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Made in it
Gargantuan Gargant




Italy

pepi55 wrote:


Wow big bummer. im scared that missing waaagh is too big of a penalty to justify a bigmek though....

That bigmek loadout was suggested to me by Blackie and TedNugent i was too busy forgetting the BS4 they got hahah


Well, you'd need a couple of HQs anyway and you can call only one kind of waaagh/speedwaaagh so you'll likely have a warboss or a speedboss as the warlord and then the big mek is a legit option for the second HQ unless you need two close combat specialists. I think shooty big mek is a solid option to be the 2nd in command of a speedboss for a vehicle heavy list.


Automatically Appended Next Post:
Kebabcito wrote:
I think that KFF idea is not so bad. He will even repair them at all.


Shooty big mek with tellyport blasta can repair as well .

This message was edited 1 time. Last update was at 2021/07/27 19:55:06



 
   
Made in us
Regular Dakkanaut



Sheridan, WY

Yep, Scatha is correct. It's in the 1st paragraph above the secondaries on the same page.

The list looks fun, but I'd be concerned that outside of the warboss on squig, suicide grot mega tank, and kans with morale issues, you really can't kill much and it would be easy to focus down those 3 units as you can't even protect them with grot shields.
   
Made in fr
Mutilatin' Mad Dok






I can’t believe people are talking about bad moons with mentioning the scrapjets. I am bringing 3*2 bad moon scrapjets tomorrow alongside a Goff vanguard (one snaggaboss on sguigosaur, 3*10 kommandos and a killa rig).
I feel Iike my bad moon scrapjets will be the stars of the game


Automatically Appended Next Post:
 xttz wrote:
So this codex has finally convinced me to start a Waaaaaagh and buy my first Orks.

At this point I'm pretty much committed to Bad Moons because the colour scheme looks like it'll be interesting to paint, and fluffwise it favours a lot of my favourite ork models like mega-armour & walkers. As they're all useful units the bulk of the army will come from 2 (or 3) Combat Patrol boxes when they're eventually released. The new Deffkoptas seem like a solid pick and should fit well with the clan trait, Deff Dreads are always cool, while any spare Warbosses should convert easily into extra MANz.

With that in mind, aside from some MANZ which units should I look at buying to start on while waiting for the patrol box to come out? While I'm not aiming to field a top-tier competitive list here, at the same time I want to avoid wasting hours painting up something like 30 grotz that will never contribute anything useful. Which do you think are the trap units to avoid in this book, and what else would work well with Bad Moons that I can go buy this week? Battlewagons? Killa Kans? Lootas?

Tell me where to spend my teef!


Scrapjets

This message was edited 2 times. Last update was at 2021/07/27 20:20:43


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in it
Gargantuan Gargant




Italy

Warbikes are also very good under the Bad Moons trait.


 
   
Made in us
Longtime Dakkanaut





Anyone have any opinions on Flash Gitz? They seem to have improved quite a bit. Maybe 10 in an open topped battlewagon?

I wonder how they compare to Lootas. The Flash Gitz are 10 more points a model, but are 2 wounds and a 4+ save so their durability is nice, but of course vulnerable to multi damage. Their guns are better AP, but less strength. They have a double shoot strat against closest target. Much shorter range though...

Also is it just me or is the ammo runt REALLY as bad as it it looks? 5 points to re-roll a single snazzgun shot?

This message was edited 2 times. Last update was at 2021/07/27 21:51:55


 
   
Made in us
Regular Dakkanaut



Sheridan, WY

 Tibs Ironblood wrote:
Anyone have any opinions on Flash Gitz? They seem to have improved quite a bit. Maybe 10 in an open topped battlewagon?


10 in a boss bunka tellyporta seems like the way to go for tankbustas, flash gits, and lootas (pick your poison) to me.

Just noticed that flash gits and their transports don't have to share the same klan.

This message was edited 1 time. Last update was at 2021/07/27 21:28:55


 
   
Made in us
Longtime Dakkanaut





BDBurrow wrote:
 Tibs Ironblood wrote:
Anyone have any opinions on Flash Gitz? They seem to have improved quite a bit. Maybe 10 in an open topped battlewagon?


10 in a boss bunka tellyporta seems like the way to go for tankbustas, flash gits, and lootas (pick your poison) to me.

Just noticed that flash gits and their transports don't have to share the same klan.


Not a fan of the boss bunka teleportation strat because it can't be placed within 3 of terrain or 9 of an enemy. That's really limiting in placement, but if you went Bad Moonz they would have 30 reach from a tall model so that would likely offset it a good bit.

 
   
Made in bg
Regular Dakkanaut




 Bonde wrote:
Does anybody know when Battlescribe will be updated with the new Ork codex? It is possible to see the status somewhere?
With all these rules and exceptions in list building, just using a codex and notepad will likely result in errors.


I *think* this is the "official" data repo for battlescribe:
https://github.com/BSData/wh40k/issues/10142


Automatically Appended Next Post:
 Blackie wrote:
pepi55 wrote:


Wow big bummer. im scared that missing waaagh is too big of a penalty to justify a bigmek though....

That bigmek loadout was suggested to me by Blackie and TedNugent i was too busy forgetting the BS4 they got hahah


Well, you'd need a couple of HQs anyway and you can call only one kind of waaagh/speedwaaagh so you'll likely have a warboss or a speedboss as the warlord and then the big mek is a legit option for the second HQ unless you need two close combat specialists. I think shooty big mek is a solid option to be the 2nd in command of a speedboss for a vehicle heavy list.


Automatically Appended Next Post:
Kebabcito wrote:
I think that KFF idea is not so bad. He will even repair them at all.


Shooty big mek with tellyport blasta can repair as well .


No way in a 500pts list... Maybe I should graduate to 1000pts i have enough models for that by now

This message was edited 1 time. Last update was at 2021/07/27 21:40:16


 
   
Made in us
Krazed Killa Kan






 koooaei wrote:
 TedNugent wrote:
So I know that the idea of Boyz mobs has been shot down on the basis that they are more expensive PPM and lost mob rule.

However, I just ran some math for fun.

10 bolt rifles at rapid fire against 8th edition T4 boyz with 6+
6.6 wounds
4.356 wounds with a 5++ KFF
3.62 wounds with a 5++ KFF / 6+++ FNP

10 bolt rifles at rapid fire against 9th edition T5 Boyz with 6+
4.356 wounds
3.62 wounds with a 6++ KFF
3 wounds with a 6++ KFF / 6+++ FNP

Food for thought. Naked boyz are as durable against S4 AP-1 as a T4 boy with a 5++ KFF.
With a 6++ KFF, T5 boyz are as durable as T4 boyz with a 5++ KFF and a 6+++ FNP against strength 4 AP-1.


The problem starts when you start factoring morale. If previously you could loose 10 boyz to shooting, now you'd loose around 8 + 3-5 to morale which ends up with more losses that are also more expensive. You also don't get the Green tide strategem which was the main reason boyz returned to the table in mid-late 8th and were still viable in 9th.

Morale issues don't show as much for small squads, though, so I think, if you're not running a Green tide, 10 boyz here or there are ok. The problem starts when you get to compare them with what got BUFFED. You quickly realize that 10 extra boyz that will likely just camp an objective are 90 pts that didn't go to something better. And if you want that objective, take kommandoes.


I'm completely aware that leadership is awful, however this did happen before in 7th. And that was actually technically worse with challenges.

As far as Kommandos, they are clearly better and yet lack objective secured.

How realistic is it for Kommandos MSU to hug cover for the extra save, and what benefit could it potentially provide?

Someone earlier poo'd on Kommandos, saying they would be instantly vaporized by shooting.

However they are intriguing for only being 5 points more than a Boyz squad with PKs. Not sure why they get a discount, but okay.

Anyway, to that point, what about literally using mass MSU Kommandos? They get forward deployment plus an extra inch of move, and are more killy in terrain to boot. Basic Choppa slugga plus a klaw.

What's the best way to leverage their various perks? Forward deploy in ruins or deep cover around the board as close as possible?

I guess the real question I'm asking is, would there be any realistic way to run infantry on foot? It seems like everyone instantly settled on transports when they saw the new mob rule without a second thought, and there has been very little discussion on it.

This message was edited 1 time. Last update was at 2021/07/27 22:52:55


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
Regular Dakkanaut



Sheridan, WY

If you want to run a true green tide, i think you can still do it with a brigade.

warboss
snikrot
zagstruk

8x10 snagga boyz
3x10 kommandos
3x10 stormboyz
3x1 mek guns
   
Made in us
Dakka Veteran




Well, a Trukk costs 70, while a unit of Boys leggin' it costs 90, more if you upgrade the Boss to a melee weapon or add a heavy weapon to the squad. The question then becomes this: Is a trukk more durable, or less durable, than 10 boys?

In terms of offense? Boys are *clearly better. No point in that at all.

In terms of holding an objective, 10 ObjSec lads vs a single vehicle? Again, no question.

But when you look at either 2 squads of ten boys in trukks (340+ upgrades) vs 4 squads of footsloggin' lads (360 + upgrades), it's not quite as clear.

Keep in mind, even with the higher Toughness, boys will *melt* in today's game, so they won't be there long, but can 40 outlst 20 + two Trukks?

Once again, oh, how I lament the loss of 'Ard Boys.

(Which also brings us to option #2... 5 Nobs in a Trukk (160 pts+ upgrades) or two squads of 5 on foot (180 pts+ upgrades) … roughly the same offensive potential (1 less attack, 1 more Str), the same number of wounds (10) but a 4+ save instead of a 6+, No ObjSec, but could Nob Mobs become a thing?)

Not sure of the math off the top of my head. The trukk has a higher T, 1 less wound, but a 4+ save, and Ramshackle, vs a 6+. The trukk should take more firepower (barring true anti-tank weapons), making it the better option *probably* but, again, with no offense to speak of.

Tough call!

This one needs more gametime and less thought processing.
   
Made in us
Longtime Dakkanaut




tulun wrote:
The problem I have for boys stems that the KFF is now 85 or 115 points. If I'm just buffing boys mosty, I'd rather just take them as snaggas. At least they get extras on top of the invul, and they keep it when they outpace the mek.
Boys have their place, but it's not to be budget Snaggas.

I think you take the KFF for defending stuff like Buggies, though -- still legit imo. They can repair them too.


I think some idiot at GW screwed up when writing the new codex...a lot, but in this specific case, they screwed up by making the KFF a 6+++ instead of 5+++. I just dont understand how you can nerf it to be half as effective as before, reduce its range but increase its footprint by changing the wording to not wholly within and than go..."huh, this unit kind of sucks hard now, but you know what would really be good? Increasing the price by 25pts.". I mean...how do you nerf something that hard and than give it a 41% price increase?

 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 ca
Yellin' Yoof on a Scooter





 the_scotsman wrote:

Blood Axes Battalion Detachment
Warboss on Squigosaur 145 (Warlord: I've got a Plan, Ladz! Relic: 'Eadwhoppa's Killchoppa) (Mangler Squigs)
Weirdboy 70 (Da Jump, Warpath) (Shroomancer Shaman)
Weirdboy 70 (Jabbin' Fingerz, Fists of Gork) (Boggleye)

20x Beast Snagga Boyz (Squig Herd) with Snagga Klaw nob 220
20x Gretchins 100 (Orrible Gits)
20x Gretchins 100
20x Gretchins 100
20x Gretchins 100
20x Gretchins 100
12x Gretchins 60

Runtherd with Squig Hound 35 (gScaremonger)
Runtherd with Squig Hound 35 (Da Red Gobbo)
Waaagh Banner Nob 70 (Old Makari)
Painboy 70 (Broomasta)

11x Stormboyz (Boingrot Bounderz) 121pts
Grot Mega-Tank with 7x Kustom Mega Blastas and extra-kustom weapon 180

6x Killa Kanz with Rokkit Launchas 330
Kustom Mega Kannon 45
Kustom Mega Kannon 45



............

..........Now hear me out. Hear me out.

I take Green Tide, I take Stomp Em Good and I take either Loot the Good Bits (if I've got 3 decent midboard objectives to try for) or Raise Banners, or Retrieve Octarius Data depending on what the objective setup looks like.

Stomp 'Em Good is ALMOST uncontestable by my opponent, because he's got like, one non-character, non-gretchin unit on the board to try and kill in melee. Basically any turn I manage to kill anything in melee I score 3-4 points. I can deep strike/outflank/da jump basically everything everywhere, so I can score lots of green tide points and gobble up every objective, and basically I use the hilarious firehose of the megatank and the 6-man killa kan squad to remove things that look like theyre threatening to table my sea of stupid stupid gretchins.

This almost seems like a list that might be pretty good at scoring points and winning games, even if it's got very little teeth to kill hordes


This list seems it would be a blast to play but frustrating to play against. I like it!

Da Groxx, WarBoss of the Da Aff-Kicka Korps (DAKK) 
   
Made in cz
Smokin' Skorcha Driver





Prague

Yeah, secondaries looked very gakky at the first look but they can be pretty interesting…

The trick with grots above is one example.

I 've found the Good Bitz are pretty interesting too.
And you don' t need 3 objectives. Just one of them score you 3VP per turn. That is enough for 15VP total.
Effectivnes of them depends a lot on the type of the mission, in case of center objectives are close to each other, it sucks. But if you play let s say Vital Inteligence with long diagonal deploy and objectives too far away, you take Bitz and there will be two on one side, one on other side.
Opponent wil expect, you go for two.
You go for one. It is enough.

This secondary is perfect for spreading opponents attention and forces all around the table. My fast shooting buggies likes it.

This message was edited 1 time. Last update was at 2021/07/28 06:51:37


9000pt and one Ad Mech T-shirt 
   
Made in dk
Longtime Dakkanaut




Danmark

Da Dez-Urt Groxx wrote:
 the_scotsman wrote:

Blood Axes Battalion Detachment
Warboss on Squigosaur 145 (Warlord: I've got a Plan, Ladz! Relic: 'Eadwhoppa's Killchoppa) (Mangler Squigs)
Weirdboy 70 (Da Jump, Warpath) (Shroomancer Shaman)
Weirdboy 70 (Jabbin' Fingerz, Fists of Gork) (Boggleye)

20x Beast Snagga Boyz (Squig Herd) with Snagga Klaw nob 220
20x Gretchins 100 (Orrible Gits)
20x Gretchins 100
20x Gretchins 100
20x Gretchins 100
20x Gretchins 100
12x Gretchins 60

Runtherd with Squig Hound 35 (gScaremonger)
Runtherd with Squig Hound 35 (Da Red Gobbo)
Waaagh Banner Nob 70 (Old Makari)
Painboy 70 (Broomasta)

11x Stormboyz (Boingrot Bounderz) 121pts
Grot Mega-Tank with 7x Kustom Mega Blastas and extra-kustom weapon 180

6x Killa Kanz with Rokkit Launchas 330
Kustom Mega Kannon 45
Kustom Mega Kannon 45



............

..........Now hear me out. Hear me out.

I take Green Tide, I take Stomp Em Good and I take either Loot the Good Bits (if I've got 3 decent midboard objectives to try for) or Raise Banners, or Retrieve Octarius Data depending on what the objective setup looks like.

Stomp 'Em Good is ALMOST uncontestable by my opponent, because he's got like, one non-character, non-gretchin unit on the board to try and kill in melee. Basically any turn I manage to kill anything in melee I score 3-4 points. I can deep strike/outflank/da jump basically everything everywhere, so I can score lots of green tide points and gobble up every objective, and basically I use the hilarious firehose of the megatank and the 6-man killa kan squad to remove things that look like theyre threatening to table my sea of stupid stupid gretchins.

This almost seems like a list that might be pretty good at scoring points and winning games, even if it's got very little teeth to kill hordes


This list seems it would be a blast to play but frustrating to play against. I like it!


except the grot mega tank has not been updated so we dont know if the loadout remains the same or the price changes. because i really doubt the price remains the same with all the increased damage output

This message was edited 1 time. Last update was at 2021/07/28 07:42:46


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






BDBurrow wrote:
If you want to run a true green tide, i think you can still do it with a brigade.

warboss
snikrot
zagstruk

8x10 snagga boyz
3x10 kommandos
3x10 stormboyz
3x1 mek guns


Zagstruk is Goff and not a specalist git.


Automatically Appended Next Post:
Beardedragon wrote:
except the grot mega tank has not been updated so we dont know if the loadout remains the same or the price changes. because i really doubt the price remains the same with all the increased damage output


FW models only got keywords and army-wide rules (blade artist, contagions) when they were updated along with their codex, no other changes are made.

This message was edited 1 time. Last update was at 2021/07/28 07:49:55


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

FW almost never gets price changes outside of core codex changes if anything, and even then they often stay the same. Grot Riggers still had the Index version for the longest time for example (which cost an arm and a leg and was pathetic)

I'm of the notion they had word it was going to change to D3 shots and pre-emptively hyked it to such high costs. That thing almost doubled in price compared to its earlier incarnation, previously it was decent but nowhere near great (was great for the short time we had Grot Mobz before the new IA hit and changed it) and suddenly it shot up in points to ludicrous levels.
I forget the exact price but i remember it being around ~130pts before with 7 KMBs, remember that in the index it was +5pts per kmb not +10. Thats the main difference, the current grot tank damn near doubles its cost to take 7 kmbs now.
Same for Grot Tanks, they were decent enough with Grot Mobz to get some use out of them and again they got hyked up in price for apparently no reason. D3 shots makes it less of a nerf, though still feel a bit overpriced for grot tanks at least.

This message was edited 1 time. Last update was at 2021/07/28 08:12:14


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

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




Danmark

 Jidmah wrote:
BDBurrow wrote:
If you want to run a true green tide, i think you can still do it with a brigade.

warboss
snikrot
zagstruk

8x10 snagga boyz
3x10 kommandos
3x10 stormboyz
3x1 mek guns


Zagstruk is Goff and not a specalist git.


Automatically Appended Next Post:
Beardedragon wrote:
except the grot mega tank has not been updated so we dont know if the loadout remains the same or the price changes. because i really doubt the price remains the same with all the increased damage output


FW models only got keywords and army-wide rules (blade artist, contagions) when they were updated along with their codex, no other changes are made.

Im not sure i understand what you mean.
Im guessing we can expect the D3 rokkits and KMB to hit the grot mega tanks? would be weird otherwise.

This message was edited 3 times. Last update was at 2021/07/28 08:36:14


 
   
Made in fr
Mutilatin' Mad Dok






 Blackie wrote:
Warbikes are also very good under the Bad Moons trait.


Yes indeed, war bikers are great as bad moons. They need to have that dakka 24/12 instead of 18/9 and the bad moon strat. I haven’t found a place for them yet in my test lists but I know I will, soon

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
FW models only got keywords and army-wide rules (blade artist, contagions) when they were updated along with their codex, no other changes are made.

Im not sure i understand what you mean.
Im guessing we can expect the D3 rokkits and KMB to hit the grot mega tanks? would be weird otherwise.


The FW book doesn't list any rules or profiles or codex weapons anymore. If anything in the codex gets updated, so does the FW model, sometimes with weird side-effects.
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
FW models only got keywords and army-wide rules (blade artist, contagions) when they were updated along with their codex, no other changes are made.

Im not sure i understand what you mean.
Im guessing we can expect the D3 rokkits and KMB to hit the grot mega tanks? would be weird otherwise.


The FW book doesn't list any rules or profiles or codex weapons anymore. If anything in the codex gets updated, so does the FW model, sometimes with weird side-effects.


I see.
But alright, so the Grot Mega tanks are absolute power beasts with low cost and insane firepower, is what i hear.

Would that also mean the forge world biker boss has his weapons replaced with 2x dakka guns thats 18 inches each?

Also where is it written that codex rules gets transfered to forge world models? ive never been present at a codex shift as i started after our previous codex was already out. unless its a generalist rule everyone simply knows.

This message was edited 2 times. Last update was at 2021/07/28 09:20:34


 
   
Made in cz
Smokin' Skorcha Driver





Prague

In FW book - check it. There are no weapon profiles or describtion of abilities that are already in codex, just “see ork codex for the stats” note.


Automatically Appended Next Post:
So yes, motoboss has now the 18” dakka 5/3 5/0/1 as the bikers.

Same change on all of his other weapons.

This message was edited 1 time. Last update was at 2021/07/28 09:50:47


9000pt and one Ad Mech T-shirt 
   
Made in gb
Tunneling Trygon






Thanks everyone for the advice on getting started. I found a local shop with 20% discount on GW and several Ork boxes in stock, so will drop by there soon.


 the_scotsman wrote:
 Jidmah wrote:


Indeed. Don't even think about painting badmoons without getting a yellow primer.


Eh just prime white and use contrast paints it's fine.

Yeah my plan was to use wraithbone spray with ork flesh and nazdreg yellow.

I have done plenty of yellow recently with my Gryphonicus titans. It's something I think is much less hassle these days than when I first started out in the hobby (Sunburst Yellow lmao). Between base paints and contrast it's easier to achieve a decent result than it was 10+ years ago.

 addnid wrote:
 Blackie wrote:
Warbikes are also very good under the Bad Moons trait.


Yes indeed, war bikers are great as bad moons. They need to have that dakka 24/12 instead of 18/9 and the bad moon strat. I haven’t found a place for them yet in my test lists but I know I will, soon

Open question - would Bad Moon bikers need a Wartrike to work properly? Still piecing together bits from this new codex but as I understand you need to take separate detachments for both a Speedboss & Warboss, and I will have the new Mega-Armour Warboss once it's released.

This message was edited 1 time. Last update was at 2021/07/28 10:13:34


 
   
Made in dk
Longtime Dakkanaut




Danmark

Alright. i looked in to my forge world book and im not sure i get it, that stuff updated in codex is auto updated in the forge world codex book.

But ill take your word for it. Nob bikers with dakka guns and D3 shots per kannon for grot mega tanks.

Im assuming the warboss on warbike though, loses his aura? otherwise he has the only advance and charge aura.

Edit:
I think i understand. the names (weapons) in the forge world book is the same, but the ork codex has weapons profiles for those names of the weapons. So we look at the new ork codex and look up the weapon names those are the new profiles. aighty. So warboss on warbike uses new killsaw profile as well.

This message was edited 3 times. Last update was at 2021/07/28 10:25:29


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Ship's Officer





Bristol (UK)

I've painted a fair amount of yellow, I find GW's yellows to be great and don't have much issue.
   
Made in bg
Regular Dakkanaut




Got a rules question... Does Da Jump and similar effects (like thousand sons sorcerous facade) make the teleported models count as having fallen back when teleporting them outside of engagement range?

I ask because I saw a similar rule somewhere (dont remember exactly where) stating specifically that moving the unit this way does not count as having fallen back, but there is no such clause in Da Jump.
   
Made in dk
Longtime Dakkanaut




Danmark

pepi55 wrote:
Got a rules question... Does Da Jump and similar effects (like thousand sons sorcerous facade) make the teleported models count as having fallen back when teleporting them outside of engagement range?

I ask because I saw a similar rule somewhere (dont remember exactly where) stating specifically that moving the unit this way does not count as having fallen back, but there is no such clause in Da Jump.


no. they only count as having moved.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in bg
Regular Dakkanaut




Beardedragon wrote:
pepi55 wrote:
Got a rules question... Does Da Jump and similar effects (like thousand sons sorcerous facade) make the teleported models count as having fallen back when teleporting them outside of engagement range?

I ask because I saw a similar rule somewhere (dont remember exactly where) stating specifically that moving the unit this way does not count as having fallen back, but there is no such clause in Da Jump.


no. they only count as having moved.


gotcha. I think it might have been an old ruling somewhere.
   
Made in us
Shadowy Grot Kommittee Memba






Spoiler:
Beardedragon wrote:
Da Dez-Urt Groxx wrote:
 the_scotsman wrote:

Blood Axes Battalion Detachment
Warboss on Squigosaur 145 (Warlord: I've got a Plan, Ladz! Relic: 'Eadwhoppa's Killchoppa) (Mangler Squigs)
Weirdboy 70 (Da Jump, Warpath) (Shroomancer Shaman)
Weirdboy 70 (Jabbin' Fingerz, Fists of Gork) (Boggleye)

20x Beast Snagga Boyz (Squig Herd) with Snagga Klaw nob 220
20x Gretchins 100 (Orrible Gits)
20x Gretchins 100
20x Gretchins 100
20x Gretchins 100
20x Gretchins 100
12x Gretchins 60

Runtherd with Squig Hound 35 (gScaremonger)
Runtherd with Squig Hound 35 (Da Red Gobbo)
Waaagh Banner Nob 70 (Old Makari)
Painboy 70 (Broomasta)

11x Stormboyz (Boingrot Bounderz) 121pts
Grot Mega-Tank with 7x Kustom Mega Blastas and extra-kustom weapon 180

6x Killa Kanz with Rokkit Launchas 330
Kustom Mega Kannon 45
Kustom Mega Kannon 45



............

..........Now hear me out. Hear me out.

I take Green Tide, I take Stomp Em Good and I take either Loot the Good Bits (if I've got 3 decent midboard objectives to try for) or Raise Banners, or Retrieve Octarius Data depending on what the objective setup looks like.

Stomp 'Em Good is ALMOST uncontestable by my opponent, because he's got like, one non-character, non-gretchin unit on the board to try and kill in melee. Basically any turn I manage to kill anything in melee I score 3-4 points. I can deep strike/outflank/da jump basically everything everywhere, so I can score lots of green tide points and gobble up every objective, and basically I use the hilarious firehose of the megatank and the 6-man killa kan squad to remove things that look like theyre threatening to table my sea of stupid stupid gretchins.

This almost seems like a list that might be pretty good at scoring points and winning games, even if it's got very little teeth to kill hordes


This list seems it would be a blast to play but frustrating to play against. I like it!


except the grot mega tank has not been updated so we dont know if the loadout remains the same or the price changes. because i really doubt the price remains the same with all the increased damage output


Oh I'd be playing the GMT as written currently, not with the new rules for Kustom Mega Blastas....except that I'd be using the KMB kustom job so they'd all be Assault 2 Rules as written gaaaaaaaaaang whadda ya want I'm playing grots.

Frustrating point about the faction secondaries - I've only played like 2 games with a 9th codex so I'm not as familiar with them. I would probably keep stomp em good then and take Engage on All Fronts instead of green tide, and then I'd ditch the 'units of 10+ models" setup for just spamming a billion squads of 10 grots, widen out the list to a brigade by slotting in a mini-mek and splitting the stormboyz into 2 squads of 5.


Automatically Appended Next Post:
 Tomsug wrote:
In FW book - check it. There are no weapon profiles or describtion of abilities that are already in codex, just “see ork codex for the stats” note.


Automatically Appended Next Post:
So yes, motoboss has now the 18” dakka 5/3 5/0/1 as the bikers.

Same change on all of his other weapons.


WAIT YOURE RIGHT! I get spicy as hell grot mega tanks from day one! Grot tanks are still probably not as good as other alternatives (you just have to look at a grot tank vs a deffkopta to see that the deffkopta is basically better at everything) but 45pts for a bs4+ rokkit launcha is fairly decent.

This message was edited 2 times. Last update was at 2021/07/28 11:39:33


"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in dk
Longtime Dakkanaut




Danmark

Im pretty happy i bought 3 grot mega tanks just before the start of june They arrived 2 weeks ago. I havent put them together yet, but oh my lord i can see so much power from them going forward.


For 90 points you can get, if within half range 35 str 5 shots hitting on 4s and if you call a speed waaagh you get.. i believe 40 shots each with -1 AP (given 2 of the guns are twin big shootas). I suppose they could compete with Dakkajets by having lower strength per shots, hitting more due to BS 4, but dealing less AP. I guess you could also throw the dakka kustom job on these guys (again if you dont use a dakka jet)

Or 7D3 KMB shots or 7D3 rokkit shots for 160 points or so hitting on 4s. You could genuinly kill yourself on your first KMB volley. highly unlikely but pretty orky if id say so myself. If we skewer the game and put the kustom job for KMBs on the Grot mega tank using KMBs (which i would say STILL appears to be a blatant mistake as its in the mek department), then you will break the game completely for the price. I can see rokkits competing against deffkoptas but i believe they serve different purposes. As well as this one simply hits better.

next to that the profile is good for grot mega tanks in that they lose strength, attacks and movement. 2 out of 3 of those categories literally dont matter when they bracket.

I bought the grot mega tanks because i thought they were worth it before but now they are masters of disasters.

Bringers of Doom and dakka.

This message was edited 3 times. Last update was at 2021/07/28 11:52:48


Hope, is the first step on the road to disappointment.

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