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We was made ta fight an’ win! - 9th Edition Ork Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in bg
Regular Dakkanaut




The first list looks like it will fail if my opponent brings at least 1 vehicle.
Spoiler:

+++ 500 - Burnaby (Warhammer 40,000 9th Edition) [26 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [26 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Blood Axes
. Categories: Configuration
. Abilities: Blood Axes
Profiles:
. Blood Axes: Description:- Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back.|

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 95pts] +

Warboss [5 PL, 95pts]: Attack Squig [5pts], Big Choppa, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Blood Axes
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, Warboss (Aura), Unit: Warboss, Weapon: Attack Squig, Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.|Codex: Orks 2021 p87
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.|
. I've Got A Plan, Ladz!: Description:At the end of the Deploy Forces step, select up to three BLODD AXES units from your army and redeploy them. IF the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.|Codex: Orks 2021 p133
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.|Codex: Orks 2021 p119
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.|Codex: Orks 2021 p94
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+|Codex: Orks 2021 p84
. Attack Squig: Range:Melee|Type:Melee|S:4|AP:-1|D:1|Abilities:Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.|Codex: Orks 2021 p94
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-|Codex: Orks 2021 p121
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.|Codex: Orks 2021 p130
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.|Codex: Orks 2021 p120
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+|Codex: Orks 2021 p91
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+|Codex: Orks 2021 p89
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|Codex: Orks 2021 p121
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

+ Elites [9 PL, 200pts] +

Burna Boyz [3 PL, 60pts]
. Categories: Burna Boyz, Elites, Faction: <Clan>, Faction: Orks, Infantry, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Pyromaniaks
. 4x Burna Boy [44pts]: 4x Burna, 4x Stikkbombs
. . Unit: Burna Boy, Weapon: Burna, Stikkbomb
. Spanner [16pts]: Kustom Mega-Blasta [5pts], Stikkbombs
. . Abilities: Mekaniak, Unit: Spanner, Weapon: Kustom Mega-Blasta, Stikkbomb
Profiles:
. Mekaniak: Description:At the end of your Movement phase, this model can repair one friendly <CLAN> VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.|Codex: Orks 2021 p98
. Pyromaniaks: Description:If an enemy unit is destroyed by an attack made with a burna by this unit, until your next turn, each time a Morale test is taken for this unit, it is automatically passed.|Codex: Orks 2021 p97
. Burna Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+|Codex: Orks 2021 p97
. Spanner: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+|Codex: Orks 2021 p95
. Burna: Range:12"|Type:Assault D6|S:4|AP:0|D:1|Abilities:Each time an attack is made with this weapon, that attack automatically hits the target.|Codex: Orks 2021 p97
. Kustom Mega-Blasta: Range:24"|Type:Assault D3|S:8|AP:-3|D6|Abilities:Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting this weapon.|Codex: Orks 2021 p119
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

Nobz [6 PL, 140pts]: Pyromaniacs
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Faction: Pyromaniacs, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Pyromaniacs
. Boss Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Boss Nob (Nobz), Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.|
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.|Codex: Orks 2021 p119
. Pyromaniacs: Description:Each time a PYROMANIACS model shoots with a burna, a skorcha, burna bottles, burna exhaust, a killa jet, skorcha missile racks or the Skorcha profile or a kombi-skorcha, if, when determing the number of attacks for that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead.|
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+|Codex: Orks 2021 p102
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+|Codex: Orks 2021 p102
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.|Codex: Orks 2021 p120
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

+ Heavy Support [3 PL, 45pts] +

Mek Gunz [3 PL, 45pts]
. Categories: Artillery, Heavy Support, Vehicle, Faction: <Clan>, Faction: Orks, Mek Gunz, Gretchin
. Abilities: Ramshackle
. Mek Gun [3 PL, 45pts]: Bubblechukka
. . Abilities: Artillery and Crew, Bubblechukka, Bubblechukka Profile: Bubblechukka - 1, Bubblechukka - 2, Bubblechukka - 3, Unit: Mek Gun
Profiles:
. Artillery and Crew: Description:Eachj Mek Gun and its crew are treated as a single model for all rules purposes (crew models must remain within 1" of their Mek Gun model). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Mek Gun's model, not the crew models. This unit cannot advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.|Codex: Orks 2021 p109
. Bubblechukka: Description:After selecting targets, roll one D3 to determine which of the profiles to make attacks with. If a unit contains more than one bubblechukka that is targeting the same unit, determine the profiles for each weapon separately before any attacks are resolved against that target.|Codex: Orks 2021 p109
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)|Codex: Orks 2021 p113
. Bubblechukka - 1: D3:1|Result:Big Bubble|Range:48"|Type:Heavy 3D3|S:6|AP:-2|D:1|Abilities:Blast|Codex: Orks 2021 p109
. Bubblechukka - 2: D3:2|Result:Wobbly Bubble|Range:48"|Type:Heavy D6|S:8|AP:-3|D:3|Abilities:Blast|Codex: Orks 2021 p109
. Bubblechukka - 3: D3:3|Resultense Bubble|Range:48"|Type:Heavy 1|S:10|AP:-4|D3+3|Abilities:-|Codex: Orks 2021 p109
. Mek Gun: M:3"|WS:5+|BS:4+|S:2|T:5|W:6|A:6|Ld:4|Save:5+|Codex: Orks 2021 p109

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.|
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.|
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)|Codex: Orks 2021 p113
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.|Codex: Orks 2021 p118
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+|Codex: Orks 2021 p118
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+|Codex: Orks 2021 p118
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+|Codex: Orks 2021 p118
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-|Codex: Orks 2021 p119

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book). ()

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1. (Codex: Orks 2021 p81)

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability. (Codex: Orks 2021 p82)

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength (Codex: Orks 2021 p82)


And the second list essentially consists of 2 units on the battlefield... 1 trukk that looks like a fireworks platform and 1 mob of 10 boiz doing whatever.

Spoiler:

+++ 500 - Burnaby (Warhammer 40,000 9th Edition) [25 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [25 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Blood Axes
. Categories: Configuration
. Abilities: Blood Axes
Profiles:
. Blood Axes: Description:- Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 95pts] +

Warboss [5 PL, 95pts]: Attack Squig [5pts], Big Choppa, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Blood Axes
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, Warboss (Aura), Unit: Warboss, Weapon: Attack Squig, Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
. I've Got A Plan, Ladz!: Description:At the end of the Deploy Forces step, select up to three BLODD AXES units from your army and redeploy them. IF the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Attack Squig: Range:Melee|Type:Melee|S:4|AP:-1|D:1|Abilities:Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [6 PL, 140pts] +

Nobz [6 PL, 140pts]: Pyromaniacs
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Faction: Pyromaniacs, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Pyromaniacs
. Boss Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Boss Nob (Nobz), Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Pyromaniacs: Description:Each time a PYROMANIACS model shoots with a burna, a skorcha, burna bottles, burna exhaust, a killa jet, skorcha missile racks or the Skorcha profile or a kombi-skorcha, if, when determing the number of attacks for that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead.
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [4 PL, 90pts] +

Lootas [4 PL, 90pts]
. Categories: Faction: <Clan>, Faction: Orks, Infantry, Heavy Support, Lootas, Core
. Rules: 'Ere We Go!, Mob Rule
. 4x Loota [68pts]: 4x Deffgun, 4x Stikkbombs
. . Unit: Loota, Weapon: Deffgun, Stikkbomb
. Spanner [22pts]: Big Shoota [5pts], Stikkbombs
. . Abilities: Mekaniak, Unit: Spanner, Weapon: Big Shoota, Stikkbomb
Profiles:
. Mekaniak: Description:At the end of your Movement phase, this model can repair one friendly <CLAN> VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
. Loota: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Spanner: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-
. Deffgun: Range:48"|Typeakka 3/2|S:7|AP:-1|D:2|Abilities:
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Dedicated Transport [5 PL, 85pts] +

Trukk [5 PL, 85pts]: Big Shoota, Squig-hide Tyres [1 PL, 15pts]
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Open-Topped, Ramshackle, Squig-hide Tyres, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Squig-hide Tyres: Description:VEHICLE model only (excluding WALKERS and AIRCRAFT).

- Add 1! to this model's Move characteristic.
- Each time this model Advances, add an additional 2" to this model's Move characteristic.
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength


Also, why do people consider the lootas bad?? sure they cant advance and shoot but a WS of 3+ on a weapon that is very likely to be 3 S7 shots sounds amazing.
Put 'em in a tin can of some sort and enjoy the fireworks. Mandatory spanners is a bummer though, but the deffguns + a KMB for 100 pts sounds like an effective anti-vehicle unit if you manage to give them some transporty armour


Automatically Appended Next Post:
 Grimskul wrote:
pepi55 wrote:
I see. I will still try to run 'em because I like the models and put significant effort into getting a squad of 5 skorchas.

So something related to this:
- do embarked units profit from the shooting while in CC rule or is it specifically for vehicles only? I dont have a BRB (yet) so I cant really check this
- can I re-roll skorcha/burna hits with the new DS klan or is the kultur useless for flamer type weapons?


Embarked units can only shoot in CC presuming it is open-topped when they are using pistols only. So you can't fire your kombi skorchas into combat while in a trukk.

You can only reroll the to-wound roll for skorcha/burnas, not the actual amount of hits fired by them with DS.


Good to know. I think Blood axes will be better in this case then

This message was edited 1 time. Last update was at 2021/08/04 15:04:01


 
   
Made in ca
Gargantuan Gargant






pepi55 wrote:
The first list looks like it will fail if my opponent brings at least 1 vehicle.
Spoiler:

+++ 500 - Burnaby (Warhammer 40,000 9th Edition) [26 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [26 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Blood Axes
. Categories: Configuration
. Abilities: Blood Axes
Profiles:
. Blood Axes: Description:- Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back.|

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 95pts] +

Warboss [5 PL, 95pts]: Attack Squig [5pts], Big Choppa, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Blood Axes
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, Warboss (Aura), Unit: Warboss, Weapon: Attack Squig, Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.|Codex: Orks 2021 p87
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.|
. I've Got A Plan, Ladz!: Description:At the end of the Deploy Forces step, select up to three BLODD AXES units from your army and redeploy them. IF the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.|Codex: Orks 2021 p133
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.|Codex: Orks 2021 p119
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.|Codex: Orks 2021 p94
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+|Codex: Orks 2021 p84
. Attack Squig: Range:Melee|Type:Melee|S:4|AP:-1|D:1|Abilities:Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.|Codex: Orks 2021 p94
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-|Codex: Orks 2021 p121
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.|Codex: Orks 2021 p130
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.|Codex: Orks 2021 p120
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+|Codex: Orks 2021 p91
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+|Codex: Orks 2021 p89
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.|Codex: Orks 2021 p121
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

+ Elites [9 PL, 200pts] +

Burna Boyz [3 PL, 60pts]
. Categories: Burna Boyz, Elites, Faction: <Clan>, Faction: Orks, Infantry, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Pyromaniaks
. 4x Burna Boy [44pts]: 4x Burna, 4x Stikkbombs
. . Unit: Burna Boy, Weapon: Burna, Stikkbomb
. Spanner [16pts]: Kustom Mega-Blasta [5pts], Stikkbombs
. . Abilities: Mekaniak, Unit: Spanner, Weapon: Kustom Mega-Blasta, Stikkbomb
Profiles:
. Mekaniak: Description:At the end of your Movement phase, this model can repair one friendly <CLAN> VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.|Codex: Orks 2021 p98
. Pyromaniaks: Description:If an enemy unit is destroyed by an attack made with a burna by this unit, until your next turn, each time a Morale test is taken for this unit, it is automatically passed.|Codex: Orks 2021 p97
. Burna Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+|Codex: Orks 2021 p97
. Spanner: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+|Codex: Orks 2021 p95
. Burna: Range:12"|Type:Assault D6|S:4|AP:0|D:1|Abilities:Each time an attack is made with this weapon, that attack automatically hits the target.|Codex: Orks 2021 p97
. Kustom Mega-Blasta: Range:24"|Type:Assault D3|S:8|AP:-3|D6|Abilities:Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting this weapon.|Codex: Orks 2021 p119
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

Nobz [6 PL, 140pts]: Pyromaniacs
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Faction: Pyromaniacs, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Pyromaniacs
. Boss Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Boss Nob (Nobz), Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.|
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.|Codex: Orks 2021 p119
. Pyromaniacs: Description:Each time a PYROMANIACS model shoots with a burna, a skorcha, burna bottles, burna exhaust, a killa jet, skorcha missile racks or the Skorcha profile or a kombi-skorcha, if, when determing the number of attacks for that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead.|
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+|Codex: Orks 2021 p102
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+|Codex: Orks 2021 p102
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-|Codex: Orks 2021 p120
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.|Codex: Orks 2021 p120
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast|Codex: Orks 2021 p120

+ Heavy Support [3 PL, 45pts] +

Mek Gunz [3 PL, 45pts]
. Categories: Artillery, Heavy Support, Vehicle, Faction: <Clan>, Faction: Orks, Mek Gunz, Gretchin
. Abilities: Ramshackle
. Mek Gun [3 PL, 45pts]: Bubblechukka
. . Abilities: Artillery and Crew, Bubblechukka, Bubblechukka Profile: Bubblechukka - 1, Bubblechukka - 2, Bubblechukka - 3, Unit: Mek Gun
Profiles:
. Artillery and Crew: Description:Eachj Mek Gun and its crew are treated as a single model for all rules purposes (crew models must remain within 1" of their Mek Gun model). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Mek Gun's model, not the crew models. This unit cannot advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.|Codex: Orks 2021 p109
. Bubblechukka: Description:After selecting targets, roll one D3 to determine which of the profiles to make attacks with. If a unit contains more than one bubblechukka that is targeting the same unit, determine the profiles for each weapon separately before any attacks are resolved against that target.|Codex: Orks 2021 p109
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)|Codex: Orks 2021 p113
. Bubblechukka - 1: D3:1|Result:Big Bubble|Range:48"|Type:Heavy 3D3|S:6|AP:-2|D:1|Abilities:Blast|Codex: Orks 2021 p109
. Bubblechukka - 2: D3:2|Result:Wobbly Bubble|Range:48"|Type:Heavy D6|S:8|AP:-3|D:3|Abilities:Blast|Codex: Orks 2021 p109
. Bubblechukka - 3: D3:3|Resultense Bubble|Range:48"|Type:Heavy 1|S:10|AP:-4|D3+3|Abilities:-|Codex: Orks 2021 p109
. Mek Gun: M:3"|WS:5+|BS:4+|S:2|T:5|W:6|A:6|Ld:4|Save:5+|Codex: Orks 2021 p109

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.|
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.|
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)|Codex: Orks 2021 p113
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.|Codex: Orks 2021 p118
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+|Codex: Orks 2021 p118
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+|Codex: Orks 2021 p118
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+|Codex: Orks 2021 p118
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-|Codex: Orks 2021 p119

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book). ()

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1. (Codex: Orks 2021 p81)

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability. (Codex: Orks 2021 p82)

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength (Codex: Orks 2021 p82)


And the second list essentially consists of 2 units on the battlefield... 1 trukk that looks like a fireworks platform and 1 mob of 10 boiz doing whatever.

Spoiler:

+++ 500 - Burnaby (Warhammer 40,000 9th Edition) [25 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [25 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Blood Axes
. Categories: Configuration
. Abilities: Blood Axes
Profiles:
. Blood Axes: Description:- Each time a ranged attack is made against a unit with this kultur, if the attacker is more than 18" away, then the unit with this kultur is treated as having the benefits of light cover against that attack.
- Units with this kultur are eligible to shoot or declare a charge with (but not both) in a turn in which they Fell Back.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 95pts] +

Warboss [5 PL, 95pts]: Attack Squig [5pts], Big Choppa, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Blood Axes
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, I've Got A Plan, Ladz!, Kombi-skorcha, Warboss (Aura), Unit: Warboss, Weapon: Attack Squig, Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
. I've Got A Plan, Ladz!: Description:At the end of the Deploy Forces step, select up to three BLODD AXES units from your army and redeploy them. IF the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Attack Squig: Range:Melee|Type:Melee|S:4|AP:-1|D:1|Abilities:Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [6 PL, 140pts] +

Nobz [6 PL, 140pts]: Pyromaniacs
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Faction: Pyromaniacs, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Pyromaniacs
. Boss Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Boss Nob (Nobz), Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
. Nob [28pts]: Kombi-skorcha [10pts], Stikkbombs
. . Abilities: Kombi-skorcha, Unit: Nob, Weapon: Shoota, Skorcha, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Pyromaniacs: Description:Each time a PYROMANIACS model shoots with a burna, a skorcha, burna bottles, burna exhaust, a killa jet, skorcha missile racks or the Skorcha profile or a kombi-skorcha, if, when determing the number of attacks for that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead.
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [4 PL, 90pts] +

Lootas [4 PL, 90pts]
. Categories: Faction: <Clan>, Faction: Orks, Infantry, Heavy Support, Lootas, Core
. Rules: 'Ere We Go!, Mob Rule
. 4x Loota [68pts]: 4x Deffgun, 4x Stikkbombs
. . Unit: Loota, Weapon: Deffgun, Stikkbomb
. Spanner [22pts]: Big Shoota [5pts], Stikkbombs
. . Abilities: Mekaniak, Unit: Spanner, Weapon: Big Shoota, Stikkbomb
Profiles:
. Mekaniak: Description:At the end of your Movement phase, this model can repair one friendly <CLAN> VEHICLE model within 3" of it. That VEHICLE model regains 1 lost wound. Each model can only be repaired once per turn.
. Loota: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Spanner: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-
. Deffgun: Range:48"|Typeakka 3/2|S:7|AP:-1|D:2|Abilities:
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Dedicated Transport [5 PL, 85pts] +

Trukk [5 PL, 85pts]: Big Shoota, Squig-hide Tyres [1 PL, 15pts]
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Open-Topped, Ramshackle, Squig-hide Tyres, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Squig-hide Tyres: Description:VEHICLE model only (excluding WALKERS and AIRCRAFT).

- Add 1! to this model's Move characteristic.
- Each time this model Advances, add an additional 2" to this model's Move characteristic.
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength


Also, why do people consider the lootas bad?? sure they cant advance and shoot but a WS of 3+ on a weapon that is very likely to be 3 S7 shots sounds amazing.
Put 'em in a tin can of some sort and enjoy the fireworks. Mandatory spanners is a bummer though, but the deffguns + a KMB for 100 pts sounds like an effective anti-vehicle unit if you manage to give them some transporty armour


Automatically Appended Next Post:
 Grimskul wrote:
pepi55 wrote:
I see. I will still try to run 'em because I like the models and put significant effort into getting a squad of 5 skorchas.

So something related to this:
- do embarked units profit from the shooting while in CC rule or is it specifically for vehicles only? I dont have a BRB (yet) so I cant really check this
- can I re-roll skorcha/burna hits with the new DS klan or is the kultur useless for flamer type weapons?


Embarked units can only shoot in CC presuming it is open-topped when they are using pistols only. So you can't fire your kombi skorchas into combat while in a trukk.

You can only reroll the to-wound roll for skorcha/burnas, not the actual amount of hits fired by them with DS.


Good to know. I think Blood axes will be better in this case then


Lootas are subpar because their price point is still prohibitive given that you are paying for a BS5+ (WS3+ doesn't really matter when they are not meant to be in combat) with an average of 1 hit per guy assuming you're in half range, which requires further investment in a trukk for them to be useful. At this point, you're better off with cheaper and more consistent platforms like buggies or even Dakkajets if you want weight of fire.
   
Made in bg
Regular Dakkanaut




nevermind I keep confusing the WS and BS on the datasheet.....
   
Made in gb
Been Around the Block




Strongly considering leaning hard into mortal wound Burna bommers and the Rukkatrukk squipbuggies for the alpha strike potential and msu approach. It appears one of the better ways of hammering armies that rely on deploying on obscuring terrain (notably sisters players abusing the untargetable bodyguard rule and celestine/gemni) and or hordes of durable objective secured (ad mech/necrons). My current thinking is a freebooterz list around 4 flyers, 3 Rukkatrukks, 2 Kill rigs.

Spoiler:

Double Patrol Points
1st Patrol
Freebooterz

Deffkilla Wartrike 120
Da Badskull Banna, JunkBoss

10x Grots 50

10x tankbustas 175
>Bomb squig

5xKommados 50

1xRukkatrukk Sguigbuggies 90

1xRukkatrukk Sguigbuggies 90

Kill Rig 190

Dakka Jet 120
>6 supa shootas

Burna Bommer 150
> Skorcha Missles

2nd Patrol
Freebooterz

Beast Boss 145
>Brutal but Kunnin, Beast Hide Mantle

10x Grots 50

5xKommados 50

5xKommados 50

1xRukkatrukk Sguigbuggies 90

Kill Rig 190

10x Lootas 170

Burna Bommer 150
> Skorcha Missles

Burna Bommer 150
> Skorcha Missles

Total 2,000 pts


Edit: Nevermind... Kill rigs only hold beast snagga infantry. Got to re-think the list and go back to the drawing board...

This message was edited 6 times. Last update was at 2021/08/04 15:56:00


 
   
Made in us
Longtime Dakkanaut




Kustom Job Review:

Da Booma: 15pts - Convert a KillKannon into Da Booma. Goes from Range 24' D6 shots S8 AP-2 2dmg to Range 36' 2D6 shots S8 AP-2 2dmg.

This is crap. The KillKannon hasn't been useful since they removed Pie plates because Ork blast weapons DO NOT work like Space Marine and Imperial Guard blast weapons and GW has literally never figured this out..possibly because they have zero understanding of how the Ork army works. D6 shots for orkz works out to 1.16ish hits a turn. So the Kill Kannon averages 1 wound vs T4 a turn. Against T5+ its even lower (0.77) So you are thinking "Ok it sucks, so upgrading it makes it better right!" no. 2D6 shots averages 7 shots a turn which works out to 2.33 hits a turn. Its twice as good, the added range is nice but look at the cost. The KillKannon is 10pts, the upgrade which doubles its shot output and adds 12' range is 15pts. So you are paying 25pts for a weapon system that will literally hit 2.33 times a turn. For comparison, a regular Battlecannon on a Leman russ standing still gets 2D6 shots and averages 3.5 hits a turn. I can already here people saying "But Semper, what if I put it on the Gunwagon and use its periscope to make it functionally BS4+!" Cool. Now its 3.5 hits a turn for the low low price of 190pts. You are now paying as much as a IG player pays for a Leman russ tank with a battlecannon and 3x Heavy Bolters.

Fortress on Wheels: 20pts - I mean...go for it if you really want, Wagonz this edition are in a bad place regardless, but giving it a 5+ invuln wouldn't be bad. Sadly the price is too high, especially for the Trukkz, you are increasing the cost of the trukk by about 30% just to give it a 5++. I could see that it would have been useful on a bonebreaker, if the BB wasn't already heavily over priced at 175pts.

Gyroscopic Whirlygig: 10pts - Ignore Mortal wounds on a Shokkjump Dragsta from its Shokk Tunnel ability. Might be useful if you are using it for scoring points and harassing the enemies backfield, but honestly...its 10pts to ignore a 50% chance at an average of 2mortals.

More Dakka: 15/30pts - This is good...sadly its over priced. Every time you shoot roll a D6, on a 4+ it gains +1 shot per dakka weapon. on a 6 it gains +2 shots. The only unit I can think of that would really benefit from this is the Dakkajet and it means you have a 33% chance to add 6 shots (2 hits), a 16.6% chance of gaining 12 shots (4 hits) and a 50% chance of doing nothing. If this was just a flat 15pt upgrade and your weapons gained 1 attack each it would have been good, the uncertainty of the upgrade means that its going to be swingy as hell and will either lend you a critical additional 2 hits or be a complete waste of 15pts on a Dakkajet. Keep in mind, our fliers are not what most would consider durable

Nitro Squigs: 25pts - This is good, but I still think its over priced. on the Squigbuggy, your squig launchas gain +1 to wound. So against ANYTHING in the game you are going to be wounding on at least 4s, against T4 and below its 2s. only problem like I said, is the points cost. 25pts is almost 28% of the price of a squigbuggy. If you could have given this to the entire squadron than yeah absolutely. But on a single model? Meh. Average Dmg increase against T4 Infantry, assuming 18' range. 2D6 shots = 7, BS4+ = 3.5 hits 1D6 shots = 3.5 shots = 1.16 hits, 4.66 hits = 3.1 wounds W/nitro squigs its 4.66 hits and 3.88 wounds. So you are paying 25pts to increase average dmg per turn by 0.78, not exactly worth it. On a squadron of 3 it would have been 2.34 and worth it at 25pts, but on a single model? I'll pass.

Red Rolla: 20pts - Hard pass. On a bonebreaker your Deffrolla goes from D6 extra attacks on the charge to D3+3. D6 averages 3.5 extra attacks, D3+3 averages 5. So again, 20pts to gain 1.5 attacks HARD HARD HARD pass, especially on a unit that is already heavily over priced.

Shokka Hull: 15/30pts - Not terrible, a bit pricey but not terrible. Put this on a vehicle, get it into CC and when someone attacks it they suffer D3 Mortal wounds on a 4+. Also, its EVERY time its selected as a target by a unit. So if 4 units swing at your vehicle they each roll a D6 and on a 4+ that unit suffers D3 mortals. Very gimmicky and going to be hard to really make use of it given how bad our good CC vehicles have become but it would be funny if nothing else

Souped Up Speshul: 10pts - Changes the shots on the Mek Speshul from 14/10 to 16/12....So its just an extra 2 shots So 10pts nets you an average of 0.66 more hits a turn. ....Do you guys see why I think GW are incompetent when it comes to writing ork rules? Unless you had 10pts left over and have literally nothing else you could possibly want to spend it on...why would you ever take this?

Squig-Hide Tyres: 15pts - Good! Vehicles only, excludes flyers and walkers. Add 1 to move and 2 to advance. So why do I think this is good? Put it on a Killrig, it now averages 13 movement and 5.5 advance for 18.5 distance leaving you with a 6-7' charge turn 1 during a WAAAAGH! There are a bunch of other things you can do with it, but speed is good, I wish it was cheaper but meh.

Stompamatic Pistons: 15-30pts - not sure honestly. At 15pts for a Dread its pretty expensive to get +3 movement and +1 advance, especially since I don't see dreads being on the table turn 1. Plus making them Movement 9, even with the best advance roll you are still 8+ to charge turn 1 against the enemy, and its only on 1 model as we mentioned. On the Mork/gork/stompa its 30pts, That gives them Movement 11 and Movement 13, Add in the average advance movement to 4.5 and the Nautz are still 8.5 away or an 8' charge at best, the Stompa I think it would be worth it, That makes it 17.5 movement and gives him 6' charge turn 1 which would be DEVASTATING. Granted its a all or nothing thing, because if you don't get into CC turn 1 you are likely losing the game

BONUS! Mek Kustom Jobz.

I'm going to be using these on the premise that they only apply to mekz and Spannas even though in GW's hamfisted ways they forgot to mention it, I'm just assuming its RAI.

Bionik Oiler: 10pts - Dumb, useless and No. an oiler is 5pts, this lets you use it twice for 10pts, so you are paying 15pts to get the benefit of 10pts of oiler.

Enhanced Runt Sucker: 15pts - Also Dumb. Take the massively over priced SAG, now pay an extra 15pts to change it from D6 to 2D3. Hard pass.

Extra-Kustom Weapon: 10pts - It just add 1 extra shot for Kustom Weapons, assuming its for a single model since it says "Model equipped" that means you are paying 10pts for 1 extra shot at either 4+ or 5+ on a kustom weapon. To my knowledge no mek has more than 1 of these guns attached so you are paying for the entire cost of another Kustom Mega weapon to gain 1 extra shot from the one you already have. If you could put this on a Dread it would make sense, as it currently stands...No.

Smoky Gubbinz: 1ppm - Assuming a max unit you are paying 15pts to give that unit Light cover if it doesn't move. The only units that can do this are burna's and Lootas. Burna's will be in a vehicle and Lootas will be as well or they will already be in cover. So this makes no sense and is kind of pointless.

Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts

Overall I am not impressed with these. Most could be good if they weren't so heavily over priced, some are just hot garbage and others just make you ask WTF was GW thinking?


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Been Around the Block




SemperMortis wrote:
Kustom Job Review:
Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts


45 attacks. 30 hits. 1 in 6 become mortals. 5 mortals. On top of the other damage. If you do go Goff burnas zzapkrumpaz with all the buffs in the world (ws 2+, rerolls to hit, explodings 5s) then the mortals wounds can start to get considerable. A lot of CP and investment though.

Don't disagree with much of the other comments.

This message was edited 1 time. Last update was at 2021/08/04 17:34:08


 
   
Made in ru
!!Goffik Rocker!!






They're mostly a way to dump leftover points.
But nitro squigs are great. Also, as mentioned above, + extra movement for your killrig is amazing in a small game.
   
Made in us
Longtime Dakkanaut




Asymmetric wrote:
SemperMortis wrote:
Kustom Job Review:
Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts


45 attacks. 30 hits. 1 in 6 become mortals. 5 mortals. On top of the other damage. If you do go Goff burnas zzapkrumpaz with all the buffs in the world (ws 2+, rerolls to hit, explodings 5s) then the mortals wounds can start to get considerable. A lot of CP and investment though.

Don't disagree with much of the other comments.


Appreciate the catch.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

Zzapkrumpaz is quite good I think. On a unit of 9-10 trukk burnas is 18-20 points and combined with pyromaniacs and eventually the stratagem for AP-2 in combat contributes to make the unit quite good. IMHO it's a must have with burnaboyz, and also gives a purpose to the useless spanner.

Forktress on wheels is also an auto take if you want a BW.

I like Shokka Hull on a Deffkilla Wartrike with Roadkilla warlord trait. Combined with Ramming Speed there's the chance to inflict 3-9 MWs only by the charge, which sounds hilarious.

Gunwagon with Da Booma is a bit underwhelming but still legit I think. Upgraded with boomboyz the gun is flat AP-3 and AP-4 in the speedwaaagh turns.


 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Any kustom job that gives a few extra attacks on a BS5 model is completely useless
And that's why most most of these are completely useless.
Now some will say we can hit on 4's with freebooters.
Yeah. But you have to kill a unit first in shooting. Which is easier said than done.

Shoka hull sounds like a fun job to put on a melee
Vehicle. Deffkilla wartrike for example.

But for the most part I find orks get value from having as many hard to kill wounds on the board as possible, at high saves etc and the xtra points costs of upgrades of any kind. Equipment/kustomjobs/etc often don't seem worth it to me.
I usually go with a clean basic unit.

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






SemperMortis wrote:
Spoiler:
Kustom Job Review:

Da Booma: 15pts - Convert a KillKannon into Da Booma. Goes from Range 24' D6 shots S8 AP-2 2dmg to Range 36' 2D6 shots S8 AP-2 2dmg.

This is crap. The KillKannon hasn't been useful since they removed Pie plates because Ork blast weapons DO NOT work like Space Marine and Imperial Guard blast weapons and GW has literally never figured this out..possibly because they have zero understanding of how the Ork army works. D6 shots for orkz works out to 1.16ish hits a turn. So the Kill Kannon averages 1 wound vs T4 a turn. Against T5+ its even lower (0.77) So you are thinking "Ok it sucks, so upgrading it makes it better right!" no. 2D6 shots averages 7 shots a turn which works out to 2.33 hits a turn. Its twice as good, the added range is nice but look at the cost. The KillKannon is 10pts, the upgrade which doubles its shot output and adds 12' range is 15pts. So you are paying 25pts for a weapon system that will literally hit 2.33 times a turn. For comparison, a regular Battlecannon on a Leman russ standing still gets 2D6 shots and averages 3.5 hits a turn. I can already here people saying "But Semper, what if I put it on the Gunwagon and use its periscope to make it functionally BS4+!" Cool. Now its 3.5 hits a turn for the low low price of 190pts. You are now paying as much as a IG player pays for a Leman russ tank with a battlecannon and 3x Heavy Bolters.

Fortress on Wheels: 20pts - I mean...go for it if you really want, Wagonz this edition are in a bad place regardless, but giving it a 5+ invuln wouldn't be bad. Sadly the price is too high, especially for the Trukkz, you are increasing the cost of the trukk by about 30% just to give it a 5++. I could see that it would have been useful on a bonebreaker, if the BB wasn't already heavily over priced at 175pts.

Gyroscopic Whirlygig: 10pts - Ignore Mortal wounds on a Shokkjump Dragsta from its Shokk Tunnel ability. Might be useful if you are using it for scoring points and harassing the enemies backfield, but honestly...its 10pts to ignore a 50% chance at an average of 2mortals.

More Dakka: 15/30pts - This is good...sadly its over priced. Every time you shoot roll a D6, on a 4+ it gains +1 shot per dakka weapon. on a 6 it gains +2 shots. The only unit I can think of that would really benefit from this is the Dakkajet and it means you have a 33% chance to add 6 shots (2 hits), a 16.6% chance of gaining 12 shots (4 hits) and a 50% chance of doing nothing. If this was just a flat 15pt upgrade and your weapons gained 1 attack each it would have been good, the uncertainty of the upgrade means that its going to be swingy as hell and will either lend you a critical additional 2 hits or be a complete waste of 15pts on a Dakkajet. Keep in mind, our fliers are not what most would consider durable

Nitro Squigs: 25pts - This is good, but I still think its over priced. on the Squigbuggy, your squig launchas gain +1 to wound. So against ANYTHING in the game you are going to be wounding on at least 4s, against T4 and below its 2s. only problem like I said, is the points cost. 25pts is almost 28% of the price of a squigbuggy. If you could have given this to the entire squadron than yeah absolutely. But on a single model? Meh. Average Dmg increase against T4 Infantry, assuming 18' range. 2D6 shots = 7, BS4+ = 3.5 hits 1D6 shots = 3.5 shots = 1.16 hits, 4.66 hits = 3.1 wounds W/nitro squigs its 4.66 hits and 3.88 wounds. So you are paying 25pts to increase average dmg per turn by 0.78, not exactly worth it. On a squadron of 3 it would have been 2.34 and worth it at 25pts, but on a single model? I'll pass.

Red Rolla: 20pts - Hard pass. On a bonebreaker your Deffrolla goes from D6 extra attacks on the charge to D3+3. D6 averages 3.5 extra attacks, D3+3 averages 5. So again, 20pts to gain 1.5 attacks HARD HARD HARD pass, especially on a unit that is already heavily over priced.

Shokka Hull: 15/30pts - Not terrible, a bit pricey but not terrible. Put this on a vehicle, get it into CC and when someone attacks it they suffer D3 Mortal wounds on a 4+. Also, its EVERY time its selected as a target by a unit. So if 4 units swing at your vehicle they each roll a D6 and on a 4+ that unit suffers D3 mortals. Very gimmicky and going to be hard to really make use of it given how bad our good CC vehicles have become but it would be funny if nothing else

Souped Up Speshul: 10pts - Changes the shots on the Mek Speshul from 14/10 to 16/12....So its just an extra 2 shots So 10pts nets you an average of 0.66 more hits a turn. ....Do you guys see why I think GW are incompetent when it comes to writing ork rules? Unless you had 10pts left over and have literally nothing else you could possibly want to spend it on...why would you ever take this?

Squig-Hide Tyres: 15pts - Good! Vehicles only, excludes flyers and walkers. Add 1 to move and 2 to advance. So why do I think this is good? Put it on a Killrig, it now averages 13 movement and 5.5 advance for 18.5 distance leaving you with a 6-7' charge turn 1 during a WAAAAGH! There are a bunch of other things you can do with it, but speed is good, I wish it was cheaper but meh.

Stompamatic Pistons: 15-30pts - not sure honestly. At 15pts for a Dread its pretty expensive to get +3 movement and +1 advance, especially since I don't see dreads being on the table turn 1. Plus making them Movement 9, even with the best advance roll you are still 8+ to charge turn 1 against the enemy, and its only on 1 model as we mentioned. On the Mork/gork/stompa its 30pts, That gives them Movement 11 and Movement 13, Add in the average advance movement to 4.5 and the Nautz are still 8.5 away or an 8' charge at best, the Stompa I think it would be worth it, That makes it 17.5 movement and gives him 6' charge turn 1 which would be DEVASTATING. Granted its a all or nothing thing, because if you don't get into CC turn 1 you are likely losing the game

BONUS! Mek Kustom Jobz.

I'm going to be using these on the premise that they only apply to mekz and Spannas even though in GW's hamfisted ways they forgot to mention it, I'm just assuming its RAI.

Bionik Oiler: 10pts - Dumb, useless and No. an oiler is 5pts, this lets you use it twice for 10pts, so you are paying 15pts to get the benefit of 10pts of oiler.

Enhanced Runt Sucker: 15pts - Also Dumb. Take the massively over priced SAG, now pay an extra 15pts to change it from D6 to 2D3. Hard pass.

Extra-Kustom Weapon: 10pts - It just add 1 extra shot for Kustom Weapons, assuming its for a single model since it says "Model equipped" that means you are paying 10pts for 1 extra shot at either 4+ or 5+ on a kustom weapon. To my knowledge no mek has more than 1 of these guns attached so you are paying for the entire cost of another Kustom Mega weapon to gain 1 extra shot from the one you already have. If you could put this on a Dread it would make sense, as it currently stands...No.

Smoky Gubbinz: 1ppm - Assuming a max unit you are paying 15pts to give that unit Light cover if it doesn't move. The only units that can do this are burna's and Lootas. Burna's will be in a vehicle and Lootas will be as well or they will already be in cover. So this makes no sense and is kind of pointless.

Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts

Overall I am not impressed with these. Most could be good if they weren't so heavily over priced, some are just hot garbage and others just make you ask WTF was GW thinking?



Yeah, normally I would totally get in your hair for being so negative but... you are kind of right. When building lists with SotB, you'd struggle to decide which kustom jobs to leave off so you have any CP left. Now you read across the list and think go meh for almost every single one. It's very much on the same level as the DG deadly pathogenes (essentially kustom jobs for plague weapons on characters), which have one decent choice for a niche character and are gak otherwise.

These will pretty much be crusade only, where you can get them for free through collecting scrap.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Longtime Dakkanaut




I mean crusade relics are pretty awesome…
A real souped up shokk Atk Gun (should have been a cheap kustom job)

A psyker helmet that can trigger 2x your power

Turning a Dakka wpn into 3/2 wpn where each hit is d3 mortal wounds

And a big choppa (w pk like stats) that allows you to call a waaagh 2x.

This message was edited 1 time. Last update was at 2021/08/05 10:39:26


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It ' s a pitty, most of the strats, kustom jobs etc was changed to pretty primitive +/- some stat. All the tricka allowing you to have complicated moves (SJD, unstop momentum…) or pretty iracional “one shot, damage on both sides” tricks (eadbutt) disappeared. I don' t want them to be strong. But I believe, thay can make army different then other, interesting. Change the names of the units and weapons and the army could pretty any other not so good shooting fraction.

Decades ago I was a rule and story writer for a biggest LARP battle organized in Czech. On the beginning, the game was full of “interesting” rules that was causing a series of problems, unbalanced situations and argueing about the rules. So I made a decision to make the game crystal clear. And I did it and it was succes. Very fluent and effective game. But it lost a lot from the “magic atmosphere”. It was not visible in first year or two. New “clear” rules was something new. But very fast it becames obvious, it becames boring. Uninteresting. And it was pretty hard work to get the “interesting” back. From strict side of view, it' s impossible. You have either chess or some game with lore that suffer bugs comming from “makes a rule to play the lore”.

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

I really struggle to make a list in which ghaz is in these days.

Because of his great waaagh, if you dont want to completely waste him you want vehicles in your armies. but that seem counter productive if you want to go for a green tide list which was otherwise the norm before.

Finding points to have many boys but also vehicles seem difficult.

Because if you dont run both with ghaz you almost might as well not run him at all because its his great waaagh thats a selling point.

If anything i feel like he will not see play once the models for squigosaur bosses and mega armor boss is starting to get sold, because they at least have Lookout sir where ghaz does not. nor can he get healed anymore. he can only ever get a 6+++ from makari.

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

- About Dawn of War 3 
   
Made in ru
!!Goffik Rocker!!






Here's a list for you:
Ghaz
A bunch of buggies
Trukkboy meganobz
Stormboyz
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
I really struggle to make a list in which ghaz is in these days.

Because of his great waaagh, if you dont want to completely waste him you want vehicles in your armies. but that seem counter productive if you want to go for a green tide list which was otherwise the norm before.

Finding points to have many boys but also vehicles seem difficult.

Because if you dont run both with ghaz you almost might as well not run him at all because its his great waaagh thats a selling point.

If anything i feel like he will not see play once the models for squigosaur bosses and mega armor boss is starting to get sold, because they at least have Lookout sir where ghaz does not. nor can he get healed anymore. he can only ever get a 6+++ from makari.

I like my ghaz list (to be fair it only has a bike, ghaz and a pair of twin big shootas as dakka wpns the majority is still assault… save the Waagh for when your ready to assault)
https://www.dakkadakka.com/dakkaforum/posts/list/800039.page

However I think it’s hard to make a decent boys list in general.
Kommandos seem our best and cheapest way to spam pks. Seriously 5pt pk on nobs! But we are limited to 3x datasheets..

This message was edited 2 times. Last update was at 2021/08/05 11:44:59


 
   
Made in ru
!!Goffik Rocker!!






I'd run a 45 kommandoez list with 5 trukk manz, a megs boss and some kmk in 1k tourney but I was not allowed to proxy boyz as kommandoez. Oh, well.
   
Made in us
Regular Dakkanaut




UK

Modelling putty back packs are the way to go ;-) They even break off when you want to change unit!
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
I really struggle to make a list in which ghaz is in these days.

Because of his great waaagh, if you dont want to completely waste him you want vehicles in your armies. but that seem counter productive if you want to go for a green tide list which was otherwise the norm before.

Finding points to have many boys but also vehicles seem difficult.

Because if you dont run both with ghaz you almost might as well not run him at all because its his great waaagh thats a selling point.

If anything i feel like he will not see play once the models for squigosaur bosses and mega armor boss is starting to get sold, because they at least have Lookout sir where ghaz does not. nor can he get healed anymore. he can only ever get a 6+++ from makari.


Not to be negative again, but that is because Ghaz no longer synergizes with any list. His points cost is prohibitive for what little he does, and I believe GW's rationale behind not giving him a significant points cut was "well he can use both Waaaaghs!" which sounds great but as mentioned, doesn't synergize well with the character itself, especially when he is so slow on the board. Not to mention they kind of nerfed him in general.

His shooting attack actually got worse because its Dakka now instead of assault, and with his 7' movement you really need him advancing. Next, while his Gofs is da best got better (Full re-rolls to hit instead of just 1s) it did get more prohibitive, but we expected this. Its only on Core and characters now, sorry dreadz. Next, Da Boss is Watching. D3 mortals and you pass morale is now Ignore negative attrition modifiers. This is teamed with the old ability now becoming a stratagem...because there is nothing I like better than inflicting D3 mortal wounds on myself except maybe having to pay 2 CP for the privilege of it. Ere we go was a general nerf, but on him it feels even worse , Finally he completely lost his inherent "Great Waaagh" rule and this became his both types of waaagh rule. And while accessing both would be considered better than before, the fact that its once a game and it only impacts 2 turns means you lose a lot of late game benefits of this.

Keep in mind, I never liked Ghaz as a competitive choice, I routinely killed him in a single turn with my lists (Triple scrapjetz easily plinked 4 wounds off in shooting phase, all would charge in, one with Ramming speed which means D3 mortals on 2+ and 3D3 mortals on 4+, than in CC the scrapjets finish him off). At best I think he is a 200pt Model, definitely not 300. Mozrog Skragbad is a better melee beat stick and is actually more durable and I can take him and a Beastboss on Squigosaur for the same price as Ghaz.


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






Ghaz is great if you aim for 1st turn devastating alpha-strike. Where you could have enough buggies to fill the board and can still get some of our not great but decent mellee elements that start to feel good after the initial buggy barrage to weaken the enemy units that can cleave through your trukknobz, squighogs, bikers or, on the opposite side, kommandoez and stormboyz.

And he, himself is still a decent beatstick.

This message was edited 1 time. Last update was at 2021/08/05 12:22:17


 
   
Made in ca
Gargantuan Gargant






Yeah, the most jarring thing about the new codex is definitely that a lot of the vehicle upgrades are irrelevant. Now it's swapped around with relics, where we actually want to take stuff besides just the killa klaw and multiple warbosses instead of just the one. Dem's the breaks I guess when you get a new army paradigm. Just wish they brought back some of the classics like bosspoles (god do we need some way to deal with morale that isn't CP based), boarding planks and brought back stuff like reinforced rams to do what buggies do and do D3 mortal wounds on a 4+ after a charge or something. Also, I still don't understand why they make the the grabbin klaw and the wreckin ball so iffy as upgrades. Don't limit the number of attacks you can make with them and have the wreckin ball do like 2 hit rolls for each attack you make with it.
   
Made in dk
Longtime Dakkanaut




Danmark

SemperMortis wrote:
Beardedragon wrote:
I really struggle to make a list in which ghaz is in these days.

Because of his great waaagh, if you dont want to completely waste him you want vehicles in your armies. but that seem counter productive if you want to go for a green tide list which was otherwise the norm before.

Finding points to have many boys but also vehicles seem difficult.

Because if you dont run both with ghaz you almost might as well not run him at all because its his great waaagh thats a selling point.

If anything i feel like he will not see play once the models for squigosaur bosses and mega armor boss is starting to get sold, because they at least have Lookout sir where ghaz does not. nor can he get healed anymore. he can only ever get a 6+++ from makari.


Not to be negative again, but that is because Ghaz no longer synergizes with any list. His points cost is prohibitive for what little he does, and I believe GW's rationale behind not giving him a significant points cut was "well he can use both Waaaaghs!" which sounds great but as mentioned, doesn't synergize well with the character itself, especially when he is so slow on the board. Not to mention they kind of nerfed him in general.

His shooting attack actually got worse because its Dakka now instead of assault, and with his 7' movement you really need him advancing. Next, while his Gofs is da best got better (Full re-rolls to hit instead of just 1s) it did get more prohibitive, but we expected this. Its only on Core and characters now, sorry dreadz. Next, Da Boss is Watching. D3 mortals and you pass morale is now Ignore negative attrition modifiers. This is teamed with the old ability now becoming a stratagem...because there is nothing I like better than inflicting D3 mortal wounds on myself except maybe having to pay 2 CP for the privilege of it. Ere we go was a general nerf, but on him it feels even worse , Finally he completely lost his inherent "Great Waaagh" rule and this became his both types of waaagh rule. And while accessing both would be considered better than before, the fact that its once a game and it only impacts 2 turns means you lose a lot of late game benefits of this.

Keep in mind, I never liked Ghaz as a competitive choice, I routinely killed him in a single turn with my lists (Triple scrapjetz easily plinked 4 wounds off in shooting phase, all would charge in, one with Ramming speed which means D3 mortals on 2+ and 3D3 mortals on 4+, than in CC the scrapjets finish him off). At best I think he is a 200pt Model, definitely not 300. Mozrog Skragbad is a better melee beat stick and is actually more durable and I can take him and a Beastboss on Squigosaur for the same price as Ghaz.



true. the fact he also MUST be the warlord now also hurts him, because he is forced to take the stupid warlord trait, Proper killy. sure +1 attack is great but -1 extra AP when i already rock -4AP? who the hell even cares. This is why no one picked ghaz as a warlord but now we HAVE to do it.

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

- About Dawn of War 3 
   
Made in ru
!!Goffik Rocker!!






You pick him cause of the double Waaagh. If you don't need it, just go with a trike.
   
Made in de
Squishy Squig




Germany

How did you evaluate the MegaArmor-Warboss?
I tried him as DS with Hard as Nails and Da Krushin' Armor, backing up 5 MANz with Kombi-Scorchas parked on an objective behind a barricade.
The MANz died to buffed up DeathShroud-Terminators and PlagueMarines with 3 Chars behind (I'll forgive them, the rolls were not in my favour and I could not interrupt).
Probably could have positioned the warboss (MAB?MAW?) a bit better to intervene, too.
Next turn I could off the marines with help from a ramsquig and the warboss held on to the objective for a round after getting charged by the terminators.

Maybe he would have survived even better with the Super Cybork Body, but a virtual +0 save while ducking behind the barricade was neat and I felt that he needed the mortals for some punch (rolled a 1 on his only charge, ofc).
His 2D weapon felt kind of embarrassing against DG though and like that he was more of a nuisance instead of a threat

Does Super Cybork Body round down by the way?

This message was edited 1 time. Last update was at 2021/08/05 12:57:49


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





Nebraska, USA

is Loot It! gone? im not seeing it in the lists :(

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
Shadowy Grot Kommittee Memba






I think he's still fun in a green tide list, but I dont think he's gonna be a tourney staple anymore. Instead of trying to bring a mix of dakka-based units and melee-based units, just bring units that do both.

Warbikers, bonebreakas with big shootas, deff dreads and killa kanz with big shootas, Gorkanauts even, all work good.

but he's definitely now more a thing you do for quirky fun rather than a staple that you feel bad if you don't bring.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in dk
Longtime Dakkanaut




Danmark

 koooaei wrote:
You pick him cause of the double Waaagh. If you don't need it, just go with a trike.


??? i dont pay 300 points only for a model to call da great waaagh. I also pick him for his ability to destroy things, which he doesnt do very well anymore with the nerfs he has received either directly or indirectly.

But with boys being more expensive, its way more difficult to make a mixed list that makes sense, and with ghaz, you want to infantry and mechanized.

The only unit that doesnt feel entirely out of place with him is warbikers.

This message was edited 2 times. Last update was at 2021/08/05 13:06:29


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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




The only benefit of taking him is he is in supreme command now and doesnt require troop tax or cost cp to add another detachment. It’s a third warboss when every detachment is limited to 1.

The new Waaghs require you to lean into them heavy. Dakka weapons are all over the place on mixed weapon platforms unless you go shoota boys, warbikers, dakka jets… considering the wartrike is currently the only speedwaagh outside ghaz as well. It’s like a mandatory warlord choice for me to go all in on warbikers as well… I personally feel the regular Waagh is more likely to swing the battle in your favor, but as people have said before Dakka does NOT a lend well with move advance and charge from the regular waaagh! So mixing the 2 style of lists is prohibitory. So I look at ghaz as another warboss who is hard to kill, who protects your warlord vp and is an area denial unit who buffs any units near him. That provides a regular Waagh and the few Dakka wpns able to take advantage of the benefit of speedwaagh at the same time as just a bonus.
But yes he is overpriced but he is still worth it over me taking a third detachment for 3cp to get a megawarboss (115pt), and a trukkboy (170pts) choice at approx the same cost.

This message was edited 2 times. Last update was at 2021/08/05 13:17:16


 
   
Made in ru
!!Goffik Rocker!!






I feel he's not supposed to kill stuff but to be tanky. So, skb and hard as nails are the way to go, in my opinion.
It's just that we don't have many options to deal with stuff like dg, de, da death balls in mellee cause of fight last and lack of either extreme choppiness or extreme durability. Better shoot them.

But a durable megs boss can tank literally anything on lower level of killiness. Theproblem is he needs a transport to choose his targets. Might be good in small games vs some opponents. Well, he's not too expensive for what he brings to the table anywayz.
Oh, if you're running mellee orks, I feel you shoud get an evil sun trike with redder armor. Our only way to counter fight last. At least your manz would get a swing first.
   
Made in dk
Longtime Dakkanaut




Danmark

gungo wrote:
The only benefit of taking him is he is in supreme command now and doesnt require troop tax or cost cp to add another detachment. It’s a third warboss when every detachment is limited to 1.

The new Waaghs require you to lean into them heavy. Dakka weapons are all over the place on mixed weapon platforms unless you go shoota boys, warbikers, dakka jets… considering the wartrike is currently the only speedwaagh outside ghaz as well. It’s like a mandatory warlord choice.


i use the warboss on warbike as speedboss as well. i feel like it would be obvious that he ends up as speedboss as well


Automatically Appended Next Post:
 koooaei wrote:
I feel he's not supposed to kill stuff but to be tanky. So, skb and hard as nails are the way to go, in my opinion.
It's just that we don't have many options to deal with stuff like dg, de, da death balls in mellee cause of fight last and lack of either extreme choppiness or extreme durability. Better shoot them.

But a durable megs boss can tank literally anything on lower level of killiness. Theproblem is he needs a transport to choose his targets. Might be good in small games vs some opponents. Well, he's not too expensive for what he brings to the table anywayz.
Oh, if you're running mellee orks, I feel you shoud get an evil sun trike with redder armor. Our only way to counter fight last. At least your manz would get a swing first.


you cant give named characters relics and warlord traits. So now he isnt tanky at all. He doesnt receive lookout sir (also didnt before), cant be healed (he could before), cant even be tellyported if you wanted to (he could before). not sure why you want to do that, but you cant even if you did.

Because of these things the most duable characters will now be squig bosses you can kit up with items and traits and mozrog who inherently has some beefy traits and abilities.

This message was edited 4 times. Last update was at 2021/08/05 13:18:31


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

- About Dawn of War 3 
   
 
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