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Made in us
Longtime Dakkanaut




gungo wrote:
I’d take 2 warbosses as well but you can’t unless you want to waste 3cp and buy another troop tax unit.
Makari is 55pts not 65pts and 3in within is more then enough to cover mutiple high value units and it doesn’t take much to make back his cost.
Look I’m not saying ghaz is amazing but he is a strong character with almost zero opportunity costs and while I don’t expect him to be in most tournament lists I think he is decent in the right lists and may even make some surprise rankings in certain lists.


Ghaz + Makari = 355. 2 T-rex Warbosses = 290pts. Saving of 65pts over the pair of them

Also, not sure what you mean by "Zero opportunity costs"

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




SemperMortis wrote:
gungo wrote:
I’d take 2 warbosses as well but you can’t unless you want to waste 3cp and buy another troop tax unit.
Makari is 55pts not 65pts and 3in within is more then enough to cover mutiple high value units and it doesn’t take much to make back his cost.
Look I’m not saying ghaz is amazing but he is a strong character with almost zero opportunity costs and while I don’t expect him to be in most tournament lists I think he is decent in the right lists and may even make some surprise rankings in certain lists.


Ghaz + Makari = 355. 2 T-rex Warbosses = 290pts. Saving of 65pts over the pair of them

Also, not sure what you mean by "Zero opportunity costs"

It means I don’t have to pay 3cp for another detachment or buy another troop tax unit just to get access to another warboss. You can’t take 2 or 3 T. rex bosses or warbosses or wartrike or any version thereof in a single detachment. Whereas ghaz is his own detachment that doesn’t cost additional cp. In the list I’m using ghaz in he’s the third warboss unit something I cannot do without taking another detachment and paying 3cp more and purchasing another troop tax.

Regarding Makari is I take him Because he is cheapest and best option from the choices available. I am not saying Makari is the best.. he is just better for me then what is left after you take a warboss. If Makari blocks 2 or more damage on ghaz and/or a Killrig then he’s made his 55pts points back and anything else he adds is extra.


Automatically Appended Next Post:
pepi55 wrote:
 deffrekka wrote:

You need to reread that strat again. Its Beastsnagga Infantry, Cavalry AND Monster, not just Monster.


I think he means Beastsnagga*(infantry + cavalry + monster) instead of (Beastsnagga*infantry) + cavalry + monster
using math terms cause language is confusing like that sometimes especially if its not your main language.

Anyway, if beastsnagga applies to each of infantry, cavalry and monster, it implies a beastsnagga monster. What I dont understand is that a monster in a beastsnagga detachment is technically a beastsnagga monster right?


Beastsnaggas are a keyword on datasheets not a clan you add to a datasheet. There is no way to make a non-beastsnagga data sheet into a beastsnagga.

This message was edited 5 times. Last update was at 2021/08/05 22:07:15


 
   
Made in ru
!!Goffik Rocker!!






It'd be fun if a killrig was beastsnagga monster.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

im 90% positive it was supposed to be one, but got changed for whatever reason and they forgot to update that strat.

like i said, this codex is riddled with "wtf?" rule writing. Whats another mistake when theres already over a dozen weird issues?

The rig is awesome as is, but its still weird that so much stuff doesnt affect it. Because its a vehicle, not a squig or monster.

This message was edited 1 time. Last update was at 2021/08/05 22:27:48


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
Tough-as-Nails Ork Boy




United Kingdom

 MrMoustaffa wrote:
So is the warboss on warbike still using the old speedwaaaaugh rule? Im assuming he'll get updated to the new one but for now he still shows as using the old 6" advance and charge bubble. Im planning on running him in a bloodaxe list running kommandos with snikrot backed up by bikers, dakkajet, buggies, etc.

Not sure its going to be a super amazing list, but feels very Blood Axe and should be a fun way to blitz the opponent.


the ork codex isn't fully released untill the standalone codex is out, the beast snagga box is really a pre-release version.

When the standalone codex is released the 40k app will be updated and hopefully faqs released too to address glaring issues (trukk boyz), and changes to forgeworld rules

SMASH  
   
Made in us
Krazed Killa Kan






As stated before, if you need a non-warboss HQ, MA Big Mek with a Dead Shiny Shoota and a Tellyport Blasta does considerable damage at close range.

The tellyport blasta averages nearly a wound at 3 damage on MEQs, and the shoota averages over 2 wounds at 2 damage each on MEQs.

He can literally knock off 3 MEQs at 9" range, and he still has a klaw and a warlord trait to play with. And he costs about as much as a Rukkatrukk.

For point of comparison, a MA Mek with the Shiny Shoota and Tellyporta does about as much damage from shooting as 6 skorchas or a megaboss with a 'uge choppa in one turn of combat against MEQs.

It really isn't bad, and it's not like you're using the shoota on any other model.

Or, you could just take another detachment and get another squigboss. Your choice, IMO.

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






 Vineheart01 wrote:
im 90% positive it was supposed to be one, but got changed for whatever reason and they forgot to update that strat.

like i said, this codex is riddled with "wtf?" rule writing. Whats another mistake when theres already over a dozen weird issues?

The rig is awesome as is, but its still weird that so much stuff doesnt affect it. Because its a vehicle, not a squig or monster.


On the other hand, you can slap tires on a squig and almost double it's 1st turn charge potential.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Vineheart01 wrote:
FW stuff is always in a state of flux on the initial codex release.
More than likely since GW seems to be ignoring anything ork codex related (even not putting it in the app) until the proper release i wouldnt mess with FW atm, nobody can say how they will be treated and probably wont get updated for awhile

Bikerboss also has both boss keywords, which technically makes him cause both waaagh!'s - guarantee he loses warboss and they faq the limiting rule to say speedboss instead of wartrike


I don' t think it' s necessary to wait for eneything significant. It was declered that FW book was designed with “new codex in mind”. It is as it is. So yes, bikerboss can declare both Waaaagh, or to be absolutely clear - one of them.

New FW book was obviously made with “linking” rules and keywords to awailable the update via updateing the abilities in codex.

Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.


Automatically Appended Next Post:
 MrMoustaffa wrote:
So is the warboss on warbike still using the old speedwaaaaugh rule? Im assuming he'll get updated to the new one but for now he still shows as using the old 6" advance and charge bubble. Im planning on running him in a bloodaxe list running kommandos with snikrot backed up by bikers, dakkajet, buggies, etc.

Not sure its going to be a super amazing list, but feels very Blood Axe and should be a fun way to blitz the opponent.


Nope. Any ability, weapon or anything that has the same name can have just one rules - the newer book ovewrite the old books. And FW book is written so - abilities or stats used in codex are not described here anyhow. They are just linked to the codex. So if you use the new codex, you have to auto-update his waaaagh.

On other hand, new codex is not fully released. GW himself banned use of this codex on his GT on 15.8. Tournaments in my area stick with the old dex also. And it makes sence, because - what is the point of playing with the book, nobody can buyexcept second hand from limited box and full of fresh new units, big part of them nobody can buy at all? From competitive side of view, play new codex on tournament is a bad idea.

This message was edited 2 times. Last update was at 2021/08/06 05:44:11


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in it
Waaagh! Ork Warboss




Italy

 Tomsug wrote:


I don' t think it' s necessary to wait for eneything significant. It was declered that FW book was designed with “new codex in mind”. It is as it is. So yes, bikerboss can declare both Waaaagh, or to be absolutely clear - one of them.



I wouldn't be so sure of that. I mean GW can say whatever they want but when biker nobz have the same wounds as regular nobz it seems to me that it wasn't the case.

Biker boss can declare speedwaaagh and he's so much better than a wartrike, I'm taking him everytime now.

 
   
Made in ru
!!Goffik Rocker!!






Trike is much more durable ATM.
   
Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:

Worst codex as in most mistakes, odd restrictions, and of course no orky flavor yea…
But competitive nope… necrons are pretty blah even w a
Massive model release.


Lots of mistakes, for sure. But I think it is quite competitive. Some of the new stuff is mean, the fact that no one has the models yet can misguide the judgement. There are pretty solid builds available. SM don't look superior, neither do DG. And I don't think sororitas are so much better either. Drukhari probably better, can't say about Ad Mech as there's no real dedicated player here and I don't know them in detail.

 
   
Made in it
Been Around the Block




Hello, had a mirror match with the new codex yesterday against a friend over TTS

I Brought a "goff-rush" list

Spoiler:


GOFF

Megaboss with Crushing Armor and -1 to wound
Squigosaur Boss with Beasthide Mantle and Proper Killy (because I don't like his main weapon only having AP - 2)
Weirdboy with Fists and Warpath

10x Nobz with big choppas in a trukk
10x Nobz with big choppas in a trukk
10x MANZ in a trukk

6xdeffkoptas

3x Min size Stormboys
2x10 Kommandos with Klaw and Distraction Squig
3x Single unit Mek Gunz


While He brought a Dread Whaag!

Spoiler:

GOFF
Megaboss with Crushing Armor and -1 to wound
MegaMek with KFF and Dead Shiny

2x15 Stormboyz with klaw

3x6 Kanz, one mob with Rokkits other with Big Shootas
2x3 Deff Dreads, all melee
1 Mega Dread


I won 87-36 thanks to picking better secondaries better (Behind Enemy Lines is MVP with the stormboys and kommandos, especially since I managed to charge my kommandos into a squad of Kanz on the side and the moshpit lasted a few turns) and footslogging walkers being way too slow PLUS easy secondary points.

My outtakes are the usual: T5 and Ramshackle really shine in close combat (where D3+ weapons are still quite rare and they'll wound even our infantry on just a 3+), the Squiboss is a BEAST (always gonna bring one, no reason to worry about the +1 to hit aura when he's ridicolously more effective than any other warboss at dishing out whacks) and probably the only viable option for "Da Biggest and Da best" both because of the damage output and because of his suprising durability.

While Killa Kanz are a nice Tellyporta Option the steep cost of 4 CP (including Ramming Speed) makes them a bit disappointing so I still think that Deffkoptas or a Mega-Dread (assuming FW doesn't change it too much) are the best "SURPRISE, I'M BACK!" option both for their output and having part of the CP cost "reduced" by their abilities.
   
Made in bg
Regular Dakkanaut




gungo wrote:
Beastsnaggas are a keyword on datasheets not a clan you add to a datasheet. There is no way to make a non-beastsnagga data sheet into a beastsnagga.


Okay, yeah that makes sense. Then it is weird indeed that there are no Beastsnagga Monsters while being referenced. My expectation is that the strat will be FAQ'd to exclude beastsnagga monsters if anything. I doubt they will add monster to anything or release any new models after what we already had announced and somewhat released.
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
gungo wrote:

Worst codex as in most mistakes, odd restrictions, and of course no orky flavor yea…
But competitive nope… necrons are pretty blah even w a
Massive model release.


Lots of mistakes, for sure. But I think it is quite competitive. Some of the new stuff is mean, the fact that no one has the models yet can misguide the judgement. There are pretty solid builds available. SM don't look superior, neither do DG. And I don't think sororitas are so much better either. Drukhari probably better, can't say about Ad Mech as there's no real dedicated player here and I don't know them in detail.

I think the ork codex will be fairly decent not ad mech, drukari or primarus strong..but a solid tier 2…
   
Made in bg
Regular Dakkanaut




Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.
   
Made in us
Longtime Dakkanaut




pepi55 wrote:
gungo wrote:
Beastsnaggas are a keyword on datasheets not a clan you add to a datasheet. There is no way to make a non-beastsnagga data sheet into a beastsnagga.


Okay, yeah that makes sense. Then it is weird indeed that there are no Beastsnagga Monsters while being referenced. My expectation is that the strat will be FAQ'd to exclude beastsnagga monsters if anything. I doubt they will add monster to anything or release any new models after what we already had announced and somewhat released.


My expectation is they already have a model that’s already released with the “monster” keyword that will be updated with the “beastsnagga” keyword when it finally gets updated. Gw has a squiggoth and giant squiggoth model that hasn’t been updated yet. Gw now handles the rules for all models and updates the rules for all models, but ya I don’t think it’s a mistake or that we have some new model.


Automatically Appended Next Post:
pepi55 wrote:
Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.

To be fair this codex did make more ork units useable. Last codex we essentially had buggies and greentide that was strong.
Now we have warbikers, stormboys, kommandos, buggies, beastsnaggas, killrigs, all our warbosses can be made strong with relics and traits.. I think several combinations of the above will be decent. I’m not feeling dread lists though.

This message was edited 1 time. Last update was at 2021/08/06 11:09:42


 
   
Made in us
Shadowy Grot Kommittee Memba






pepi55 wrote:
Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.


Nah - there's a lot more you have to avoid in admech than, for example, drukhari.

Robots are really bad, servitors are fairly bad, electropriests are bad, there are obvious best choices in a lot of the weapon option lists.

"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 bg
Regular Dakkanaut




gungo wrote: I’m not feeling dread lists though.

And thats the list I wanted to be good :(
but youre right, its just that I have exactly none of those besides some stormboyz and kommandos

the_scotsman wrote:
pepi55 wrote:
Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.


Nah - there's a lot more you have to avoid in admech than, for example, drukhari.

Robots are really bad, servitors are fairly bad, electropriests are bad, there are obvious best choices in a lot of the weapon option lists.


I might have confused those 2.
speaking of electropriests though... how do we deal with the fulgurites with the new codex, especially when theyre protected by a dunerider?
9/10 times the priests get the charge which basically melts anything they charge let alone the fight phase after... 10 units with each 2 attacks is quite deadly with their statline.
is the answer keep away and dakka 'em down? or is there some kind of unit that can survive their assault and wipe em out after?

at low points battles this is really a problem because they might as well be deployed with their 4+ invuln (or I might still not be good enough with my counter play...)

This message was edited 1 time. Last update was at 2021/08/06 11:43:58


 
   
Made in hk
Regular Dakkanaut




Hong Kong

I think that Ork walkers are individually stronger in this edition (cheaper, ramshackle, etc...).

But for dread lists, that's another story.
In this age of objective-base game infantries are king, and our walkers are slow and non-objsec, so it's kind of uphill for them.

Winning dreadlists will be a combination of walkers for the heavy lifting and MSU infantry for scoring, and I think that evils sunz or blood axes would be more suitable clans, as they improve the mobility of the walkers, by turn 2 or 3 they can be all over the board.
   
Made in us
Longtime Dakkanaut




Some people don’t like ghaz so here is an updated version without him. Instead of ghaz/Makari you gain mozgrod, painboss, obj secured Gretchin, and 3x squigriders and lose 1cp, bombsquigs, and pk on kommandos. This might be a marginally better list. This version really depends on if mozgrod is better then ghaz
Spoiler:

Battalion- klan:Goff
Beastboss on squig- warlord trait:Brutal but kunnin, relic+1:headwompa
Painboss

Beastsnagga x10- on Killrig
Beastsnagga x10- on Killrig
Gretchin (orrible gitz)

3x squigriders
3x squigriders
3x squigriders

Killrig- frazzle, spirit of gork
Killrig- frazzle, squiggly curse

Outrider-deathskulls -3cp
Warboss on bike- relic2:killaklaw, big boss trait:Ard as nails -2cp

5x kommandos-obj secured
5x kommandos-obj secured

1x scrapjet
1x scrapjet
1x squigbuggy-kustom job nitro squig
1x shockjump
1x shockjump

Patrol- klan:snakebite -2cp
Mozgrod

Gretchin-orrible gits

5cp left over

This message was edited 7 times. Last update was at 2021/08/06 15:17:05


 
   
Made in ca
Gargantuan Gargant






Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:


Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.



Some things are limited to exclude walkers specifically. Like Squighide Tyres.


Automatically Appended Next Post:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


I have a sneaking suspicion that GW is going to release a lot of what is currently missing in the Codex into the charadon book for orkz in order to make us buy a new book. Christ, the SAG wasn't that great to begin with until we got the Relic one

This message was edited 1 time. Last update was at 2021/08/06 12:58:39


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






SemperMortis wrote:
 Tomsug wrote:


Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.



Some things are limited to exclude walkers specifically. Like Squighide Tyres.


It's also possibly something they're including to future proof in terms of regiments of renown since they can be quite keyword specific and they wouldn't want a dred waaagh regiment to affect other vehicles.
   
Made in fr
Been Around the Block





SemperMortis wrote:
 Tomsug wrote:


Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.



Some things are limited to exclude walkers specifically. Like Squighide Tyres.


Automatically Appended Next Post:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


I have a sneaking suspicion that GW is going to release a lot of what is currently missing in the Codex into the charadon book for orkz in order to make us buy a new book. Christ, the SAG wasn't that great to begin with until we got the Relic one


I'm pretty sure they'll push the news beast snaggas down our throats with even more rules just for them. I would be surprised to see anything else.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

For the record, they also claimed the Psychic Awakening books were written with 9th in mind.
And that was proven to be a huge fething lie.

FW stating the ork rules were written with the new ork codex in mind means nothing. The only things that seem to go in line with the new dex is 1) Ramshackle everywhere, though even then a couple lack it for some reason and 2) wagons got a 3+ armor innately.
The rest is either isolated solely in FW (megawalkers, grot tanks) or is now confusing (bikernobz are identical to warbikers in T/W, bikerboss has both boss keywords, bigshoota pricing, etc)

GW rules teams clearly dont talk to each other, and even the ork codex itself shows that if multiple people are working on it they dont even talk among themselves.

This message was edited 1 time. Last update was at 2021/08/06 13:05:13


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
For the record, they also claimed the Psychic Awakening books were written with 9th in mind.
And that was proven to be a huge fething lie.

FW stating the ork rules were written with the new ork codex in mind means nothing. The only things that seem to go in line with the new dex is 1) Ramshackle everywhere, though even then a couple lack it for some reason and 2) wagons got a 3+ armor innately.
The rest is either isolated solely in FW (megawalkers, grot tanks) or is now confusing (bikernobz are identical to warbikers in T/W, bikerboss has both boss keywords, bigshoota pricing, etc)

GW rules teams clearly dont talk to each other, and even the ork codex itself shows that if multiple people are working on it they dont even talk among themselves.


Yeah, as usual, everyone are on different pages and things are all over the place. You'd think with us being in the information age that it wouldn't be super hard to collate all the stuff written around one faction (not like we're SM after all with 100+ datasheets), much less people presumably working in the same building.
   
Made in nl
Regular Dakkanaut




 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


Spoiler:

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 6CP, 470pts] ++

Clan Kultur: Evil Sunz

+ HQ +

Warboss [5 PL, 105pts]: Attack Squig, Fasta Than Yooz, Kombi-skorcha, Power Klaw, Rezmekka's Redder Paint, Warlord

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Heavy Support +

Deff Dreads [7 PL, 100pts]: Stompamatic Pistons
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

Deff Dreads [6 PL, 85pts]: Big Krumpaz
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

++ Patrol Detachment -2CP (Orks 2021) [30 PL, -2CP, 530pts] ++

Clan Kultur: Deathskulls

+ HQ +

Weirdboy [4 PL, 70pts]: 3. Da Jump, 6. Jabbin' Fingerz

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [4 PL, 55pts]: Sneaky Gitz
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 55pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Killa Kans [7 PL, 150pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha


Something like this for 1000 pts? As much as I would love playing such a list at 500pts, walkers are simply too expensive :(

This message was edited 1 time. Last update was at 2021/08/06 13:49:09


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





Nebraska, USA

Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.

This message was edited 1 time. Last update was at 2021/08/06 13:15:23


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

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




 Vineheart01 wrote:
Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.


Okay but who brings a naut to a 1000pts game? I thought 250+ pts for a unit is a bad investment in low point games. Never have been exactly clear on the exact amount though. if 300pts are okay for low point games I would actually much rather add Ghaz.
   
Made in de
Squishy Squig




Germany

pepi55 wrote:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


Spoiler:

+++ 1000 - Dreadwaaagh! (Warhammer 40,000 9th Edition) [58 PL, 1CP, 1,000pts] +++

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 3CP, 470pts] ++
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: Evil Sunz
. Categories: Configuration
. Abilities: Evil Sunz
Profiles:
. Evil Sunz: Description:- Add 1" to the Move characteristic of models with this kultur. If that model is a SPEED FREEKS model, add 2" instead.
- Add 1 to Advance rolls made for units with this kultur
- Models with this kultur do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which their unit Advanced.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 105pts] +

Warboss [5 PL, 105pts]: Attack Squig [5pts], Fasta Than Yooz, Kombi-skorcha, Power Klaw [10pts], Rezmekka's Redder Paint, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Evil Sunz
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Fasta Than Yooz, Kombi-skorcha, Rezmekka's Redder Paint, Warboss (Aura), Unit: Warboss, Weapon: Attack Squig, Power Klaw, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Fasta Than Yooz: Description:In your Command phase, select on friendly EVIL SUNZ CORE unit within 6" of this model. That unit is eligible to declare a charge with even if they Advanced or Fell Back this turn.
. 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.
. Rezmekka's Redder Paint: Description:- Add 2" to the bearer's Move characteristic.
- At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, those units cannot be selected to fight until all eligible units from your army have done so.
. 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.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. 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 [10 PL, 180pts] +

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

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

+ Heavy Support [13 PL, 185pts] +

Deff Dreads [7 PL, 100pts]: Stompamatic Pistons [1 PL, 15pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz
. Rules: 'Ere We Go!
. Abilities: Dread Mob, Explodes, Ramshackle, Stompamatic Pistons
. Deff Dread [6 PL, 85pts]: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
. . Unit: Deff Dread, Weapon: Dread Klaw
Profiles:
. Dread Mob: Description:After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. 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)
. Stompamatic Pistons: DescriptionEFF DREAD, GORKANAUT or MORKANAUT model only.

- Add 3" to this model's Move characteristic.
- Add 1 to Advance rolls made for this model.
. Deff Dread: M:6"|WS:3+|BS:5+|S:5|T:7|W:8|A:3|Ld:7|Save:3+
. Dread Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon

Deff Dreads [6 PL, 85pts]: Big Krumpaz
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz, Faction: Big Krumpaz, Specialist Mob
. Rules: 'Ere We Go!
. Abilities: Big Krumpaz, Dread Mob, Explodes, Ramshackle
. Deff Dread [6 PL, 85pts]: Big Shoota, Dread Klaw, Dread Klaw, Dread Klaw
. . Unit: Deff Dread, Weapon: Big Shoota, Dread Klaw
Profiles:
. Big Krumpaz: DescriptionEFF DREADS, GORKANAUT, MEGA ARMOUR NOBZ, MEGA ARMOUR CHARACTER or MORKANAUT units only. The selected unit gains the following ability:

Krumpin' Time: Each time a BIG KRUMPAZ model makes a melee attack, add 1 to that attack's hit roll.
. Dread Mob: Description:After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. 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)
. Deff Dread: M:6"|WS:3+|BS:5+|S:5|T:7|W:8|A:3|Ld:7|Save:3+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-
. Dread Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon

++ Patrol Detachment -2CP (Orks 2021) [30 PL, -2CP, 530pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [-2CP] +

Clan Kultur: Deathskulls
. Categories: Configuration
. Abilities: Deathskulls
Profiles:
. Deathskulls: Description:- Each time a unit with this kultur is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks
- Each time a model with this kultur would lose a wound as a result of a mortal wound, roll one D6: on a 5+ that wound is not lost.
- INFANTRY units with this kultur gain the Objective Secured ability.

Detachment Command Cost [-2CP]
. Categories: Configuration

+ HQ [4 PL, 70pts] +

Weirdboy [4 PL, 70pts]: 3. Da Jump, 6. Jabbin' Fingerz, Weirdboy Staff
. Categories: Character, HQ, Infantry, Psyker, Faction: Orks, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!
. Abilities: Waaagh! Energy, Psychic Power: Da Jump, Jabbin' Fingerz, Smite, Psyker: Weirdboy, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Waaagh! Energy: Description:While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.
. Da Jump: Warp Charge:7|Range:12"|Details:BLESSING: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models.
. Jabbin' Fingerz: Warp Charge:6|Range:18"|Details:MALEDICTION: Jabbin' Fingerz has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER and visible to them. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Weirdboy: Cast:1|Deny:1|Powers Known:Smite + 2 PotW|Other:See Waaagh! Energy
. Weirdboy: M:5"|WS:3+|BS:5+|S:5|T:5|W:5|A:3|Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+3|AP:-1|D3|Abilities:-

+ 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 [8 PL, 110pts] +

Kommandos [4 PL, 55pts]: Sneaky Gitz
. Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs, Faction: Sneaky Gitz, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Kunnin' Infiltrators, Sneaky Gits, Sneaky Gitz, Throat Slittas
. Boss Nob [15pts]: Power Klaw [5pts], Slugga, Stikkbombs
. . Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Kunnin' Infiltrators: Descriptionuring deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
. Sneaky Gits: Description:Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
. Sneaky Gitz: Description:BOYZ, KOMMANDOS, NOB or WARBOSS units only. The selected unit gains the SNEAKY GITZ keyword and the following ability:

Sneaky Gitz: Each time a SNEAKY GITZ model makes a melee attack, if the target is receiving the benefits of cover, improve the Armour Penetration characteristic of that attack by 1.
. Throat Slittas: Description:Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll.
. Boss Nob (Kommandos): M:6"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Kommando: M:6"|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.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. 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

Kommandos [4 PL, 55pts]
. Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Kunnin' Infiltrators, Sneaky Gits, Throat Slittas
. Boss Nob [15pts]: Power Klaw [5pts], Slugga, Stikkbombs
. . Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Kunnin' Infiltrators: Descriptionuring deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
. Sneaky Gits: Description:Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
. Throat Slittas: Description:Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll.
. Boss Nob (Kommandos): M:6"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Kommando: M:6"|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.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. 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

+ Fast Attack [6 PL, 110pts] +

Stormboyz [3 PL, 55pts]
. Categories: Faction: Orks, Faction: <Clan>, Fast Attack, Stormboyz, Infantry, Jump Pack, Fly, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Full Throttle, Stormboyz Strike
. Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob (Stormboyz), Weapon: Choppa, Slugga, Stikkbomb
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Full Throttle: Description:Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model's in this unit and roll one D6; on a 4+, this unit suffers 1 mortal wound.
. Stormboyz Strike: Descriptionuring deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
. Boss Nob (Stormboyz): M:12"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Stormboy: M:12"|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

Stormboyz [3 PL, 55pts]
. Categories: Faction: Orks, Faction: <Clan>, Fast Attack, Stormboyz, Infantry, Jump Pack, Fly, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Full Throttle, Stormboyz Strike
. Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob (Stormboyz), Weapon: Choppa, Slugga, Stikkbomb
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Full Throttle: Description:Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model's in this unit and roll one D6; on a 4+, this unit suffers 1 mortal wound.
. Stormboyz Strike: Descriptionuring deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
. Boss Nob (Stormboyz): M:12"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Stormboy: M:12"|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

+ Heavy Support [7 PL, 150pts] +

Killa Kans [7 PL, 150pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Heavy Support, Killa Kans, Gretchin, Walkerz
. Abilities: Explodes, Ramshackle, Scrag 'Em
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [55pts]: Kan Klaw, Rokkit Launcha [15pts]
. . Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha
. Killa Kan [55pts]: Kan Klaw, Rokkit Launcha [15pts]
. . Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
. 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)
. Scrag 'Em: Description:While this unit contains 3 or more models, add 1 to the Attacks characteristic of models in this unit.
. Killa Kan: M:6"|WS:4+|BS:4+|S:5|T:5|W:5|A:3|Ld:6|Save:3+
. Grotzooka: Range:18"|Type:Heavy 2D3|S:6|AP:0|D:1|Abilities:Blast
. Kan Klaw: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:-
. Rokkit launcha: Range:24"|Type:Heavy D3|S:8|AP:-2|D:3|Abilities:Blast

++ 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


Something like this for 1000 pts? As much as I would love playing such a list at 500pts, walkers are simply too expensive :(


Please consider not having all the rules in your list. We can assume people here know them, it will make the list more readable and people more likely to respond
   
 
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