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Made in gb
Stealthy Grot Snipa





Isn't the HOW taken at Str 10 from the ruling of it? swear i read that in the rumours thread when they were leaking the dex's juices all over da forum

I have been looking at dred listsby incorporating some IA8 stuff, which looks reasonably promising. KFFnaught + mega + meka dred sounds good fun, with some dreds as OS troops from IA8. Combined with bikers / buggies seems a good option. not much OS but meh, more a fun orky list.

I think buggies are looking pretty strong. keep them barebones, 25pts, rokkits, squad of 5 for 100 pts. thats 5 TL rokkits that can outflank. barebones as i think grot riggers is pretty useless and trakks might be situational considering that on a full unit its the same as an extra buggie.

Multiple units of buggies could be nice and strong. plenty of target saturation for cheap. I think this edition we will see more wagon trukk lists, but less BW rush lists.

a looted wagon kitted with rokkits and tankbustas in a force with plenty of looted wagons could have potential. They are as cheap as a trukk almost and excellent gun platforms, not intended to withstand much fire, but for the cost you could bring a shed load.

looted wagon wih flash gits and 4 big shootas?
can you still stick a Megaarmoured HQ in a transport and still soak the wounds by rolling them against him? or is it now every model takes a hit?

MANz missiles are still pretty effective imo, not much changed on their end bar ramshackle.

If anyone has got any dread or walker heavy lists they think could be effective please share your thoughts really hoping to play walker heavy this ed.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Regular Dakkanaut




Hong Kong

 zachwho wrote:
is green tide using the formation a wash? i haven't played it in 6th or 7th, but you can get 180 boyz with toys in the squad for 1500 (we play 2k games around here). that leaves alot of room for warbosses and other characters and units.

can the gun lines kill that many orks by turn 2?


If you're using the formation, make sure to get prophet of the waaggh as warlord trait : 180 boys fearless every turn that's a bingo. haha.

// Or if this is allowed, take Gazzy as warlord of the formation.

This message was edited 1 time. Last update was at 2014/06/25 13:43:45


 
   
Made in us
Dakka Veteran




My gut instinct is that vehicles, as a whole, are a trap. And explosive trap that hungers for Ladz. RIding in them, running near them, heck, turn one STANDING near them, they're all primed and ready to explode. Yes, popping tanks is harder in 7th by a considerable margin, but it still leaves me nervous.

As such, cheaper bikes have really stepped up (in TheoryHammer) as a better alternative to Trukkboys. I'm thinking gobs of proper footsloggers, backed by some long range firepower, with bikers taking the fight to the foe at first. Go ahead and jink those guys: Twin-linked at 6 isn't that much worse than twin-linked at a 5, and you pick up a 4+ cover save in the process. A lack of tanks means opposition heavy weapons aren't that useful, and you can just Green Tide all up in their face.

A big part of thise is the expansion of 'eavy armor on the front ranks, giving the 4+ save that you need to shrug off Tau guns and Marine bolters for a while, while the front rank gives the following crew a 5+ cover save. Only the first rank gets 'Eavy armor, everyone else staying cheap and numerous.

So, Bikers on the flanks, 'Ardboys in the middle, backed by everyone else, and just start going up the middle with the every-turn WAAAGH! bonus. Adding all the cool toys is nice, but, well, "Boys before Toys" and all that.
   
Made in us
Shas'la with Pulse Carbine





Florida

Wakshaani wrote:
My gut instinct is that vehicles, as a whole, are a trap. And explosive trap that hungers for Ladz. RIding in them, running near them, heck, turn one STANDING near them, they're all primed and ready to explode. Yes, popping tanks is harder in 7th by a considerable margin, but it still leaves me nervous.


I would agree. Trukks are still not good even with grot riggers and boarding blanks. You would be relying on getting first turn and a lot of luck.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in de
Grovelin' Grot Rigger




Germany

So a list I liked to run on 1500 points was:

HQ
- Bigmek with KFF, Klaw, Plates, Cybork, Squig

Troops
- 12 Shootaboys with Plated Klaw Nob and Pole in a Trukk with a Ram
- 12 Shootaboys with Plated Klaw Nob and Pole in a Trukk with a Ram
- 12 Shootaboys with Plated Klaw Nob and Pole in a Trukk with a Ram
- 12 Shootaboys with Plated Klaw Nob and Pole in a Trukk with a Ram

Elite
- 12 Burnaboys

Fast Attack
- 8 Bikers with Klaw Nob and Pole

Support
- Battle Wagon with two Big Shootas, Plates, Ram
- 6 Lootaz
- 6 Lootaz

Now with the KFF getting nerfed I think I'll swap the Bigmek for a Waaaghboss with Mega-armour to get that Waaagh.
Also adding a Painboy to the BW for some extra protection.
Since I don't yet know the exact points of the new burnaboys I've penciled them in at 18 points per boy.
I'll also add grot riggers to my BW cause feth yeah grot riggers.

So all in all I'm back at 1500 points and all thats changed is that I traded my Mek with a Waaaghboss and added a Painboy.
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

the trukk rush list could have potential i guess.

5x trukks and 3x wagons loaded with boys and HQs. it all just seems fragile... tide and vehicle heavy lists.

I'm not being a negative Nancy, i know we need some play testing, but the loss of fearless and the new kff have me scratching my head on how to get the bone to the other side with some meat still on it!!

5000+ 
   
Made in de
Grovelin' Grot Rigger




Germany

 zachwho wrote:
the trukk rush list could have potential i guess.

5x trukks and 3x wagons loaded with boys and HQs. it all just seems fragile... tide and vehicle heavy lists.

I'm not being a negative Nancy, i know we need some play testing, but the loss of fearless and the new kff have me scratching my head on how to get the bone to the other side with some meat still on it!!


Do Painboys use a HQ slot? or can you choose one per actual HQ like the Meks?
   
Made in us
Longtime Dakkanaut






Use an HQ slot.
   
Made in ca
Longtime Dakkanaut





Canada

I've been playing Orks since 3rd and I have to say getting them to the other end of the table has ALWAYS been the problem lol.

Now, that being said it's not all doom and gloom. With the way that Maelstrom games work the enemy can't just hang back and shoot at you all day.

The biggest buffs that I've seen so far are in the now way overcrowded HS section. New Big Gunz, Morkanaught, BW getting IWND, and Lootaz being 2/3 their old cost. It's going to be tricky but I think if you can balance out that section you can really support the rest of the army with serious firepower.

The Trakktor cannon will be a big boon against Waveserpent spam and FMC's alike.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Solar Shock wrote:
Isn't the HOW taken at Str 10 from the ruling of it? swear i read that in the rumours thread when they were leaking the dex's juices all over da forum

I have been looking at dred listsby incorporating some IA8 stuff, which looks reasonably promising. KFFnaught + mega + meka dred sounds good fun, with some dreds as OS troops from IA8. Combined with bikers / buggies seems a good option. not much OS but meh, more a fun orky list.

I think buggies are looking pretty strong. keep them barebones, 25pts, rokkits, squad of 5 for 100 pts. thats 5 TL rokkits that can outflank. barebones as i think grot riggers is pretty useless and trakks might be situational considering that on a full unit its the same as an extra buggie.

Multiple units of buggies could be nice and strong. plenty of target saturation for cheap. I think this edition we will see more wagon trukk lists, but less BW rush lists.

a looted wagon kitted with rokkits and tankbustas in a force with plenty of looted wagons could have potential. They are as cheap as a trukk almost and excellent gun platforms, not intended to withstand much fire, but for the cost you could bring a shed load.

looted wagon wih flash gits and 4 big shootas?
can you still stick a Megaarmoured HQ in a transport and still soak the wounds by rolling them against him? or is it now every model takes a hit?

MANz missiles are still pretty effective imo, not much changed on their end bar ramshackle.

If anyone has got any dread or walker heavy lists they think could be effective please share your thoughts really hoping to play walker heavy this ed.


Hammer of Wrath is resolved at I10, so any marine you kill using it will not be able to strike back. You might also be thinking of Zagstrukk, who has S8 AP2 HoW attacks.

Adding Morkanauts to a dreadmob list also seems like the obvious thing to do. I wouldn't use Mekkadreads though (unless you really want a walker HQ), the Morkanaut is pretty much better in every aspect. The mega dread is still nice.

I somehow doubt the usability of buggies (and koptas) since five rokkits will to very little to most vehicles except shave off a couple of HP. I'll give them a try though, and I'd be happy to be convinced otherwise.

As for all the looted wagon plans, keep in mind that you can only fire one weapon at BS2 when moving or none at all when moving fast. Even though people say that orks don't mind snap firing, losing half your hits still hurts on single-shot weapons.

Wounds from explosions are allocated at random.

This message was edited 1 time. Last update was at 2014/06/25 14:56:40


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Longtime Dakkanaut





Canada

One thing that I am a bit annoyed about though, how are we supposed to get a dreadmob going when they didn't increase Dreadnoughts to units of 1-3 while removing the ability to take them as troops when you get a Big Mek in there?

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 BigmekRatsmek wrote:
Since I don't yet know the exact points of the new burnaboys I've penciled them in at 18 points per boy.

Burna boyz are 16, and they can now have a trukk on their own.

Tank bustaz have dropped to 12 per ork and got a metric ton of buffs, as well as access to dedicated trukks. Maybe an option for your list? They are also very easy to build. Just collect all the rokkit boyz from your boyz mobs, convert a pair of tank hammers and you've got yourself a brand new unit of tank bustaz

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Irked Necron Immortal





 More Dakka wrote:
One thing that I am a bit annoyed about though, how are we supposed to get a dreadmob going when they didn't increase Dreadnoughts to units of 1-3 while removing the ability to take them as troops when you get a Big Mek in there?


By using the IA8 Dread Mob list, that's what I'll be doing for the foreseeable future.

I just hope they don't up the points on Spanna Boyz to reflect the more expensive shootas, that is the change I am the most annoyed by.


Also, regarding Lootas and Burnas: Their cost reduction/increase was said to be 5pts per unit, not per model, making it a 1pt per model decrease/increase. So 14pt Lootas and 16pt Burnas. Not 10pt lootas and 20pt Burnas.

This message was edited 1 time. Last update was at 2014/06/25 15:08:24


 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

yeah, idk what the best combination of HQs will be in trukk rush list.

i know I'll a warboss for the formation, what else must i take?
I'll most likely have 2 if i can have big meks with kffs, so that's 3, then 3 lil meks with killsaws. i don't know, i need the freaking codex lol.

5000+ 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Seems to me that if biker Mek w/KFF is a thing... It'll be a thing that'll get used a lot in certain lists:

BW SPAM
Biker NObz

I've been wanting to run my old 5th BW list, but with the Nerf to KFF in a transport I may have to stick my Big Mek behind the wall o AV14 BW's as they move up the field.his 6" Bubble should be able to cover at least 5 BW's.

Thoughts?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 More Dakka wrote:
One thing that I am a bit annoyed about though, how are we supposed to get a dreadmob going when they didn't increase Dreadnoughts to units of 1-3 while removing the ability to take them as troops when you get a Big Mek in there?


Field four units of boyz and two HQs?

Just field two CAD like this:
CAD: Bad Moonz
CAD: Deff Skullz
HQ
Big Mek, mega armor KFF, Finkin' Kap (he's the warlord, because you want rerolls to run/charge on your walkers)
Mek, killsaw
Bik Mek, mega armor, KFF, Da Fixer Upperz (Repairs dreads and Morkanauts)
Mek, killsaw

Troops
20 boyz, nob, boss pole
20 boyz, nob, boss pole

20 boyz, nob, boss pole
20 boyz, nob, boss pole


Heavy Support
Morkanaut, KFF, Grot Riggers
Morkanaut, KFF, Grot Riggers

Deff Dread, 4 CCW
Deff Dread, 4 CCW
6 Kanz w/ Grotzooka


Might need fine-tuning but clocks in somwhere around 2000 points.

This message was edited 1 time. Last update was at 2014/06/25 15:18:19


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Killer Klaivex




Oceanside, CA

What's interesting, is I'm seeing a lot of tournaments saying you can use 1 CAD and 1 'other' detechment.

- Orks can choose to use a detachment with 3 HQ 9 Troops 3 FA 3 Elite 3 HS instead of the normal one. If they do 1 HQ and 3 Troops are mandatory. Units of 10 or more models that roll 10" or more on the charge have Hammer of Wrath. No objective secured.

That would let you run 15 units of truk boys. It's like greentide on wheels.


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

hey i really like that!!!! hopefully we get a dread formation so we
don't have to double cad.

5000+ 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Perfect Unbound list:

Looted Wagons with DeffRollas and 3 Rokkits

2 possible Tank Shocks/Rams per turn. Can claim objectives.

Can take 30 at 1850. Will eventually destroy everything.

Fighting crime in a future time! 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

perfect target practice for waveserpents! its a silly fun list, not very effective i think.

5000+ 
   
Made in us
Faithful Squig Companion





I notice several discussions of tactics/lists are including individual units from the IA8 Dread Mob list. While some of the Dread Mob units note that they can be included in the 40k Codex: Orks (e.g., Zhadsnark, Warkoptas, Grot Tanks) other units don't (e.g., Lifta Wagon, Big Trakk). In 6th edition, it seemed reasonable to bring the Dread Mob list as an allied detachment but now in 7th edition are we allowed to pick and choose individual units from the Dread Mob list...acknowledging that IA8 hasn't been FAQ'd/updated to reflect the changes to the new Codex: Orks?

What has been people's experience with bringing individual Dread Mob units?

All Orks is equal, but some Orks are more equal dan' uvvas! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 PipeAlley wrote:
Perfect Unbound list:

Looted Wagons with DeffRollas and 3 Rokkits

2 possible Tank Shocks/Rams per turn. Can claim objectives.

Can take 30 at 1850. Will eventually destroy everything.


I don't think that Looted Wagons are allowed to tank-shock if you roll "Don't press dat!". Might want to check with YMDC on that.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

 Jidmah wrote:
 PipeAlley wrote:
Perfect Unbound list:

Looted Wagons with DeffRollas and 3 Rokkits

2 possible Tank Shocks/Rams per turn. Can claim objectives.

Can take 30 at 1850. Will eventually destroy everything.


I don't think that Looted Wagons are allowed to tank-shock if you roll "Don't press dat!". Might want to check with YMDC on that.



As of right now, only 1 tank shock/ram allowed on your movement phase.

Stupid yes, unfluffy yes, defies the laws of physics, yes
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Karl Hammer wrote:
I notice several discussions of tactics/lists are including individual units from the IA8 Dread Mob list. While some of the Dread Mob units note that they can be included in the 40k Codex: Orks (e.g., Zhadsnark, Warkoptas, Grot Tanks) other units don't (e.g., Lifta Wagon, Big Trakk). In 6th edition, it seemed reasonable to bring the Dread Mob list as an allied detachment but now in 7th edition are we allowed to pick and choose individual units from the Dread Mob list...acknowledging that IA8 hasn't been FAQ'd/updated to reflect the changes to the new Codex: Orks?

What has been people's experience with bringing individual Dread Mob units?


Well, actually most units can be fielded as part of an ork army, including the big trakk. The only one that can't, from the top of my head, are cybork slashers, junk trukks, the lifta-droppa, the painboss and the self-destructing gretchin mobs.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Nasty Nob






Here's a few things which crossed my mind...

The warboss got nerfed fairly hard by removing his Invulnerable save, but did we even need the warboss in the first place? The only real reason to take one was because a biker warboss / nob unit was our most reliable method of killing tanks and monstrous creatures. Now we've got Kustom Mega Kannons and other S:8 spam to deal with those.

Likewise, the Kustom Force Field got reduced in effectiveness, but was it really worth the investment before? I only really took one because I had to have a HQ and the Big Mek / KFF combo was the best available. Once battlewagons full of shoota boys got nerfed, the KFF was looking a little useless anyway.

Now we've got access to painboys, workable weirdboys, Badrukk as a HQ character and a Dok Grotsnik who is actually good, I don't think we need to worry too much about how bad our old HQ choices became. They weren't going to keep up with the new guys even if they didn't get nerfed.

   
Made in gb
Ambitious Acothyst With Agonizer





 Perfect Organism wrote:
The warboss got nerfed fairly hard by removing his Invulnerable save, but did we even need the warboss in the first place?


He's still a cheap S10 AP2 power Klaw on a T5 body, has access to the Waaagh! banner to give slugga boyz WS5 and has the Waaagh! special rule (which you need in order to call Waaaagh! and charge after running).

This message was edited 1 time. Last update was at 2014/06/25 19:06:28



 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

mrfantastical wrote:
 Jidmah wrote:
 PipeAlley wrote:
Perfect Unbound list:

Looted Wagons with DeffRollas and 3 Rokkits

2 possible Tank Shocks/Rams per turn. Can claim objectives.

Can take 30 at 1850. Will eventually destroy everything.


I don't think that Looted Wagons are allowed to tank-shock if you roll "Don't press dat!". Might want to check with YMDC on that.



As of right now, only 1 tank shock/ram allowed on your movement phase.

Stupid yes, unfluffy yes, defies the laws of physics, yes


Ah, well once per turn would be normal I guess. 30D3 Str 10 hits would still be fun.

Fighting crime in a future time! 
   
Made in us
Longtime Dakkanaut






 Perfect Organism wrote:
Here's a few things which crossed my mind...

The warboss got nerfed fairly hard by removing his Invulnerable save, but did we even need the warboss in the first place? The only real reason to take one was because a biker warboss / nob unit was our most reliable method of killing tanks and monstrous creatures. Now we've got Kustom Mega Kannons and other S:8 spam to deal with those.

Likewise, the Kustom Force Field got reduced in effectiveness, but was it really worth the investment before? I only really took one because I had to have a HQ and the Big Mek / KFF combo was the best available. Once battlewagons full of shoota boys got nerfed, the KFF was looking a little useless anyway.

Now we've got access to painboys, workable weirdboys, Badrukk as a HQ character and a Dok Grotsnik who is actually good, I don't think we need to worry too much about how bad our old HQ choices became. They weren't going to keep up with the new guys even if they didn't get nerfed.


I agree that Warbosses are a suboptimal choice, except for their Waaagh rule. That alone makes fielding a barbones Warboss worthwhile. Put him on a bike, give him 3 nobz to be a bodyguard. T6 will save him from any S*2 ID.

I think Battlewagons are still seriously good transports, and to keep them alive a Big Mek on a Bike with a KFF is hard to beat. He's got 4+/5++ and can jink if he really has to. Have him in the same unit as the warboss, hiding behind your battlewagons full of killy stuff. MANz, Slugga Boyz and Burna Boyz in battlewagons are still effective. His Waaagh! will let your boyz run and charge. Honestly, I'm wary of Pain Boyz. They're ICs, so not hard to pick out in CC and are basically running on their FNP(5+ I think?). Like the Warboss, they're not that great once they actually get INTO combat. They're better off keeping your ranged elements alive.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Jidmah wrote:


Melevolence wrote:I think my course of action is going to be clear. I've always enjoyed CC most with Orks. Dakka is fine and all, but nothing feels better than slaughtering tanks by beating on them with my Choppa and Klaws. I've always loved Kanz anyway, and being able to pack 6 in one slot is AWESOME to me, even with their Panic rule now. I'm probably going to end up getting my mitts on 2 Morkanaughts, slapping KFF on them, and setting up a Kan wall with 5++ Invul bubbles, with Boyz taking up the rear (or possibly front, depending on scenario). Maybe field a Big Mek with another KFF for once the Boyz end up getting a little too far from the overlap bubble. Kanz and Naughts will drop rokkits and templates on the enemies, with little Meks inside the Naughts to keep the thing running, Painboyz with the Boyz to keep em stitched up.

If I'm feeling really risky (Which I usually am), I feel my Weirdboyz will see a lot of play with our new table. The witchfires are awesome, or being able to tele my blob of Boyz in while they try to deal with my invul walkers is always a neat idea as well. Maybe Ill run 2 Weirds in 30 strong blobs, keep them behind the Walkers, and try to pop off a teleport and open fire/charge the next turn into select targets, all while my walkers continue to hail fire on them.


Note that you can also add Meks to your boyz mobs for emergency repairs and generally a more fluffy look in the army. IMO weirdboyz would also work well in a mob of flash gits or tank bustas, since they can lay down a mean shooting the turn they deep strike.


Definitely. It will finally give me a reason to use the two Meks I'veg ot laying in boxes somewhere, as well as encourage me to potentially buy more Loota boxes as well. Totally down for it. I never thought to weirdboy deep strike Tank Bustas. Could be fun as hell to bamboozal their tanks like that!
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

So my BikerNobz with PB will switch over to Bikers with KFF Mek on Bike and Painboss on Bike with all Characters always denying challenges. And a Stompa holding Meks and Lootas with more Meks.

And 2 units of min Grots.

And a unit or 2 of DeffKoptas.

My experience with 7th is that mobility is king.

Fighting crime in a future time! 
   
 
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