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No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Waaagh! Ork Warboss on Warbike





Due to popular demand, I re-created the tactics thread with the pretty rainbow table of units. If you have things you think should added to this thread, PM me.

The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn? And why? Because we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude.
-Some panzee brainboy


I know, us orks don't like rules, but a couple of things should be said before starting:
- This is supposed to be about competitive gaming. I know there are a lot of players you just want to toss some dice, watch their beautiful converted models, re-enact battles from the fluff and don't really care about who wins the game. You are all awesome people, but sorry, this thread isn't for you :(
- It's safe to assume that the vast majority of competitive games will be using the newest FAQs, all of the matched play rules and the current beta rules. Please don't base tactics on not using the most recent rule set.
- Keep in mind that not everybody has access to forgeworld models or rules.
- Be clear about whether you are discussing army composition (looking for the best options), or whether you simply want to use a unit in an efficient way, even if it's not the best choice.
- There are communities and tournaments that do not allow index options. There are communities and tournaments that do allow index options. The people looking for advice here cannot change that, so accept that people can or cannot take index options.
- Do not discuss GW's business practices in this thread.
- It is fine to agree to disagree.
- Back up your arguments.
- Provide links to blogs/videos/podcasts you are referencing
- Orks never lose.
- WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!

Thanks to the these awesome gits for providing content:
the_scrotsman
PiñaColada
hollow one
Waaaghbert
Emicrania
flandarz
An Actual Englishman


Unit analysis
Gretchin Our stratagems are good. To use stratagems we need CPs. To generate CPs, gretchins are very efficient. In addition, Grot Shields is incredibly powerful as stratagems go, so you should definitely bring a lot of gretchin.
Smasha gun The smasha gun is nothing short of awesome at destroying vehicles, which is something orks have dearly needed.
Weirdboy Orks have some of the best psychic powers that are hard to pass up, with Da Jump being no less than mandatory. You can upgrade them for 1cp to Warpheads but usually you can just bring multiples. Important part to note is that the weird boy doesn't care about culture at all.
Boyz Boyz are no longer the go-to unit it used to be. Units of 30 are still great targets for Da Jump and the Tellyporta and Green Tide stratagems. Smaller mobs have less use, outside of 10-strong mobs you plan to mob up with another big mob or Deff Skulls Trukkboyz with rokkits.
Big Mek with Shokk Attack Gun The SAG is a powerful long-range weapon, especially when upgraded to Souped-Up SAG and combined with the Big Killa Boss warlord trait. Currently one our best HQ.
Dakkajet Good against anything that's not a vehicle (T7+). Can be useful for assassinating characters, as it can jump next to them and unload its guns on them.
Lootas Long range firepower that excells when combined with stratagems. Put down 15 bad moons lootas, throw more dakka on them, shoot twice and pulverize whatever you like least. Always spend a CP to re-roll ones for shots and protect them with gretchin.
Tractor kannon This gun fires an auto-hitting kannon shot. If the target has FLY, it will deal more damage and explode. Not a bad at all, but usually lootas, dakkajets or wazzboms take care of fliers.
Warboss on Warbike (I) The killa klaw single-handedly makes one warboss a must-take for each army. Unless you are locked out of index options, this warboss should be riding a bike.

Tankbustas Powerful but fragile unit that lacks range compared to lootas and thus loses the race to them. Keep in mind their synergy with the Stikkbomb 1cp stratagem to solidly double their damage output when they can get within 6" of their target.
Deffkilla Wartrike His biggest drawback is his fixed weapon coupled with his strength, which is one point lower than warbosses. He does however bring a waaaagh aura that works on vehicles and often can pull off turn one charges.
MANz You get a lot of durability and killing power for a fair price tag. The best way to use them is to tellyport them in as evil suns for extra charge range and then bully backfield-units off their objcitive.
Megatrakk Skrapjet Tons of rokkit shots make it great for vehicle hunting that also brings a decent close combat weapon and two big shootas.
Shokkjump Dragsta Good, reliable anti-tank firepower only second to the scrapjet. In theory they could be taking objectives with their random jumps, but in reality they are dead by turn 2.
Deff Dreads Decent if you tellyport them in to attack a vulnerable part of your enemy's army. The magic number seems to be two deff dreads as three often don't fit in places where you want them to be.
Kustom Mega Kannon Basically the budget version of the smasha gun, while slightly less efficient, you get more firepower out of less models.
Wazbom Blastajet Hard to kill and mobile anti-tank platform that also protects your army from alpha-strikes. It's fast enough to keep the KFF coverage planes and buggies racing forward.
Kommandos Usually used to fill out brigades to clear and camp objectives. If index is available, big shootas seem to be the best option for them, as they are just sitting in cover somewhere.
Stormboyz The ability to go fast and charge over screens makes them a perfect match for two units of boyz tellyporting and jumping in turn 2.
Gorkanaut More punch and a gun that gets screens out of the way makes them better than morkanauts. Combine tellyporta with ramming speed to get them into combat.
Morkanaut Combines a KFF with decent close combat abililty and anti-tank guns. If you don't want to see it shot down turn 1, you should put it into the tellporta.
Mad Dok Grotsnik When running deff skullz, he is a more durable warboss that provides models around him with 6+++. He can also catch people off-guard when he charges them during their turn.
Zhardsnark (FW) Fast, strong HQ choice for Evil Suns armies. His Pain Klaw hits very hard, but he has little defense against things striking back. Basically gives a second killa klaw boss for your army.
Gargantuan Squiggoth (FW) Everything the stompa wanted to be - hard to kill, decent price, devastating to anything on the receiving end of its charge and decent shooting.
Big Mek (I) Big meks are the cheapest KFF platforms, so they are great to fill up HQ slots when you don't need a bike to keep up with your army.

Warboss If you don't have index access, this is where you put your killa klaw. Outside of that the warboss is used to have green tides advance and charge and to keep morale up, little else.
Snikrot Used similar to kommandoz or MANz, he beats enemy units off objectives and then stays there, near impossible to remove without dedicates shooting. Sadly he is locked into the worst klan kulture.
Kustom Boosta-Blasta The KBB combines a wonderfully reliable quad-burna anti chaff tool with a solid elite/light armor hunting weapon and a cute little mortal wound ram ability for a discount price.
Bonebreaker The bonebreaker powerful in melee and can transport units. Sadly, there is little need for transports for melee units when you have da jump and tellyportas.
Battlewagon Multi-functional transport that can transport up to 20 shooty models. It's not durable enough to protect high-value targets, but a unit of tank bustas or flash gits can find their way to the frontlines in these.
Nobz The point drop made them our all-round infantry of choice, whenever you need a small unit to ride a transport, these are your orks. Big Choppas and double choppas are the preferred loadouts - Combi weapons, power klaws and killsaws cost too much for what you get. Make sure to bring ammo runts to die to explosions.
Banner Nob As most boyz are jumped or tellyported these days, the banner nob has no one to buff. While the buff is powerful, it often seems like pure overkill.
Ghazkgull Expensive, but he is one heck of a beatstick if you deliver him up the field using a transport or slog him with some boyz. A goff build shoul aim to stack Ghazkgull Thrakka, Warpath, Skarboyz, and a waaagh banner.
Scar Boyz For 1 CP a unit of goff boyz gets +1 strength. The difference between S4 and S5 is huge, since you wound T4 on 3+ and T8 on 5+ now. Combined with Thrakka and the goff trait these are the most deadly boyz you can get.
Warbikes Warbikers are good at killing chaff and have a stratagem to protect them. The kult of speed detatchment adds two more stratagems for turn 1 assaults and model arrests, but they still die very easily.
Deffkopta When Index is available, KMB and Bomb are great options, otherwise you are stuck with overpriced twin rokkits. The FLY and VEHICLE keywords enable lots of stratagems to be used on them.
Flash Gitz Awesome guns that lay waste to light infantry, elite infantry, light vehicles and anything else that's not T7 or higher, decent armor saves, good combat ability and ammo runts to re-roll shots and eat shots or explosions. Sadly, they pay points for all that, and they are locked into the freeboota culture.
Burna Bommer Bombs work best against single wound infantry, has one more big shoota than a blitza bommer. Use Explosive Demise to discourage your opponent from shooting it down or do lots of damage. Use CP to re-roll explosion result. Do not take skorcha missiles.
Chinork (FW) Compared to a trukk, the added speed, better guns, to bomms, extra speed and the ability to deepstrike actually make this transport worth using to cart around your tankbustas or flash gits. Dies to a stiff breeze though.
Kannon (I) Not as good as the mek guns since it has only one shot and big guns are less tough. A decent anti-tank weapon, especially when spammed, plus you still get to do crew shenanigans.
Skorchas (I) For your points, you can either have two skorchas or one new buggy, with the skorchas being more durable but less range and firepower.

Trukk Our cheapest transport option. Orks have little use for transports, so besides tank bustas, flash gits or deff skulls shoota boyz there are no units that actually want to be in a trukk.
Zaggstruk A warboss on a bike without Killa Klaw that is also stuck with the sub-par Goff kulture. Unless you were running Goff anyways, skip him.
'ard boyz a 5+ armor save is rarely worth 2CP. Even if you loot a nearby vehicle, you are now paying 3 CP (and a vehicle) to get a 4+ save, rarely worth your time.
Painboy Too expensive for the 6+++ he provides, but his mandatory PK sometimes kills something.
Killa Kanz With no buffs from cultures or stratagems their expensive single shot weapons cannot compete with deff dreads or mek guns. A unit of KMB kanz shooting twice with the dreadmob stratagem sounds decent, but you might as well just shoot your SSAG twice.
Mini mek Can get a KMB from index wargear, otherwise he can only serve to fill up brigades, since he is the cheapest elite choice.
Boomdakka Snazzwagon Not too expensive, but can't compete with Dakkajets or Kustom Boosta Blastas for its primary role, which is clearing chaff.
Big Mek in Mega Armour Being the slowest thing in the codex while carrying an aura that requires you to keep up with stuff is not a good combo. Still useful for bad moons armies that have no access to index options.
Painboy on Bike (I) Same as above. He is more likely to get somewhere fast, but he can't heal units after moving more than 5"

Gunwagon One killkannon might be worth 15 points, but two are not worth 35, especially not on a wagon no one can shoot out of.
Ruckatrukk Squigbuggy The "stay at range and shoot" buggy fails to deliver a decent amount of damage due to terrible guns. The mine ability is nice, but easily avoided or soaked by units that don't care about those mortal wounds. Being the most expensive of the buggies puts the final nail in its coffin.
Runtherd You have to run a lot of gretchins to make runtherds a useful investment, since they cost almost as much as a whole replacement squad of gretchins for the squad you lost because he wasn't there to stop them running away.
Burnas Burna boyz are in this weird spot where they're kind of anti horde, kind of anti elite, and kind of way too squishy for their point cost. Their only upside is that their spannas can access KMBs.
Nob Bikers While they did get a point drop, they still aren't great. Without special weapons, koptas with big shootas are better, more durable, shootier and just as good in combat. With special weapons they get shot and die. Nobz being cheap as chips doesn't exactly help their case. They fail to find a niche between koptas and warbikers.
Blitza-Bommer Bombs are good at causing mortal wounds, perfect for squads of infantry but not that good against vehicles. Unless you expect squadrons of vehicles, use the burna bommer instead.
Stompa The point drop and the buff to its weapons simply wasn't enough. The stompa remains a beatuiful model for friendly games and nothing more.
Bubble chukka From a fun minigame it turned into something that maybe kills something or not. A one or two rolled for shots or strength will make its shooting phase a waste of time. Avoid.
Ork Mek Boss Buzzgob (FW) Despite having the rule on his datasheet, he does not have a KFF! If you are running Goff and you felt like you want to trade one of your Big Mek's SAG for additional attacks and wounds, this is your guy. So probably not.
Kill Tank (FW) Armed very similar to a knight, but costs almost three times and doesn't get ion shields
Kustom Stompa (FW) Leave it to FW to make an even worse stompa. There is zero reason to pay minimum(!) 1052 points for this.
Lobba (I) Ever felt like spending 30 points on a big shoota that doesn't benefit from kultures? Yeah, me neither.
Warbuggies/trakks (I) No changes from GW had them ending up strictly worse than koptas. Best convert them to one of the new buggies.

Mekboy Workshop A unit can skip shooting and assault get a bonus that is worse than simply not skipping shooting and assault. You pay points to make a vehicle worse once per turn, so just use the awesome model as terrain and ignore the datasheet.

Clans
Evil Sunz
Red Ones Go Fasta- Getting +1 to Move (+2 for <speed freekz>, Advance & Charges is huge and you'll always want to advance with ES since there's literally no penalty for it. Consider this kultur for deepstrike heavy lists, foot slogging infantry, bikes&deffkoptas and bonebreakas. This Kultur is a useful building block as part of a bigger Ork soup, but since they have no real benefits to shooting plenty of units gain nothing from it and are better suited using other Kulturs.
Rezmekka's redder armour - Sort of an odd relic, getting that +1 to move is probably the big gain here since the mortal wounds happen at the beginning of your movement phase. Meaning you opponent can always back out of combat. Try using it on a mini-mek in a bonebreaka, those get stronger on the charge so it could at least force your opponent into a "damned if you do, damned if you don't" situation. Could be worth an extra CP to get this one, but overall there are stronger relics out there.
Speed Freek - Enables your entire fleet of vehicles to hit&run(& hit again). Consider putting this on you warbike/wartrike warlord if you've found them to be too squishy in close combat. Synergises well with bonebreakas because they get stronger on the charge, megatrakks because of mortal wounds and deffkoptas since they can still shoot after falling back because of fly. It's not bad but you're giving up a lot of offensive output on the warlord to gain this new trick.
Drive-by Krumpin' - Enables an Evil Sunz <Speed Freek> unit to move again at the end of the shooting phase. The speed freek requirement means no transport can use this, but it could be useful to reposition your deffkoptas after having moved them up to snipe a character. Also note that you can use this to move a unit up, shoot with it and then move back onto an objective and still have it count as defended the objective that turn. Cheap at 1CP and every now and then you'll find a use for it.

Freebootas
Competitive Streak: Any time a freeboota unit destroys an enemy unit, all other freebootas within 24" add 1 to hit for the phase. The only trait that allows Gretchin units to (indirectly) benefit by causing other non-gretchin freeboota units to gain the +1 to hit. Due to the power of mek gunz, Freebootas is a solid trait if you don't want to make the structural changes to your list to make Deathskullz or Bad Moonz work for you. Also since its buff works for melee and shooting, Freebootas could be a solid choice for a non-soup ork army.
Badskull Banner: The ability to drop immunity to morale is interesting at best, but this relic competes with some really amazing options. Best use case might be to support Killa Kanz (which again, benefit somewhat from being Freebootas) or a large boyz mob to keep it sticking around after heavy casualties so you can use the Endless Green Tide stratagem. It is one turn only though, and many other aura effects reproduce it with minor tweaks like Breakin' Heads.
Reputation: Re-roll ones to hit in combat. If you plan on running your warboss warlord with a choppy retinue (even if it's some bonebreaka transporting him), you might want to consider this. The warboss himself will be re-rolling ones to hit, which makes that relic klaw a lot more reliable. Not that useful on meks or Badrukk (who is locked into this trait).
Kroozer Broadside: 3CP, D3 roll after you've spent those CP, requires a 5+ or 6+ to do D3 mortal wounds. There are very, very few cases where you'd want to throw this down instead of using the CP for something else, and in those cases you're probably already winning the game and just have CP to burn.

Deathskullz
Lucky Gitz: 6++ invuln, all infantry gains objective secured, and you may reroll 1 dice per unit per phase to hit, wound, AND damage. Provides excellent rules for MSU ork lists with a balanced mix of melee and range particularly when the unit has one potent weapon - for example a Deff Dread with a single Kustom Mega Blasta who can make good use of all 6 potential rerolls if he gets a good turn. The 6++ obviously benefits units with 6+ saves the most, and objective secured on all infantry provides an incentive to bring some of the more specialist ork units. Great for Brigades, since it turns certain small units like single Deffcoptas from pretty bad to quite good.
The Fixer Upperz: Gives the big mek repair ability to a model, or improves a big mek's repair ability to automatic 3 wounds. Fun on a deffkilla wartrike to give him regeneration or on a biker big mek because it directly stacks with his "Biker Big Mekaniak" rule to let him repair two things.
Wreckers: Allows one unit to add 1 to wound against vehicles. Decent if costly stratagem, but does go somewhat against to the Deathskullz wish to bring as many small units as possible. You probably should not be using this stratagem too often.
Opportunist: Allows the warlord to reroll 1s to wound vs vehicles and also target enemy characters within 18". This warlord trait has the potential to make certain HQ builds - SAG big mek or Kustom Mega Blasta/Tellyport Blasta big mek in particular - really good at blowing away characters with all their Deathskullz rerolls.

Snakebites
Da Old Ways: 6+++ Feel No Pain. Arguably the best for a green tide list, since their kultur is essentially an army wide Painboy aura that stacks with a KFF.
Monster Hunters: All Snakebites add 1 to wound against a selected enemy model with 10 or more wounds. Good stratagem, but very expensive. If your opponent has a single target, like a knight, and all you want to do is bring it down, this can be good. Otherwise it is a bit niche due to its cost.
Bogrog's Buzzbomb: Single use grenade that causes 3d6 scorcha hits to one target, then another 2d6 to another within 6" of the initial target. Very nice relic, enables something like a deffkilla wartrike to sweep aside a screen in one shot then charge the heavy target behind it.
Surly as a Squiggoth: All models within 6" reroll morale, all gretchin within 12" auto-pass morale. A good trait if your army has a lot of gretchins (particularly more expensive gretchin units like Grot Tanks or Killa Kanz) - but the relatively low power of those units devalues the trait.

Bad Moonz
Armed To Da Teef: Bad moonz have a fairly mediocre trait, combined with DakkaDakkaDakka it roughly equates to getting +1 to hit on BS 5+ units.
Showin' Off: Arguably the best clan-specific stratagem out there, we have already seen ork lists using this to decimate tournaments with mobbed up lootas. Also good with tankbustas, and shoota boyz.
Da Best Armor Teef Can Buy: Excellent if combined with the Supa-Cybork to make an actually surprisingly durable biker HQ or Deffkilla Wartrike. Bad Moonz are typically taken for their shooting units, but this gives them a very interesting tool in their belt.
Gobshot Blunderbuss: Slap it on a Kombi-scorcha to give your HQ model an assault 3d6 heavy flamer. works best with index options because footslogging warbosses aren't the best (and are the only codex character with access to Combi-weaponry besides the Mega-Mek)

Blood Axes
Taktiks: While orks rarely find themselves outside of 18", the gives vehicles a 3+ save and walkers a 2+ save during the first turn, basically a free prepared positions. Falling back and charging or shooting is only useful on a few units like koptas or bonebreakers as most ork units either don't survive two rounds of combat, the enemy wants to get out of combat ASAP or the orks annihilate whatever they have charge anyways, leaving nothing to fall back from.
Dead Sneaky: Allows an INFANTRY unit under 8PL to deep strike for 1CP. It can deep strike units of 20 boyz or 10 tankbustas (+4 squigs). Also useful for deep striking characters. Otherwise, totally redundant with Tellyporta.
I've got a Plan, Ladz: Refund a CP if you use a stratagem on a 6. Since you can gain only one per battle round, and orks tend to burn through most of our CP during the first two turns, just picking Follow Me Ladz! for +1CP might be a better option. Only useful when using lots of CP on Tellyporta and Dead Sneaky since you can get unlimited refunds on those.
Morgarg's finkin cap: Gives the bearer a warlord trait. Basically a relic-for-warlord trait swap. orks have some super nice warlord traits and not a ton of good relics (depending on what clans you're playing) so this could be a good option. Basically free if you buy it of 1 CP if you pick Follow Me Ladz! or I've got a plan, Ladz!

Goffs
No Muckin' About: DakkaDakkaDakka in melee as well as shooting. Certain units like Gorkanauts synergize extra-well with Goffs, and you do have Ghazzy and Zagstruk, two pretty good characters.
Skarboyz: The big thing Goffs bring to the table besides their special characters is Skarboyz. 1CP for S5 Boyz is huge, the only struggle is getting them into combat. Still, even without Evil Sunz ork deep strike is pretty ridiculously reliable at a 59% chance, you'll just have to fling two squads of 30 at your opponent instead of one.
Proper Killy: Proper Killy is slightly worse than Brutal But Kunning. So there is no reason to give a warlord Proper Killy by choice, however, it still makes sense to give Ghazghull the trait if you do take him in your army because it is a significant boost to his killing power.
Da Lucky Stikk: If you're running classic footslogging goffs, you probably have a gaggle of characters in the center of your green tide: Ghazghull, a Painboy, a KFF mek, and a Waaagh Banner nob. It makes good sense to take Da Lucky Stikk in that situation. Classic footslogging isn't that great anymore though


Specialist Detachments

Kult of Speed (from Vigilus Defiant)
Any SPEED FREAK model in the detachment gets the KULT OF SPEED keyword, which is everything on a bike (including warboss and Zardsnark), buggies (including the wartrike) and koptas.
Quick Ladz! (Warlord Trait) - Friendly KULT OF SPEED units within 12" of your Warlord in the morale phase automatically pass Morale tests if they Advanced in the same turn. Unfortunately the rules writers put "turn" instead of "battle round" hence this ability is practically useless. It only operates in your Morale phase (not your opponenets) and it's unlikely you're going to be taking a ton of casualties then anyway.
Skargrim's Snazztrike (relic) - Deffkilla Wartrike only, the bearer gains +1 T and a 5++. T7 vs T6 can be nice and the 5++ is welcome but in reality the Cybork Body is better. The Deffkilla Wartrike tends to race up the board and get into combat ASAP. Few weapons are affected by the difference between T6 and T7 and while you can invest a warlord trait to make a Deffkilla T8, we have other warlord traits which are much more impact.
Turbo Boostas (Stratagem) - For 2CP a KULT OF SPEED unit doubles its movement when advancing instead of rolling a dice. Useful to guarantee a first turn charge or to combine with the Evil Sunz "Drive by Krumpin" stratagem to get exactly where you need to be, quickly. Allows our fastest vehicles the ability to fly across the board, which can also be useful late game to grab/contest objectives or simply keep a unit alive.
Charge through 'em! (Stratagem) For 2CP a KULT OF SPEED unit consolidates 2d6" instead of 3". Probably the best thing about this entire detachment. If you roll a 5"+ consolidation move it is likely you open up possibilities to tie units in combat, tri-point them, or otherwise deny the opponent movement, which can be game winning. If you roll higher still then you can ruin your opponents plans on your first turn and potentially (though this won't be obvious at the time) win the game. It just might do nothing though.

Overall:
Kult of Speed requires investment into mostly mediocre Speed Freek units, but the stratagems can allow those units to perform much better than they normally would and in some cases win you the game. Both stratagems can be game winning but they are hard to use properly and might end up doing nothing but waste your CP because of bad dice rolls.

Stompa Mob (from Vigilus Defiant)
- to be done -

Dread Waaaagh! (from Vigilus Defiant)
- to be done -

Blitz Brigade (from Vigilus Defiant)
Any warbosses (including Thrakka and Zardsnark) and battle wagon variants (including the lifta wagon and Battlewagon with Supa-Kannon) gain the BLITZ BRIGADE keyword
Back-seat driver (Warlord Trait) - As long as your warlord is embarked on a BLITZ BRIGADE TRANSPORT it gains +1" movement and 'ere we go. Since only warbosses can gain this trait and they need to be inside the wagon during the charge phase for 'ere we go, the only real application I see is stacking it with Rezmekka's redder armour to get a bonebreaka with 15" movement speed.
Blitz Shouta (relic) - A character inside a BLITZ BRIGADE BATTLEWAGON (so not gunwagon or bonebreaka, but any of the FW ones) projects a 6" aura which give re-roll ones to hit against a target in sight during shooting. So you would need a warboss (other characters can't be BLITZ brigade) with the relic inside a battlewagon which is somehow within 6" of other BLITZ BRIGADE members which are worth shooting. Unless you have multiple supa-kannon wagons, this relic is a waste of time since the lifta-droppa hits automatically and all codex options don't shoot well enough to sacrifice a relic, a battlewagon and a warboss on them.
Opening Salvo (Stratagem) - For 1CP a gun wagon can double its range during the first turn, meaning you can usually shoot without moving and thus shoot twice. I guess if you brought a gunwagon and bought this detachment, there is no reason to not use it, but it's by no means a reason to get either a gunwagon nor this detachment. Solid meh.
Krush 'em (Stratagem) - For 1CP you get to roll 2d6 for your bonebreaka ram and pick the highest result. It's basically a CP re-roll for the ram with slightly higher average but you need to use it before rolling. Not terrible, but not a reason to pick the detachment.
Hold on, Boyz! (Stratagem) For 2CP a battlewagon (not gunwagon or bonebreaka) can pick up a unit of infantry within 3" of it and drop them within 3" after moving, more than 3" away from enemy models but it cannot charge that turn. Note that the infantry unit can move (and advance) before using this stratagem, so a battlewagon can sling a unit to where it's needed. There are some cute tricks, like mobbing up the dragged unit into combat, taking units out of combat or dropping buff characters where they are needed. Besides that, it's basically stratagem version of Da Jump.

Overall:
The Blitz Brigade tries to coax you into fielding a mix of battlewagons, bonekrushas and gunwagons, but sadly fails miserably at doing so since you can't both go slow and shoot and go fast and krush stuff while hanging around a central command tank. Even if you are running multiple bonekrushas and/or battlewagons, you are better off just using your CP for re-rolls, ramming speed and a relic SAG rather than this specialist detachment.

Top tournament lists
November 2018, Steve Pampreen, Renegade Open GT, 74 players, Winner
Spoiler:

triple battalion (evil suns, bad moons, and mixed)
30 30 30 boyz
10 10 10 10 10 12 grots
10 10 15 kommandos
10 12 lootas
1x warboss
3x weirdboy
1x painboy
1x big mek on bike
1x Snikrot

This list dumps command points into the lootas. Mob up, then double shoot 22 lootas with 5+ DDD. then kill grots when they shoot back. Nick Nanavati referred to this as the Ork castellan.


February 2019, Benjamin Jurek, Athoria First Last Chance GT, 34 players, 3rd Place
Spoiler:
Air Wing Detachement: Orkz, Freebotterz (457p, 1CP)
1 Dakkajet: 6 Supashoota, 148p
1 Dakkajet: 6 Supashoota, 148p
1 Wazbom Blastajet: Wazbom Mega-Kannon, KFF, Smasha Gun, 2 Supashoota, 179

Battalion Detachement: Orkz, Freeboterz (450p, 5CP)
1 Warboss in Mega Armor: PK, Kustom Shoota, 122p
1 Weirdboy: 62p

28 Orkboyz: Nob, Big Choppa, Choppa, 19 Shootaz, 2 Tankbusta Bombs, 201p
10 Grotz: 30p
10 Grotz: 30p

Spearhead Detachement, Orkz, Freebooterz, Vigilus Defiant: Dreadwaaagh (1074p, 1 CP)
1 Big Mek with SAG: Grot Oiler, 84p
1 Weirdboy: 62p

1 Gorkanaut: Deffstorm Mega-Kannon, Klaw of Gork, 2 Rokkit Launcha, 2 Skorcha, 2 Twin Big Shoota, 311p
1 Gorkanaut: Deffstorm Mega-Kannon, Klaw of Gork, 2 Rokkit Launcha, 2 Skorcha, 2 Twin Big Shoota, 311p
1 Morkanaut: Kustom Mega-Zappa, Klaw of Gork, KFF, 2 Rokkit Launcha, 2 Twin Big Shoota, KMB, 310p

total points: 1998p


March 2019, Steven Pampreen (alias bilbo baggins), Adepticon, 3rd Place
Spoiler:
++ Battalion Detachment (Orks – Bad Moons) ++
HQ: Weirdboy: Da Jump, Weirdboy Staff (62)

HQ: Weirdboy: Da Fist, Weirdboy Staff (62)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Heavy Support: 15x Lootas (255)

++ Brigade Detachment (Orks – Deff Skulls, Vigilus) ++
HQ: Big Mek on Warbike: KMG, KFF (110)

HQ: Big Mek on Warbike: KMG, KFF (110)

HQ: Big Mek: Grot Oiler, Warlord: Sniping, Relic: Souped-up Gun (84)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Troops: 10x Grots (30)

Elites: 5x Kommandoes: 5x Big Shoota x2, Tankbusta Bomb (50)

Elites: Mad Doc Grotznic (86)

Elites: 5x Kommandoes: 5x Big Shoota x2, Tankbusta Bomb (50)

Fast Attack: Deff Koptas: Twin Big Shootas, Big Bomms (40)

Fast Attack: Deff Koptas: Twin Big Shootas, Big Bomms (40)

Fast Attack: Deff Koptas: Twin Big Shootas, Big Bomms (40)

Heavy Support: Mek Guns: Smasha (31)

Heavy Support: Mek Guns: Smasha (31)

Heavy Support: Mek Guns: Smasha (31)

++ Battalion Detachment (Orks – Bad Moons) ++
HQ: Ork Warboss: Relic: Powerclaw (78)

HQ: Weirdboy: Weirboy Staff (62)

Troops: 10x Boys: 10x Shoota, 1x Tankbusta bombs, Big Choppa (75)

Troops: 30x Boys: 30x Shoota, Big Choppa, 3x Tank Busta Bombs (215)

Troops: 30x Boys: 30x Shoota, Big Choppa, 3x Tank Busta Bombs (215)


April 2019, Liam Hackett, Briscon (71 players), 2nd Place
Spoiler:
++ Battalion Detachment +5CP (Orks) [50 PL, 939pts] ++

Clan Kultur: Evil Sunz



+ HQ +

Warboss [4 PL, 87pts]: Attack Squig, Big Choppa, Kombi-Skorcha

Weirdboy [3 PL, 62pts]

da jump



+ Troops +

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin



+ Elites +

Meganobz [10x, 20 PL, 350pts] 9x meganobz 1x boss meganobz

. 10x power klaw

. 10x kustum shoota

Meganobz [10x, 20 PL, 350pts] 9x meganobz 1x boss meganobz

. 10x power klaw

. 10x kustum shoota



++ Battalion Detachment +5CP (Orks) [37 PL, 824pts] ++

Clan Kultur: Bad Moons



+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun, Warlord

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun



+ Troops +

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin



+ Elites +

Tankbustas [13 PL, 315pts]: 6x Bomb Squig

. Boss Nob: Rokkit Launcha

. 14x Tankbusta: 14x Rokkit Launcha



+ Heavy Support +

Lootas [13 PL, 255pts]: 15x Loota



++ Battalion Detachment +5CP (Orks) [10 PL, 232pts] ++

Clan Kultur: No Clan (mixed)



+ HQ +

(Blood axe) Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Morgargs Finkin' Cap (free relic), Grot Oiler, Shokk Attack Gun

(Evil suns) Weirdboy [3 PL, 62pts]

warpath



+ Troops +

(Bad moons) Gretchin [1 PL, 30pts]: 10x Gretchin

(Bad moons) Gretchin [1 PL, 30pts]: 10x Gretchin

(Bad moons) Gretchin [1 PL, 30pts]: 10x Gretchin



++ Total: [97 PL, 1999pts] ++


June 2019, Scott De Wynter-Wilkie, Amiable Bright GT, Winner
Spoiler:
++ Battalion Detachment +5CP (Orks) [41 PL, 8CP, 830pts] ++
Clan Kultur: Evil Sunz


+ HQ [8 PL, 161pts] +
Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Power Klaw [13pts], Warlord
Weirdboy [3 PL, 62pts]: 3. Da Jump



+ Troops [33 PL, 669pts] +
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Slugga

. 6x Ork Boy W/ Shoota [42pts]
. 23x Ork Boy W/ Slugga & Choppa [161pts]


Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Slugga

. 6x Ork Boy W/ Shoota [42pts]
. 23x Ork Boy W/ Slugga & Choppa [161pts]


Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Slugga

. 6x Ork Boy W/ Shoota [42pts]
. 23x Ork Boy W/ Slugga & Choppa [161pts]


++ Battalion Detachment +5CP (Orks) [33 PL, 3CP, 659pts] ++
Clan Kultur: Bad Moons

Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]


+ HQ [9 PL, 155pts] +
Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field [20pts]
Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Shokk Attack Gun [25pts]


+ Troops [3 PL, 90pts] +
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]


+ Heavy Support [13 PL, 255pts] +
Lootas [13 PL, 255pts] . 15x Loota [255pts]


+ Flyer [8 PL, 159pts] +
Wazbom Blastajet [8 PL, 159pts]: 2x Wazbom Mega-Kannons [24pts], Kustom Force Field [20pts], Smasha Gun [16pts]


++ Battalion Detachment +5CP (Orks) [23 PL, 5CP, 510pts] ++
Clan Kultur: Bad Moons


+ HQ [6 PL, 124pts] +
Weirdboy [3 PL, 62pts]: 3. Da Jump

Weirdboy [3 PL, 62pts]: 3. Da Jump



+ Troops [3 PL, 90pts] +
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]


+ Flyer [14 PL, 296pts] +
Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]

Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]



++ Total: [97 PL, 16CP, 1,999pts] ++


June 2019, PJ Pants, Windy City GT, Winner
Spoiler:
++ Battalion Detachment +5CP (Orks) [13 PL, 284pts] ++
Clan Kultur: Deathskulls


+ HQ +
Big Mek on Warbike (Index) [6 PL, 110pts]: Kustom Force Field, Kustom Mega-blasta

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun, Warlord


+ Troops +
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


++ Battalion Detachment +5CP (Orks) [46 PL, 915pts] ++
Clan Kultur: Bad Moons


+ HQ +
Warboss [4 PL, 78pts]: Attack Squig, Power Klaw, Shoota (Index)

Weirdboy [3 PL, 62pts]


+ Troops +
Boyz [11 PL, 215pts]: 3x Tankbusta Bombs . Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa


Boyz [11 PL, 215pts]: 3x Tankbusta Bombs . Boss Nob: Big Choppa, Slugga

. 29x Ork Boy W/ Slugga & Choppa


Gretchin [4 PL, 90pts] . 30x Gretchin


+ Elites +
Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha


++ Battalion Detachment +5CP (Orks) [37 PL, 761pts] ++
Clan Kultur: Freebooterz


+ HQ +
Kaptin Badrukk [5 PL, 84pts] Weirdboy [3 PL, 62pts]


+ Troops +
Gretchin [4 PL, 72pts]. 24x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


+ Heavy Support +
Flash Gitz [13 PL, 300pts] . 9x Flash Git
. Kaptin: Gitfinda Squig


Mek Gunz [10 PL, 183pts]

. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Traktor Kannon

. Gun: Traktor Kannon

This message was edited 26 times. Last update was at 2019/07/25 18:24:28


 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in ca
Dive-Bombin' Fighta-Bomba Pilot





Thanks a bunch for this Jidmah, much appreciated! You sir, are Warboss of the year (or what's left of it )!

Regarding Zagstruk, I'd say he's in the blue category. He's not a bad choice for a Goff outriders detachment, or as a way to fill the FA slots for a Goff brigade, where you can have MSU stormboyz deepstrike with him to give some extra punch and mobility in an enemy's backfield if you're tellyporting any deff dreadz, meganobz or battlewagons down, as chances are that your opponent will not dedicate too much firepower to eliminate the lesser threats they present. Zagstruk is also an interesting choice for the Proper Killy WL trait Goffs get, as he arguably gets more out of it than Ghazzy, with the extra AP making a big difference for his limited vulcha klaw attacks and an extra AP on his choppa attacks. With 5 S6 AP-1 attacks and 3 S8 AP-4 attacks, it's a decent amount of damage output considering he's only 88 points. Throw in the 5+ FNP and he's surprisingly durable as well. You definitely need to build a list around him or Goffs, but otherwise is one of the better characters in our codex to consider.

Snikrot is effectively yellow, since you really need to build around him due to being locked into the Blood Axe Kultur. Despite his aura helping out fellow kommandos, I actually feel like he's better off on his own since his character status makes it so that opponents have to go out of their way to target him if he's on a far away objective. His extra survivability from being T5 and having a 3+ save against most small arms fire (assuming he's in cover, which he should be) makes it require opponents to either have units try to kill him in assault, or dedicate firepower that isn't being directed to more prominent threats in your army. He can readily handle smaller backfield units like Scouts but otherwise is fairly lacklustre in CC compared to Zagstruk and other killy characters, making him largely unsuited to assassinating characters sadly. He's the cheapest character we have but as a glorified objective holder, he's only good for filling HQ slots if you're playing Blood Axes.

Mad Dok Grotsnik is Red, because he doubles down on being even more expensive than a regular Painboy, which is already a situational choice, by paying extra points for questionable added toughness. T5 and 5+ FNP alongside a 4+ save isn't worth the premium price for his services, especially since most Painboyz don't want to be in combat. If he had better healing abilities (e.g., a flat 3 wounds or D3+1 being healed, or giving a 5+ FNP aura instead of 6+) then he might be considered, but given that he also has the bizarre caveat of One Scalpel Short of a Medpack, he's generally not worth taking, especially since he fills an elite slot rather than an HQ.

This message was edited 4 times. Last update was at 2018/11/22 06:26:52


My milkshakes bring all the boys to the yard and they're like, hurr darry darr.


My suggestion to you is to get married, if you have a good wife you'll be happy, if you have a bad wife you'll become a philosopher. 
   
Made in no
Growlin' Guntrukk Driver with Killacannon




Good job on the first page. I'd say that the mini-mek might be a pretty decent guy to throw Rezmekkas redder armour on and have him inside a Bonebreaka.

Are you planning on doing (or having someone else do) analysis on warlord traits and strats as well?

Also, minor thing but Skarboyz are not written as Scar boyz
We iz edjukated orkz
   
Made in au
Yellin' Yoof on a Scooter





The Mini Mek can serve a purpose in being the cheapest model to carry a relic. This translates into paying 22-29 points and removing 1 seat in an Evil Sunz transport to provide it with Rezmekka's Redder Armour.

PiñaColada wrote:
Good job on the first page. I'd say that the mini-mek might be a pretty decent guy to throw Rezmekkas redder armour on and have him inside a Bonebreaka.


Whoops someone beat me to it.

This message was edited 1 time. Last update was at 2018/11/21 17:06:26


Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Minimek is also viable to stuff inside a naut if you dont have the points for something proper to stuff inside (3manz, 6 nobz) since he atleast repairs it every turn, and KMSlugga is still a Kustom Mega, though its 12", so after turn1 he can just hop out and hide behind the naut to keep fixing it and pop whoever is within 12"

Otherwise yeah i agree kinda pointless. Even with index options not amazing.

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in si
Steady Stonecleaver







Minimeks are for unlocking Brigades! Filling 3 of every other slot with something useful is fairly trivial, but Elites are pretty tricky.

Posters on ignore list: 33

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in us
Da Head Honcho Boss Grot




I've done a similarly TL;DR analysis of relics and warlord traits at this point, including a fairly indepth look at all four, count em four, of our direct combat buff warlord traits. Seems my unit analysis was somewhat helpful in constructing the OP if you want to have these as a second opinion then feel free!

Spoiler:

Ork Relic Analysis
Burned Git Bones: Situational

May be useful if you don't have a lot of boyz around ready to give your weirdboyz a boost, particularly if you want to buff up your weirdboy to being a warphead.

Da Dead Shiny Shoota: Unviable

You know how every relic that makes a crappy ranged weapon slightly less crappy is useless? This one is also useless. See also: gitstoppa shells.

Da Killa Klaw: Auto-include

You know when this relic is talked about in nearly every character analysis, it’s a good ‘un. It gets not one, not two, but THREE huge bonuses: no -1 to hit, flat 3 damage, and reroll to wounds. Absolutely amazing. Combine with the Brutal But Kunnin warlord trait to make our very own Smash Captain – a must if you’re planning on putting the relic on a character like a Dok on bike who doesn’t get a native 2+ to hit.

‘Eadwhoppa’s Killchoppa: Situational

Unfortunately this little lovely will now be forever in a Killa Klaw shaped shadow, but as it stands, it’s not actually that bad, and in my opinion, quite worth the extra 1CP if you’ve got two choppy characters, like say a Dok on bike with the Klaw and a warboss on bike with this.

Gitstopping Bullets: Unviable

No. Worse than the Dead Shiny Shoota at everything, still bad.

Supa Cybork Body: Situational

That situation is: I have a Deffkilla Wartrike and I want him to be more durable. The Supa-Cybork is worth an extra CP to make your Deffkilla somewhat harder to (deff) kill. If you don’t have your heart set on a second relic then you won’t be sad if you throw this on your wartrike. Combines extra nicely with the Bad Moonz warlord trait giving you a surprisingly tanky trike!
Gobshot Blunderbuss (Bad Moonz Only): Situational

Not great, but absolutely hilarious. A character with 3 heavy flamers is ridiculously fun. I really want to see this on a Big Mek in Mega Armor who also has tellyport blastas, just because I think it would be amazing to watch him pile out of a battlewagon and hose down a whole infantry screen by himself with Showin’ Off.

Morgarg’s Finkin’ Cap (Blood Axes): Good

Initially this one didn’t look great, but we have some excellent warlord traits and some pretty lackluster relics on the whole. If you’re running Blood Axes, this is actually probably your best bet for your second relic. Bonus if one of your two traits is Follow Me Ladz, making this one a freebie!

Da Fixer Uppas (Deathskullz): Situational
Kind of funny on a wartrike, giving him the ability to self-regenerate, but kind of silly in most situations. I’m not sure this is worth a CP most of the time.

Rezmekka’s Redder Armor (Evil Sunz): Situational
I’d say this one is worth a CP if you’re throwing this on a cheap character like a Mek in a slower transport like a Morkanaut to help it get up the field, but the mortal wound passive is super unlikely to ever happen. If you structured your list around including it, it would not be bad.

Badskull Banner (Freebootas): Situational

Given the results of the FAQ, I feel like we’re going to be seeing a lot of grot-heavy (and therefore morale weak) Freeboota detachments. Because the Grots rule applies only to Kultur and Stratagems, and not to relics, there’s no reason you can’t use this to give yourself morale-immune Grots, Killa Kanz, etc. Should you pass up better relics to use it? No. Is it the worst relic? I definitely don’t think so.

Da Lucky Stikk (Goffs): Good
This is the relic to make you wish you could take multiple relics on the same guy or relics on named characters. Man oh man would this be so good on Ghazzy… As it stands though it seems like it’s pretty tailor made for something like a Biker Dok with Killsaw. Sadly, most ork characters hit on 2s anyway so the secondary effect of add 1 to character hit rolls is somewhat wasted.
Brogs Buzzbomb (Snakebites): Good
Once per game, your character can put down 5D6 S5 Ap-1 autohitting shots. Now I want to see a cheese strat involving a Bad Moonz Big Mek in Mega Armor with Gobshot Blunderbuss combined with a Snakebites Deffkilla Wartrike with Brogs Buzzbomb. Drive up to infantry screen. Fire 12D6 S5 AP-1 autohitting shots. Profit!

Warlord Trait Analysis

‘Ard as Nails – Unviable

I guess the question here is just – why? You could make a T7 Deffkilla with it, but having a slightly tougher warlord really doesn’t have much of a shine to it compared to the massive, massive damage output we can get out of other traits.

Big Killa Boss, Brutal But Kunnin, Might is Right, Proper Killy

It makes sense to analyze these together, because they are all in direct competition with one another. This direct competition means that it’s pretty easy to narrow down which one is best in most situations.
I’ve evaluated the average damage output of four characters that I would consider you likely to want to improve with a combat-oriented warlord trait: A Deffkilla Wartrike, a Warboss with Killa Klaw+Attack Squig, and a Painboy with Killa Klaw (primarily to analyze the effect on a character who does not hit on 2s.) I pit them against three different targets: A standard T7 3+ vehicle, a Knight-equivalent T8 3+ vehicle, and a “scary character with invuln” using the custode biker T6 3++ statline.

The analysis shows that right off the bat, Big Killa Boss provides the least benefit in all three instances. Since it’s also conditional (vehicle/monster only) it should pretty much be disregarded.

The other two conditional traits, Proper Killy and Brutal But Kunnin (both only on the charge/when charged), took second and first place overall in terms of damage improvement. Because they are mutually exclusive, unless you soup Goffs and Blood Axes to get both on the table with the Thinkin’ Cap, Proper Killy should be disregarded for Brutal But Kunnin unless you are forced to take Proper Killy (Ghazghull as a warlord.)
Might is Right actually works the best of all four traits against the high-invuln character. If you’re facing daemon princes or custode biker captains and you want to go this route, Might is Right will actually allow a warboss or deffkilla with the Killa Klaw to one-round one of those characters on average with two rounds of combat (Get Stuck In or Orks is Never Beaten). While this is a positive trade for you pointswise you are giving up a warlord kill, and orks do have lots of efficient high-volume melee attacks and low-AP-high-damage ranged weapons that would probably be better solutions. The non-conditional nature of Might is Right doesn’t do much for me, because BBK allows you to one-round pretty much any standard vehicle target with one of these beatstick characters, and in the case of fighting a knight, your odds of surviving more than one round are fairly astronomical, and it’s most likely that you’d rather deal your 18 wounds on average with BBK and Orks is Never Beaten if you’re using your boss as a suicide missile against knights.

With that explanation, I’m ranking Might is Right and Brutal but Kunnin as “Good”, Proper Killy as “Situational (Ghazghull)” and Big Killa Boss as “Unviable” because it is never good better than BBK.

Follow Me, Ladz: Situational

This trait is quite good if you want to avoid running a warboss in a list where you could use his aura. Deffskullz like it a LOT because the value of Big Meks (with their kustom mega blastas) is hugely increased. For Blood Axes it is essentially a freebie with the Thinkin’ Kap relic, as this trait grants you 1 CP. For other clans it might be handy to save points, say slapping it on a KFF big mek to make a Snakebites green tide list extra points efficient – you’re Snakebites so you save on a Painboy AND you save on needing a Warboss, while still getting their effects. Those point savings make up for the 1pt nerf on 155 boyz, if you don’t like having your green tide list from the index nerfed.

Kunnin But Brutal: Situational

I have had access to this trait in several of my codexes, and I haven’t much loved it there, either. The best case use of this is to stick your Warlord in a transport (so you can auto-scoop that one) and then select your D3 units from DIFFERENT transports, which can be full of units. A mounted up list can easily redeploy everything they start on the board, which can be funny, but given the pace of 8th I’m not sure how impactful that is versus the cost of deploying all your eggs in just a couple baskets.

Da Best Armor Teef Can Buy (Bad Moonz): Good

I’m kind of in love with this one. Combine with the Supa-Cybork and you’ve got yourself nearly a completely new beast in the deffkilla wartrike- almost like a Sheeld Kaptin’ On Wazzy Jetbike! In fact, the Deffkilla with this trait and relic combo takes more shots to kill with any weapon that has AP-1 or more than the ubiquitous bike captain with 3++ relic. And he’s got an always-on 5+ save vs mortal wounds and a 1cp stratagem to make him -1 to hit for the whole turn! Huehuehuehue.

I’ve got a Plan, Ladz! (Blood Axes): Situational

THERE’S the CP regeneration trait! It’s fine. Strictly a worse version of DE Labyrinthine Cunning, and our Hqs have a habit of not standing around in the backfield staying alive all game. But if you like CPs, and of course you do. Unfortunately Orks do have a lot of more than 1cp stratagems and pregame stratagems we’ll want to be using, and you won’t get to roll for those with this trait.

Opportunist (Deathskullz): Good

This trait jives wonderfully with the kinds of HQs Deathskullz like to bring. Slap it on a KMB/Tellyport Blasta mega armor big mek if you want maximum hilarity, but feel free to just slap it on a regular KMB mek and it’ll still provide solid value.
Speed Freek(Evil Sunz): Good

The second half of this trait is really the impactful one, letting your Evil Sunz bikers and vehicles cheerfully charge again and again, bopping into targets as their hearts desire. Tends to be less crazy potent than you expect, but still nice enough that I’ve taken it over combat traits several times and never not gotten good use out of it.

Killa Reputation (Freebootas): Good

If you’re taking a Freebootas non-soup list, this trait is 100% your go-to. If you’re souping Freebootas in and just taking them as a shooty half of another list, then take something else. Giving a Captain (Kaptin) buff for combat is about as good as it sounds if your list isn’t entirely shooting focused, but it gets even crazier when you consider the gulf between 2+ and 2+ rerollable to hit, which is exactly where most of your orks will be going when you pop that freeboota kultur in the fight phase.

Surly As a Squiggoth (Snakebites): Situational

The second half of this trait is really what you’re looking at. The situation you want is “Do I want Killa Kanz in my list? If the answer is yes, then you probably don’t want to leave home without this trait.




Automatically Appended Next Post:
 lord_blackfang wrote:
Minimeks are for unlocking Brigades! Filling 3 of every other slot with something useful is fairly trivial, but Elites are pretty tricky.


Kommandos
Kommandos
Kommandos

Done.


Automatically Appended Next Post:
Thoughts on the Trukk:

Dark Blue/Situational rating. Sometimes the unit you want to transport is just too small for a battlewagon and you need a smaller transport, and the trukk functions fine in this role. If you are in an environment where Forgeworld is allowed however, it is somewhat tricky to say no to the value provided by the Chinork Warkopta.

For 15 additional points it gains 4" of movement, Fly, 2 free bigbomms, 2 free Deffguns, free deepstrike, the option to exchange its crappy big shoota for a Kustom Mega Blasta which is amazing in shooty Kulturs. it is slightly less durable, dropping in toughness, wounds and losing the Ramshackle rule, but it is tough to not call the chinork a better trukk in all respects.

Not everyone can use forgeworld though, or wants to invest hundreds of dollars in fugly weird helicopters that might have their good rules nerfed to gak without warning, so for those people Trukks are perfectly adequate. Put things in them that aren't worth investing the CP to deepstrike or the points to buy a deffrolla battlewagon for!

This message was edited 3 times. Last update was at 2018/11/21 17:42:08


 
   
Made in gb
Norn Queen






Meks are cheaper than Kommandos for Brigades and able to hide behind Mek Gunz due to CHARACTER. They can also fix up the Gunz.

Tellyporta has basically made Da Jump redundant. I'd rather a guaranteed placement on Turn 2 after clearing out bubble wrap than risking a whiff on Turn 1 and only being able to charge screens.

This message was edited 2 times. Last update was at 2018/11/21 17:48:33


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 BaconCatBug wrote:
Meks are cheaper than Kommandos for Brigades and able to hide behind Mek Gunz due to CHARACTER. They can also fix up the Gunz.

Tellyporta has basically made Da Jump redundant. I'd rather a guaranteed placement on Turn 2 after clearing out bubble wrap than risking a whiff on Turn 1 and only being able to charge screens.


I feel like T1 Da Jumps are definitely not a strong tactic anymore due to how exposed they are when they arrive. However, I think it doesn't invalidate T2 usage of Da Jump to supplement the units that you decide to tellyport, for one it doesn't cost CP's, and you still need some form of backfield presence anyways for a lot of objectives (at least in Maelstrom), so keeping a mob of boyz behind to jump T2 isn't terrible.

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 BaconCatBug wrote:
Meks are cheaper than Kommandos for Brigades and able to hide behind Mek Gunz due to CHARACTER. They can also fix up the Gunz.

Tellyporta has basically made Da Jump redundant. I'd rather a guaranteed placement on Turn 2 after clearing out bubble wrap than risking a whiff on Turn 1 and only being able to charge screens.


True, I pretty much use Da Jump only for units I want to be dedicated screen clearers. And if my opponent had a second layer, I'd use tellyporta.

If my opponent has a wall of guardsmen/tzaangors/cultists/fire warriors sitting in front of their stuff, I'd send in boyz via da jump.

If they have something like 10 scouts, 3 scout sentinels or some other unit designed to make deep strike inefficient, I'd use Tellyport.
   
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Nothing says Da Jump has to be super hyper aggressive.
A T1 Jump could be literally to move a unit more forward, like if you have a bottleneck deployment zone. Advance one unit, if it rolls ass just move it aside a bit so the other can advance then Da Jump the one that rolled badly out front anyway.

Or for that matter, use it to get the grotshield in a good spot.

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 Vineheart01 wrote:
Nothing says Da Jump has to be super hyper aggressive.
A T1 Jump could be literally to move a unit more forward, like if you have a bottleneck deployment zone. Advance one unit, if it rolls ass just move it aside a bit so the other can advance then Da Jump the one that rolled badly out front anyway.

Or for that matter, use it to get the grotshield in a good spot.
True, using it for Grot Shields seems to be the best use since you can't Tellyport grots (without putting them in a transport).

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 BaconCatBug wrote:
 Vineheart01 wrote:
Nothing says Da Jump has to be super hyper aggressive.
A T1 Jump could be literally to move a unit more forward, like if you have a bottleneck deployment zone. Advance one unit, if it rolls ass just move it aside a bit so the other can advance then Da Jump the one that rolled badly out front anyway.

Or for that matter, use it to get the grotshield in a good spot.
True, using it for Grot Shields seems to be the best use since you can't Tellyport grots (without putting them in a transport).


Or by firing a shokk attack gun.

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 Vineheart01 wrote:
Nothing says Da Jump has to be super hyper aggressive.
A T1 Jump could be literally to move a unit more forward, like if you have a bottleneck deployment zone. Advance one unit, if it rolls ass just move it aside a bit so the other can advance then Da Jump the one that rolled badly out front anyway.

Or for that matter, use it to get the grotshield in a good spot.


Or reposition loota/tankbusta from out of los. And of course da jump can be used all turns. Last tournament game was basically won by t3 da jumping 10 grots. Da jump is best spell orks have

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Ork Triple Battalion 1999 points, Battle Forged: + 3 CP (-3 CP for Extra Gubbinz) 13 CP left after list construction.
Spoiler:


Bad Moon Battalion (+5 CP)(-1 CP for Warphead) 772 points [Re-roll 1’s in Shooting Phase]

.120 HQ Deffkilla Wartrike (Warlord: Da Best Armor Dere Iz: 4++), Supa Cybork Body: 5+++

. 62 HQ Weirdboy Warhpead w/ Da Jump, Fist of Gork (Buff Da Warlord)

. 75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts]

. 90 TROOP 3x 10 Grots (Grot Shields for Lootas, expect every single one of them to die in your opponents first turn)

.170 HEAVY 10 Lootas (Turn 1: 1 CP to Mob Up with other Lootas AFTER Finkin Kap deployed to get 6+ CP Farm’n)

.255 HEAVY 15 Lootas

[b]Evil Sunz Battalion[/b] (+5 CP) 907 points [+1” to Charges, +1” to Move (2” iff Speed Freeks)]

. 91 HQ Warboss on Warbike (Index) w/ Big Choppa = Headwoppa’s Killchoppa

.120 HQ Zhadsnark Da Ripper (Forge World) w/ Da Beast: 2x Big Shoota

.215 TROOP 30 Shoota Boyz, Big Choppa Nob, 3x Tankbusta Bombz (Turn 1: Da Jump’d/3CP to Unlimited Greed Tide ‘recycle’ in Turn 2)

.223 TROOP 30 Choppa Boyz, Power Klaw Nob, 3x Tankbusta Bombz (Turn 2: Da Jump’d after Mob Up)

. 75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb (Turn 2: 1 CP to Mob Up w/above)

.103 ELITE Painboy on Warbike (Index) w/’Urty Syringe, Power Klaw (1 CP to throw a Medi-Squig at Warlord)

. 40 FAST Deff Kopta w Twin Big Shootas (One to fly ahead with 3 Bikes & a Trike to keep them untargetable)

. 40 FAST Deff Kopta w Twin Big Shootas (Also a good source to buff Mob Up’d Choppa Boyz with Loot It! later in the game)

Blood Axe Battalion (+5 CP)(-1 CP for Warphead) 320 points [Counts as in Cover > 18”, may Shoot OR Charge after Falling Back]

. 62 HQ Weirdboy Warphead w/ Da Jump & Warpath

. 75 HQ Big Mek (Index) w/ Choppa, Kustom Force Field [20pts], Finkin Kap: I’ve Got a Plan, Ladz! (CP Farming on a 6+)

. 90 TROOP 3x 10 Grots (Can’t be used for Grot Shields due to <CLAN> mismatch, therefore Objective Grabbers)

. 93 HEAVY Mek Gunz: 3x Smasha Kannons


The Evil Suns are there to charge, as supported by their Kulture.

The Bad Moons are there to shoot, as supported by their Kulture (I'll need to get a dice-rolling app to be kind to my opponents).

The Blood Axes are there to be sneaky gits. (Tactics ain’t a breath mint, y’all…)

Spoiler:
Everything should be deployed under a KFF's 5++ protection so no need to waste CP on Prepared Positions even if going second. So much better than trying to improve 6+ saves which can still be whittled away by AP.

For the Evil Sunz Battalion: 3 Bikes & a Trike (OK, so he’s a Bad Moon, but still…) should get off a first turn charge on something, Biker Painboy should keep 'em in combat a little longer. 30 Shoota Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to be recycled with 3 CP the next turn where the reappear 'Outflanking' and able to shoot away again. Turn 2 the 10 Choppa Boyz can Mob Up with 30 Choppa Boyz, and get Warpath'd and Da Jump'd into probable charge range of whatever the Bikes & Trike didn't kill and Heroically Intervene into during my opponent's turn.

As for the Bad Moonz, the Big Mek with the KFF is there to hide behind the Choppa Boyz mobs and be untargetable while KFF escorting the Evil Sunz boyz and both Weirdboyz. Good thing KFF's and Psyker shenanigans don't care about <CLAN> mismatches. The Lootas are to find anywhere (preferably in cover) with good lines of fire, Mob Up into a unit of 25 first thing and Dakka ad infinitius, uber alles, ad nauseam.

The Blood Axe Big Mek with the Finkin Kap will cover the Lootas under his KFF umbrella and keep the CP farm going as long as possible. He can also repair the Smasha Guns, and for his graduate studies project in sneaky-gitted-ness; have the Mob Up’d Lootas use Loot It! on a destroyed Smasha Gun, have the Lootas refund the CP for it on a 4+ AND farm the CP on a 6+. Remember the (preferably in cover) from just above? That way the Lootas can get a 4+ regular save to help them stick around even longer once all of those Gretchin have been used up by Grot Shields, so deploy those Smasha Guns nearby.

Extra sneaky git shenanigan-ness: The Deffkilla Wartike can move again at the end of the Shooting Phase (your own, not your opponents… don’t be THAT guy…) with the Stratagem: Drive By Krumpin', but is not allowed to charge. However, as a Character the Defkilla Wartrike may still Heroically Intervene its' way into combat. A loophole in the rules big enough to drive a Defkilla Wartike through, conveniently enough. <<<THIS IS WRONG!!! A Character can ONLY Heroically Intervene in their Opponent's turn.

Your opponent have an annoying Character buffing nearby units? Consider sniping with Deff Koptas by either moving close enough so that character is the closest target, or by using Ramming Speed and putting some Mortal Wounds on ‘em.

I'm really looking forward to playing Orks.




EDIT: Including my post on Stratagems & timing since I have this post on the front page and it might be easier to find this way.



Stratagems and Timing for Orksezes, by Frowbakk, Duh Brain Boy.
<CLAN> is one of the most common limiting factors with Stratagems. For some reason an Evil Suns Painboy can't or won't heal a Bad Moons model, and vice versa. I will put other restrictions in the same <brackets> which will show the Keyword required to use the Stratagem.

For example: If you've been using the 3 CP - Get Stuck In Lads! in order to Fight a second time in the Fight Phase with anything other than <Infantry>, AND only at the End of the Fight Phase you've been using it wrong.

In Your Turn
Spoiler:
List Construction/Pre-game
1 CP/3CP - Extra Gubbinz
1 CP - Warphead
2 CP - 'Ard Boyz ><May only Mob Up with other CLAN 'Ard Boyz>
1 CP - Skarboyz <Goff, May only Mob Up with other Goff Skarboyz>

Deployment
2 CP - Tellyporta <Reserve one unit under 20 PL>
1 CP/2 CP - Dead Sneaky <1 CP = Reserve Blood Axe Infantry of 8 PL or less, 2 CP = Blood Axe Infantry of 9 PL or More>

Start of Battle Round
3 CP - Force Field Projeckta <One Use>

Movement Phase
1 CP - Billowing Exhaust Clouds <At Start of Phase, Speed Freeks>
1 CP - Snagga Grapple <Deffkilla Wartrike, use when Falling Back before actually Moving, on a 2+ do d3 Mortal Wounds>
1 CP - Mob Up <At End of Phase, CLAN> Mob Up'd units do NOT count as destroyed for any Victory Conditions
1 CP - Medi Squig <At End of Phase, Heal d3 Wounds to CLAN Character within 3" of CLAN Painboy>
3 CP - Unstoppable Green Tide <At End of Phase, Boyz Unit under half strength not previously Mob Up'd>
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability>

Psychic Phase (None Specific, but included here are the Stratagems able to be triggered at any time or at Start of any phase)
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability>
1 CP - Loot It! <If a Vehicle destroyed within 3" or an embarked unit of Infantry on the destroyed vehicle>
1 CP - Monster Hunters <Snakebite , At Start of Phase target one model of 10 or more Wounds until End of Phase>
2 CP - Wreckers <Deathskulls, At Start of Phase target one Vehicle until End of Phase>
2 CP - Orks Is Never Beaten <Ork Character when Slain> Might apply if a Weirdboy is in Close Combat and Perils

Shooting Phase
1 CP - Extra Stikkbombz <At Start of Phase, Infantry>
1 CP - Long Uncontrolled Bursts <At Start of Phase and Ork Vehicle with Fly can target enemy units with Fly>
3 CP - Kill-Kroozer Broadside <Freebooterz, At Start of Phase, One use per battle>
2 CP - More Dakka! <Use before a unit shoots, lasts until the End of Shooting Phase>
2 CP - Showin' Off <Bad Moons Infantry Only, Use Immediately after the Infantry unit resolved shooting>
1 CP - Drive-By Krumpin' <Evil Suns Speed Freeks, At End of own Shooting Phase>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply.

Charge Phase
2 CP - Ramming Speed <Vehicle, on a 2+ does d3 Mortal Wounds within 1”>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply.

Fight Phase
3 CP - Get Stuck In, Ladz! <Infantry, Use at End of Fight Phase, Select an Infantry Unit which has already fought and fight again>
1 CP - Boarding Action <At End of Phase, Target enemy Vehicle w/o Fly within 1" of Trukk or Battlewagon>
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply.

Morale Phase
2 CP - Insane Bravery <Use before rolling to automatically pass a Morale Test>
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability>
Loot It! may apply to larger units of Killa Kans removed due to a failed Morale Test.





Opponent's Start of Battle Round
2 CP - Prepared Positions <Use at Start of Game when going 2nd>
3 CP - Force Field Projeckta <One Use>

Opponent's Movement Phase (Nothing)

Opponent's Psychic Phase
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability> for a Deny The Witch test
1 CP - Loot It! <If a Vehicle destroyed within 3"or an embarked unit of Infantry on the destroyed Vehicle>
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Also Monster Hunters, Wreckers, and Loot It! may apply.

Opponent's Shooting Phase
1 CP - Grot Shields <CLAN Infantry, Use when a Non-Gretchin Unit is Hit by a Ranged Weapon>
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Command Re-Roll & Loot It! may also apply

Opponent's Charge Phase
2 CP - Showin' Off <Bad Moons Infantry Only, Use Immediately after the Infantry unit resolved shooting> for Overwatch
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply.

Opponent's Fight Phase
2CP - Counter-Offensive <Use right after an Enemy that Charged has fought>
3 CP - Get Stuck In, Ladz! <Infantry Only, at End of Phase select an Infantry Unit to fight.>

1 CP - Boarding Action <At End of Phase, Target enemy Vehicle w/o Fly within 1" of Trukk or Battlewagon>
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply.

Opponent's Morale Phase (Nothing)
But... Loot It! may apply if your opponent loses a <Vehicle> to a Morale Test within 3".
.


Interesting thing while composing this list of Stratagems was More Dakka! was restricted to the Shooting Phase, while Showin' Off for Bad Moons Infantry was not... So that Bad Moons Index Big Mek with the Thunderbluss stuck onto the Komb-Skorcha with second Kombi-Skorcha for 4d6 S5, AP-1 Autohits could Overwatch twice for just 89 points. Don't get cute thinking you can stick him on a Warbike from the Index, because Showin' Off is for Bad Moon INFANTRY units only.

You'd only ever get it off once, sad to say, before your opponents all Dread-socked you

This message was edited 10 times. Last update was at 2018/11/28 20:00:21


 
   
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Could you throw up a key for the colours; red yellow and green are fairly obvious, but not clear on the difference between cyan and blue.

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 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
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 Jadenim wrote:
Could you throw up a key for the colours; red yellow and green are fairly obvious, but not clear on the difference between cyan and blue.
It's in Good to Bad order top to bottom. Green is Best, Cyan is Good, Blue is Average, Yellow is Bad and Red is Trash.

This message was edited 1 time. Last update was at 2018/11/21 18:41:02


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Quick question, and probably mostly irrelevant, but still. If I have a 10 man mob unit and 2 ammo runts that I chuck "Loot it" on, do the runts also get a +1 to their saves? Since they are apart of the nob unit and not entirely made up of gretchins
   
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PiñaColada wrote:
Quick question, and probably mostly irrelevant, but still. If I have a 10 man mob unit and 2 ammo runts that I chuck "Loot it" on, do the runts also get a +1 to their saves? Since they are apart of the nob unit and not entirely made up of gretchins
Yes, the Ammo Runts get the bonus too.

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PiñaColada wrote:
Quick question, and probably mostly irrelevant, but still. If I have a 10 man mob unit and 2 ammo runts that I chuck "Loot it" on, do the runts also get a +1 to their saves? Since they are apart of the nob unit and not entirely made up of gretchins
I don't see any reason they wouldn't.

   
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I've seen both here and in other places that the general consensus on the Boomdakka Snazzwagon seems to be that it is not a strong contender for any list outside of casual games, and even then you're hampering yourself. What would it need to make it a reasonable choice over, say, the KBB? Or is it less a problem with the model's rules and more an issue with the fact that other codex entries do its job better?
   
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wolverhampton

What would you put in bonebreakers?

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BAN wrote:
What would you put in bonebreakers?

Seems to me that the top choices are either nobs or MANZ, with your liking of characters thrown in for taste. The smaller transport capacity and lack of open top makes me hesitant to want to put in boys or tankbustas.
   
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2 squads of 6 Nobz or a squad of 10 with 2 ammos for eating some multiwounds/transport boom deaths

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 Javadog wrote:
I've seen both here and in other places that the general consensus on the Boomdakka Snazzwagon seems to be that it is not a strong contender for any list outside of casual games, and even then you're hampering yourself. What would it need to make it a reasonable choice over, say, the KBB? Or is it less a problem with the model's rules and more an issue with the fact that other codex entries do its job better?


Since it is the "snazz" wagon, it's weapon the mek speshul has the statline of 3 snazzguns, but unfortunately they used the old index profile (S5 AP-2 D1) instead of the new codex profile (S6 AP-2 D2). That would have been an excellent place to start. Also, there are a number of things you could use on the model to improve the profile - for example, give it two burna grenades because 2 crewmembers have one, or give it two big shootas because there's a second one beside the triple barreled mek speshul.

Sadly, it's trying to be the "anti-chaff' buggy, but that moves it into a highly contested zone in the ork codex where it's got competition from ubiquitous units like bikes and boyz...and they tend to blow it out of the water in terms of damage output. That's before you even get into units like the Dakkajet, which is just a 100% better version of almost exactly the same thing.

I think a "red" rating might be a bit harsh personally - I'd not rank it alongside the utterly insulting squigbuggy since, hey, it's got a few things going for it. I've found the -1 to hit and the nasty explodes rule tends to make it the lowest priority target for people, so in playtests I actually have had it regularly keep acting for 3-4 turns, even when I'm sliding it up to 6" away and chucking the burna bombs. It just doesn't make a huge amount of impact and I've really found myself wishing that it shared the mortal wound on the charge ability that makes the KBB feel like it's got so much more impact. The number of times the two vehicles with that rule have just popped in and finished a unit off, or pushed their casualties over the point where they take a mean morale test is pretty surprising.


Automatically Appended Next Post:
I tend to suspect that the weirdly high point cost of the snazzwagon might be due to its longevity in the less competitive playtesting games run by Games workshop. In my games that are set up more casually (i.e. two armies not optimized for removing each other from the table by turn 3) the BDSW has slowly made its points back.

This message was edited 1 time. Last update was at 2018/11/21 19:46:29


 
   
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The problem with the Bonebreaker and MANZ is you can't slap any ablative bodies in for when the transport gets destroyed. Losing MANZ to emergency disembark is not good. If I was going to transport MANZ, I'd slap 7 in a BattleWagon, with 5 Kommandos in as ablative bodies for when the BattleWagon dies, plus a Nob with Banner if I was feeling cheeky.

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Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
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wolverhampton

Yeh, just feels like it’s gotta be something melee orientated in transports as generally it’s the stratagems that make ork shooting dangerous.
Tankbustas are great but the range is too low to footslog and they get not stratagems in a transport so they become a suicide unit... that’s all well and good but Lootas can sit at the back with a grot screen and have all the stratagems they like

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Growlin' Guntrukk Driver with Killacannon





Hey, that's a 4+ in cover, those are some dead 'ard grots! Fills my heart with joy picturing the little gribblies scurrying around & trying to find whatever metal plates were left behind by the nobs

Edit: Also exalted (whatever that does) for a legit chuckle


Automatically Appended Next Post:
 BaconCatBug wrote:
The problem with the Bonebreaker and MANZ is you can't slap any ablative bodies in for when the transport gets destroyed. Losing MANZ to emergency disembark is not good. If I was going to transport MANZ, I'd slap 7 in a BattleWagon, with 5 Kommandos in as ablative bodies for when the BattleWagon dies, plus a Nob with Banner if I was feeling cheeky.

Wouldn't 5 MANZ and 10 grots work better? Then at least you could sorround the MANZ and grot shield them if the battlewagon blows up

This message was edited 3 times. Last update was at 2018/11/21 20:33:12


 
   
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Dive-Bombin' Fighta-Bomba Pilot






I disagree about the Boomdakka Snazzwagon I would call it an average unit in the codex.

The native -1 to hit on top of T6, 8 wounds, and a 4+ save make it pretty survivable.

it has a big shoota hitting on 4's, 2d6 grenades ignoring cover on 5'6, a pistol hitting on 4's (nto much but might throw an extra wound on a random unit helping fail a morale) and a 9 shot str 5 ap-2 weapon

it also explodes on a 4+ which can be used to your advantage. charge in deep, make sure its in combat with a few things at least and then explode doing bonus mortal wounds, reroll the explode dice with cp if necessary.

it is not on the same level as the dragsta or scrap jet sure, but its way better than the squiggbuggy and all of the other stuff in the yellow field.

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