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Made in us
Yellin' Yoof




United States

I've been working on a 3k list, and I'd like some feedback if anyone has the time. Here we go

Spoiler:

Battalion
Ghaz-215

Wierdboy-62

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

Grotsnik-74

Banner nob-79

Spearhead
Big mek w/shokk attack-100

Biker big mek w/kff-101

4 mek guns
1 smash
3 mega-kannonz
-185

Battlewag w/supa-kannon
4 rokkits
Ardcase
Deffrolla
-261

11 lootas-187

Vanguard
Wierdboy-62

5 kommandos
Nob w/big choppa
2 rokkits
-78

5 kommandos
Nob w/big choppa
2 rokkits
-78

5 kommandos
Nob w/big choppa
2 rokkits
-78

Outrider
Wierdboy-62

2 deffkoptas w/kopta rokkits-166

2 deffkoptas w/kopta rokkits-166

2 deffkoptas w/kopta rokkits-166

Void shield-190


Tactics are fairly obvious. Kommandos and koptas deploy off table to threaten opponents back field after they've moved around and provide distractions for my boyz. Some wierdboys for jump, warpath, and smite. Mek gunz and lootas hang out with the void shield and provide fire support. Supa-kannon on the other flank so i dont have just one high toughness model, plus it has the range to possibly force my opponent to move. The boyz do what they do. I'd love to field a stompa. I've been converting one from an old GI Joe armor bot, but at 1000 points for the regular or 1200 for the kustom, i just dont see it being worth while. Similar issues with my dread, morka, and standard battlewagon. Loosing blast weapons is super painful.

This message was edited 2 times. Last update was at 2017/07/25 18:39:53


 
Made in us
Yellin' Yoof




United States

 Grotrebel wrote:
malcontent999 wrote:
I've been working on a 3k list, and I'd like some feedback if anyone has the time. Here we go

Spoiler:

Battalion
Ghaz-215

Wierdboy-62

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

Grotsnik-74

Banner nob-79

Spearhead
Big mek w/shokk attack-100

Biker big mek w/kff-101

4 mek guns
1 smash
3 mega-kannonz
-185

Battlewag w/supa-kannon
4 rokkits
Ardcase
Deffrolla
-261

11 lootas-187

Vanguard
Wierdboy-62

5 kommandos
Nob w/big choppa
2 rokkits
-78

5 kommandos
Nob w/big choppa
2 rokkits
-78

5 kommandos
Nob w/big choppa
2 rokkits
-78

Outrider
Wierdboy-62

2 deffkoptas w/kopta rokkits-166

2 deffkoptas w/kopta rokkits-166

2 deffkoptas w/kopta rokkits-166

Void shield-190


Tactics are fairly obvious. Kommandos and koptas deploy off table to threaten opponents back field after they've moved around and provide distractions for my boyz. Some wierdboys for jump, warpath, and smite. Mek gunz and lootas hang out with the void shield and provide fire support. Supa-kannon on the other flank so i dont have just one high toughness model, plus it has the range to possibly force my opponent to move. The boyz do what they do. I'd love to field a stompa. I've been converting one from an old GI Joe armor bot, but at 1000 points for the regular or 1200 for the kustom, i just dont see it being worth while. Similar issues with my dread, morka, and standard battlewagon. Loosing blast weapons is super painful.


If you split the Mek guns you can take another spearhead detachment for an extra CP.
Would trade the smash gun for a bubblechukka though - it`s to orky!

3 squads of boys is not too much. Most of the 2000 point lists have them also.^^

If you want a stompa take the small stompa aka Gorkanaut - or 3 of them for the same points.

The rest looks solid.


I know I'm light on mobs, but if I cut anything for more, it'll basically be a green horde. Lucky for me, I usually play with friends/family, so it's not crazy competitive and I can get away with some fun stuff that may not be the most efficient. The bubble chukka looks fun, but it just doesn't do it for me. The way I'm reading the overheat rules for the kmk, it takes 1 mortal wound max, no matter how many dice are thrown. "If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after shots are resolved." Is this how people are playing it? Do you think it would be worth it to switch the wagon for a gorkanought? My usual opponents are Death Guard and Necrons, so most of the shots coming my way are short/medium range and crossing most of the table isnt too troubling. Eventually I'm gonna have to field that kustom stompa, just can't decide how to support it.

p.s. Thanks for the advice

This message was edited 1 time. Last update was at 2017/07/26 00:23:41


 
Made in us
Yellin' Yoof




United States

Nairul wrote:
pismakron wrote:
Nairul wrote:


Some questions:
1) Am I crippling myself by trying to fill a Brigade detachment? Stormboyz are the main outlier that you don't see in other Green Tide lists... but I needed FA to fill the Brigade.
2) Game 1 lost against Tau. Game 2 lost against Deathwatch/Scions. Neither game was close. Are these supposed to be tough matchups?
3) In both games, Turn 1 when I warpath & jump 30 Boyz into their backline they couldn't make the charge. So they sit there without a Painboy or KFF and all die. Are there some games where I simply shouldn't jump Boyz ahead of the tide?


1) Yes, I think you are. KMKs and stormboyz are not bad options, but your list would almost certainly be stronger with more boyz, and most importantly, a warboss with big choppa on a bike. Or two. The waaagh is the single most important buff for a greentide list. All your units should advance every turn until they can get the charge.

2) They can be tough matchups, but I think they are both mid-tier factions like Orks.

3) Jumping them ahead is fine. They will all get killed, but any shooting directed at the teleported squad is not directed at your main army. But if you jump squads ahead, then the KFF meks become redundant. Swap your bike meks for two warboss on bikes with big Choppas. Swap your KMKs for more boyz. Convert half of your Boyz into slugga Boyz. Ditch zagstrukk, he is only efficient if you have very large blobs of stormboyz that needs the fearless buff.



1) So you don't feel Ghaz is enough source of Waaagh? I guess an extra Zhadsnark or Bikerboss allows the tide to go in different directions.

3) But those boys are my main army. If they don't hit their 9" charge then all I've done is siphon off a chunk of my horde to die a painful death without KFF or FNP. So I'm worried that by jumping them I'm flipping a coin, ya know?


You don't really want just 1 unit to show up down range, unless you really like to gamble. I'd recommend jumping on the same turn you have kommandos (or deffkoptas, or warbuggies, or w/e) show up, so your opponent is forced to split fire or leave something largely untouched.
Made in us
Yellin' Yoof




United States

 Grotrebel wrote:
malcontent999 wrote:
 Grotrebel wrote:
malcontent999 wrote:
I've been working on a 3k list, and I'd like some feedback if anyone has the time. Here we go

Spoiler:

Battalion
Ghaz-215

Wierdboy-62

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

30 boyz
Nob w/big choppa
7 shoots
3 rokkits
-225

Grotsnik-74

Banner nob-79

Spearhead
Big mek w/shokk attack-100

Biker big mek w/kff-101

4 mek guns
1 smash
3 mega-kannonz
-185

Battlewag w/supa-kannon
4 rokkits
Ardcase
Deffrolla
-261

11 lootas-187

Vanguard
Wierdboy-62

5 kommandos
Nob w/big choppa
2 rokkits
-78

5 kommandos
Nob w/big choppa
2 rokkits
-78

5 kommandos
Nob w/big choppa
2 rokkits
-78

Outrider
Wierdboy-62

2 deffkoptas w/kopta rokkits-166

2 deffkoptas w/kopta rokkits-166

2 deffkoptas w/kopta rokkits-166

Void shield-190


Tactics are fairly obvious. Kommandos and koptas deploy off table to threaten opponents back field after they've moved around and provide distractions for my boyz. Some wierdboys for jump, warpath, and smite. Mek gunz and lootas hang out with the void shield and provide fire support. Supa-kannon on the other flank so i dont have just one high toughness model, plus it has the range to possibly force my opponent to move. The boyz do what they do. I'd love to field a stompa. I've been converting one from an old GI Joe armor bot, but at 1000 points for the regular or 1200 for the kustom, i just dont see it being worth while. Similar issues with my dread, morka, and standard battlewagon. Loosing blast weapons is super painful.


If you split the Mek guns you can take another spearhead detachment for an extra CP.
Would trade the smash gun for a bubblechukka though - it`s to orky!

3 squads of boys is not too much. Most of the 2000 point lists have them also.^^

If you want a stompa take the small stompa aka Gorkanaut - or 3 of them for the same points.

The rest looks solid.


I know I'm light on mobs, but if I cut anything for more, it'll basically be a green horde. Lucky for me, I usually play with friends/family, so it's not crazy competitive and I can get away with some fun stuff that may not be the most efficient. The bubble chukka looks fun, but it just doesn't do it for me. The way I'm reading the overheat rules for the kmk, it takes 1 mortal wound max, no matter how many dice are thrown. "If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after shots are resolved." Is this how people are playing it? Do you think it would be worth it to switch the wagon for a gorkanought? My usual opponents are Death Guard and Necrons, so most of the shots coming my way are short/medium range and crossing most of the table isnt too troubling. Eventually I'm gonna have to field that kustom stompa, just can't decide how to support it.

p.s. Thanks for the advice


Yeah thats allright, i prefer mixed lists over green tide as well. So 3 mobs should be ok, especially when not playing totally maxed out.
But a good opponent will try to get all your 3 mobs under 20 models pretty fast so keep them as safe as you can.

And yes, it`s just 1 mortal wound for the KMK.

For what do you use your wagon? Embark all buff characters to have less deployment drops?
With ard case you can`t put anything to shoot in it and just for 4 rokkits it`s a bit expensive.
The Gorkanaut can fire most of the weapons on 36" so it would be ok vs Necrons.
On the one hand yut you need to get some points free for that, on the other you get a lot more firepower and he is better in CC as well.

If you switch the void shield for a plasma obliterator you get some extra firepower and your lootas are even more safe inside.
Just reduce them to 10 cause thats the maximum to fire from inside. Or 9 and put the Mek with SAG with them.^^
The gunz have to survive in cover or swap some of them to lobbas and put them out of sight which would also give you extra points.

Don`t think you can fit a stompa in that list because it`s simply to expensive and you have a lot expensive stuff allready.
Btw you play Bad Moons? All that extra gear is nice and flashy.

Here my suggestion:

Orks: Brigade Detachment - 2283 points

Big Mek + KFF
Big Mek + Shokk attack gun
Wyrdboy

30 Boyz, 7 x Shoota, 1 x Big shoota, 2 x Rokkit launcha + Boss Nob w. Big choppa
30 Boyz, 7 x Shoota, 1 x Big shoota, 2 x Rokkit launcha + Boss Nob w. Big choppa
30 Boyz, 7 x Shoota, 1 x Big shoota, 2 x Rokkit launcha + Boss Nob w. Big choppa
10 Gretchin
10 Gretchin
10 Gretchin

Mad Dok Grotsnik
Nob with Waaagh! Banner
5 Kommandos, 2 x Rokkit launcha + Boss Nob, Big choppa

2 Deffkoptas, 2 x Kopta rokkits
2 Deffkoptas, 2 x Kopta rokkits
2 Deffkoptas, 2 x Kopta rokkits

Gorkanaut
9 Lootas
1 Mek Gun, 1 x Smasha gun


Orks: Supreme Command Detachment - 339 points
Ghazghkull Thraka
Wyrdboy
Wyrdboy


Orks: Spearhead Detachment - 188 points
Wyrdboy

1 Mek Gun, 1 x Kustom mega-kannon
1 Mek Gun, 1 x Kustom mega-kannon
1 Big Gun, 1 x Lobba


Orks: Forticication Detachment - 190 points

1 Void shield generator or 1 plasma obliterator


Exact 3000 points, PL 178, and 14 CP instead of your 9 CP before.



Wagon use kinda depends on who my opponent is. The supa-kannon is 2d6 at 60" s8 ap-2 and d3, so it can trade blows with ememy armor. The rokkits discourage deep striking monoliths and the like or it can follow the boyz up the table and provide extra high strength medium range shots.

Definitely going to try to reorganize for those extra CP. I like the void shield because it can cover the lootas and mek gunz while my kff mek covers boyz or a vehicle, but I can see the plasma obliterate as a good option. I'd probably go the 9 lootas and sag.

Are the grots good for anything other than screens? They don't feel like they have a good job to do. Is it worth 90pts for the extra cp?

I'm using the goffs key word and the ghaz special rules to represent a freebooter kaptin and krew. I'm working on modifying him to have a pirate hat and a jolly roger back banner. My wife can sculpt and promised to make me a great coat for him.

I used to have an armored column army (old chapter approved list I think) that I cannibalized, so my mek gunz, loota weapons, and all vehicles and walkers are converted from imperial bits. Even my gun krews are re-purposed guardsmen "slaves." I'd like to think I nailed my theme

Edit: Honestly, the biggest reason I want the wagon is I spent a lot of effort making it out of a pair of Leman russes and a chimera

This message was edited 1 time. Last update was at 2017/07/26 18:18:07


 
Made in us
Yellin' Yoof




United States

 Grotrebel wrote:
Edit: Honestly, the biggest reason I want the wagon is I spent a lot of effort making it out of a pair of Leman russes and a chimera


Ha! I know that feeling. Then just go for it and shoot da gitz.

Are the grots good for anything other than screens? They don't feel like they have a good job to do. Is it worth 90pts for the extra cp?

Screening vs deepstriking stuff and late game objective grabbing.
In maelstrom they are important to get victory points from objectives in your deployment zone so you can bring the rest to the enemy.
But since everybody can hold objectives and you have some shooty stuff you should be allright.

I personally take them often because it fits the Bad Moons and they proved good for me.
But we play with a lot terrain + maelstrom which is both good for grot.

I like your grot slaves count as.
IG is perfect for converting for us orks.


Good point. Thanks, you've given me a lot to consider. I'll give my list a rework when I've got some time
Made in us
Yellin' Yoof




United States

 koooaei wrote:
Nairul wrote:
Remember the 9" KFF bubble doesn't need to cover the entire model.


It does. Got faq-d

I'm somewhat concerned with zerkers getting possible 15 s5+ attacks per model with no point increase. Need to think how can footsloggers really deal with them. We need to bauble wrap HARD to get a chance to retaliate and than a counter-attack strategem ruins us once again. And we don't have good enough shooting for points to oppose meq with rhinos. Got to wait for codex, it seems. So far, dexes are a massive power creep.


Q: Can you clarify what the difference is between ‘wholly within’
and ‘within’ for rules purposes?
A: If a rule says it affects units/models that are ‘wholly
within’ then it only applies if the entire unit/model is
within. If it just says ‘within’, however, then it applies so
long as any part of the unit/model is within.
For example, units gain the benefit of cover if every
model in the unit is either on or within terrain. So long
as all the models in that unit are either on or partially
within
the terrain, they gain the benefit of cover.
Made in us
Yellin' Yoof




United States

So, it's hardly going to win against anything super competitive, but I think it would be tons of fun to play. What do you think of the Rollin Waaagh?

Spoiler:

Spearhead 1
Big Mek-55
KFF-20
Rokkit-12
-87

Big Mek-55
KFF-20
Rokkit-12
-87

Bigg Trakk-135
Grot Riggers-7
Supa-Skorcha-28
2 Rokkits-24
2 Grot Sponsons-16
-210


Bigg Trakk-135
Grot Riggers-7
Supa-Skorcha-28
2 Rokkits-24
2 Grot Sponsons-16
-210


Bigg Trakk-135
Grot Riggers-7
Supa-Kannon-30
2 Rokkits-24
2 Grot Sponsons-16
-212

Spearhead 2
Big Mek-55
KFF-20
Rokkit-12
-87

Big Mek-55
KFF-20
-75

7 Lootas-119

Lifts Wagon-175
Lifta-Droppa-36
2 Rokkits-24
Deffrolla-19
-255

Battle Wagon-161
Supa-Kannon-30
4 Rokkits-48
'Ard Case-3
Deffrolla-19
-261

12 Tankbustas-221
Nob-0

Super-Heavy
Kill Tank-215
Grot Riggers-7
Reinforced Ram-6
Giga-Shoota-38
Twin-Big Shoota-14
2 Rack of Rockets-48
-336

Super-Heavy
Kill Tank-215
Grot Riggers-7
Reinforced Ram-6
Giga-Shoota-38
Twin-Big Shoota-14
2 Rack of Rockets-48
-336

Battle Fortress (Gargantuan Squggoth)-350
Krusha (Hugs Tusks)-7
2 Supa-Lobbas-96
2 Twin Big Shootas-28
4 Big Shootas-24
-505

3000pts 8 CP


Meks go in whichever wagons i think my opponent is giving the evil eye, and the tankbustas/lootas ride in the battlefortress(Gargantuan Squiggoth). Since our vehicles like to assault, the strategy is to get in close while throwing down lots of dakka. I know the lootas will be -1 to hit on the move, but that's why there's fewer of them than bustas. Plus when the fortress is in combat and stationary, they'll be able to fire over everyone's heads without a BS penalty

This message was edited 3 times. Last update was at 2017/08/04 13:50:25


 
Made in us
Yellin' Yoof




United States

 dameanone wrote:
Late to the party, is there any discussion on trying to make the Kustom Stompa work? Or is it horrendously overpriced as it seems?


I've been trying to build a working list around one to no avail. I've also read every page of this ork tactics thread, and no one else has done better/bothered. I want to field my stompa so bad, but I think it'll be almost an auto loss.
Made in us
Yellin' Yoof




United States

Bigdoza wrote:
So who would the Ork "Primarch" release be?

New Ghaz sculpt?

Gork and Mork?


My vote would be for a suped-up Ghaz. According to the fluff, the way orks grow, he should definitely be primarch stature by now.
Made in us
Yellin' Yoof




United States

gungo wrote:
Ghaz as a 9 wound monstrous creature moved to lord of war slot. He should be able to reach ork prime status just like in the the beast arises series.

Beyond that we could use another named character preferably a big mek since they usually play vital roles in lore and we have some major lore characters that need models in that section (orkimedes, Mogrok, wazdakka, gorzod- all of which are massively well known) maybe warboss grukk faceriper can grow into a more prominent role with a new special rule as well. I also wouldn't mind a named ork wirdboy.


It would be nice to get Nazdreg from 3rd with an update. He's not dead is he?

Give me Old Zogwort back! I want to turn me enemies into squigs again!
Made in us
Yellin' Yoof




United States

I've been kicking around the idea of a walker wall for a while now, and I think this would be pretty fun. Who knows? It might even be semi-competative after we get a codex. Care to comment?

Spoiler:

Detachment 1

Big Mek on bike- 81
KFF- 20

Morkanaut- 270
Mega-kannon- 23
Mega-blasta- 9
2 Rokkits- 24
2 Twin-Big Shootas- 28
KFF- 20
-374

Gorkanaut- 295
Skorcha- 17
2 Rokkits- 24
2 Twin-Big Shootas- 24
-364

Deff Dread- 74
2 Klaws- 45
2 Big Shootas- 12
-131

Detachment 2

Big Mek on bike- 81
KFF- 20

Morkanaut- 270
Mega-kannon- 23
Mega-blasta- 9
2 Rokkits- 24
2 Twin-Big Shootas- 28
KFF- 20
-374

4 Kans- 204
4 Rokkits- 48
-252

4 Kans- 204
4 Rokkits- 48
-252

Detachment 3

Big Mek on bike- 81
KFF- 20

Deff dread- 74
2 klaws- 45
2 Big Shootas- 12
-131

5 Kans- 255
5 Rokkits- 60
-315

4 Kans- 204
4 Rokkits- 48
-252

4 Kans- 204
4 Rokkits- 48
-252

3000 pts with 6 CP


The Morkas would protect clusters of Kans, and one of the Meks would protect the Gorka and another kan cluster. The other Meks would zip around providing repairs and force field where needed. If I got around to building something like this, the Mek conversions would have to be based on sentinels so everything could be a walker.
Made in us
Yellin' Yoof




United States

Thanks for the advice. Are deff dreads really performing that poorly? They're some of my favorite models in the range, but more Kans are still cool, I guess. Looks like I'll be dropping one of the Morks. Too bad, I love the concept. Probably go half big meks on bikes and half on foot. The banner nobs play well? They seem so expensive and easy to get left behind. FW is allowed, but I'm not using tanks. Has anyone tried a shooty meka dread? I know it's technically allowed, but I don't like pulling things like wound shenanigans. Is it worth taking a few scattered around for the extra ap?
Made in us
Yellin' Yoof




United States

 Dakka Flakka Flame wrote:
The KMK always seemed like kind of an underwhelming main gun for what is supposed to be a big, bad Knight-equivalent. With the current rules it is even worse. If they gave it rule similar to "Mekbrain-Enhanced Weapon Sights" like the Wazbom Blastajet that would go a long way towards making it better.

I got my Meka-Dread a little while back, but I haven't assembled or painted it yet. Rattler Kannons and Big Zzappas both look really good. Once I get enough KMK Mek Gunz built I was thinking a double-Big Zzappa Meka Dread with a KFF would be a good unit to stay with them. I think I'd stick Rattler Kannons on one if it was escorting Killa Kanz.


Can the meka-dread replace both klaws? I thought it was only 1
Made in us
Yellin' Yoof




United States

If it could swap both arms, I'd probaby field several.
Made in us
Yellin' Yoof




United States

Breng77 wrote:
hollow one wrote:
 Glane wrote:
hollow one wrote:
https://docs.google.com/document/d/1mZAZzLB3k2F4C9xOB_zOiKpl81Cp7Bm7MmSB-N8gfpc/edit

Ork list that went 4-1, 9th in battle points overall in warzone atlanta. Theres a podcast of his battle experience: http://www.belloflostsouls.net/2017/11/orks-doing-well-at-warzone-atlanta-chapter-tactics-45.html

Giant squiggoth makes another return to form, Semper's kommandos are seeing some play, big trakks are a new performer, and KMK's making a statement again.

In fact, it's been a while since I've seen a 200+ boyz list do well.


I had to do a double-take when I saw the Giant Squiggoth's point cost. You can field two for the price of a single Stompa. I know the Stompa is priced ludicrously but this really threw it into perspective.

Looking up its abilities, I think it's easy to see why it was the all-star in the list. It can take a lot of punishment with 35 wounds, and chucking the KFF on board for a 5++ invul is going to all but ensure it makes contact. But most of all it's a pretty reliable source of mortal wounds when it charges, so I'd expect it to do quite well against some of the lists you see out there.

One thing worth noting is that the guy fought 4 daemon armies, one of each god. Whether or not that meant he got some easy wins I don't know, but he might not have been fighting top tier lists all the time.


Yeah the Giant Squiggoth has some great rules too, he's putting those kommandos with burnas inside the squiggoth and allowing them to attack while it is in combat, measuring the flamer ranges from any point in the squiggoth, feels good. Huge mortal wound charge, flame everything between 1 and 9 inches away once inside combat. He has very low drops, often getting +1, or can have versatility and put the kommandos in reserve. He described some of the lists he was vsing, some felt a bit fluffy, but definitely still two armies that did extremely well and spammy (horrors + big bird, and a pox walker abuse list that apparently dominated). The list also has a great warlord, the golden grot, a unit that is nigh impossible to kill unless you get tabled. I'm definitely going to copy this strategy until we get a codex.


I thought of the flamer idea, but you cannot target the units you are in combat with, so you would need to hope the charged units are close to other units. The embarked KFF is also somewhat contentious as to whether it works. I think RAI it does but the KFF rules say "the vehicle transporting...has a 5++" and the Squiggoth isn't a vehicle, so that is up to the TO discretion unless I'm missing an FAQ somewhere.


On the data sheet, the reference to the kff working while embarked doesn't use the vehicle keyword, and that didn't change with the faq. Unless they change it in the future, this reference to vehicles just means whatever the big men is embarked on.
Made in us
Yellin' Yoof




United States

Just saw the chapter approved teaser and apparently there'll be rules for customs land raiders. It reads to me like those will be match play legal, but they toss off at the bottom that maybe you can use them as guide lines for custom predators or weaponbeasts in open play. I really hope GW doesn't point to this and say you can have your looted wagons, but only in open play. If you're an optimist, however, it might be considered a sign that heavy kustomizin' could still find it's way into our codex. Have there been any leaks about what we might get?
Made in us
Yellin' Yoof




United States

 Jidmah wrote:
The article explicitly says that Custom Land Raiders only be for open play, which means not for matched play.

Which is a very good decision.


Where does it say that? The only mention to open play I see is in reference to using the land raider creation rules for other models.
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 godswildcard wrote:
Another question, this time regarding the gargantuan squiggoth.

Supa-Lobba or Kilkannon?

Supa-Lobba has a longer range, 3D6 shots, S7 AP-2 D1
Kilkannon has 6 Shots, S7 AP-2 D2

Seems like a toss up to me...guaranteed 6 shots and 2 damage vs statistically more shots and greater range.Thoughts?


Forge world killkannon was faqed to d6 like the index. Take the supa lobba
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 koooaei wrote:
I don't think it's a good idea to spend 70 pts to grant 5++ to artillery. You're better off with 2 extra kmk for a tad more.


It's not just for the 5++. Keep in mind the big mek can also repair your gunz.
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 TedNugent wrote:
 Rinkydink wrote:
So, over in the rumours thread, it has been postulated that it's December for Orks. But, the exciting thing is that it looks like a 'Kult of Speed' subfaction with new mini's is going to be part of the release.

Both frustrating at time to release, but quite exciting as it looks like it'll be a major Ork release. (If the rumours are true.)

Which does mean, until then, keep painting those boyz.


But paint them what color?

What if clan rules come in and after painting a bunch of blood axes and goffs, I decide that bad moons faction bonus is better suited to my playstyle.


Just tell your opponent what rules you're using? It's never mattered what you paint your toys to look like, as long as you let your opponent know what's up.

Edit: for example, my boyz are Deathskull Freebooters. When the rules drop, they'll still be "Deathskull Freebooters" but I'll use whatever keywords best fit my playstyle.

This message was edited 1 time. Last update was at 2018/01/22 14:46:04


 
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 r_squared wrote:
What sort of results are you having with mixed mobs of Boyz?
For my current campaign, I've been experimenting with 2 mobs of 20, broken down into 1 Nob, 7 shootas, 2 rokkits and 10 choppas. The idea being that each mob is flexible, can offer some dakka punch, but use those shootas as the casualties until the mob gets stuck in. It seems to work reasonably well most of the time.
But tbh after a pretty brutal match against ravenwing, I'm feeling that it would be simpler and more effective to keep each mob dedicated to one style of combat or the other.
Mobs of 30 may be able to make this idea work better, and I love the idea of having 3 rokkits buried in a mob of 30 Boyz, but my current campaign means I'm stuck with 20. They're still brutal in combat, and the rokkits throw out the occasional nice surprise, but the shootas just don't seem worth taking apart from to soak up the wounds as they rarely seem to produce a reliable wound output with the fewer models in the mob.

I may persevere as I've had some nice results in the past, I'm just a bit thoughtful after today's match. I don't think a composition change would have helped, but it may have streamlined the game and made it simpler. I am tempted to either go full choppa, or full shoota.

Any thoughts?


I've been having some luck splitting my mobs of 30 50/50, but I've left out special weapons this edition. They just cost too much for what they've done for me. I have had some fun with small units of kommandos with 2 rokkits each. They can be difficult to move from cover being t4 4+, and pop up wherever you need the firepower. I couple this with a few small units of koptas which just got a little cheaper with CA and can do pretty much the same but also have the threat of bombs. Since everyone can split fire now, I never really feel like taking shootas with my choppas has been a setback, but having some extra shots at up to 18" has been handy to harass exposed units or knock the last couple wounds off of low grade characters.
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Ashkayel wrote:
malcontent999 wrote:
I've been having some luck splitting my mobs of 30 50/50, but I've left out special weapons this edition. They just cost too much for what they've done for me. I have had some fun with small units of kommandos with 2 rokkits each. They can be difficult to move from cover being t4 4+, and pop up wherever you need the firepower. I couple this with a few small units of koptas which just got a little cheaper with CA and can do pretty much the same but also have the threat of bombs. Since everyone can split fire now, I never really feel like taking shootas with my choppas has been a setback, but having some extra shots at up to 18" has been handy to harass exposed units or knock the last couple wounds off of low grade characters.

Koptas got cheaper in CA? You mean FW Warkoptas? If you meant Deffkoptas, I've missed something!


Sorry, I wasn't very clear. Kopta rokkits and twin big shootas got cheaper, making deffkoptas cheaper.
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Alkorus wrote:
While looking for the big FAQ that just came out, I realised that most of the other 40k FAQs have been updated today as well, including the imperial armour indexes (https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/imperial_armour_index_xenos-1.pdf)

At the end of the document, there are new datasheets for units that weren't in the index originally, including the Battlefortress! Unfortunately, there are no point values, just power points. I looked in my ebook of the IA index and nothing seems to have been added... Any ideas where they might be or if they are going to be added soon?


It says in the faq that the new datasheets are only for open/narrative play, and won't be getting matched play points.
 
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