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Made in us
Unrelenting Rubric Terminator of Tzeentch





 Zande4 wrote:
 Blackie wrote:
Who the hell is going to play a list with 7 stormravens, anyway???? Maybe there's one crazy dude in the entire world with this idea, but I'm pretty confident that no one on this forum is going to face a list like that


I'm not sure if you're being sarcastic but someone literally just one a tournament using exactly that


I'm sure the 7 raven list is strong, but it seems way too gimmicky to be a GT winning list. Pretty much has to table every army it faces as it will always lose hard on objectives, especially, as others have mentioned, if tourneys go back to having a maelstrom component. Tzeentch smite spam/brimstone spam seems like a very favorable matchup for the daemons. They have the means to drop a Raven a turn and then some, plus nearly always Magnus, who will take considerable dedication to knock down in a turn and is a serious threat to monsters and vehicles with super smite as well as in CC. Then probably somewhere in the ball park of 120 Horrors that have a 4++ and will almost always be -1 to hit due to the changeling. I'm not seeing that 7 Raven list sticking around long.

"Backfield? I have no backfield." 
   
Made in it
Waaagh! Ork Warboss




Italy

 Zande4 wrote:
 Blackie wrote:
Who the hell is going to play a list with 7 stormravens, anyway???? Maybe there's one crazy dude in the entire world with this idea, but I'm pretty confident that no one on this forum is going to face a list like that


I'm not sure if you're being sarcastic but someone literally just one a tournament using exactly that


That's the crazy dude I was referring to. But honestly how many imperium players are going to buy/asseble/paint and play 7 stormravens??? Against shooty armies, daemons or lists with fliers than can cause serious damage in close combat a list such this one won't go anywhere.

This message was edited 1 time. Last update was at 2017/06/28 09:20:55


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 JohnU wrote:
 Funzeez wrote:
 KommissarKiln wrote:
Could unaligned fortifications help with flyer spam? FSR isn't very cheap at 300 points, but it's tough, has 8 anti-air lascannons and at least cheaper than 2x bustas in Trukks. Then again, it hits Fly units on 4+ but everything else on 6s, so it's pretty situational. Great against Tau, though!


What is the range on it? Could the flyers play around it?


96" for the Quad Las. So they can try.


No one can defeat the quad laser. LOCK IN! The bullet is enormous there is no escape!


Automatically Appended Next Post:
Mek guns with traitor kannons? That's probably the best anti air we have for sure.

This message was edited 1 time. Last update was at 2017/06/28 11:27:15


 
   
Made in gb
Grovelin' Grot





So a bit of a general rules question, but I'm thinking stormboyz tactics specifically, for picking out bubblewrapped characters etc. Can units with the fly keyword charge a unit that's behind another unit?
   
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!!Goffik Rocker!!






Yes they can. They can also charge flying stuff like planes and magnuses. So, they're double awesome.
   
Made in us
Longtime Dakkanaut




Best way I can think of our lists getting rid of all those ridiculous flyers is believe it or not, with shooting. Getting enough Stormboyz or Deff Koptas close enough to those things to make it worth assaulting is going to be near impossible, they will be prioritized.

But realistically unless you list tailored against that specific list you aren't going to win, so this guys is playing a hard version of Rock Paper Scissors where he holds all the cards. I say that because those things have enough firepower to keep people off objectives and to pop open tough vehicles As well as to mangle basically anything in the game. This guy is relying on people not bringing anything that can target those flyers to the game.

The only solution I can see to this is Area denial. orkz this edition are taking TONS of models, so if spread out correctly you could theoretically limit where he can place his models which means he has to fly them off the board or die

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in dk
Fresh-Faced New User




I have a question about Bubblechukkas.

I have seen some people talking about how they are really good if you use a command point ot reroll the lowest dice when determeing their profile, but since each mekgun is a seperate unit you have to roll the 4 dice for each mekgun and therefore can only reroll a dice for one of the mekguns.

Is this something people have overlooked or is it still worth it to use a command point reroll on a single bubblechukka?
   
Made in us
Dakka Veteran




Colorado Springs

The list was 4 stormravens and 2 stormHAWKS which are a bit weedier than ravens. The only way to even get 7 ravens in at 2k is if you keep them all stock (asscan/HB) with hurricane bolters which is just a bad day for Orks.
   
Made in ca
Mutilatin' Mad Dok





 Sal4m4nd3r wrote:
 JohnU wrote:
 Funzeez wrote:
 KommissarKiln wrote:
Could unaligned fortifications help with flyer spam? FSR isn't very cheap at 300 points, but it's tough, has 8 anti-air lascannons and at least cheaper than 2x bustas in Trukks. Then again, it hits Fly units on 4+ but everything else on 6s, so it's pretty situational. Great against Tau, though!


What is the range on it? Could the flyers play around it?


96" for the Quad Las. So they can try.


No one can defeat the quad laser. LOCK IN! The bullet is enormous there is no escape!
Jumping... is useless!

I think fortifications are worth a second look in terms of anti-air for sure. I've had some success with an icarus cannon with my ADL (not against a half-dozen or more flyers though, to be fair...)
   
Made in us
Warwick Kinrade




Mesa, Arizona

I've tried to come up with a list that can beat even 4 Stormravens, it just doesn't exist for Orks. The Faction cannot deal with Fliers, period. Stormboyz will never get there unless you take an army of them, which may be viable but not unless they FAQ them to not die if a Warboss is around when they Advance + Charge. Tankbustas need a Battlewagon to survive which is pretty easy for a Flier heavy army to drop, they mostly have very big guns. Lootas are in the same boat but are generally worth mathematically than Tankbustas. Flash Gitz don't do enough Damage and see the Battlewagon problem. Smite spam will never get close enough to them in the numbers we can bring, the really good Flier spam lists are going to take chaff anyways.

Best I've found is 27 Killa Kans, which is a reasonably viable army, but probably not going to be common. I've just accepted defeat against Flier spam, no point in bending the Faction to even try against it. Orks have really bad shooting against armor for the most part so it's just not worth the effort. I'd rather run Green Tide and have good matchups into most other things. If Flier spam becomes a thing at tournaments, then maybe there will be some re-evaluation.
   
Made in us
Battlewagon Driver with Charged Engine





tilds wrote:
I have a question about Bubblechukkas.

I have seen some people talking about how they are really good if you use a command point ot reroll the lowest dice when determeing their profile, but since each mekgun is a seperate unit you have to roll the 4 dice for each mekgun and therefore can only reroll a dice for one of the mekguns.

Is this something people have overlooked or is it still worth it to use a command point reroll on a single bubblechukka?

I don't think the re roll is worthwhile on bubblechukkas most of the time. You will already get to put 1 low die on AP or damage (if you are shooting at infantry.) Do that first. If you have more than one of them, just expect one or two to miss completely as your opponent puts a "2" on number of shots. Otherwise they should do OK.

I think it's better to target large things, since that makes irrelevant the difference between number of shots and damage, they just multiply together. This leaves your opponent with few good options when choosing the dice.
   
Made in us
Longtime Dakkanaut




Has anyone had any success yet with Warbikes? I am basically writing them, Burna Boyz, Flash Gitz, Meganobz, Stompa and Morkanaut off for this edition entirely.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut





The reroll is good to have if you have 2 dice that are 1-2. Even if you place 1 die in ap/dam. You're going to have issues with str1-2 regardless of target. It going to be tough to wound a large target w toughness 8. As in most cases I'm getting str 3-5. I find the chukka works best on mid range targets, bikers/ terminators / monstrous creatures etc. toughness 3-7, multi wound or toughness 3-4 anti infantry.
   
Made in us
Mekboy on Kustom Deth Kopta






on the how to handle 2k list of 7 stormravens... if they are going that ridiculous then 15 dakkajets and 2 traktor kannons fit in 2k exactly and I think that should do it.

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Nurgle Veteran Marine with the Flu




Southern California

SemperMortis wrote:
Has anyone had any success yet with Warbikes? I am basically writing them, Burna Boyz, Flash Gitz, Meganobz, Stompa and Morkanaut off for this edition entirely.


You must be a hit at parties.

10 warbikes put out 60 str 5 shots a turn, are HIGHLY mobile, have a good save, good toughness and 2 wounds a piece. 10 Flash gitz have a decent chance (with command re-roll) to put out 60 str 5 ap-1 damage shots per turn, with 10 re-rolls each volley. Mega nobz wreck vehicles and high toughness multi wound models. If your trying to get the best bang for your buck by sending "Manz missiles" at marines like 7th then thats dumb. This is an entirely different game. Sure burna boyz are a littl epoint heavy for effectiveness, but if you just "write off" 1/3 of the codex then play a different army. 2000 points is the new 1850. So sure your 1850 list now and 1850 7e list will look ENTIRELY different.
   
Made in us
Potent Possessed Daemonvessel





gungo wrote:

The reroll is good to have if you have 2 dice that are 1-2. Even if you place 1 die in ap/dam. You're going to have issues with str1-2 regardless of target. It going to be tough to wound a large target w toughness 8. As in most cases I'm getting str 3-5. I find the chukka works best on mid range targets, bikers/ terminators / monstrous creatures etc. toughness 3-7, multi wound or toughness 3-4 anti infantry.


It is decent, but I think the real issue is having 3 bad rolls.

I look at the bubble chucka like this.

If you have 4 good rolls (4+), you are pretty good no matter what and depending on the exact numbers you can pick and choose what to populate first.
If you have 3 good rolls, you probably stick the 1 low roll in AP
If you have 1 or 2 good rolls, you probably stick a high roll in strength and expect few shots.
0 good rolls, just sucks.

I don't think it is particularly good, it is just too random. The 2 key stats are # of shots, and Strength. Damage and AP are largely target dependent. So in cases with only 2 good values you always get a low number of shots or a low S. Essentially picking values will work with your opponents always picking your S or your number of shots.

unless you have three 5+ results, this ends up meh for you. say you got 2,4,5,5. If you put 5 in S, your opponent gives you 2 shots, and with your BS that is 1 hit. if you put 2 in damage or AP (depending on target), your opponent sets your S to 4(or shots whichever is better for him) giving you 5 S4 shots that either do 5 damage (most things that take 5 damage from this have high T), or have AP -5, so you hit 2 or 3 times, and wound 1 or 2 times. A 2 bad rolls means you cannot dump your stats effectively so you end up with either lows shots or low S, you almost always take low shots.
   
Made in us
Warwick Kinrade




Mesa, Arizona

 G00fySmiley wrote:
on the how to handle 2k list of 7 stormravens... if they are going that ridiculous then 15 dakkajets and 2 traktor kannons fit in 2k exactly and I think that should do it.


I believe that kills 1 Storm Raven on average. Seems bad, although it seems like you were joking. :]
   
Made in us
Nasty Nob




Crescent City Fl..

SemperMortis wrote:
Has anyone had any success yet with Warbikes? I am basically writing them, Burna Boyz, Flash Gitz, Meganobz, Stompa and Morkanaut off for this edition entirely.

Burna boys have worked well for me so far. I had 10 in a 1000 and 1500 point games. In the first game I had them in a trukk as one squad and rolled it up to the space marine army and cooked their commander.
In game two I split them into 2 units 5 strong this let them each roll a D3 and generated more hits over all. They burna'd a Storm talon down to one wound.(15 hit total.)
I've only played the two games so far. But I plan to use all of the units you've listed.

Sigh, Yet another doomed attempt by man to bridge the gap between the material and spiritual worlds 
   
Made in us
Longtime Dakkanaut




 Sal4m4nd3r wrote:
SemperMortis wrote:
Has anyone had any success yet with Warbikes? I am basically writing them, Burna Boyz, Flash Gitz, Meganobz, Stompa and Morkanaut off for this edition entirely.


You must be a hit at parties.

10 warbikes put out 60 str 5 shots a turn, are HIGHLY mobile, have a good save, good toughness and 2 wounds a piece. 10 Flash gitz have a decent chance (with command re-roll) to put out 60 str 5 ap-1 damage shots per turn, with 10 re-rolls each volley. Mega nobz wreck vehicles and high toughness multi wound models. If your trying to get the best bang for your buck by sending "Manz missiles" at marines like 7th then thats dumb. This is an entirely different game. Sure burna boyz are a littl epoint heavy for effectiveness, but if you just "write off" 1/3 of the codex then play a different army. 2000 points is the new 1850. So sure your 1850 list now and 1850 7e list will look ENTIRELY different.


I was referencing a competitive environment so please calm down.

10 Warbikers put out 60 S5 shots at 18inches, 20 of which will hit if you have all in range, against T4 14 will wound. Thats good. I am not worried about their Dakka. I am more concerned with their durability which I think took a HUGE hit. No Jink and a large number of weapons reduce or ignore their armor save including Heavy Bolters which will now be causing wounds on a 4+ and giving us a 5+ save. Adding to that they went up in price 50% so in my OPINION they just aren't worth it anymore, and instead I should be using those points on Deff Koptas to drop Bombs on elite infantry and charge things to keep them tied up.

10 Flashgitz with Ammo Runts are 31pts a piece or 310pts total. They put out 30 shots at BS3 which is nice and can reroll 10 of those shots per turn because of the ammo runts who also act as 10+ wounds for the Flashgitz. You don't have a good chance to fire again though, even with a command reroll which would be better spent elsewhere. The problem with these little guys is the same as Warbikers, Durability. T4 6+ save and only 2 wounds (3 if you kill of Ammo runts). You pretty much have to put them in a trukk or a wagon and according to the rules they are -1 to hit when moving because of heavy weapons. Add to that short ranged weapons means they will be 5+ most of the time. Not worth the cost.

I unfortunately have to go but i'll gladly write a review of what ive learned from playing so far for the other units.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Mekboy on Kustom Deth Kopta






 The Prince of Excess wrote:
 G00fySmiley wrote:
on the how to handle 2k list of 7 stormravens... if they are going that ridiculous then 15 dakkajets and 2 traktor kannons fit in 2k exactly and I think that should do it.


I believe that kills 1 Storm Raven on average. Seems bad, although it seems like you were joking. :]


mostly yes, but I think it might be our best shot.

stormravens T7 and 14 wounds with a 3+ save.

dakka jets get 12 shots hitting on 4s if same unit dropped by 1 for hard to hit. 3.96 hits wounding on 5's so 1.3 wounds after save .65 wonds each. hopefully the traktor cannons get to fire which does good dmg.. honesltly I wish the dakkajet was allowed to assault because that is about the orkliest thing I can think of and would kind of balance it.

This message was edited 1 time. Last update was at 2017/06/28 19:17:04


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Dakka Veteran




Colorado Springs

3 detachments max kills the dakkajet fun (aside from the reality of getting 15 dakkajet models.)
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

SemperMortis wrote:
 Sal4m4nd3r wrote:
SemperMortis wrote:
Has anyone had any success yet with Warbikes? I am basically writing them, Burna Boyz, Flash Gitz, Meganobz, Stompa and Morkanaut off for this edition entirely.


You must be a hit at parties.

10 warbikes put out 60 str 5 shots a turn, are HIGHLY mobile, have a good save, good toughness and 2 wounds a piece. 10 Flash gitz have a decent chance (with command re-roll) to put out 60 str 5 ap-1 damage shots per turn, with 10 re-rolls each volley. Mega nobz wreck vehicles and high toughness multi wound models. If your trying to get the best bang for your buck by sending "Manz missiles" at marines like 7th then thats dumb. This is an entirely different game. Sure burna boyz are a littl epoint heavy for effectiveness, but if you just "write off" 1/3 of the codex then play a different army. 2000 points is the new 1850. So sure your 1850 list now and 1850 7e list will look ENTIRELY different.


I was referencing a competitive environment so please calm down.


A bit a banter...? I guess my point of you being a hit at parties is quite valid
10 Warbikers put out 60 S5 shots at 18inches, 20 of which will hit if you have all in range, against T4 14 will wound. Thats good. I am not worried about their Dakka. I am more concerned with their durability which I think took a HUGE hit. No Jink and a large number of weapons reduce or ignore their armor save including Heavy Bolters which will now be causing wounds on a 4+ and giving us a 5+ save. Adding to that they went up in price 50% so in my OPINION they just aren't worth it anymore, and instead I should be using those points on Deff Koptas to drop Bombs on elite infantry and charge things to keep them tied up.

10 Flashgitz with Ammo Runts are 31pts a piece or 310pts total. They put out 30 shots at BS3 which is nice and can reroll 10 of those shots per turn because of the ammo runts who also act as 10+ wounds for the Flashgitz. You don't have a good chance to fire again though, even with a command reroll which would be better spent elsewhere. The problem with these little guys is the same as Warbikers, Durability. T4 6+ save and only 2 wounds (3 if you kill of Ammo runts). You pretty much have to put them in a trukk or a wagon and according to the rules they are -1 to hit when moving because of heavy weapons. Add to that short ranged weapons means they will be 5+ most of the time. Not worth the cost.

I unfortunately have to go but i'll gladly write a review of what ive learned from playing so far for the other units.


Good points. Although I like to play on boards with LOS blocing terrain. It sounds like most people just play on empty tables or very very few pieces because folks on here talk about a units durability in a vaccuum not tkaing into account the terrain that should be LITTERING the tabletop.
   
Made in us
Regular Dakkanaut





From what I have seen terrain hurts us more than helps us.

Hard to fit entire ork blobs in cover so we rarely get the bonus save while our already horrible shooting getting the benefit of bouncing off 2+ power armor.

Plus the turns wasted manuvering around it gives us more time to be shot.
   
Made in us
Longtime Dakkanaut




Back to Meganobz, 54pts base (PK/KS) for 3 attacks hitting on 4s. That alone tells you all you need to know about Meganobz. But just to make it even more poignant.

3 Meganobz = 162pts
162pts = 27 Choppa Boyz.

Leaving aside transports because thats another 80-160pts

3 Meganobz on the charge against a Rhino get 9 attacks, 4.5 will hit, at S10 vs T7 they will get just shy of 3 wounds doing D3 damage each, lets say 2 go through against the 6+, factoring in the difference between 2-3 wounds even going through. D3 damage each means 4 wounds against the Rhino, the rhino swings back and does nothing because its a rhino.

27 Choppa boyz on the charge against a Rhino get 108 attacks, about 71 will hit (3+), wounding on 5s because S4 vs T7 = 24 wounds against a 3+ = 8 wounds go through.

Meganobz aren't worth it either.


So I am not upset in any way, nor am I complaining about their new points cost. Its the loss of durability and or the loss of Damage TEAMED with the cost of the unit. Boyz are just better in pretty much every situation.




Automatically Appended Next Post:
Bigdoza wrote:
From what I have seen terrain hurts us more than helps us.

Hard to fit entire ork blobs in cover so we rarely get the bonus save while our already horrible shooting getting the benefit of bouncing off 2+ power armor.

Plus the turns wasted manuvering around it gives us more time to be shot.


The only benefit to terrain for Orkz these days is LOS blocking terrain because as you mentioned its hard to squeeze our units into that cover, and even when we do its still not that beneficial. 7th - 8th Boyz went from 4+ to 5+, SMs went from 4+ to 2+.

To address your point Salamander, im talking about this in a Vacuum but its matching my experience on the tabletop, I play boards filled with terrain but unless you are placing terrain every few inches and its both tall and solid, your opponent will be able to draw easy LOS on your models and thats the problem.

This message was edited 1 time. Last update was at 2017/06/28 19:45:46


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

I get it. But only half the model needs to be obscured to get a cover save. Sure you arent fitting 30 boys in woods. But if you use ruins and gak.. how are you not getting cover saves? And Yes it says every model needs to be obscured. So you remove models that arent obscured first then take your cover saves on the rest. Just like you should be doing for boyz and a KFF big mek. It is interesting to me because, what most people describe on here is not matching my experience on the tabletop.

And I know its more points, but the WAAAGGHH! banner is almost necesary for MANZ. I dont know, they have been putting in work for me. Maybe my dice are just blessed by gork. Or maybe its Mork


Edit: An update on my movement trays. Synopsis.. they fething rock. Make Da jump and first couple turns of movement a breeze. I plan on magnetizing all boys to the trays and using plastic tubs for transport. Also I realize you be surprised by the lack of terrain on the board We hadnt set up the table from a previous AoS game and I wanted to take the photo.

This message was edited 5 times. Last update was at 2017/06/28 20:13:36


 
   
Made in it
Waaagh! Ork Warboss




Italy

Warbikes: they are an anti-infantry now, nothing more. If you need to tone down some hordes without charging them, bikes may be decent. Lobbas are now unplayable, too expensive and capable of lesser wounds with the new system, they're even less resilient.

Flash gitz: I think they're a bit better now, as their AP can finally hurt armored units without hoping a good roll. Again that's another anti infantry unit.

Meganobz: ok, for the same cost you can have a lot of boyz, which means a lot of wounds and more damage than a few power klaws. But you may face something that is very good in killing troops and meganobz can be a decent tarpit instead. How many boyz are killed by simple S4 shooting or dark eldar poisoned shots? Boyz are way more reliable, that's for sure, but you may be in a scenario in which they die too easliy and 2-3 meganobz can block the charge of units like thunderwolves. Or maybe they can survive a volley of bolter shots and kill a vehicle while the boyz would have suffered too many casualties to cause concrete damage.

All sub-optimal units and certainly not worthy in the typical tournaments TAC lists, but they're not useless, and in some meta they can find a room.

I consider kans, flyers and koptas worse units. Especially koptas, that many players seem to consider good, if not extremely good, are way too overcosted and they rely only on their bombs which are not doing that much damage, 1 mortal wounds, maybe 2 if you're lucky while it's quite easy to kill them. And you can do it once per battle. Without that "for a maximum of 5 dice" koptas could be a nice unit but this way I don't like them at all, they should have had the chance to cause many more wounds when flying over large enemy units. Lootas and KMKs for the same amount of points are capable of more damage from distance.

 
   
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Spoiler:
 Blackie wrote:
Warbikes: they are an anti-infantry now, nothing more. If you need to tone down some hordes without charging them, bikes may be decent. Lobbas are now unplayable, too expensive and capable of lesser wounds with the new system, they're even less resilient.

Flash gitz: I think they're a bit better now, as their AP can finally hurt armored units without hoping a good roll. Again that's another anti infantry unit.

Meganobz: ok, for the same cost you can have a lot of boyz, which means a lot of wounds and more damage than a few power klaws. But you may face something that is very good in killing troops and meganobz can be a decent tarpit instead. How many boyz are killed by simple S4 shooting or dark eldar poisoned shots? Boyz are way more reliable, that's for sure, but you may be in a scenario in which they die too easliy and 2-3 meganobz can block the charge of units like thunderwolves. Or maybe they can survive a volley of bolter shots and kill a vehicle while the boyz would have suffered too many casualties to cause concrete damage.

All sub-optimal units and certainly not worthy in the typical tournaments TAC lists, but they're not useless, and in some meta they can find a room.

I consider kans, flyers and koptas worse units. Especially koptas, that many players seem to consider good, if not extremely good, are way too overcosted and they rely only on their bombs which are not doing that much damage, 1 mortal wounds, maybe 2 if you're lucky while it's quite easy to kill them. And you can do it once per battle. Without that "for a maximum of 5 dice" koptas could be a nice unit but this way I don't like them at all, they should have had the chance to cause many more wounds when flying over large enemy units. Lootas and KMKs for the same amount of points are capable of more damage from distance.


I pretty much agree with you except on the Deff Koptas part. Keep in mind I don't use them as a PURE damage unit though. I use those things teamed with Kommandos to draw attention from the Boyz blobs for the first turn or 2. If they survive past turn 2 its gravy in my opinion. The one thing that Koptas have going for them that Kommandos dont? YOU HAVE TO DEAL WITH THEM! I field them in units of 3, So when a unit of 3 deff koptas flies over your super expensive primaris squad it drops 3 bombs for 15 D6s meaning on average I will kill 5 of them, then they fire off their puny, over priced Big Shootas and then CHARGE! because why not? I don't expect them to do a lot, I just want them to distract and cause mayhem, and with their speed/bombs they succeed for me. I agree they are over priced, but I think most of the Ork Codex is drastically over priced. 12pts for a rokkit that statistically will hit once every 3 turns? Ridiculous.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Longtime Dakkanaut





UK

Lobbas are unplayable? I thought they looked pretty dang good.

Maybe I'm just envious of the TFC.

YMDC = nightmare 
   
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Battlewagon Driver with Charged Engine





 warhead01 wrote:
SemperMortis wrote:
Has anyone had any success yet with Warbikes? I am basically writing them, Burna Boyz, Flash Gitz, Meganobz, Stompa and Morkanaut off for this edition entirely.

Burna boys have worked well for me so far. I had 10 in a 1000 and 1500 point games. In the first game I had them in a trukk as one squad and rolled it up to the space marine army and cooked their commander.
In game two I split them into 2 units 5 strong this let them each roll a D3 and generated more hits over all. They burna'd a Storm talon down to one wound.(15 hit total.)
I've only played the two games so far. But I plan to use all of the units you've listed.

I haven't brought out mine yet, but I am hopeful. 12 in a trukk seems pretty strong as you get a possible reroll on the D3. A good chance of 36 hits, 18 wounds on marines isn't too bad. Plus power weapons on the charge.
   
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Alaska

 Frozocrone wrote:
Lobbas are unplayable? I thought they looked pretty dang good.

Maybe I'm just envious of the TFC.

If I'm doing the math right a Lobba will kill slightly less than one Guardsman a turn. It will kill slightly more than one Marine every three turns.

I'm hoping the Codex does something to help with our blast weapons.


ETA: When it comes to vehicles that are T8 and Save 3+ or better double-Killsaw MANz are a pretty effective unit. Of course, that depends entirely on getting them into combat, and they are pretty vulnerable to certain things.

This message was edited 2 times. Last update was at 2017/06/29 01:46:28


YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
 
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