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Made in dk
Longtime Dakkanaut




Danmark

 Blackie wrote:
RAI it's pretty clear that the AP modifier doesn't go to passengers though. That's a bonus for bikers and vehicles, infantry models already have their bonus from the other kind of waaagh.


not really.

shooting infantry gains literally nothing from any waaaghs if they dont get -AP from the transports.

how would advance and charge +1 attack help lootas, burnas, flash gitz and tankbustas?

To me it doesnt make sense that shooting infantry would gain zero bonuses from either waaagh, so id say it sounds sensible for them to receive the -AP when transported in vehicles. I have no idea if GW made this their intention however, but it would make sense. Otherwise you are hampering your self by going infantry shooting because calling a waaagh means nothing to them.

This message was edited 2 times. Last update was at 2021/07/28 18:24:04


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

- About Dawn of War 3 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 the_scotsman wrote:
Beardedragon wrote:
 the_scotsman wrote:
yeah, even just looking at it as "hey, here's a BS4+ unit that shoots 7d3 flat 3 damage shots for 160 points"....I'm definitely listening.



indeed. thats why i didnt think i could use them untill an update, i expected a point increase.

Atm they are just nasty.


...I mean, rokkits and KMBs are still 10pts for basically every unit that has them in the new dex.




I was looking at MEK BOSS BUZZGOB - his ability Buzzgob’s Dredheadz, allows you to improve the hit roll of 1 unit of GOFF DEFF DREADS, GOFF MEGA DREAD, GOFF MEKA-DREAD, GOFF KILLA KANS, GOFF GORKANAUT or GOFF MORKANAUT.

this ability is klan locked and will last through both shooting and melee, however he isn't a specialist lad so will need to be in a goff detatchment

I am wondering how i can abuse it >

1 Deff dread with 5D3 KMB (via kustom job) hitting on 4's - it might not be 7D3 KMB but with buzz gob nearby you probably wont kill yourself rolling 1's at 125 points

or

MEKA-DREAD with 2 kill kannons for 2d6 shots hitting on 3's yeah thats right 3's at s8 -2AP with flat 2 damage - for some space marine killin = 165 (basically Da Booma but cheaper and hitting on 3's )

or finally have some decent Killa Kans hitting on 3's in both shooting and melee - a squad of killa kans would actually look half decent with buzzgob next to them =120-240 depending on number of kans

i suppose if you like gorkanaughts you could make the deffstorm mega shoota dakka 30/20 hit on 4's - personally i wouldn't take the naughts :p


This message was edited 1 time. Last update was at 2021/07/28 18:30:44


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





Nebraska, USA

Speaking of the Mekadread that reminds me the Kannonwagon is another great Freeboota procing unit.
It hits on 5s, but the supakannon gets +1 to hit. So it doesnt benefit from Freeboota anyway (w/o a -1 existing that is) and its pretty strong for its cost. Highly doubt anyone cares about the bigshootas hitting on 4s when the big gun still hits on a 4 instead of a 3.
Mekadreads are innate BS4 though, so they'd be better like Kingbbob said after benefiting from freeboota

(i remember seeing the Mekadread when the new IA came out and thinking double killkannon ftw...then saw the kannonwagon which was superior in every way for roughly the same cost lol)

This message was edited 2 times. Last update was at 2021/07/28 18:35:26


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
Grovelin' Grot




To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.

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





Nebraska, USA

Sad, as 10pts for 1 more shot is pretty fething dumb (purely due to orky BS, since its not likely to hit)
Rather 10pts for "No mortals on a 1" at that point, so my megamek can fire w/o fear.

This message was edited 1 time. Last update was at 2021/07/28 18:49:56


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.



it says specific units, the kustom job in question only specifies that the unit must have a kustom mega blaster or mega slugga

its the last 2 words "or units"

This message was edited 1 time. Last update was at 2021/07/28 19:07:22


SMASH  
   
Made in us
Shadowy Grot Kommittee Memba






 kingbbobb wrote:
Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.



it says specific units, the kustom job in question only specifies that the unit must have a kustom mega blaster or mega slugga


Specific CHARACTER units.

it's in all caps and bold, my dude...

"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 gb
Tough-as-Nails Ork Boy




United Kingdom

 the_scotsman wrote:
 kingbbobb wrote:
Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.



it says specific units, the kustom job in question only specifies that the unit must have a kustom mega blaster or mega slugga


Specific CHARACTER units.

it's in all caps and bold, my dude...


thats not what it says it says "specific character models OR UNITS"

SMASH  
   
Made in us
Shadowy Grot Kommittee Memba






 Vineheart01 wrote:
Speaking of the Mekadread that reminds me the Kannonwagon is another great Freeboota procing unit.
It hits on 5s, but the supakannon gets +1 to hit. So it doesnt benefit from Freeboota anyway (w/o a -1 existing that is) and its pretty strong for its cost. Highly doubt anyone cares about the bigshootas hitting on 4s when the big gun still hits on a 4 instead of a 3.
Mekadreads are innate BS4 though, so they'd be better like Kingbbob said after benefiting from freeboota

(i remember seeing the Mekadread when the new IA came out and thinking double killkannon ftw...then saw the kannonwagon which was superior in every way for roughly the same cost lol)


given that its got exactly 2x the firepower, I'll be reaching for the grot megatank over the kannonwagon to set up my 'bootas. Steamboat willie coming to wreck your shop, toot toot!


Automatically Appended Next Post:
 kingbbobb wrote:
 the_scotsman wrote:
 kingbbobb wrote:
Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.



it says specific units, the kustom job in question only specifies that the unit must have a kustom mega blaster or mega slugga


Specific CHARACTER units.

it's in all caps and bold, my dude...


thats not what it says it says "specific character models OR UNITS"


fair I guess - it'll need to be 2-week FAQed i guess.it is basically clear to me that "Mek Kustom Jobs" are PROBABLY intended to only be able to be taken by Meks, Big Meks, or Spanna units. But throw it on the pile of things you can squint at and read funky I guess.

This message was edited 1 time. Last update was at 2021/07/28 19:10:55


"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

Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.




ah yes. as ive been saying, i doubt the KMB upgrade would work on deffdreads as it was in the mek department. Sure it might work now but i honestly dont think thats the intention. i also expect an FAQ

This message was edited 1 time. Last update was at 2021/07/28 19:20:59


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

- About Dawn of War 3 
   
Made in cz
Smokin' Skorcha Driver





Prague

 Vineheart01 wrote:
Speaking of the Mekadread that reminds me the Kannonwagon is another great Freeboota procing unit.
It hits on 5s, but the supakannon gets +1 to hit. So it doesnt benefit from Freeboota anyway (w/o a -1 existing that is) and its pretty strong for its cost. Highly doubt anyone cares about the bigshootas hitting on 4s when the big gun still hits on a 4 instead of a 3.
Mekadreads are innate BS4 though, so they'd be better like Kingbbob said after benefiting from freeboota

(i remember seeing the Mekadread when the new IA came out and thinking double killkannon ftw...then saw the kannonwagon which was superior in every way for roughly the same cost lol)


Actualy, I care about Big Shootas hitting on 4+. Kannonwagon is very good unit. Can move 12” and still shoot over the board. So you keep him like zooming fire platform in the backfield and it has two tasks. One is obvious - shooting long range supakannon. And your note about ignoring freebotas is sad, but very right.

But his second role is deleting the “cheap deepstrikes” and similar kind of units and few more hits from 3 big shootas can make a difference.

Two another notes:

Somebody asked why Grot Tank is so overpowered now - Kustom Jon “Extra Kustom Weapon” gives +1 shot to EVERY KMB tanks has (up to 7?)

Somebody said, one Dakkajet was not so impresive -
1. You have to shoot on soft infantry. Than it works.
2. Jets always in pair or more. One jet is not enough.
….. the last point is valid for almost any vehicle except stompa I guess….

9000pt and one Ad Mech T-shirt 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Grot Tanks arent overpowered, theyre more just good enough to actually be able to use now (clealry better options)
The Grot Mega Tank is 160pts for 7d3 KMB shots hitting on 4s, and if they dont fix that kustom job its 7D3+7 kmb shots for 170pts.

That is a LOT of S8 Ap3 D6 damage. Even if odds are it will nuke its own brains out (note that they 'fixed' kmb guys it can cause multiple mortals with the same gun now). Grot Mega Tanks arent exactly super tanky but theyre tanky enough where something more expensive than them is going to be invested to get rid of it.
That amount of firepower will reliably delete just about anything w/o a 4++ - it will probably die either in the process or shortly after, but given its cost...thats fine

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
Grovelin' Grot




 kingbbobb wrote:
 the_scotsman wrote:
 kingbbobb wrote:
Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.



it says specific units, the kustom job in question only specifies that the unit must have a kustom mega blaster or mega slugga


Specific CHARACTER units.

it's in all caps and bold, my dude...


thats not what it says it says "specific character models OR UNITS"

Except you can't put a kustom job on a UNIT of vehicles, only a single model. Which is the first half of it, CHARACTER models. The word units here clearly applies to the two kustom jobs that specifically say they affect an entire unit instead of single models. The extra-kustom weapon says model, not unit, meaning CHARACTER model, not UNIT. Even the flavor text says "the mek's own weapon", RAI is obvious here as well as RAW.
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 the_scotsman wrote:
 Vineheart01 wrote:
Speaking of the Mekadread that reminds me the Kannonwagon is another great Freeboota procing unit.
It hits on 5s, but the supakannon gets +1 to hit. So it doesnt benefit from Freeboota anyway (w/o a -1 existing that is) and its pretty strong for its cost. Highly doubt anyone cares about the bigshootas hitting on 4s when the big gun still hits on a 4 instead of a 3.
Mekadreads are innate BS4 though, so they'd be better like Kingbbob said after benefiting from freeboota

(i remember seeing the Mekadread when the new IA came out and thinking double killkannon ftw...then saw the kannonwagon which was superior in every way for roughly the same cost lol)


given that its got exactly 2x the firepower, I'll be reaching for the grot megatank over the kannonwagon to set up my 'bootas. Steamboat willie coming to wreck your shop, toot toot!


Automatically Appended Next Post:
 kingbbobb wrote:
 the_scotsman wrote:
 kingbbobb wrote:
Commissar Yarrork wrote:
To everyone talking about taking the mek kustom jobs on a vehicle instead of a mek, this is in the glossary and pretty clearly shoots that idea down.



it says specific units, the kustom job in question only specifies that the unit must have a kustom mega blaster or mega slugga


Specific CHARACTER units.

it's in all caps and bold, my dude...


thats not what it says it says "specific character models OR UNITS"


fair I guess - it'll need to be 2-week FAQed i guess.it is basically clear to me that "Mek Kustom Jobs" are PROBABLY intended to only be able to be taken by Meks, Big Meks, or Spanna units. But throw it on the pile of things you can squint at and read funky I guess.


oh i know that but if they don't write these rules correctly what are we to do?

ignore the fact grot shield works on makari, which makes it so we can force the enemy to shoot all the kommandos (due to look out sir), then shoot makari, before finally shooting the unit protected behind makari.
ignore the fact you can teleport a big ead bunker, a piece of terrain which if placed correctly could block the movement of vehicles that can't fly, interfere with look out sir rule, and use careen stratagem.
ignore that flash gits aren't clan locked, despite the transport rules hinting that they should be with the wording "FLASH GITZ or <CLAN> INFANTRY models" being unchanged.
ignore that the warboss on warbike can currently declare speedwaaaagggghhh or waaaaaaggghhhh because it has the speedboss & warboss keyword
ignore that trukk boyz can't use trukks
ignore that the monster hunter stratagem has no end time so lasts the entire game
ignore the fact kustom jobs can't be used on SUPER-HEAVY AUXILIARY DETACHMENT or SUPER-HEAVY DETACHMENT despite there being kustom jobs for morkanaughts/gorkanaughts
ignore the fact specialist mobs can't be used on SUPER-HEAVY AUXILIARY DETACHMENT or SUPER-HEAVY DETACHMENT despite there being specialist mobs for morkanaughts/gorkanaughts
ignore the fact they misspelled the key word NOBZ on trukk boys and put NOB instead.



if they want mek kustom jobs to be limited they should use keywords to limit them, but they decided to be lazy.



Automatically Appended Next Post:
 Vineheart01 wrote:
Grot Tanks arent overpowered, theyre more just good enough to actually be able to use now (clealry better options)
The Grot Mega Tank is 160pts for 7d3 KMB shots hitting on 4s, and if they dont fix that kustom job its 7D3+7 kmb shots for 170pts.

That is a LOT of S8 Ap3 D6 damage. Even if odds are it will nuke its own brains out (note that they 'fixed' kmb guys it can cause multiple mortals with the same gun now). Grot Mega Tanks arent exactly super tanky but theyre tanky enough where something more expensive than them is going to be invested to get rid of it.
That amount of firepower will reliably delete just about anything w/o a 4++ - it will probably die either in the process or shortly after, but given its cost...thats fine


god didn't even read it right, its 1 extra shot per weapon- i thought it was 1 extra shot per model xD

This message was edited 2 times. Last update was at 2021/07/28 22:40:57


SMASH  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I need to start collecting all the errors and ambiguities for my FAQ mail... boy, what a mess.

Was this really written by the same people that did Codex: Death Guard?

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

here is a combo deffkilla wartrike

ramming speed d3 mortals on 2+ (on the charge)
road kill warlord trait d3 mortals on 2+ (on the charge)
shokka hull d3 mortals on 4+ (everytime an enemy unit is selected to fight)

there you go between 3-9 mortal wounds gaurenteed before we even work out actual attacks

...well not guaranteed, you still have to roll 2+and 4+ xD

This message was edited 1 time. Last update was at 2021/07/28 22:26:50


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Made in gb
Tunneling Trygon






 kingbbobb wrote:

ignore the fact kustom jobs can't be used on SUPER-HEAVY AUXILIARY DETACHMENT or SUPER-HEAVY DETACHMENT despite there being kustom jobs for morkanaughts/gorkanaughts


I can't find that restriction in the leaks. There's some text about not being able to use kustom jobs (and strategems) if your only ork detachments are the auxiliary detachment types listed, but that's standard in recent codexes.

So long as you have any other kinds of Ork detachment (like a Battalion or Outrider) then you can still use kustom jobs on "any Orks model in your army".

This message was edited 1 time. Last update was at 2021/07/28 22:28:53


 
   
Made in no
Rogue Grot Kannon Gunna






 G00fySmiley wrote:
so last night i finished my 7th match with the new codex

dakka jets are rock star, currently i think in the running for the best unit in the book.



I'm sorry, how? I had 3 games and the DJ is nothing but a disappointment. It averages 12 hits with the KJ and 6 supashoota for the price of 1 and half squigbuggy. What did you test it against it?
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 xttz wrote:
 kingbbobb wrote:

ignore the fact kustom jobs can't be used on SUPER-HEAVY AUXILIARY DETACHMENT or SUPER-HEAVY DETACHMENT despite there being kustom jobs for morkanaughts/gorkanaughts


I can't find that restriction in the leaks. There's some text about not being able to use kustom jobs (and strategems) if your only ork detachments are the auxiliary detachment types listed, but that's standard in recent codexes.

So long as you have any other kinds of Ork detachment (like a Battalion or Outrider) then you can still use kustom jobs on "any Orks model in your army".


Your interpretation is in my opinion correct but they write it in such away that it confuses people, and i have seen people try to argue that you can't use kustom jobs and specialist mobs on super heavy detatchments......so i put it on the list.

i think it's becasue people replace the <clan> keyword with specialist mob keyword.
and then insert the specialist mob keyword into the rules governing detachment abilities & Klan Kultures - which state "this does not apply to auxillary support,supperheavyauxillary or fortification network detatchments"
They doen't seem to realise they are replacing the keyword for the unit not the detachment.

This message was edited 4 times. Last update was at 2021/07/28 23:08:09


SMASH  
   
Made in us
Longtime Dakkanaut




After looking at my snagga box kinda disappointed how all the new models are monopose.
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 Emicrania wrote:
 G00fySmiley wrote:
so last night i finished my 7th match with the new codex

dakka jets are rock star, currently i think in the running for the best unit in the book.



I'm sorry, how? I had 3 games and the DJ is nothing but a disappointment. It averages 12 hits with the KJ and 6 supashoota for the price of 1 and half squigbuggy. What did you test it against it?


not a fan myself but did you use the more dakka kustom job ? or fly boys specialist mob ?

SMASH  
   
Made in us
Dakka Veteran




gungo wrote:
After looking at my snagga box kinda disappointed how all the new models are monopose.


I believe that ALL new models for the forseeable future will be monopose.

It's to break the back of the bits industry.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





gungo wrote:
After looking at my snagga box kinda disappointed how all the new models are monopose.


There's a tiny bit of stuff that can be done. The heads can be swapped around, one or two weapons have joints at the hand. But yeah it's a bit sad how little in the way of options are provided.

Also, i'm thinking about how to make a shooty character. The dead shiny shoota is pretty nice atm. For my money at least. And one of the best models to carry it is probably the Mega mek. Gets the BS4 but sadly has to ditch a KMB to do so and nowdays GW doesn't let you discount a character by taking cheaper wargear. Reckon the 14/10 D2 shots is worth swapping out the punch of a KMB? Also gets fun if you manage to trigger Freebootaz for a BS3 Mek with decent dakka.

This message was edited 1 time. Last update was at 2021/07/29 01:01:31


 
   
Made in ca
Stormin' Stompa






 Jidmah wrote:
I need to start collecting all the errors and ambiguities for my FAQ mail... boy, what a mess.

Was this really written by the same people that did Codex: Death Guard?


It definitely feels like they were roleplaying as Orks when writing this in terms of all the errors and lack of oversight for clear rules writing, I guess they felt they could "ramshackle" their codex penning
   
Made in us
Regular Dakkanaut




 Jidmah wrote:
I need to start collecting all the errors and ambiguities for my FAQ mail... boy, what a mess.

Was this really written by the same people that did Codex: Death Guard?


Don't forget the Burna Exhausts being listed for weapons affected by Pyromaniacs specialist mob, while the only vehicle equipped with them (Kustom Boosta-Blasta) is not an eligible unit for the specialist detachment.

But yes, we certainly need a nice, fat, clearly written list of questions and errors (purely about rules conflicts and not "why you nerf X!?") to email GW so they hopefully get the FAQ done right.

This message was edited 1 time. Last update was at 2021/07/29 02:19:06


 
   
Made in ru
!!Goffik Rocker!!






 Jidmah wrote:
I need to start collecting all the errors and ambiguities for my FAQ mail... boy, what a mess.

Was this re ly written by the same people that did Codex: Death Guard?


Badrukk buffs himself but Snikrot doesn't. Yet again the plural Gw problem.
...
You know, we had a joke around here after the few codexes from the new edition that they are written by AI. Cause a lot of armies have been blanded and share common buffs, nerfs and detail errors cause AI doesn't give a damn. Now it doesn't seem like a joke any more.
   
Made in us
Krazed Killa Kan






 the_scotsman wrote:
a squad of 12 burna boyz with the pyromaniacs specialist mob is quite possibly one of the best anti-infantry picks we've got tbh. Fantastic unit. And the Spanna stings a whole lot less at 11ppm than 17ppm for a model with a big shoota. they chew up nearly 20 geq models a turn and even put 7 wounds on meq in a pinch.

the main problem I have and have always had with lootas is just...theyre boring. theyre not orky to me. its just a glorified model with an autocannon.


Burnas are the infantry shooting unit of the Ork Codex IMO. At 12" range why not? Shootas are basically most effective at 9" range, FFS, or 12" even with Bad Moon, and they still stink in comparison.

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 ru
!!Goffik Rocker!!






Oh btw, guyz, it seems I found a semi-solution for our fight last problem. If you, like me, was ditching your meganobz cause they didn't stand a chance vs mellee oriented enemies with fight last (de, da, dg...) we have Redder armor artifact that forces the enemy in mellee with a bearer to go last.

You could take an evil sun trike that would get 18 movement! If you're running a regular Waaagh or grand Waaagh, you could give him squig tires for 19 movement and 12 advance with a charge afterwards. That's literally able to roll across the board and make that charge.

Not that it's always optimal but it's sure an option if you want that death ball of nobz or kanz get a swing vs something like death wing termies.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





 koooaei wrote:
Oh btw, guyz, it seems I found a semi-solution for our fight last problem. If you, like me, was ditching your meganobz cause they didn't stand a chance vs mellee oriented enemies with fight last (de, da, dg...) we have Redder armor artifact that forces the enemy in mellee with a bearer to go last.

You could take an evil sun trike that would get 18 movement! If you're running a regular Waaagh or grand Waaagh, you could give him squig tires for 19 movement and 12 advance with a charge afterwards. That's literally able to roll across the board and make that charge.

Not that it's always optimal but it's sure an option if you want that death ball of nobz or kanz get a swing vs something like death wing termies.


If said boss is going to be leading the charge in such a way, pinning units in place and forcing deebuffs then it could be worth giving them the follow me lads trait, let units that are deepstriking, da jumping or fast enough to keep up make that little bit easier charge.
   
Made in ru
!!Goffik Rocker!!






cody.d. wrote:
 koooaei wrote:
Oh btw, guyz, it seems I found a semi-solution for our fight last problem. If you, like me, was ditching your meganobz cause they didn't stand a chance vs mellee oriented enemies with fight last (de, da, dg...) we have Redder armor artifact that forces the enemy in mellee with a bearer to go last.

You could take an evil sun trike that would get 18 movement! If you're running a regular Waaagh or grand Waaagh, you could give him squig tires for 19 movement and 12 advance with a charge afterwards. That's literally able to roll across the board and make that charge.

Not that it's always optimal but it's sure an option if you want that death ball of nobz or kanz get a swing vs something like death wing termies.


If said boss is going to be leading the charge in such a way, pinning units in place and forcing deebuffs then it could be worth giving them the follow me lads trait, let units that are deepstriking, da jumping or fast enough to keep up make that little bit easier charge.


Yeah, that's a good idea, actually. Might be helpful even for a t1 charge with storm boyz or units that got teleported by a wierdboy.
   
 
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