.

-With the Mad Dok's scalpel rule, am I allowed to choose to run in the shooting phase to prevent him from assaulting from some god awful range like 12"?

-What is proper use of assault grenades? (Stikkbombs?) in terms of throwing them.



Tau Questions;
I'd like a Tau allied unit specifically for some sort of ranged solution to AV14. As of right now if the SAG doesn't do something my solution is running up to my friends two Land Raider Redeemers and slapping them with powerklaws. A couple things for AV14 I've considered;

Shadowsun with Riptide- Because rerolling gets hawt sounds abusive and fun.
Stealth Suits- I like them because they are 1W like the rest of my list and for the right price I get a JSJ unit that can cover camp and provide two fusion blasters.
Shadowsun with Bodygaurd- I hear this is ideal but I'm on edge about it because those suits have more than 1W and my whole list tries to spam 1W models.
Hammerhead- I don't have any vehicles in my main list, so I'm tempted to not go this right except that 72" Heavy Rail rifle is kinda exactly what I wanted and probably should do it.

Markerlights-> How and when do these work? I mean I don't have a Tau dex and haven't played anybody but my Dark Angels friend as of now.



This message was edited 1 time. Last update was at 2013/08/19 06:39:11


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Waaagh! Warbiker





Granite city, IL

First two questions=YES
1) I do snikrot all the time with grotsnik, But with stormboys, no. Mad dok can't deepstrike.

2)We'z da ORKS! convert crap allllllllllllllllllllllllllllllllll the time! Just make sure Yer Kommandos looke right n propa

I've never not assaulted with snikrot. I don't play tau and stikkbombs I never even touched.




Evil Genius at absolutely - Muffins!
Dakkamuffins!
Gubstop urlurk's big un! 7000 points(and growing!)
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Made in gb
Fresh-Faced Inquisitorial Acolyte





England

If you want tau allies, you want to focus on shooting - some thing to orks lack skill in. Pack some fusion blasters or railguns to deal with the AV14 as the orks have little in the way of effective anti land raider (and equivalents).


1. Go to FLGS on a 40K game night.
2. Announce to no one in particular "I have over 10,000 points of Space Marines".
3. Sit back and watch as some 30-ish Neckbeard who still lives with his parents not only disputes your claim, but goes on to describe his 30,000 points of Blood Angels and how he has been playing since Rogue Trader days... And yet you will have never seen him either play 40K or that army.
4. From here, you have several options. Continue the conversation, or just end it. Either way, I guarantee you will waste 1+ hour of your life talking to this guy. Have fun!
 
   
Made in gb
Longtime Dakkanaut






first question is yes and no, i believe - snikrots ambush rule is not outflank, so can be conferred on an adjoined independant character. zaggys ability, however, is to allow you to assault after deepstrike, and is not a deepstrike replacement and so a model without deepstrike cannot join them in deepstrike reserves. in both instances he'd be stuck in the unit until it died as per his rules.

second one yes, painting camo in as well would be a bonus to making them identifiable, but i imagine their method of arrival will do that job for them.

grotsniks best in a vehicle, you get that bit more control as he (if i remember right) has to end up closer to the enemy than at the start of the turn, so move 7" and you can't get out, then you can choose to flat-out to go closer, even if you'd be in a 12" charge range. he also works well if you put him in a fast unit like bikes, as his squad can assault and he'll be sucked in with them, keeping him safe from shooting.

i would say kroot aren't the best ally to bring, but i'm getting the idea you're running a sneaky infiltrating/deepstriking army which they may fit into. nevertheless, i seem to recall kommandos can't take shootas, so your shooting will be the thing which is lacking. if you want infiltrating allies, i think chaos choson still have it, and they can tool up much more effectively than kroot, and have a decent save, you can sit a cheap 5-man chaos unit on an aegis to get BS4 firepower into your list, and throw a jumppack lord out to harrass the enemy.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Flashy Flashgitz






New Jersey

Yes, Mad Doc can join the Kommando unit and come in from reserve at the back of the board. The FAQ states:
"Q: If an Independent Character on a warbike joins Snikrot’s unit before the game starts, can they still turn up using the Ambush special rule? (p62)"
A: Yes.

Also Mad Doc doesn't need to be in the Kommando unit for them to have cybork. As for which model you use as Komanndos - I can't see why not. My only word of caution is to not use them as slugga boyz in the same army list.

Allied Regiments are tough on Orks since they can not battle brother with anyone. But I think any allie regiment will work, you just have to follow the allied rules.

One Scalpal Short has been interpreted several ways.I use it that any unit Mad Doc is attached to can not run, ever and if his unit is within 12" of any enemy unit he must charge.
But some have played it his unit must run towards the closest enemy, if not within 12". Last, he can move or run normally - which can prevent a charge if you see fit. All are within the rules, you should establish which method you are using before the start of the game.

Stikkbombs are Assault Grenades and their use can be found in the rule book under Melee Weapons of the 41st Millennium, subcategory Grenades.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

 some bloke wrote:
If you want infiltrating allies, i think chaos choson still have it, and they can tool up much more effectively than kroot, and have a decent save, you can sit a cheap 5-man chaos unit on an aegis to get BS4 firepower into your list, and throw a jumppack lord out to harrass the enemy.


No. No they don't still get to infiltrate. Even though they have always been described as incredibly skilled warriors who use that skill to move into vantage points and cause massive destruction...
   
Made in us
Squishy Squig




Paradise City

Stealth Suits can be really effective. Teamed up with deep striking units and Kommandos they could really wreak havoc. Hammerheads are just flat out beasts. Some of the vehicle system add ons can make them really versatile. Throw a twin linked burst cannon on there and the vehicle system that allows it to fire overwatch and have the supporting fire special rule and it's a thing of beauty. You've also got some great vehicle systems that help its survivability.

As far as the markerlights go, the main thing to remember is that they would not give any benefit to the Orks in the army, only to the Tau. The quick explanation, without going into any of the actual specifics, is that the markerlight puts counters on enemy units it hits and your units can get bonuses when shooting at the marked enemies. The main thing is that it wouldn't be able to be used by any unit other than those in the Tau codex so an Ork unit couldn't make use of it. Thinking about a 20 Shoota Boy unit with two big shootas being able to use markerlight counters is kind of scary. Just picturing 42 shots coming in with a BS of 5 or something is just...ow.

- 2000pts 
   
Made in nz
Disguised Speculo





The FAQ for Grotsnik allows him to ride vehicles 'in the spirit of the rule' and must still close in as much as possible while doing so.

By that precedent I would argue that Grotsnik, in the spirit of the rule, must run towards the nearest foe if he cannot charge and must charge if possible.

Likewise any movement involving a vehicle must use a combination of movement and disembarking to get him into charge distance or failing that, as close as possible in the vehicle.

I feel strongly enough about this that I would refuse to play someone who did elsewise, such as a 7" vehicle move to prevent disembark and charge. Not that this would be permitted by the FAQ if I'm remembering it right.
   
Made in us
Nasty Nob





United States

Sorry for posting this in the wrong thread origonally. I appreciate you just moving it instead of deleting it.

Grotsnik as a footslogging unit only; If my 6inch move puts me at 11 or 12 inches away may I elect to run at my target in the shooting phase? Thereby securing a successful charge in the next turn instead of rolling for two ridiculous assaults over two turns?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in de
Shrieking Traitor Sentinel Pilot





As far as the Tau thing:

1) In a previous Tau codex there was a requirement that you had to take 1+ squad of Firewarriors, this is no longer the case I think.

2) Markerlights are not very useful in an allied detachment. The reason for this is that ML rely on saturation to cause significant effect vs. cost in points. In an ally detachment, you generally cannot field enough ML to be super useful. Even if you can, you are also not fielding enough Tau units to take advantage of the ML, as only Codex Tau units may use ML tokens. That being said, you CAN use them to boost the effectiveness of your limited units, but at a much smaller return rate than in primary Tau detachment. This is my experience, yours may vary.

A Tau det will, however, fill some very massive holes in the Ork list. personally, I like Crisis suits with fusion blasters (Tau melta guns) for anti-AV14.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Rismonite wrote:
Still relatively new at 40k. My armies main list has turned into kind of a green tidyish Blood Axe list featuring the Mad Dok, BM w/SAG, Zagstruk and Snikrot. I have all kinds of questions that I still can't just google good answers for;

-Can the Mad Dok start in reserve with Snikrot's unit and come onto any board edge with him? (And for that matter, deep strike and assault in Zagstruk's?)

In addition to what all other have said, none of the ork ICs have the deep strike rule, so adding one of them to Zagstrukk's unit would be a violation of his "must deepstrike" rule. However, you can add an ork IC to a unit of stormboyz without Zagstrukk, if they start on the board or arrive regularly from reserves.

-Can I take a group of cybork boyz w/slugga choppa that my good friend masterfully crafted for me and legally call them cyborked Kommando's by just giving them backpacks and base them with tall grass?

All orks not made out of finecast are literally based on the exact same model. There is no difference between a boy, a kommando, a loota, a burna or a warbiker besides wargear. Even the gunners on the battlewagon are just regular orks and could be fielded as such if based.

-With the Mad Dok's scalpel rule, am I allowed to choose to run in the shooting phase to prevent him from assaulting from some god awful range like 12"?

You must assault if possible. As GW pretty much said that anything goes, as long as you get stuck in combat somehow, purposely preventing Mad Dok Grotznik from assaulting by running would be against that rule. There is no clear RAW which prohibits you from doing so, but neither is there any RAW allowing you to do so.

-What is proper use of assault grenades? (Stikkbombs?) in terms of throwing them.

You may throw exactly one grenade per unit as ranged weapon with the profile provided in the back of the BRB. No blotting out the sun with 30 stikkbombs.

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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