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Made in ca
Stormin' Stompa






 koooaei wrote:
Yes.
And also, seems that you can pop the cloud of smoke on a Trike. Which is kinda fluffy since as a boss, he's supposed to pop the highest amount of smoke orkily possible.


Gotta lead the pack with those oily boss fumes.
   
Made in es
Gangly Grot Rebel




Seeing better Bad Monz buggies every moment.

Everything of this is +AP-1 in speedwaaagh. Wounding 6's goes +AP-2. Reaching +6"

Megatrakk Skrapjet 90p
3D3 rokkets F8 -2 at 30"
2xTwin big shoota 10/6 at 42", being one of them 4+ other 5+.
rokket missile
Perfect for trying lasschiken takedowns turn1 or some Raiders.

Kustom Boosta Blasta
42" 9/6 dakka F7 -2 D2 weapon
Perfect for screen in deployment zone shooting dakka, if someones dares to charges 4D6 fires will punish everything he see.

BoomDaka SnazzWagon
Just a lot of dakka at 42". TONS of dakka. Aiming for AdMech and Drukhari infrantery.

Rukkatruggs are instapick. But I think deffkilla wartrike + 9 warbikes can be helped with some buggy and 3x1 MekGunz.

Going this as bad moonz can be just wow when popping 6s at wounding. And the plus of reach will help.

Orks 5000p 
   
Made in fr
Mutilatin' Mad Dok






 the_scotsman wrote:
I was thinking over the weekend on ways to use each clan, actually, and I think there's some good flexibility/ways to make use of each of them.

Snakebites: The most obvious, you want to spam squighogs and kill rigs, this is where you go. The durability boost is fairly minor, but offensively +1 to wound is generally going to outperform exploding 6s and +1S given that many of these units are mostly S5/S6, S6-S7 and S5-S6 is an awkward shift that doesn't really get you a ton of mileage.


the_scotsman I don't see the sguig keyword for the kill rig (nor the hunter rig) but that maybe a "french codex" issue. Who has the english version and can check ?

This message was edited 1 time. Last update was at 2021/07/26 20:25:13


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in ca
Longtime Dakkanaut




Kill rig doesn't have squig keyword

It has every other keyword you can possibly imagine but not squig.
   
Made in fr
Mutilatin' Mad Dok






On the discussion of kanz and kopters, I read 'one victory point for each vehicule model' for the bring it down secondary...
So if I want to bring my 2*4 kanz with a Waagh banner with the Big Gob warlord trait, that mean I just ase them auto concede 8 victory points ? I mean they are tough for 40 each, but at some point, they are going down (I want to use them as a counter charge unit to support my 3*2 bad moon scrapjets).

Desn't seem fair to me. Vehicules with less than 6 wounds should be giving 0,5 VP, not 1...

This message was edited 3 times. Last update was at 2021/07/26 21:29:53


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

it used to be way, way worse....

Secondaries as a whole are pretty crap, i'd rather the system AoS3 has now (each turn you pick 1 of the 8 or so things in a list, cant pick the same one twice and theyre generally goals you wanna achieve this turn like boot someone off that objectve)

Every army except marines seem to auto-concede max points for at least 1 secondary.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Screamin' Stormboy





 the_scotsman wrote:
Blood Axes can get two Warboss-equivalent HQ models into one detachment, which is very nice IMO, and have two ways to get multiple units *of any size* into strategic reserves, through I've got a Plan Ladz and Dead Sneaky. If big bricks of boyz are viable for any army I'd say they're viable in blood axes just off the back of I've got a Plan Ladz. Dead Sneaky is a little redundant but does allow for Action shenanigans.

I'd play blood axes as a big huge wide board control list. heck, maybe even make the boyz blocks shoota boyz, wild hot take there but I think it gets rid of some of the inherent unreliability of having to make the charge (main purpose of the unit is just to take up lots of space midboard anyway).

Basically just take as many kommandos as you think you can reliably get into some kind of cover midboard during deployment, Snikrot to make them more threatening, a boss of some description to pop waagh (probably a foot boss as he might as well be one of the Ive Got A Plan Ladz Ladz or possibly a squigosaur boss just so you have the option of a T1 waagh if you absolutely need it) and then whatever your IGAPL Ladz are going to be.

You're going to have a scoring-heavy, bodies-heavy, objective-focused list so I would deprioritize anti-heavy firepower personally, just a couple of the heavy melee weapons for each kommando squad, maybe PK/Breacha Ram/Distraction Grot/Bomb Squig so you can hurt heavy targets with kommandos if you get into them, but priority should be to clear out any other infantry that your opponent could use to score.
I like this reasoning and it´s in the general domain of what I am strategizing. I´ve played Orks in 8th as up to midfield board control. The new book still allows this and maybe even rewards it even more.

On the big Boy block up board I usually go half and half. Reason being I want some deterrent to the opponent charging the blob (Sluggaz) and if they don´t there´s still enough shots to at least threaten infiltrators and weakened infantry (Shootaz). With the Tankbusta strat this unit got a real nice tool on top of the durability boost (T5) plus BAs ability with Dakka guns is a little perk, thus I continue to believe in the strategy.

Goonhammer also raved about the Kommando screen and I think you are spot on. Snikrot wasn´t really on my radar there, but it´s a very good point as the aim is to clear away objective scorers aka infantry.

As for hitting units I´m on Jidmahs plan of Speedfreaks and Cloud of Smoke. Deffkilla, Red Rolla Bonebreaka, Warbikers and Buggies move up and position to get smoke cover (well BB wish it got some use but anyway...), pop Speedwaagh!, Dakka their infantry. Blob follows up and control the center. Opponent counter attacks and Manz get off Bonebreaka to start the grindfest.

For secondaries I prefer those that ignore the opponent; Green Tide, Warp Ritual/Psychic Interrogation and Octarius as this allows me to stay in my half of the table and concentrate my forces.
   
Made in fr
Mutilatin' Mad Dok






I must have missed something but what prevents us from giving the -1 to be wounded WLT to a Kill Rig ? Sorry it has probably been said again again, i just can't find anything :(

On a totally different subjetc:

Automatically Appended Next Post:
 Vineheart01 wrote:
it used to be way, way worse....

Secondaries as a whole are pretty crap, i'd rather the system AoS3 has now (each turn you pick 1 of the 8 or so things in a list, cant pick the same one twice and theyre generally goals you wanna achieve this turn like boot someone off that objectve)

Every army except marines seem to auto-concede max points for at least 1 secondary.


Yeah I agree 100%, I also hope they go down the aos route for secondaries

This message was edited 3 times. Last update was at 2021/07/26 22:24:28


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Flashy Flashgitz




North Carolina

 addnid wrote:
I must have missed something but what prevents us from giving the -1 to be wounded WLT to a Kill Rig ? Sorry it has probably been said again again, i just can't find anything :(

On a totally different subjetc:

Automatically Appended Next Post:
 Vineheart01 wrote:
it used to be way, way worse....

Secondaries as a whole are pretty crap, i'd rather the system AoS3 has now (each turn you pick 1 of the 8 or so things in a list, cant pick the same one twice and theyre generally goals you wanna achieve this turn like boot someone off that objectve)

Every army except marines seem to auto-concede max points for at least 1 secondary.


Yeah I agree 100%, I also hope they go down the aos route for secondaries


Page 51 - you have to give a kill rig the Beast Gob WLT.
   
Made in fr
Mutilatin' Mad Dok






 Dendarien wrote:
 addnid wrote:
I must have missed something but what prevents us from giving the -1 to be wounded WLT to a Kill Rig ? Sorry it has probably been said again again, i just can't find anything :(

On a totally different subjetc:

Automatically Appended Next Post:
 Vineheart01 wrote:
it used to be way, way worse....

Secondaries as a whole are pretty crap, i'd rather the system AoS3 has now (each turn you pick 1 of the 8 or so things in a list, cant pick the same one twice and theyre generally goals you wanna achieve this turn like boot someone off that objectve)

Every army except marines seem to auto-concede max points for at least 1 secondary.


Yeah I agree 100%, I also hope they go down the aos route for secondaries


Page 51 - you have to give a kill rig the Beast Gob WLT.


Thanks ! Like a named character then. It is a good/great unit no doubt, but I fail to see the "totally busted" part of the Kill Rig

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in es
Gangly Grot Rebel




Ge was totally busted due to the leaks. Now is a monster who will be taken down quickly and will act as a distraction carnifex

This message was edited 1 time. Last update was at 2021/07/26 22:57:23


Orks 5000p 
   
Made in us
Dakka Veteran






So what’s the viability of an all Snake bite beast Snagga themed list?

I managed to snag, sorry no pun intended, a copy of the beast Snagga box set.

I’m not a fan of multiple clan detachments and I’m thinking of going squig heavy, so thoughts?

Thanks
   
Made in us
Longtime Dakkanaut





Hey guys I'm kind of confused on something with the Kommandos. I'm looking at the Kommandos Data Sheet and I'm noticing it is saying for every 10 models you can get an upgrade. Does that mean I need to take x10 models in a squad in order for me to take a Bomb Squig? Or can I still take 1 in a squad of x5?

Imperial Guard 3000pts.
 
   
Made in us
Flashy Flashgitz




North Carolina

 gmaleron wrote:
Hey guys I'm kind of confused on something with the Kommandos. I'm looking at the Kommandos Data Sheet and I'm noticing it is saying for every 10 models you can get an upgrade. Does that mean I need to take x10 models in a squad in order for me to take a Bomb Squig? Or can I still take 1 in a squad of x5?


You need to take 10 for any upgrades.
   
Made in us
Krazed Killa Kan






Weird idea:

3 Deff Dreads in Dread Mob appear to still count as a unit until set up on the battlefield. If in reserve via Tellyporta strategem, they wouldn't split until they are set up on the battlefield.

3 Deff Dreads with 4 Skorchas.
That's an average of 3.5*4*3 = 42 skorcha autohits for 315 points on arrival at 12".

That's an average of 13.86 or just under 14 wounds against MEQs.

Profile says you can replace both the big shootas and the Dread Klaws with Skorchas.

Tell me why I shouldn't.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Smokin' Skorcha Driver





Central MN

Ok Boys, coming out of nowhere to try and get ideas on this list.

Playing Raven Guard tomorrow and this is what I came up with. It is based around what I have painted and my prefered playstyle of "Random bull go!"

Spoiler:


Outrider Detachment - 9CP - 1999 pts

HQ: Ghazzy - Warlord - Brutal but Kunnin 300pts
HQ: Wierdboy - Fists and Warpath 70pts

Troops: Boyz x19 - Nob with BC 176pts
Troops: Boys x12 - Nob with BC 113pts

Elites: MANZ x5 2x killsaw 225ptd - Trukkboyz

FA: Stormboyz x15 165pts
FA: Warbikers x6 Nob with BC 155pts
FA: DeffKoptas x6 300pts

HS: Deff Dread with 4x dreadklaws - Kustom Job - stompy pistons (+3" move +1" advance) - in the telly porta (maybe) 100 pts
HS: Battlewagon - Deff rolla - kannon and lobba (had 10 pts to burn, willing to drop these if needed) 145pts

Flyer: DakkaJet with extra supa shoota 110pts

DT: Trukk 70 pts
DT: Trukk 70 pts

The idea is that 19 boyz and the weirdboy ride in the BW, manz in one trukk and the other boyz in the remaining trukk. Everything else launches in every direction as fast as possible with Ghazzy running up the middle looking big and scary (but also try to keep out of enemy shooting). Drop the dread in a jucy place (if I use teleporta) Call the Grand Waaagh turn 2 and and let the whole army lay into his units. hopefully by turn 3 as the waagh cools down he will be reeling on the backfoot and i can use what is remaining of my fast moving units to rush objectives and secondaries.

Every time I have played this player I have been able to keep him mostly to one corner of the board as he likes o back up and castle up with his SM characters.

This is just a first draft and based around what I have painted. But I do have a ton of other options if needed, I am willing to swap some things around.





This message was edited 1 time. Last update was at 2021/07/27 03:14:56


SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 TedNugent wrote:
Weird idea:

3 Deff Dreads in Dread Mob appear to still count as a unit until set up on the battlefield. If in reserve via Tellyporta strategem, they wouldn't split until they are set up on the battlefield.

3 Deff Dreads with 4 Skorchas.
That's an average of 3.5*4*3 = 42 skorcha autohits for 315 points on arrival at 12".

That's an average of 13.86 or just under 14 wounds against MEQs.

Profile says you can replace both the big shootas and the Dread Klaws with Skorchas.

Tell me why I shouldn't.


That popped up a few pages ago and imo its better to leave 1 klaw on them.
Its 15pts LESS for the squad and you still have 4 deadly melee, each, while with 4 skorchas you have pathetic melee.

This message was edited 2 times. Last update was at 2021/07/27 03:15:18


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Krazed Killa Kan






 Vineheart01 wrote:
 TedNugent wrote:
Weird idea:

3 Deff Dreads in Dread Mob appear to still count as a unit until set up on the battlefield. If in reserve via Tellyporta strategem, they wouldn't split until they are set up on the battlefield.

3 Deff Dreads with 4 Skorchas.
That's an average of 3.5*4*3 = 42 skorcha autohits for 315 points on arrival at 12".

That's an average of 13.86 or just under 14 wounds against MEQs.

Profile says you can replace both the big shootas and the Dread Klaws with Skorchas.

Tell me why I shouldn't.


That popped up a few pages ago and imo its better to leave 1 klaw on them.
Its 15pts LESS for the squad and you still have 4 deadly melee, each, while with 4 skorchas you have pathetic melee.


Fair point. Anything wrong with the dreadporta otherwise?

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Nope still works that way, the moment they hit the field they are individual units.

Also, btw, if you call Speed Waaagh! theyre ap2 skorchas now

This message was edited 1 time. Last update was at 2021/07/27 03:24:16


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




 Dendarien wrote:
What is everyone thinking for the best size for biker units? 4 or 5 seems good to avoid morale and footprint issues.


LD 7. Always keep that in mind. If you lose 4 Bikers you are down to LD3 and have a 50/50 chance to fail morale. With that in mind I am considering 2 competing theories. 1: Min/Max. Assuming Nob bikers come back to us, run 3x3 Bikerz and 3x3 Nob Bikerz. and 2: FETH IT just run as many as you can field. I have 35 Warbikers so running 27 would be relatively easy for me to do and 27 T5 3W 4+ save models with -1 to hit seem relatively durable to me. To kill them with S4 bolters requires 36 Bolter shots, Against Heavy Bolters its a lot less but still a respectable 12 shots. So to kill 4 of them to get a 50/50 chance of morale failure is going to cost 144 Bolter shots or 48 Heavy Bolter shots.


 Xenomancers wrote:
It is utterly idiotic...like 8.5 ironhands idiotic to include this rule. I can assure you within 1 month it will be nerfed too...to only be DA characters...which is fine for a free rule that no other marines get...

Just cant stand these snow flake marines anymore.
 
   
Made in us
Krazed Killa Kan






Do people worried about Grot shielding with Makari realize his 2++ only lasts until a failed save?

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in cz
Smokin' Skorcha Driver





Prague

 TedNugent wrote:
Do people worried about Grot shielding with Makari realize his 2++ only lasts until a failed save?


No, because he can' t be targeted due Look out Sir. Which makes your covered unit untargetable. Obvious bug in in the rules. This will be FAQed - excluding characters I guess - so no reason to play it or even think about it.

9000pt and one Ad Mech T-shirt 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





 Dendarien wrote:
 gmaleron wrote:
Hey guys I'm kind of confused on something with the Kommandos. I'm looking at the Kommandos Data Sheet and I'm noticing it is saying for every 10 models you can get an upgrade. Does that mean I need to take x10 models in a squad in order for me to take a Bomb Squig? Or can I still take 1 in a squad of x5?


You need to take 10 for any upgrades.


Kinda weird/funny/annoying that only commandos got caught by GWs new/irritating unit option layout. Nobz still can take pretty much whatever they want.
   
Made in ru
!!Goffik Rocker!!






 TedNugent wrote:
 Vineheart01 wrote:
 TedNugent wrote:
Weird idea:

3 Deff Dreads in Dread Mob appear to still count as a unit until set up on the battlefield. If in reserve via Tellyporta strategem, they wouldn't split until they are set up on the battlefield.

3 Deff Dreads with 4 Skorchas.
That's an average of 3.5*4*3 = 42 skorcha autohits for 315 points on arrival at 12".

That's an average of 13.86 or just under 14 wounds against MEQs.

Profile says you can replace both the big shootas and the Dread Klaws with Skorchas.

Tell me why I shouldn't.


That popped up a few pages ago and imo its better to leave 1 klaw on them.
Its 15pts LESS for the squad and you still have 4 deadly melee, each, while with 4 skorchas you have pathetic melee.


Fair point. Anything wrong with the dreadporta otherwise?

The only problem is t2 is too late in most games. I've played 10 deep striking meganobz quite a lot and more often than not they just stay in reserves all game cause it either ends t2 or there is no good place for deep striking them or no good targets. I'd have more mileage simply walking the squad across the board.


Automatically Appended Next Post:
Bikers do seem quite shooty. Freeboota bikers kill a marine each when under the effect of speed waagh and +1 to hit. Of course if you get into a 9" radius or pop more dakkat strat.

This message was edited 2 times. Last update was at 2021/07/27 05:27:02


 
   
Made in us
Dakka Veteran




 Dendarien wrote:
What is everyone thinking for the best size for biker units? 4 or 5 seems good to avoid morale and footprint issues.


Personally, I'm looking at three groups of five. They're so good I *should* do bigger units, but, Blast is bad mmmkay and too big of a unit attracts too much firepower without having hidey-holes. Five's just the right size to cause chaos while being small enough to get away with it, I think.
   
Made in ru
!!Goffik Rocker!!






There is an argument for 9 as you can hidethem, tellyport with a wierdboy, pop moar dakka, speedwaagh and dish 108 s5 ap1 shots. That might be bs4 if you're freebooter or deal extra hits if you're a bad moon.


Automatically Appended Next Post:
And you can charge afterwards. Their mellee is nothing to write home about but they're still orks.

This message was edited 1 time. Last update was at 2021/07/27 06:03:29


 
   
Made in it
Gargantuan Gargant




Italy

 koooaei wrote:

The only problem is t2 is too late in most games. I've played 10 deep striking meganobz quite a lot and more often than not they just stay in reserves all game cause it either ends t2 or there is no good place for deep striking them or no good targets. I'd have more mileage simply walking the squad across the board.



It's extremely hard to put meganobz into fight in turn 1 so deep striking turn 2 looks like their best way to be delivered. No good place for deepstriking them is a consequence of the huge footprint that 10x 40mm bases have, tellyport a unit of 5 instead. I basically only play them this way and they typically don't let me down. If you walk 10 meganobz they're gonna be obliterate by firepower as they trigger the blast bonus and now morale is a issue. Units of 5 or even 3 should do fine.


Automatically Appended Next Post:
 koooaei wrote:
There is an argument for 9 as you can hidethem, tellyport with a wierdboy, pop moar dakka, speedwaagh and dish 108 s5 ap1 shots. That might be bs4 if you're freebooter or deal extra hits if you're a bad moon.



Bikes are fast and tanky enough to rely on their -1 to hit, they move and shoot, eventually enhanced with more dakka. Anti tank/elite shots that are fired at them are shots that aren't fired to the vehicles. I'd put something else into tellyporta or da jump.

This message was edited 1 time. Last update was at 2021/07/27 07:30:07



 
   
Made in dk
Longtime Dakkanaut




Danmark

BDBurrow wrote:
So i've been brainstorming a blood axes list with a Stompa, and ran across a snag with I've got a Plan Ladz. I wanted to use it to put a stompa, bonebreaka, and 3 deff dreads into reserves. However, the way I'm reading this, it appears as though the deff dreads would split once I deploy them the first time so I'd only be able to put 1 of them into reserves. Am I reading this correctly?

Deff dreads datasheet: "After this unit is set up on the battle field for the first time, each model is treated as a separate unit."



yeees i believe so sadly. as you say, once they are deployed the first time, they are no longer a single unit. and they do need to be deployed first, before they are taken off the field. Try alternatively to use 6 Killa Kanz with rokkits instead. It might have the same shock and awe effect.

I have a question though about that blood axes ive got a plan ladz thing.

When you put something back in to strategic reserve for free, do they arrive at the edges or do they arrive as deepstrike? Because if strategic reserve is the one at the edges, then models that cant fully fit within 6 inches of the edge, MUST be deployed at the very back of your deployment zone. The stompa wouldnt get hit on the first turn sure, but he would arrive at the very back.

This message was edited 5 times. Last update was at 2021/07/27 08:15:27


 
   
Made in ru
!!Goffik Rocker!!






 Blackie wrote:
 koooaei wrote:

The only problem is t2 is too late in most games. I've played 10 deep striking meganobz quite a lot and more often than not they just stay in reserves all game cause it either ends t2 or there is no good place for deep striking them or no good targets. I'd have more mileage simply walking the squad across the board.



It's extremely hard to put meganobz into fight in turn 1 so deep striking turn 2 looks like their best way to be delivered. No good place for deepstriking them is a consequence of the huge footprint that 10x 40mm bases have, tellyport a unit of 5 instead. I basically only play them this way and they typically don't let me down. If you walk 10 meganobz they're gonna be obliterate by firepower as they trigger the blast bonus and now morale is a issue. Units of 5 or even 3 should do fine.


Automatically Appended Next Post:
 koooaei wrote:
There is an argument for 9 as you can hidethem, tellyport with a wierdboy, pop moar dakka, speedwaagh and dish 108 s5 ap1 shots. That might be bs4 if you're freebooter or deal extra hits if you're a bad moon.



Bikes are fast and tanky enough to rely on their -1 to hit, they move and shoot, eventually enhanced with more dakka. Anti tank/elite shots that are fired at them are shots that aren't fired to the vehicles. I'd put something else into tellyporta or da jump.


Deep striking manz used to be great in 8th but now, games are even faster and the enemy is rolling towards mid board too, so, by t2 you often do them further away from the enemy than they'd end up simply strolling through the field. And yes, 10 is not an ideal unit size for walking unless you plan on grot shielding them. I have faith in 3-4 many in trucks though. Be it freeboota rokkit many or trukkboyz (if it's gona be legal, cause currently they both have a wrong keyword and can't ride trukks).

As for bikers, if you're not hiding them t1 and loose the roll-off, they're dead. Cause if you're running 9,the opponent knows you're gona use some shenanigans to make them deadlier and it's easier for him to just kill a bunch and than force morale checks that will also inflict a couple more casualties. So, if you're running 9,better have a plan to protect them t1. Currently, tellyportin' them with a wierdboy for a 1st turn dakka gun barrage on a flank is a legit tactic.


Automatically Appended Next Post:
Also, about manz. I've stopped using large squads of them cause they don't really work vs armies that have mellee units that strike before them...so, basically all top-tier armies currently. De, dg, da...man, all the armies with D-s are top tier, it seems. Are we gona be dark orks or something?

This message was edited 3 times. Last update was at 2021/07/27 08:30:03


 
   
Made in bg
Regular Dakkanaut




I just noticed that dread saws are no longer a thing on deff dreads..... do they now count as klaws or is it remodelling time?
   
 
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