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![[Post New]](/s/i/i.gif) 2015/10/31 18:34:49
Subject: Ghazkull's bully boyz how good are they?
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Brainy Zoanthrope
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I plan to convert a formation of Ghazkull's bully boyz.
Has anyone used them and how effective are they?
I plan to use them in 3 squads of 5 and equip each squad with 1 pair of killsaws and 2 comby-scorchas, mounted on trukks.
(I plan to use the formation alongside my CSM army, to whom they are allies of convenience; or daemons to whom they are desperate)
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![[Post New]](/s/i/i.gif) 2015/11/01 01:51:23
Subject: Re:Ghazkull's bully boyz how good are they?
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Discriminating Deathmark Assassin
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They are awesome sauce! I've used that formation with my necrons - want something dead? They're your guys. I played against someone at my club running an adlance formation. The boys assaulted all three in turn two and blew them all up. Took out most of the bully boyz too but that's the price you pay
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![[Post New]](/s/i/i.gif) 2015/11/01 10:26:12
Subject: Ghazkull's bully boyz how good are they?
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Longtime Dakkanaut
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Bullyboyz is probably the best formation that Orks have. Fearless completely mitigates Mob Rule, WS5/Fear is the cherry on top.
You probably don't need Killsaws with that many S9 attacks. I like Skorchas though, hard to come by Ignore Cover in Orks.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/11/01 21:11:34
Subject: Ghazkull's bully boyz how good are they?
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Krazed Killa Kan
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Always take killsaws but im still iffy on skorchas. The typical flat out in a trukk turn 1 and on turn 2 they tend to not have a trukk left to ride in, Using a skorcha unless at point blank range can risk them failing a charge as it can kill models making the charge more difficult. Also anything that relies on strong cover saves tend to get smashed by mass PKs in CC anyways. Also being Slow and Purposeful they can't overwatch so the skorchas end up not being used if they get engaged on.
Killsaws are a gorksend for the MANz as they make cracking AV13/14 way more reliable. Sure mass Str 9 PKs can kill a Land Raider or Imp Knight. Having 4-5 armorbane str 9 attacks makes sure that each swing that connects and gets past any invuln saves will nearly always penetrate. Also it makes multi charging vehicles more reliable as a single killsaw MANz on a transport will destroy it instead of needing 2-3 MANz to ensure the job will be done (don't underestimate the power of PKs to miss swings). 10 points for 1 extra attack and armorbane is well worth it. The extra swing alone is decent enough value for when your attacking non vehicles. Edit: To clarify take 1 set of killsaws per unit. Any more than that is excessive.
For deployment and usage you can either do the classic MANz Missile of putting them in trukks with a ram, floor it into the enemy's face and cause havoc. The other tactic is to have them engage units the boyz are engaged with to act as the hammer blow while the boyz/bikers/etc hold them down. Being fearless it keeps the boyz from being ran down while the other Orks can sweep if you win combat.
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This message was edited 1 time. Last update was at 2015/11/01 22:59:09
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/11/01 22:34:38
Subject: Ghazkull's bully boyz how good are they?
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Big Mek in Kustom Dragster with Soopa-Gun
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Ever since Kombi Skorchas went to 10pts ive been avoiding them. Thats a hefty price for a single shot. Especially considering i only used it as overwatch since every time i used it in the shooting phase i tended to kill myself out of a charge (oops....). But MANz cant overwatch due to SnP, so theyre even less valuable on them to me. I wouldnt load up on killsaws, you dont need many. One or two would be all you'd ever want, since it is possible for that many powerklaws to not kill Av14 but unlikely (which is why i always put one in my MANz missiles, it guarantees any vehicle they charge dies and i never need more than 1). This is more of a preference thing than an actual problem: i like to keep my MANz cheap and small because then it significantly reduces their value if they die, but are still more than capable of wrecking things. The formation removes the leadership problem, so theres that, but their numbers now makes them a valuable target whereas a MANz missile is just a nasty thorn that you are forced to deal with, even though its point for point a bad investment usually. I play multi-prong tactics. You may be able to shut one down, but you cant shut all 3-4 down. Pick your poison, my friend
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This message was edited 1 time. Last update was at 2015/11/01 22:35:04
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/01 22:38:25
Subject: Ghazkull's bully boyz how good are they?
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Gargantuan Gargant
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I find that they're a great formation, as others have already mentioned they're a tough killy unit that can get stuck in and stay in it till either their foe or they themselves are dead. I find it that they're best taken in bigger games given their price tag and almost (IMO) mandatory price tag of taking at least 1 killsaw per unit. The best combo I've found with them is taking them along with the Battlewagon Blitz brigade formation. With scouting battlewagons this way you get up close and personal and effectively force your opponent to make a response since even going second you're effectively going to be in assault range on turn 2.
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![[Post New]](/s/i/i.gif) 2015/11/02 08:59:55
Subject: Ghazkull's bully boyz how good are they?
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Angelic Adepta Sororitas
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They are fantastic.
/thread. lol
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![[Post New]](/s/i/i.gif) 2015/11/02 11:56:57
Subject: Ghazkull's bully boyz how good are they?
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!!Goffik Rocker!!
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Meganobz have skorchas for 5 pts. That's regular nobz who have them for 10 pts cause obviously regular nobz are designed to suck.
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This message was edited 1 time. Last update was at 2015/11/02 11:57:08
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![[Post New]](/s/i/i.gif) 2015/11/02 12:44:03
Subject: Ghazkull's bully boyz how good are they?
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Lead-Footed Trukkboy Driver
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I am skeptical about bullyboyz.
The thing about Meganobz is that even a minimal squad without the Bully Boyz buffs will pulverise anything that isn't specifically tooled up to kill them (as noted above, they are amazing against Necron warriors), but there are certain hard counters that will have a field day against them (e.g. monstrous creatures and those Necron guys that hit at initiative with AP2 weapons). Thus, they are not a good workhorse in a take-all-comers list. If you need more than three then IMHO you are pitting them against the wrong targets and you should just take more boyz instead.
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![[Post New]](/s/i/i.gif) 2015/11/02 13:17:09
Subject: Re:Ghazkull's bully boyz how good are they?
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Bonkers Buggy Driver with Rockets
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Personally, I'd never put that formation in trukks. You are paying too many points to watch it get stuck on your side of the table. I'd got with the battle wagon formation with them.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/11/02 18:55:35
Subject: Re:Ghazkull's bully boyz how good are they?
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Krazed Killa Kan
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Glitcha wrote:Personally, I'd never put that formation in trukks. You are paying too many points to watch it get stuck on your side of the table. I'd got with the battle wagon formation with them.
If you go first then you flat out the Trukks into their lines, if you go 2nd you can either hold them in reserves or hide them behind LoS blockers. 3 Battlewagons is a lot of points for those meganobz (who only need 1 turn of flat out movement then they basically are on foot until they die) and for the points difference you could just take another unit of Meganobz in Trukks. You could even take extra Trukks in your list in the event that any of the Bullyboyz units lose their ride. If they lose their Trukk then they have an extra ride to get to the front lines and if you don't then just use the empty Trukks to tank shock or grab objectives.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/11/02 19:10:08
Subject: Ghazkull's bully boyz how good are they?
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Big Mek in Kustom Dragster with Soopa-Gun
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Assuming you actually use proper terrain setup (most people dont) its not that hard to hide trukks turn 1.
I bring 2 MANz missiles in trukks every game. They literally -never- get stuck on my side of the board. The only gun that ever hits them is some long range low strength gun that needs insane luck to blow it up due to open topped, and usually they dont even get that much.
Vehicles are only forced to go in a straight line if theyre tankshocking/ramming. 24" is more than enough to get that trukk around the terrain they were hiding behind and most of the way up the board.
My MANz never disappoint me.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/02 19:40:32
Subject: Ghazkull's bully boyz how good are they?
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Longtime Dakkanaut
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It's a powerful formation.
It takes one of the best units for Orks, Meganobs, makes them better, and they cost nothing extra. The tax is taking more Meganobs...
which as many have pointed out 3 Meganobz are usually good enough to trash anything, and are quite points efficient at it. When you are buying units of x5 instead of units of x3 This increases the unit cost from 120pts to 200pts, and it has then approached the cost of terminators. Of course being fearless and WS5 instead of 4 is pretty amazing for an assault unit for no extra points cost.
I am not a huge fan of skorchas on Meganobs, because they can't fire overwatch so they lose wall of death, and it then becomes only useful to thin a swarm unit before charging it. They cost less on MAnz because they are not as useful as on a Trukk Boyz nob for example.
1 Kill saw per 3 nobs has done me well, I put 2 in squads of 5. The big bonus of killsaws for me is the extra attack on each model.
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