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Made in gb
Dive-Bombin' Fighta-Bomba Pilot






 flandarz wrote:
Because it doesn't have a datasheet, Emi.

Seems an anomaly as much as anything. Likely new KFF Meks data sheet incoming in PA6.

Battlescribe lists the unit as a standard Mek with 0 options (not even weapons, lol) and an auto included KFF, which makes sense.
   
Made in it
Wild Wyrdboy with Minderz




Italy

So index options are illegal now?

Orks 7000
Space Wolves 5000
 
   
Made in eu
Waaagh! Ork Warboss on Warbike





Kind-of-ish.

The flowchart is still in the FAQ, so until that gets removed, index is fair game.

 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 se
Rogue Grot Kannon Gunna






Oh yeah right. Well that's weird even by GW standard

 
   
Made in fi
Decrepit Dakkanaut





 Emicrania wrote:
I don't understand the discussion here. There is clearly an entry on CA 19 with a KFF mek. Why should it be illegal?


Could you show picture of datasheet with name big mek with kustom forcefield? I'm missing one in my codex and ca19. You have better print run?

https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- 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 eu
Waaagh! Ork Warboss on Warbike





Refresh page before posting tneva

 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






I've not got many buggies - honestly I have 2 conversions which can pass as buggies. I do however have a couple of trukk kits, some old landspeeders, and a spare stormtalon, so I have scope to make 2-3 buggies. What do you guys think would mesh best with 2 killburstas and a killblasta?

Orks in 8th, W/D/L
9/0/3 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot





I would say the current top crop of the buggies at the moment are shokkjump dragstas and megatrakk skrapjets, since they both provide fairly reliable anti-tank and in the case of skrapjets, can get stuck in CC and do damage besides being on the charge. Depending on if you're looking for anti-infantry, throw in one KBB.

This message was edited 1 time. Last update was at 2019/12/12 16:29:52


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 ca
Regular Dakkanaut




A more casual version I’m going to try on Saturday. I don’t own a billion Mek guns anyway and they are boring.

4 detachments in 2000. I have no idea if it’ll work but at least it’ll be fun.

General idea: turn 1 warpath nobs for 6 attacks each, have then da jump and unleash chaos backline. I move my shell forward towards a Center objective and slaughter something with my gits. TB live in tellyporta and show up turn 2/3 to crack exposed vehicles.

Turn 2 and beyond, I get my MANz into a juicy spot and have them camp or put pressure on a weak part of the line. Hopefully my death ball can survive a few turns.

Pretty much as survivable as I can make my infantry.

Spoiler:


++ Battalion Detachment +5CP (Orks) [18 PL, 384pts, 7CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Clan Kultur: Deathskulls

Detachment CP [5CP]

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

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

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

+ Troops +

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

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

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

+ Elites +

Mad Dok Grotsnik [5 PL, 86pts]

+ Fast Attack +

DeffKopta [2 PL, 44pts]
. DeffKopta: Kopta Rokkits

++ Battalion Detachment +5CP (Orks) [25 PL, 505pts, 5CP] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Detachment CP [5CP]

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 79pts]: Grot Oiler, Kustom Force Field

Kaptin Badrukk [5 PL, 88pts]: Ammo Runt

+ Troops +

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

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

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

+ Heavy Support +

Flash Gitz [13 PL, 248pts]: 2x Ammo Runt, Kaptin
. 9x Flash Git

++ Spearhead Detachment +1CP (Orks) [25 PL, 478pts, 1CP] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Detachment CP [1CP]

+ HQ +

Weirdboy [3 PL, 62pts]: 3. Da Jump

Weirdboy [3 PL, 62pts]: 2. Warpath

+ Elites +

Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha

+ Heavy Support +

Mek Gunz [2 PL, 33pts]
. Gun: Smasha Gun

Mek Gunz [2 PL, 33pts]
. Gun: Smasha Gun

Mek Gunz [2 PL, 33pts]
. Gun: Smasha Gun

++ Vanguard Detachment +1CP (Orks) [40 PL, 633pts, ] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Detachment CP [1CP]

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

+ HQ +

Warboss on Warbike (FW?) [5 PL, 108pts]: Attack Squig, Da Killa Klaw, Power Klaw

+ Elites +

Da Red Gobbo [Legends] [1 PL, 30pts]

Meganobz [20 PL, 350pts]
. 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
. 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, 145pts]
. Boss Nob: Big Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa

++ Total: [108 PL, 2,000pts, 13CP] ++

Created with BattleScribe

This message was edited 2 times. Last update was at 2019/12/12 16:51:36


 
   
Made in es
Regular Dakkanaut




Do you think we need to protect SSAG with goblins? He can be placed very far away.

Orks 2000p 
   
Made in de
Waaagh! Ork Warboss on Warbike





Without gretchin a single fast unit or flyer can just gun him down. Not worth the risk.

 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
Battlewagon Driver with Charged Engine




Douglasville, GA

Your SSAG needs bubblewrapping to be safe. While Gretchin aren't necessary for this, they're cheap and Grot Shields can help defend ya from snipers too.
   
Made in ca
Regular Dakkanaut




An SSAG is worth 2 SAGs for 0 cp per round and 4 for 2 CP per round.

Protect the hell out of it.
   
Made in us
Fresh-Faced New User




Sorry in advance for such a broad question. I haven't been studying/keeping up with all the details in the current meta since 6 months ago. Can anyone give me a quick snapshot of what to look out for when it comes to marines? Or problem units/strats for orks in general?
On a side note, from the little that I have seen and from my past experience, it's starting to feel like power creep is starting to out-grow orks. Even with the points drops on FG and buggies, they still don't look appealing. neither do MANZ or boys. Hopefully PA can bring something that will help these units.
   
Made in gb
Longtime Dakkanaut






GreenTidePackers wrote:
Sorry in advance for such a broad question. I haven't been studying/keeping up with all the details in the current meta since 6 months ago. Can anyone give me a quick snapshot of what to look out for when it comes to marines? Or problem units/strats for orks in general?
On a side note, from the little that I have seen and from my past experience, it's starting to feel like power creep is starting to out-grow orks. Even with the points drops on FG and buggies, they still don't look appealing. neither do MANZ or boys. Hopefully PA can bring something that will help these units.


The only one I regularly play against is Ultramarines, and pure-primaris at that, but I can give you this rundown:

1: don't try to tie them up in combat because they will just walk away and do what they want anyway, because they're ultramarines. If not ultramarines, you can stop something from shooting after your first turn using a sacrificial deffkilla wartrike, who can charge a helluva long way (and can use ramming speed to charge even further!)
2: Kill the repulsors as fast as you can, specifically the one which can shoot twice if it doesn't move over 1/2 its move. From turn 2 they will switch to tactical doctrine, their bolters will get better AP, and everything will count as stationary, even if it moves. Because they're space marines.
3: have SAG's and SSAGs. There's nothing nicer than completely ignoring a marines save. SSAG with big things killer for +1 to wound vehicles is a beast at killing repulsors, and even if it rolls S2 it wounds on a 5+, most of the time it wounds on a 4+, and deathskulls rerolls usually puts a lot of unavoidable wounds down. then pop 2CP to shoot twice, if it needs to. Once the tanks are dead, prioritise by order of saves and wound count. don't waste a SAG on marines unless you have to.
4: It's troops that win games - once the scary tanks are gone, kill their troops. they don't often have many, and this can be the difference between holding an objective and losing one.

Orks in 8th, W/D/L
9/0/3 
   
Made in se
Rogue Grot Kannon Gunna






I'm trying to theorycraft a list that would deny 4 points on all but one offensive ITC secondaries which are:

- Gang Buster (kill 6W models)
- Big Game Hunter (veichle)
- Butcher's bill (kill 2 unit in one turn)
- Reaper (kill 80 models)
- Headhunter (kill a character)

Gang buster means no mek gunz. Hard but the Aussie list with 20 MANz might be the answer

BGH easy to achieve limiting yourself to 3 veichle with more than 10W

Butcher bill is kind of a bitch beachse of grots and gunz are so easy to pick out, aswell buggies and trukk

Reaper is also hard to counter because even the 20 MANz list have 90 grots, as STARTERS...

Headhunter is easier to counter than you might think. having 5-6 character means you force your opponent in a hard position to achieve all 4 points. Especially with orks, with grot shield and basically, weirboy in the back and maybe a warboos going hail Mary.

This said, what might be the best direction?

 
   
Made in gb
Longtime Dakkanaut






I would run Vanguard (if that's the HQ& Elites one, but that's the one I mean anyway). Have weirdboys and load up on full units of MANz. Don't bring any vehicles, and if you need troops, go for full 30-man squads of boys.

Use Da Jump and tellyporta to get the MANs into combat. If you feel you need fire support, I recommend taking a fortification and putting lootas and a SSAG in there. It's not a vehicle, so that one's covered, but it will help defend your shooting units from return fire. They're also tough nuts t ocrack, and with MANs down the enemies throat, they won't bother trying to kill it.

You'll have fire support, anti-flier, no vehicles to kill, the hardest units in our 'dex to kill, characters hidden in a fortification (embark the weirdboy after da jump, hide behind beforehand), nothing 6W+ except the fortification, low model count, and a fairly fun & unexpected army to play with.

Orks in 8th, W/D/L
9/0/3 
   
Made in se
Rogue Grot Kannon Gunna






I have two list im tinkering and planning to test during January with some hardcore players but I need Also the time to assembly and paint the MANz

List 1
Spoiler:


++ Battalion Detachment +5CP (Orks) [11 PL, -1CP, 258pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

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

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

+ Troops +

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

++ Battalion Detachment +5CP (Orks) [63 PL, 1,254pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

+ Elites +

Meganobz [18 PL, 315pts]
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
Meganob W/ PK: Kustom Shoota, Power Klaw
Meganob W/ PK: Kustom Shoota, Power Klaw
Meganob W/ PK: Kustom Shoota, Power Klaw

Meganobz [18 PL, 315pts]
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
Meganob W/ PK: Kustom Shoota, Power Klaw
Meganob W/ PK: Kustom Shoota, Power Klaw
Meganob W/ PK: Kustom Shoota, Power Klaw

Nob with Waaagh! Banner [4 PL, 77pts]: Kustom Shoota

Tankbustas [13 PL, 315pts]: 6x Bomb Squig
Boss Nob: Rokkit Launcha
14x Tankbusta: 14x Rokkit Launcha

++ Battalion Detachment +5CP (Orks) [24 PL, 488pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ HQ +

Kaptin Badrukk [5 PL, 88pts]: Ammo Runt

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

+ Heavy Support +

Flash Gitz [13 PL, 248pts]: 2x Ammo Runt, Kaptin
9x Flash Git


List 2

Spoiler:


++ Battalion Detachment +5CP (Orks) [15 PL, -1CP, 330pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Da Souped-up Shokka, Shokk Attack Gun, Warlord

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

+ Troops +

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

++ Battalion Detachment +5CP (Orks) [50 PL, 932pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Warboss [4 PL, 80pts]: Attack Squig, Kustom Shoota, Power Klaw

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

Gretchin [1 PL, 30pts]
10x Gretchin

+ Elites +

Meganobz [20 PL, 350pts]
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
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 [20 PL, 350pts]
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
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

++ Spearhead Detachment +1CP (Orks) [41 PL, 737pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ HQ +

Weirdboy [3 PL, 62pts]

+ Heavy Support +

Flash Gitz [13 PL, 248pts]: 2x Ammo Runt, Kaptin
9x Flash Git

Mek Gunz [12 PL, 198pts]
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun

Mek Gunz [10 PL, 165pts]
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun

+ Dedicated Transport +

Trukk [3 PL, 64pts]: Big Shoota



I still need to do the math, but I think trading tankabusta for smashaguns might be doable, also the second list is "only" 110 models

 
   
Made in gb
Longtime Dakkanaut






I had a little muck about on battlescribe with your points in mind, and came up with this:

Spoiler:

Vanguard detachment (dread waaagh!)
Weirdboy (da jump)
SSAG Mek, oiler

10 Meganobs
10 Meganobs
10 Meganobs
10 Meganobs

9 lootas

Fortification Network:

Firestorm Redoubt

1999 pts



I was wrong about fortifications not being vehicles, but it is a 20W T8 3+ vehicle, so no the easiest nut to crack.

Idea is to hide lootas and SSAG in the redoubt, and this will be your firebase, with 8 6+ (4+ on flying units, 5+ on fliers) lascannon shots, 9 lootas and a SSAG hurling death out of it. It will also be your wall - hide the MANs behind it. Turn 1, jump one unit into position. Turn 2, jump another and tellyport a third. Reserve the last for a late-game jump.

to combat the objectives:

- Gang Buster (kill 6W models) - only one on the board, and they will want to worry about your Meganobs.
- Big Game Hunter (veichle) as above

- Butcher's bill (kill 2 unit in one turn) unlikely, with either 30 T4 2+'s in a unit or 20 T8 3+'s.

- Reaper (kill 80 models) not even got that in this list.

- Headhunter (kill a character) they will both be hiding in the fortification (weirdbo can hop in if it looks like he will be threatened).


It also looks like a helluva fun list, and if I ever amass 40 Meganobs I may have to try it!!!

Orks in 8th, W/D/L
9/0/3 
   
Made in se
Been Around the Block





Hi
Back to the game after half a year break!
Good news that Flashgitz got a point reduction, I really like the miniatures!
I got 10 of them, how would you suggest is the best way to field them?
- One big squad or two small?
- On foot with grot shield or in a trukk/ BW?
- Is it worth to include KAPTIN BADRUKK for 10 Flashgitz?
I also intend to have a few FREEBOOTERZ smash kannons to trigger the COMPETITIVE STREAK
Thanks for reply in advance!

   
Made in se
Rogue Grot Kannon Gunna






 some bloke wrote:
I had a little muck about on battlescribe with your points in mind, and came up with this:

Spoiler:

Vanguard detachment (dread waaagh!)
Weirdboy (da jump)
SSAG Mek, oiler

10 Meganobs
10 Meganobs
10 Meganobs
10 Meganobs

9 lootas

Fortification Network:

Firestorm Redoubt

1999 pts



I was wrong about fortifications not being vehicles, but it is a 20W T8 3+ vehicle, so no the easiest nut to crack.

Idea is to hide lootas and SSAG in the redoubt, and this will be your firebase, with 8 6+ (4+ on flying units, 5+ on fliers) lascannon shots, 9 lootas and a SSAG hurling death out of it. It will also be your wall - hide the MANs behind it. Turn 1, jump one unit into position. Turn 2, jump another and tellyport a third. Reserve the last for a late-game jump.

to combat the objectives:

- Gang Buster (kill 6W models) - only one on the board, and they will want to worry about your Meganobs.
- Big Game Hunter (veichle) as above

- Butcher's bill (kill 2 unit in one turn) unlikely, with either 30 T4 2+'s in a unit or 20 T8 3+'s.

- Reaper (kill 80 models) not even got that in this list.

- Headhunter (kill a character) they will both be hiding in the fortification (weirdbo can hop in if it looks like he will be threatened).


It also looks like a helluva fun list, and if I ever amass 40 Meganobs I may have to try it!!!



This is very close to what I was thinking, an elite army of orks, but I will NEVER own 40 MANz....

 
   
Made in it
Wild Wyrdboy with Minderz




Italy

If rule of three is on MANZ would be capped at 3x10 at most, 40 would be illegal.




Orks 7000
Space Wolves 5000
 
   
Made in de
Waaagh! Ork Warboss on Warbike





 Emicrania wrote:
I'm trying to theorycraft a list that would deny 4 points on all but one offensive ITC secondaries which are:

- Gang Buster (kill 6W models)
- Big Game Hunter (veichle)
- Butcher's bill (kill 2 unit in one turn)
- Reaper (kill 80 models)
- Headhunter (kill a character)


I must say, I'm baffled how the ITC guys came to the conclusion that this is a good rule design. You are basically punishing people for bringing diversified armies on top of the game itself already punishing your for it. I really hope this format goes to die with the new maelstrom rules.


Automatically Appended Next Post:
Nora wrote:
Hi
Back to the game after half a year break!
Good news that Flashgitz got a point reduction, I really like the miniatures!
I got 10 of them, how would you suggest is the best way to field them?
- One big squad or two small?
- On foot with grot shield or in a trukk/ BW?
- Is it worth to include KAPTIN BADRUKK for 10 Flashgitz?
I also intend to have a few FREEBOOTERZ smash kannons to trigger the COMPETITIVE STREAK
Thanks for reply in advance!


Both with gretchin and in a trukk is fine, mostly depends on the rest of your list. Usually one unit is the way to go, so you can use stratagems like moar dakka or loot it on them. Badrukk is worth bringing if you are not running a trukk - he doesn't provide the buff from inside a vehicle.
As for the mek guns, the best way to trigger competitive streak are planes. Just hop next to a character or nearly wiped unit and blow it up for the +1 to hit bubble.

This message was edited 1 time. Last update was at 2019/12/13 14:27:31


 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
Nasty Nob on Warbike with Klaw





Nebraska, USA

whats wrong with the new maelstrom rules?
Cards are still cards and can be random but it doesnt feel even remotely as bad as before (where every 5th game is actually close, but the 4 leading up to it is like 16-2 one way or the other)

And yeah i agree, those ITC points are stupid. That legit almost feels directly intended to mess with orks as we are the only one that suffer hardcore to ALL of those categories. Kill 80 minis? So, table the guy except against Orks because they have 60 free minis to kill on average regardless of whether or not theyre trying to Green Tide things.

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in se
Rogue Grot Kannon Gunna






Honestly ETC is just as bad. Any competitive format will force you to revise your lists.

Is not that worst for orks than other armies honestly.

 
   
Made in fi
Decrepit Dakkanaut





 Vineheart01 wrote:
whats wrong with the new maelstrom rules?
Cards are still cards and can be random but it doesnt feel even remotely as bad as before (where every 5th game is actually close, but the 4 leading up to it is like 16-2 one way or the other)
.


Think he was saying opposite. Let itc die because new maelstrom is better was what he meant i think

https://middleagedstrategybattlegamers.home.blog/2019/12/31/tneva82-december-moria/<- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
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Made in de
Waaagh! Ork Warboss on Warbike





Yeah, exactly. I really don't like how ITC warps the game - they might as well be playing KillTeam instead of 40k.

 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 se
Rogue Grot Kannon Gunna






It gets kind of flat after a while. I like when they put tertiary aswell

 
   
Made in ca
Regular Dakkanaut




About to try the new maelstrom missions tomorrow.

You should keep your deck thin I assume, eh? 18, maybe 21 at most (for 7 turns chance).

One odd thing is that it seems like you can just build your deck to completely ignore the markers. If you don't know if you're attack or defender outright too (or do you build your deck *after* knowing that?), you don't even know what markers you know you can place, so in a deck you wanna keep small and achieveable, objective markers seem a bit discouraged.
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

im probably just gonna dump all the unlikely objectives (hold all 6 objectives HAH HAHAH like thats possible w/o tabling the opponent) and the Hold Objectives, since they take a full turn to claim and unless its the objective my entire force is sitting on, any random "objective grabbers" can easily get shot off.

The way you draw makes me not want minimum cards as you can go through that deck pretty quick if you are actually completing objectives.

This message was edited 1 time. Last update was at 2019/12/13 17:38:37


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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
 
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