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![[Post New]](/s/i/i.gif) 2015/01/22 16:54:47
Subject: IA8 Dreadmob
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Secretive Dark Angels Veteran
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Hello! I am having some issues running the Dreadmob list.
The list has not had an update since 6th and when I emailed FW about the discrepancies they stated that "they are working on an update" which basically answered no questions at all.
Here is one real issue. The point costs in the army list (available on FW's site under downloads" are different than those in the current ork book.
Example:
Dreadmob kans listed as 35 points per model and then state "use rules presented on page 102 of the ork codex for options). 1 issue is that in the new ork book they are 50 points base not 35. Also the kans are no on page 102 so do I use the logical thing to do and use the rules on the kans page regardless of number. Its obvious that's what you do but is still incorrect.
So basically do I use the points in the actual army list OR do I use the current ork book.
Also the units in the dread mob list don't have "ere we go!" so do I not use it? They dread mob still has "Waaagh!". But that rule no longer exists!
The dread mob list states that the dreads in the list are not scoring even though they are troops. Well clearly this is and old interpretation when vehicles could never score. So should they score now in this list? Should they be objective secured? Or since "they can not score" technically makes sense in the current game are they just screwed and cant score. That makes them a crappy choice in the dread list! haha
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/01/22 17:31:32
Subject: IA8 Dreadmob
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Krazed Killa Kan
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Here's hoping their "we're working on an update" line was genuine and not simply a blanket statement meant to pacify you. I'd love to see a dread mob update as much as anyone, hopefully for a cheaper meka-dread and clearing up these and other rules issues. (and also axing the buzzgob stompa - it's a bit silly). Maybe even an updated kustom stompa list! One can dream.
Anyways. Since the dread mob specifics are a codex and edition old, when I use the dread mob I say just be reasonable.
For example, the reason it says deff dreads aren't scoring is because they are troops, but also vehicles, and vehicles in 6th couldn't score, and they didn't want players saying "deff dreads are troops, and can score, even though they're vehicles."
But in 7th, everything scores. I don't see any reason why troops choices now can also be objective secured, regardless of type. I mean, it doesn't make any sense that a HS mega dread can score, but a troops choice deff dread cannot. When dealing with RAW v RAI, I usually side with RAW, but in this case it is clearly referring to outdated and no-longer applicable rules, and I think that most reasonable players would agree.
As for the prices listed in the dread mob, I say ignore them completely and go with what's in codex: orks. Same issue - the rules being quoted are outdated.
And the same for 'ere we go and waaaagh! rules, just use the new codex ork rules.
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This message was edited 1 time. Last update was at 2015/01/22 17:32:59
"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/01/22 18:15:29
Subject: IA8 Dreadmob
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Prescient Cryptek of Eternity
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Your best bet is to work it out with your opponent. The current Dread Mob army list is effectively broken.
You'll need to go through the list, find the issues and then make an agreement with your opponent on how the issues will be handled. My suggestion would be to use the codex rules where they exist and the Dread Mob rules for any Dread Mob only units (Spanna Boyz, etc).
OR...
Just play unbound and take whatever you want, with some coming from the codex and some coming from the Dread Mob list.
Either way, a proper answer requires an updated list from FW.
This actually happens a lot and is likely to be a MAJOR issue if/when 40k 8th Edition is released. Think about it. How many campaigns/dataslates/supplements are there that will need to be updated? We have 19 codexes right now. You're looking at 50-100 publications that will need to be updated. Now fast forward to 9th Edition. How many more will need updates? Lots of things will simply stop working. Technically the old White Dwarf rules for Deathwatch units are still valid as they've never been replaced. They reference taking items from the "Space Marine Armoury". Good luck with that. That's from, what, 2nd Edition?
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![[Post New]](/s/i/i.gif) 2015/01/22 18:37:38
Subject: IA8 Dreadmob
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Nasty Nob on Warbike with Klaw
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As above best to work it out with your opponent.
Easier option: Most of the vehicles are availeble to standard Ork armies. So go with a standard Ork list. You won't get Dreds as Troops, but really the rest you can throw in. Does a Dread Mob detachment offer anything a Standard Ork Detachment doesn't? And can you live with it?
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This message was edited 1 time. Last update was at 2015/01/22 18:38:54
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![[Post New]](/s/i/i.gif) 2015/01/22 19:08:43
Subject: IA8 Dreadmob
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Secretive Dark Angels Veteran
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Well it allows you to take dreads as hq. Also your "nobs" from the boyz squads are meks and can repair vehicles. So of sticks with the whole theme.
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/01/22 20:14:27
Subject: IA8 Dreadmob
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Krazed Killa Kan
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Dread mob formation is also kind of awful. It firstly requires you to take 2x orkanauts, which are both expensive and ineffective, and a painboy, of all things. It makes sense fluff-wise, as someone's got to be around to plug orks into walkers, but in practice it's useless to lug an IC with FNP along with a bunch of walkers.
And for someone like me who has 9x deff dreads, 12x kans, a mega and a meka dread, it's fun to be able to toss them all into one list. Even if you did the dread mob formation + 1 CAD, that's still just 6 deff dreads (with no room for the mega/meka dreads), and you still have to pay for 2x troops and an HQ that's just a points tax if I just want to spam walkers (which I do).
There's unbound as well, but I guess I like bringing "official" army lists whenever possible.
And like icelord said, there's fun extras like warlord walkers, the irrational genius table, mek squad leaders, and squadrons of deff dreads.
It's just fun to be able to bring a force-org compliant list of all walkers, which is something you can't (efficiently) do otherwise.
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This message was edited 2 times. Last update was at 2015/01/22 20:17:55
"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/01/24 10:52:19
Subject: IA8 Dreadmob
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Bonkers Buggy Driver with Rockets
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Kap'n Krump wrote:Dread mob formation is also kind of awful. It firstly requires you to take 2x orkanauts, which are both expensive and ineffective, and a painboy, of all things. It makes sense fluff-wise, as someone's got to be around to plug orks into walkers, but in practice it's useless to lug an IC with FNP along with a bunch of walkers.
And for someone like me who has 9x deff dreads, 12x kans, a mega and a meka dread, it's fun to be able to toss them all into one list. Even if you did the dread mob formation + 1 CAD, that's still just 6 deff dreads (with no room for the mega/meka dreads), and you still have to pay for 2x troops and an HQ that's just a points tax if I just want to spam walkers (which I do).
There's unbound as well, but I guess I like bringing "official" army lists whenever possible.
And like icelord said, there's fun extras like warlord walkers, the irrational genius table, mek squad leaders, and squadrons of deff dreads.
It's just fun to be able to bring a force-org compliant list of all walkers, which is something you can't (efficiently) do otherwise.
dont count the ghazkull supliment dreddmob out quite yet, ive played it a few times and most times it stomped face.
the painboy i use always accompanies the bigmek (both have bikes for higher toughness and mobility) and provides him a fnp, while the bigmek has the mega force field from the supliments relics (4 up invul on kanz, dredds and orkanuats is scary). the painboy is there just to make sure the bigmek survives so he can provide his invul.
the formation aslo gives all the walkers ere we go, thus making them more effective at running into assaults, plus if you bring a cad with warboss as your warlord then the waaagh now effects the walkers, allowing them to move, run and then assault, making their threat range huge.
its not the fastest list but its dead hard. run everything as a wall of death and back your opponent into his deployment zone while your grots from your cad take alll the objectives
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"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2015/01/24 11:55:32
Subject: IA8 Dreadmob
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Kap'n Krump wrote:Dread mob formation is also kind of awful. It firstly requires you to take 2x orkanauts, which are both expensive and ineffective, and a painboy, of all things. It makes sense fluff-wise, as someone's got to be around to plug orks into walkers, but in practice it's useless to lug an IC with FNP along with a bunch of walkers.
And for someone like me who has 9x deff dreads, 12x kans, a mega and a meka dread, it's fun to be able to toss them all into one list. Even if you did the dread mob formation + 1 CAD, that's still just 6 deff dreads (with no room for the mega/meka dreads), and you still have to pay for 2x troops and an HQ that's just a points tax if I just want to spam walkers (which I do).
There's unbound as well, but I guess I like bringing "official" army lists whenever possible.
And like icelord said, there's fun extras like warlord walkers, the irrational genius table, mek squad leaders, and squadrons of deff dreads.
It's just fun to be able to bring a force-org compliant list of all walkers, which is something you can't (efficiently) do otherwise.
I dunno, I've gotten huge mileage out of my Morkanaught thus far. I've yet to pull the funds for a Gorkanaught, but I WILL be getting one to try out the Ghaz Dreadmob. My most common foes are Tau and various Marines with the rare Necron player. The Naughts command a lot of respect, despite only being a 13/13/12 Walker. The KFF bubble is not something people should underestimate/ignore as it's fricken huge. Nor its 5HP. The amount of shooting the Gork can do is surprising (At least on paper, yet to see what the average is) with its 3D6 gattler. The Morkanaught can put out a lot of shots as well with its various weapons, or they can both go to town with their S10 Klaws and wreck just about anything they touch.
Not to mention the formation also gives 'Ere we go!, like Geargutz said, meaning our Walkers gain use from a WAAAGH!, which is STUPIDLY awesome. Though I will agree, I do feel the Orkanaughts are a TAD overcosted, but I don't feel by any means they are dead weight or useless.
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![[Post New]](/s/i/i.gif) 2015/01/27 16:14:59
Subject: IA8 Dreadmob
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Krazed Killa Kan
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Here's the thing about the dread mob. As I recall, the formation simply says that all models with 'ere we go get to run and charge.
Buuuuuuuut.....there's nothing that says that the walkers get 'ere we go. That I recall. I'll check again, because that confused me, but I don't think anything specifically granted the walkers 'ere we go.
If someone with a codex in front of them could fact-check me, I'd appreciate it. But I remember reading it closely and determining the walkers didn't get 'ere we go, which was the one thing that made it seem reasonably interesting-ish.
As for morknaut, it's 5++ bubble is by far its greatest strength. But it's still 280 points for a KFF and a KMK. That's expensive. I can have a mega-armor warboss, a big mek with a KFF, and 3x KMKs for that much, who arguably do the same job, and better.
The gork is also kinda crappy. 3D6 shots is, on average, 12 shots, which, on average, is 4 hits. 4 str 6 ap4 hits. That's about as good as a land raider's, what, 15-point, twin-linked assault cannon, except it doesn't rend.
Anyways. my biggest issue with the naughts is that their ranged capacity is approximately the same as a frigging terminator armed with a plasma cannon or a twin-linked assault cannon. That's embarrassing. Yes, it has rokkits and big shootas, but they're pretty minor armaments.
Its melee is OK, but you can bring 3x deff dreads for the same price as a morkanaut for about triple the same kind of attacks.
5hp / transport capacity of meks is OK, but that doesn't stop them from going *boom* to melta, or even lascannons.
If the mork was large blast, and the gork was a gigashoota (6D6), and they had str D melee, they'd be OK. But their current ranged and melee capacity is easily accomplished in other forms for much cheaper.
I mean, for the points and size, orkanauts are in the came category as wraithknights, riptides, and if you factor in the fixing crew inside (big mek + 5 burna/meks), you're looking at imperial knight costs. But it's vastly, VASTLY inferior to them all in just about all respects - durability, shooting, ranged, melee (except for the riptide), movement speed, and initiative.
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This message was edited 2 times. Last update was at 2015/01/27 16:19:08
"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/01/27 16:55:31
Subject: IA8 Dreadmob
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Longtime Dakkanaut
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It lists special rules "biggest an the best, wall of steel, ere we go, the boss iz watchin" for dreadmob. So it does seem to give those rules to the units. For formations/detachments the special rules listed are rules given to the models in the detachment/fromation for adhering to it. So it appears that the models do in fact get ere we go.
As for the above posters comments on gorkamorkanauts. They are spot on.
For the cost every codexes big units so far does shooty/melee better than a morkanaut.
The reason is quite simple.
All the other codexes big unit like this, are either a MC despite looking like a giant robot (Dreadknight, Wraithknight, Riptide) or is a super heavy.
The rules for MC and SH make them innately very resistant to being 1 shotted by an AP 2-1 Weapon, and in the case of MCs the current codexes have shown a dwindling amount of weapons that come with the ID rule. The other advantage they have is they have no actual damage chart, so getting hurt doesn't have additional effects that cripple their abilities like the gorkamorkanaut does. Unfortunately this is not reflected in cost of the models in anyways.
Theres a lot of things that would make gorkamorkanauts good, cost decrease, make them assault vehicles, better weapons, count as SH, count as MC, but they just aren't there and probably wont be revisited for 4-6years.
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This message was edited 1 time. Last update was at 2015/01/27 16:56:52
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![[Post New]](/s/i/i.gif) 2015/01/27 17:06:29
Subject: IA8 Dreadmob
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Krazed Killa Kan
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Ok, so when a formation has special rules listed, the special rules apply to all models in the formation? That would explain my initial confusion.
Because I thought it odd that 'ere we go was listed - because it didn't specifically state that the walkers were granted it, and flesh-and-blood orks have it already.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/01/27 19:50:32
Subject: Re:IA8 Dreadmob
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Bonkers Buggy Driver with Rockets
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while i could argue that the cost of a morkanut is fairly reasonable (in my opnion), or that you shouldnt compare the point cost of units between codexs (i usualy dont because it makes me feel army envy, and i try to support my own army the best i can), but one thing the orkanauts and in turn the whole walker list has that makes it effective relative to ork comparision is that they are "walkers".
walkers get:
-feerless (yeah sure, a kan or two might die in combat, but i never have to worry about them running away)
-relentless (able to move and then shoot everyweapon mork given to them is still good, adding to their flexibility)
-hammer of wrath (especially with d3 hammer of wrath attacks for each unit makes this formation even more deadly, but i usualy expect hammer of wrath is most effective against vehicles since haw deosnt have an ap value)
-the fact they are vehicles (haveing vehicle armor values makes them almost completely different than infantry and mc when it comes to survivability, comparisons are difficult and probably shouldn't be made)
dont get me wrong, i would like a point cost reduction (and a price cost too), but this unit isnt supoosed to be fielded in bulk.
also, while it would be awsome for it to be made into a superheavy, im not sure that it would quite fit flavorwise. i can see a stompa moving 12inch a turn, but its hard for me to see a orkanut moving that bloody fast.
if you are so envios of the imperial knight then just get one and ally it in your amy and bite the bullet when you have to take tests from "come the apocalypse"
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This message was edited 1 time. Last update was at 2015/01/27 19:51:27
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2015/01/27 22:49:50
Subject: IA8 Dreadmob
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Krazed Killa Kan
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A note: Bear in mind the HoW is at your base strength, not including any weapons. So for our walkers, their HoW is str 5, ap-. Whippie.
D3 is slightly kinda-sorta not awful, but v vehicles, like you mentioned, it's almost worthless.
orkanauts are str 8, which is decent, but still nothing to write home about.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/01/28 01:03:16
Subject: IA8 Dreadmob
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Longtime Dakkanaut
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yep str 5...
also iirc HoW hits the vehicle facing and not rear armor.
HoW is useful against invis tho, since it auto hits.
the gorkamorkanauts are 8 though.
and if you put the characters in the formation on bikes they get to have some extra hammer of wrath hits, not much but better than nothing
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![[Post New]](/s/i/i.gif) 2015/01/28 17:01:57
Subject: IA8 Dreadmob
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Krazed Killa Kan
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I was wondering about HoW and vehicle facing. I looked it up, and I couldn't find anything specifying one way or the other.
So, I assume that it's still counts as a close combat attack, which v vehicles hits rear armor.
I seem to recall something about HoW hitting the vehicle facing (which makes sense), but I couldn't find anything in the rulebook anymore.
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"Hope is the first step on the road to disappointment." Words to live by. |
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