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Made in us
Flashy Flashgitz






NJ

 Frozocrone wrote:
Solar Shock wrote:
I've started to build up the Bullyboyz formation, but im unsure how many killsaws I should include; if any?

1 Killsaw MANz per squad? I mean I've already got 5 MANz, so I mean on the charge im still looking at wrecking face, but for the points cost I can't help but think atleast 1 killsaw would be a good upgrade.

I have magnetised the ranged weapons so I can run them where needed with skorchas and such. But I don't intend to magnetise the killsaws.

Transportation:
I see/hear of people using BW's to transport this formation, but surely after 3x5MANz units adding another 350+ points onto the list for transportation just seems absurd. Yeh its AV14, but once its dead, its dead. Once all 3 are down your slogging. Im thinking if I want to spend 300 points on transport; 6 or 9 trukks (bringing in the rest from CAD's etc). If each unit has back-up trukks its irrelevant if they get popped (you ain't gona get hurt), they can simply embark onto the next trukk and continue the rush forward. And now you also have trukks to help get you to the next fight.

Or I might use some bigtrakk squadrons, 1 slot per MANz unit for 2-3, putting either boyz in the front ones, or run them bare.
---------------------------------------------------------
Also, out of interest, if you use Da jump and you scatter and mishap, do you go into reserves? then walk on next turn? as you don't have the DS rule anymore, then in the psy phase attempt da jump again?



Not sure I'd bother with Killsaws, 20 S9 Ap2 attacks on the charge should be enough to wreck face.
Trukks seem like a pretty good transport as they are fast but Av10 dies easily. Could go Gunwagon squadron...AV13/12/10 so like a mini battlewagon but for half the cost.

Yeah that's how Da Mishap works.


Honestly with 5-man squads you NEED to make sure they get to the enemy, and trukks won't cut it. If you're running 3-man missiles, that's a different story, but you put too many points into the bully boyz and they're just too good to chance them not making it into combat, with a trukk. If you're allowed forgeworld, go with gunwagons for AV13 at half-ish the points of a BW (and honestly, if your opponent plays eldar or tau and they don't let you use forgeworld, don't play them). But otherwise you have to cough up the points for battlewagons, because they need too see combat, and a doubletiming battlewagon is the most secure way to achieve that

   
Made in us
Longtime Dakkanaut





 Awesomesauce wrote:
 Frozocrone wrote:
Solar Shock wrote:
I've started to build up the Bullyboyz formation, but im unsure how many killsaws I should include; if any?

1 Killsaw MANz per squad? I mean I've already got 5 MANz, so I mean on the charge im still looking at wrecking face, but for the points cost I can't help but think atleast 1 killsaw would be a good upgrade.

I have magnetised the ranged weapons so I can run them where needed with skorchas and such. But I don't intend to magnetise the killsaws.

Transportation:
I see/hear of people using BW's to transport this formation, but surely after 3x5MANz units adding another 350+ points onto the list for transportation just seems absurd. Yeh its AV14, but once its dead, its dead. Once all 3 are down your slogging. Im thinking if I want to spend 300 points on transport; 6 or 9 trukks (bringing in the rest from CAD's etc). If each unit has back-up trukks its irrelevant if they get popped (you ain't gona get hurt), they can simply embark onto the next trukk and continue the rush forward. And now you also have trukks to help get you to the next fight.

Or I might use some bigtrakk squadrons, 1 slot per MANz unit for 2-3, putting either boyz in the front ones, or run them bare.
---------------------------------------------------------
Also, out of interest, if you use Da jump and you scatter and mishap, do you go into reserves? then walk on next turn? as you don't have the DS rule anymore, then in the psy phase attempt da jump again?



Not sure I'd bother with Killsaws, 20 S9 Ap2 attacks on the charge should be enough to wreck face.
Trukks seem like a pretty good transport as they are fast but Av10 dies easily. Could go Gunwagon squadron...AV13/12/10 so like a mini battlewagon but for half the cost.

Yeah that's how Da Mishap works.


Honestly with 5-man squads you NEED to make sure they get to the enemy, and trukks won't cut it. If you're running 3-man missiles, that's a different story, but you put too many points into the bully boyz and they're just too good to chance them not making it into combat, with a trukk. If you're allowed forgeworld, go with gunwagons for AV13 at half-ish the points of a BW (and honestly, if your opponent plays eldar or tau and they don't let you use forgeworld, don't play them). But otherwise you have to cough up the points for battlewagons, because they need too see combat, and a doubletiming battlewagon is the most secure way to achieve that


I agree with the above.

The only way trukks work okay is if you have first turn and flat out close to where you want to be. When you have 3 trukks carrying 600+pts of killy ork death, most opponents will try and blow the trukks to hell turn 1, if this happens you can embark on another trukk but at this point if both trukks have rams/boarding planks you are looking at close to the cost of a BW anyways.

Also you should highly consider running 1 killsaw per bullyboyz squad. It gives you a model that has an additional attack, and against things like a knight 20 S9 attacks wont happen often because the knight strikes first with a possible D weapon and will on average kill 1-2 of the manz outright before they can strike, even if you get the charge off. Lets say you are now down to 3 MANz, 3 Manz on the charge is 12 attacks, averaging 6 hits, averaging 1 glance and 2 pens. If one of those MANz has killsaws you instead have 13 attacks total, however the one with killsaws will average 2 pens, and the other two will average a glance and a pen. I would much rather do 4hp to a knight with 3 rolls on the pen table on average, than 3hp with 2 rolls on the pen table. At AP2 a roll of 6 on the pen will do an additional D3 hp, and the chance to get a 6 on three dice is much better than 2 dice, and if you get an explodes you only need a 2 with the killsaw guy because you averaged 4hp already, the non killsaw unit needs a 3 on average because it only did 3 HP...That said against most non SH walkers the extra damage is more than overkill.
   
Made in ru
!!Goffik Rocker!!






I'd run at least one with killsaw. Sometimes, 2 are a good idea. You do want to make sure they eliminate a knight on it's charge, which they might not do with regular klaws.
   
Made in ca
Sneaky Kommando





Solar Shock wrote:
I've started to build up the Bullyboyz formation, but im unsure how many killsaws I should include; if any?

1 Killsaw MANz per squad? I mean I've already got 5 MANz, so I mean on the charge im still looking at wrecking face, but for the points cost I can't help but think atleast 1 killsaw would be a good upgrade.

I have magnetised the ranged weapons so I can run them where needed with skorchas and such. But I don't intend to magnetise the killsaws.

Transportation:
I see/hear of people using BW's to transport this formation, but surely after 3x5MANz units adding another 350+ points onto the list for transportation just seems absurd. Yeh its AV14, but once its dead, its dead. Once all 3 are down your slogging. Im thinking if I want to spend 300 points on transport; 6 or 9 trukks (bringing in the rest from CAD's etc). If each unit has back-up trukks its irrelevant if they get popped (you ain't gona get hurt), they can simply embark onto the next trukk and continue the rush forward. And now you also have trukks to help get you to the next fight.

Or I might use some bigtrakk squadrons, 1 slot per MANz unit for 2-3, putting either boyz in the front ones, or run them bare.
I would say yes to killsaws, at least one and preferably two models per unit with kombi-skorchas on the rest. Skorchas let you torch infantry blobs that might try to tarpit them, and killsaws mean things like Knights can be reliably carved up.

Transport is always a big question mark for these guys...I recommend either trukks for a dash up the board with fingers firmly crossed (using them as an up-sized MANz missile) or putting them in battlewagons with killkannons so that once they disembark the vehicles aren't useless. I'd be inclined to deploy the trukks all together in one spot for threat overload. For battlewagons it's a bit trickier since they probably won't all fit, but AV14 should help keep them alive even if you can't keep them away from enemy AT. Then again, there's always the issue of deep striking shenanigans, so you might wind up reserving them all anyway rather than risk getting them D-scythed/melta'd to death on the first turn, in which case trukks are better for faster movement.

What role do you have envisioned for them? Heavy line-breakers, combat anvil, counter-attack reserve, super-heavy hunter-killers, or something else? Their transport should definitely suit the role you want them to fill. A trukk is a catapult that can launch them 24" one time, while a battlewagon is more of a rolling fortress.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Not a competitive thing per se, but I had a hilarious game today.

New player who wanted to learn the rules. He had 2K points. So I ran my 1,500 point list that I'm taking to a narrative event in a couple weeks.

He had a ton of terminators. Probably about 30 loaded into 2 land raiders, with 10 or so deep striking. I had 40 boyz, 20 Tankbustas, and 3 Meganobz all in various transports.

It was a funny matchup, and ended up in one giant melee. 20 Termies vs 40 Orks with a few nobs. Eventually the nobs took care of business and the termies went down.

   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

If they are still standing when it's their initiaitve to make all their attacks with the PKs, yeah in a big melee I'm not surprised the MANz came out on top. Slow init but reliable at hitting and wounding in cc. Especially if they got the charge.

"Awww, it just fell apart in me 'andz!"
   
Made in gb
Stealthy Grot Snipa





 office_waaagh wrote:


What role do you have envisioned for them? Heavy line-breakers, combat anvil, counter-attack reserve, super-heavy hunter-killers, or something else? Their transport should definitely suit the role you want them to fill. A trukk is a catapult that can launch them 24" one time, while a battlewagon is more of a rolling fortress.


I do understand the reservations about taking trukks, as they are a high priority, but even in BW's they will still be high priority. As for their role, im not sure yet, I was thinking more of a fun list, maybe with Ghazz in 1 unit, so 1 unit can move, run, charge, not sure on the rest of the list tbh, I had thought of running it alongside a load of necron wraith formations, using the wraiths to tie them up and then have the MANz come finish the business

As i do have enough BW's for a blitz brigade, I might run them in that for some fun Give 3 they are in some small upgrades, while maxing the other 2, then when they get popped they can still hop into the killkannon wagons. At 1500 points I should be able to max points on both, as bullyboyz = about 700 and blitz is about 800 with weapon upgrades.


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

 
   
Made in au
Irked Necron Immortal





I see a lot of people here referring to a "Gunwagon", which is an Ork unit I'm unfamiliar with.

Is it a particular set-up for a Big Trakk from the Dred Mob list, or is found elsewhere?
   
Made in gb
Stealthy Grot Snipa





 Dr. Delorean wrote:
I see a lot of people here referring to a "Gunwagon", which is an Ork unit I'm unfamiliar with.

Is it a particular set-up for a Big Trakk from the Dred Mob list, or is found elsewhere?


Its another vehicle in IA:8
Similar to Big trakk except; BigT has a cap of 12, front AV 12 and a free Ram, whereas Gunwagon is cap 10 front AV13, think side armour is 1 higher too.
Both can squadron, but they have different gun choices; oddly, the BigT can actually have the bigger guns such as superkannons and the like, whereas the 'gun'wagon cannot costs are very similar, GW is 60, BigT 55.

My preference is this;
The gunwagon seems better for our elite shooting units - busta's, flash gitz etc. As the capacity doesn't matter, plus you can squeeze in a 10 man boyz unit, who are good as a buffer or chaff unit to prevent charges etc. Plus the front AV13 negates being glanced by str 6 shooting.
Whereas the BigT can take a 10 man boyz unit, with a mek and a character, so like a trukk appears better for a vehicle you intend to get right into the face of the enemy.

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

 
   
Made in us
Dakka Veteran





California

I'm at the point now i only use gun wagons, big trakks and battle wagons.

Converting all my trukks into something more usefull.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in gb
Stealthy Grot Snipa





 Dakkafang Dreggrim wrote:
I'm at the point now i only use gun wagons, big trakks and battle wagons.

Converting all my trukks into something more usefull.


yeh I run GW's or BigT's more than I do BW's. Generally I can justify the points increase from a trukk, I have enough HS slots from dual CAD's and BW's are often too expensive for what I want to run in them.
Im now thinking bullyboyz in GW's but each unit of 5 rides in a squadron of 2 GW's, with the front ones either empty or maybe with barebones boyz in. So you have to focus down each squadron, I mean even an immobilise means that the bullyboyz GW can simply abandon the other as per squadron rules.

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

 
   
Made in nz
Disguised Speculo





Solar Shock wrote:
 Dr. Delorean wrote:
I see a lot of people here referring to a "Gunwagon", which is an Ork unit I'm unfamiliar with.

Is it a particular set-up for a Big Trakk from the Dred Mob list, or is found elsewhere?


Its another vehicle in IA:8
Similar to Big trakk except; BigT has a cap of 12, front AV 12 and a free Ram, whereas Gunwagon is cap 10 front AV13, think side armour is 1 higher too.
Both can squadron, but they have different gun choices; oddly, the BigT can actually have the bigger guns such as superkannons and the like, whereas the 'gun'wagon cannot costs are very similar, GW is 60, BigT 55.

My preference is this;
The gunwagon seems better for our elite shooting units - busta's, flash gitz etc. As the capacity doesn't matter, plus you can squeeze in a 10 man boyz unit, who are good as a buffer or chaff unit to prevent charges etc. Plus the front AV13 negates being glanced by str 6 shooting.
Whereas the BigT can take a 10 man boyz unit, with a mek and a character, so like a trukk appears better for a vehicle you intend to get right into the face of the enemy.


An important thing to note is that Big Trakks can no longer squadron. Don't expect to keep Gun Wagon squadrons either come 2nd edition of IA8
   
Made in gb
Stealthy Grot Snipa





Wheres this dakkamite?
In the Dred Mob update I assume? I have them all PDF'd at home, but can't look at them at the moment.

EDIT: I really hope they don't take away squadron, its fun, has its pros and cons, it isn't game breaking and it adds just another element in what is a rather underpowered dex.

This message was edited 1 time. Last update was at 2015/06/08 06:56:53


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

 
   
Made in ru
!!Goffik Rocker!!






Solar Shock wrote:

its fun, has its pros and cons, it isn't game breaking and it adds just another element in what is a rather underpowered dex.


Now i'm 100% sure they're taking it away.

This message was edited 1 time. Last update was at 2015/06/08 07:04:01


 
   
Made in gb
Stealthy Grot Snipa





 koooaei wrote:
Solar Shock wrote:

its fun, has its pros and cons, it isn't game breaking and it adds just another element in what is a rather underpowered dex.


Now i'm 100% sure they're taking it away.


With SM codex rumoured to have squadroning vehicles; Now i'm 1000% sure they're taking it away.

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

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

So I feel a bit stupid, but I just found out there is formation for Flash gitz and if you take it they can master craft their snazzgunz...

How about this for a competitive list

Kaptain Badrukk's Flash Gitz formation
Kaptain Badrukk 2xammo runts

2x 10 man Flash gitz with an ammo runt for each kaptain.

CAD
Big mek with mega armor, KFF, da lucky stick, killsaw, cybork body

Troops
3x 11 ard boyz with ard nob in a trukk with pk and bp

3x deff kopta with TL Rokkets

2x 3 warbikers with nob with BC and BP

LoW
"Da Ship" Kustom Battle Fortress with 3 zzapa kannons and 4 TL rokkets

comes in around 1850pts. Thoughts?

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
 
   
Made in ca
Sneaky Kommando





 Glitcha wrote:
So I feel a bit stupid, but I just found out there is formation for Flash gitz and if you take it they can master craft their snazzgunz...

How about this for a competitive list

Kaptain Badrukk's Flash Gitz formation
Kaptain Badrukk 2xammo runts

2x 10 man Flash gitz with an ammo runt for each kaptain.

CAD
Big mek with mega armor, KFF, da lucky stick, killsaw, cybork body

Troops
3x 11 ard boyz with ard nob in a trukk with pk and bp

3x deff kopta with TL Rokkets

2x 3 warbikers with nob with BC and BP

LoW
"Da Ship" Kustom Battle Fortress with 3 zzapa kannons and 4 TL rokkets

comes in around 1850pts. Thoughts?
I don't have much experience with Gitz yet, but my immediate reaction is that they should probably have painboyz with them as their save is only 6+ and they're expensive models. Especially with so many, they'll benefit from FNP enormously. They've got Nob statlines, so for all their shootiness you still want to be charging with them and laying down the hurt in close combat to take advantage of 4 attacks each at S5 and I3 so having FNP will be a huge boost there. I'd be inclined to put each unit in a battlewagon rather than both in a battlefortress too, since if that thing goes boom it'll take most of them with it (S10 ap2 hits for all passengers even if it's only glanced to death).

Also note that giving Gitz slow and purposeful by attaching a mega-armoured character doesn't allow them to use their gitfindas on the move, since slow and purposeful (and relentless) specifies salvo, ordnance, and heavy weapons can be fired as though stationary, and the Gitz weapons are assault. If I recall correctly.

I'd also say you're a bit short on anti-air, and you don't have anything you can really afford to leave behind to hold your backfield objectives. Maybe you don't think this is a problem, you can leave deffkoptas sitting on objectives and can afford to ignore heavy fliers and let them kill the odd unit, but going MSU like this I think you'll be vulnerable to ground attack aircraft.

My other worry is that you'll find it hard to deploy defensively against a drop-pod or other deep-strike attack, since you don't have any large infantry units to block off areas of your deployment zone and bubble-wrap vulnerable units effectively. Perhaps replacing the 'ard boyz with a couple of big units of slugga boyz on foot and some grots?

It depends on what your plan is, and I really feel that an army list should be built around a battle plan rather than the other way around. Personally, I find MSU is a really hard build for me to pull off with Orks but if you're better at it than I am then this might be a good way to do it.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in us
Flashy Flashgitz






NJ

 Glitcha wrote:
So I feel a bit stupid, but I just found out there is formation for Flash gitz and if you take it they can master craft their snazzgunz...

How about this for a competitive list

Kaptain Badrukk's Flash Gitz formation
Kaptain Badrukk 2xammo runts

2x 10 man Flash gitz with an ammo runt for each kaptain.

CAD
Big mek with mega armor, KFF, da lucky stick, killsaw, cybork body

Troops
3x 11 ard boyz with ard nob in a trukk with pk and bp

3x deff kopta with TL Rokkets

2x 3 warbikers with nob with BC and BP

LoW
"Da Ship" Kustom Battle Fortress with 3 zzapa kannons and 4 TL rokkets

comes in around 1850pts. Thoughts?


It certainly sounds fun! And thematic!
Can the KBF fit all the gitz together plus big mek, and is it open topped so they can all shoot from it?

What's its AV and hull points?

   
Made in us
Dakka Veteran




 Dakkamite wrote:


An important thing to note is that Big Trakks can no longer squadron. Don't expect to keep Gun Wagon squadrons either come 2nd edition of IA8


They can still Squadron.

Someone on Warseer got an email from Forge World that stated they could be taken in squadrons for a regular Ork army list, but not for the Dredmob List (as a Dredmob is supposed to be Walkers and not Trakks and Wagons).

Come to think of it anything in IA8 that can be squadroned in a regular Ork army is probably still valid.

This message was edited 1 time. Last update was at 2015/06/10 03:25:58


 
   
Made in us
Angelic Adepta Sororitas





Got a tourney coming up with no FW allowed...

1500pts...

Worth the risk to take BullyBoyz in trukz at this level?

Playtested yesterday, seemed good- but it was against bike/drop marines.


(Only posted here since its close to the current topic of discussion)

This message was edited 1 time. Last update was at 2015/06/10 05:27:30


 
   
Made in gb
Stealthy Grot Snipa





 office_waaagh wrote:

I don't have much experience with Gitz yet, but my immediate reaction is that they should probably have painboyz with them as their save is only 6+ and they're expensive models. Especially with so many, they'll benefit from FNP enormously. They've got Nob statlines, so for all their shootiness you still want to be charging with them and laying down the hurt in close combat to take advantage of 4 attacks each at S5 and I3 so having FNP will be a huge boost there. I'd be inclined to put each unit in a battlewagon rather than both in a battlefortress too, since if that thing goes boom it'll take most of them with it (S10 ap2 hits for all passengers even if it's only glanced to death).

Also note that giving Gitz slow and purposeful by attaching a mega-armoured character doesn't allow them to use their gitfindas on the move, since slow and purposeful (and relentless) specifies salvo, ordnance, and heavy weapons can be fired as though stationary, and the Gitz weapons are assault. If I recall correctly.

I'd also say you're a bit short on anti-air, and you don't have anything you can really afford to leave behind to hold your backfield objectives. Maybe you don't think this is a problem, you can leave deffkoptas sitting on objectives and can afford to ignore heavy fliers and let them kill the odd unit, but going MSU like this I think you'll be vulnerable to ground attack aircraft.

My other worry is that you'll find it hard to deploy defensively against a drop-pod or other deep-strike attack, since you don't have any large infantry units to block off areas of your deployment zone and bubble-wrap vulnerable units effectively. Perhaps replacing the 'ard boyz with a couple of big units of slugga boyz on foot and some grots?

It depends on what your plan is, and I really feel that an army list should be built around a battle plan rather than the other way around. Personally, I find MSU is a really hard build for me to pull off with Orks but if you're better at it than I am then this might be a good way to do it.


I have the same reservations;
FNP on such a large unit would be incredibly useful, I also had no idea that when a battlefortress was wrecked it was Str 10 AP2 hits on all, I mean that would literally kill all of them? no FNP, no armour, wounding on a 2+. That sucks really bad, I had been considering the same thing glitcha (the only fething Ork vehicle large enough to carry the entire formation). Personally I wouldn't put a MA character in there, simply because it denys you overwatch and git findas (and you want to overwatch with 60 dudes + chars).

Have you considered a gunwagon squadron of 3?
Put a squad of gitz in each with badrukk in the front one with some shoota boyz or something. The entire thing can overwatch if charged, plus your units are still 3 separate threats.

However I like the rest of your list, some small units who can zip about grabbing objectives and shooting up targets while your Gitz annihilate a target each turn with their huge volume of fire

This message was edited 1 time. Last update was at 2015/06/10 07:17:24


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

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Awesomesauce wrote:
 Glitcha wrote:
So I feel a bit stupid, but I just found out there is formation for Flash gitz and if you take it they can master craft their snazzgunz...

How about this for a competitive list

Kaptain Badrukk's Flash Gitz formation
Kaptain Badrukk 2xammo runts

2x 10 man Flash gitz with an ammo runt for each kaptain.

CAD
Big mek with mega armor, KFF, da lucky stick, killsaw, cybork body

Troops
3x 11 ard boyz with ard nob in a trukk with pk and bp

3x deff kopta with TL Rokkets

2x 3 warbikers with nob with BC and BP

LoW
"Da Ship" Kustom Battle Fortress with 3 zzapa kannons and 4 TL rokkets

comes in around 1850pts. Thoughts?


It certainly sounds fun! And thematic!
Can the KBF fit all the gitz together plus big mek, and is it open topped so they can all shoot from it?

What's its AV and hull points?


KBF holds 30 models as long as you don't take any of the supa big gunz. Open top of course. Got to get all 60+ shots out. AV 14,13,11 with 9 HP. The only draw back to my list is the Flash gitz cant overwatch if some tries to charge the KBF. With having mega-armor, it allows me to move the KFB and still shoot, but lose the ability to overwatch. Should still get the +1 BS from the gitfinda, but i need to double check that.

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
 
   
Made in gb
Stealthy Grot Snipa





-------------------------------------------

This dude seems to be someone I've missed multiple times while reading IA8;

Skalk Bluetoof
So a warboss with -1str and no PK, but comes with EA, a KMB, ammo runt, BP.
Bonuses being; He has EW, plus can bring a squad of lootas as a troops choice.

So at 95 points he's pretty decently priced, combined with Zhandsnark could be fun to field a totally boyless list. Anyone ran him before? I know for 95 points he's not exactly bringing the equivalent in loota fire, but atleast he's supplying a LD9, not to mention he has the waaagh rule. So if he's your warlord you can still run and charge (as taking a BM for a loota based list wouldn't let you do so - not that you'd want to run and charge your lootas )

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

 
   
Made in ru
!!Goffik Rocker!!






But if he's your warlord, Zag ain't
   
Made in gb
Stealthy Grot Snipa





Glitcha wrote:

KBF holds 30 models as long as you don't take any of the supa big gunz. Open top of course. Got to get all 60+ shots out. AV 14,13,11 with 9 HP. The only draw back to my list is the Flash gitz cant overwatch if some tries to charge the KBF. With having mega-armor, it allows me to move the KFB and still shoot, but lose the ability to overwatch. Should still get the +1 BS from the gitfinda, but i need to double check that.


Hmm, can it be exploded? I assume with OT it still can be exploded by AP1 and AP2?

Mega armour does let you move and shoot, but shoot what? The snazz are assault, so they can still shoot if it moves 6", if it moves 12" they will still be snap-firing I believe. So the MA isn't providing any benefit other than preventing overwatch?

koooaei wrote:But if he's your warlord, Zag ain't

Yes true, but I meant as two separate things.

A shooty list with him as warlord - as he's a shooty warboss effectively with the KMB etc. In fact only shooty warboss who can waaagh, unless you count a warboss with the Dead shiney shoota as shooty
Then another list where you have Zag and a max bike squad as 1 troops choice, and a max loota squad as troops and him as a second HQ. So your troopless basically. Objsec lootas!


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I want to run Council of Waaagh, Zag formation, then a small CAD with loads of tie up units. Then to attempt to tie up everything into one giant combat and let Ghazzy smash face!

This message was edited 1 time. Last update was at 2015/06/10 14:02:35


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

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Solar Shock wrote:
Glitcha wrote:

KBF holds 30 models as long as you don't take any of the supa big gunz. Open top of course. Got to get all 60+ shots out. AV 14,13,11 with 9 HP. The only draw back to my list is the Flash gitz cant overwatch if some tries to charge the KBF. With having mega-armor, it allows me to move the KFB and still shoot, but lose the ability to overwatch. Should still get the +1 BS from the gitfinda, but i need to double check that.


Hmm, can it be exploded? I assume with OT it still can be exploded by AP1 and AP2?

Mega armour does let you move and shoot, but shoot what? The snazz are assault, so they can still shoot if it moves 6", if it moves 12" they will still be snap-firing I believe. So the MA isn't providing any benefit other than preventing overwatch?



I was under the pression that mega armor gives you slow and purposeful. Which confers to the unit. Which allows you to move the KBF 12" and still fire at full BS. I think I might be wrong. Sounds too good to be true. Also KBF is a super heavy tank. so it cant be exploded by a single shot, but it does add to the table for extra hits, but for getting the 60+ shots out the top I think its awesome.

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
 
   
Made in ca
Sneaky Kommando





 Glitcha wrote:
Solar Shock wrote:
Glitcha wrote:

KBF holds 30 models as long as you don't take any of the supa big gunz. Open top of course. Got to get all 60+ shots out. AV 14,13,11 with 9 HP. The only draw back to my list is the Flash gitz cant overwatch if some tries to charge the KBF. With having mega-armor, it allows me to move the KFB and still shoot, but lose the ability to overwatch. Should still get the +1 BS from the gitfinda, but i need to double check that.


Hmm, can it be exploded? I assume with OT it still can be exploded by AP1 and AP2?

Mega armour does let you move and shoot, but shoot what? The snazz are assault, so they can still shoot if it moves 6", if it moves 12" they will still be snap-firing I believe. So the MA isn't providing any benefit other than preventing overwatch?



I was under the pression that mega armor gives you slow and purposeful. Which confers to the unit. Which allows you to move the KBF 12" and still fire at full BS. I think I might be wrong. Sounds too good to be true. Also KBF is a super heavy tank. so it cant be exploded by a single shot, but it does add to the table for extra hits, but for getting the 60+ shots out the top I think its awesome.
Super-heavies ignore "explodes" results and lose an extra D3 hull points instead. However, when they lose their last hull point, they automatically explode and suffer catastrophic damage. All passengers take a hit at S10 ap2.

Slow and Purposeful reads "(the unit) can fire with Heavy, Salvo, and Ordnance weapons, counting as stationary even if it moved in the previous movement phase." Note that this does not allow units in a transport that moves at cruising speed to fire at their full BS, and that as the Gitz have assault weapons the rule doesn't apply to them at all anyway.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 office_waaagh wrote:
 Glitcha wrote:
Solar Shock wrote:
Glitcha wrote:

KBF holds 30 models as long as you don't take any of the supa big gunz. Open top of course. Got to get all 60+ shots out. AV 14,13,11 with 9 HP. The only draw back to my list is the Flash gitz cant overwatch if some tries to charge the KBF. With having mega-armor, it allows me to move the KFB and still shoot, but lose the ability to overwatch. Should still get the +1 BS from the gitfinda, but i need to double check that.


Hmm, can it be exploded? I assume with OT it still can be exploded by AP1 and AP2?

Mega armour does let you move and shoot, but shoot what? The snazz are assault, so they can still shoot if it moves 6", if it moves 12" they will still be snap-firing I believe. So the MA isn't providing any benefit other than preventing overwatch?



I was under the pression that mega armor gives you slow and purposeful. Which confers to the unit. Which allows you to move the KBF 12" and still fire at full BS. I think I might be wrong. Sounds too good to be true. Also KBF is a super heavy tank. so it cant be exploded by a single shot, but it does add to the table for extra hits, but for getting the 60+ shots out the top I think its awesome.
Super-heavies ignore "explodes" results and lose an extra D3 hull points instead. However, when they lose their last hull point, they automatically explode and suffer catastrophic damage. All passengers take a hit at S10 ap2.

Slow and Purposeful reads "(the unit) can fire with Heavy, Salvo, and Ordnance weapons, counting as stationary even if it moved in the previous movement phase." Note that this does not allow units in a transport that moves at cruising speed to fire at their full BS, and that as the Gitz have assault weapons the rule doesn't apply to them at all anyway.


Thanks for clearing that up. So dump the mega armor. I'd still put them inside the KBF just so you can be mobile with the whole unit. Yeah you take the risk of losing a lot of dudes, but you could try to get out before the super heavy explodes. lol

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
 
   
Made in gb
Stealthy Grot Snipa





Yeh I say give it a go! If it explodes then maybe try and disembark earlier or drop the KBF, but yeh what ork can argue with a huge moving battle fortress that puts out 60+ shots a turn

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

 
   
Made in nz
Disguised Speculo





Could be a good platform for lootas? Did that with a big squiggoth, and having a safe spot for them to shoot from is worth paying serious points for.
   
 
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