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![[Post New]](/s/i/i.gif) 2014/07/01 05:58:43
Subject: Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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OK, i've read the codex a couple of times and i'm brainstorming like crazy:
I really want to field Trukk Boys, right now i have 4 trukks (going to get 2 more sooner or later)
4 trukks (red paint, plank) with 11 slugga boys and a PK,pole nob each is 648pts.
i was going to use this as a starting point.
Having at least 2-3 HQ, there's the chance to replace 1 boy from 2 Trukks with a killsaw mek, basically adding another PK nob but with armourbane.
(probably not worth the points, better off with a trukk of tankbustas for vehicles)
Making them 'ard boys sounds awesome but too expensive ( i usually play 1500 - 1750 points games max )
I was rethinking the battlewagon as a moving gun platform, either with burnas or some longer range unit.
Lootas are out of the question unfortunately burning 2 HS slots for a unit is just bad especially now thas is such a crowded slot.
A battlewagon with killkannon, 4 big shootas and grot riggers, filled with 10 burnas a mek and a Big mek with KFF and the repair relic goes around 450-460 points (depending on the not mandatory options)
We end up with a 5++ IWND AV14 vehicle with a serious amount of dakka, very punishing to assaults, that can repair 2 HP a turn (3+ and 5+)
The idea is that such a monster will draw away some shots from the fragile trukks and overall being a pain to remove.
I still don't know how to field my warboss, i could remove 1 trukk of boys for a trukk with a unit of MANz and a mega armoured Warboss with lucky stikks, still not sure about the number of manz and their loadout giving the fact that they're pretty expensive...
A biker warboss with the relic bike sounds great, especially in a unit of warbikers (maybe 10?)
Mek gunz are almost an auto take, a unit of 5 with lobbas are laughably cheap...
I really like the cheaper and bigger deffkoptas, a unit of 5 with rokkits (never cared about saws or bombs) with the scout rule the will be on the enemy very fast, ideal for popping something hunkered up on the other side of the table. (for just 150pts).
The Blitza bomma is finally a thing...
Those powers of the whaagh!...
Choices choices choices...
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This message was edited 1 time. Last update was at 2014/07/01 06:00:14
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![[Post New]](/s/i/i.gif) 2014/07/01 19:30:30
Subject: Re:Need ideas for the first list with the new Orks codex
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Gargantuan Gargant
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I'm kind of in the same boat as you. I need a 500 point Ork list for an esaclation league, and there are soo many new goodies to try I don't know where to start.
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![[Post New]](/s/i/i.gif) 2014/07/02 04:53:31
Subject: Re:Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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adamsouza wrote:I'm kind of in the same boat as you. I need a 500 point Ork list for an esaclation league, and there are soo many new goodies to try I don't know where to start.
I think one of the best things about orks at lower points is that if we keep it cheap, we can field a LOT of stuff without losing effectiveness.
With the recent changes i would start with mek gunz and deffkoptas.
5 Mek gunz with lobbas for 90ptz ( 105 points with 5 ammo runts that work very well with barrage)
3 deffkoptas with rokkits and one buzzsaw ( 115 points, very useful to get rid of armored targets early on with the scout rule)
I was thinking that a nice blob of 30 boys with a lucky stikk Warboss and a painboy is insane at 500 points... but expensive.
Hell, you could even build up a Orky gunline at 500 points, Sag Mek , units of mek gunz and lootas in a ADL with a Quad Gun handled by gretchins XD sounds fun
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This message was edited 1 time. Last update was at 2014/07/02 05:15:40
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![[Post New]](/s/i/i.gif) 2014/07/02 06:52:18
Subject: Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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At lower point values the threshhold for scaring people when we put our armies out gets even smaller. I used to run Green Tide with 90 boyz all with a Nob with powerklaw and boss pole. That left room for more stuff even! At 1000pts noone really has the shots to deal with that many models.
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![[Post New]](/s/i/i.gif) 2014/07/04 19:50:19
Subject: Re:Need ideas for the first list with the new Orks codex
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Gargantuan Gargant
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I'm thinking for 500pts
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
10 gretchin 35 pts
1 bunker with escape hatch 80pts
1 Deff Dread 4PK (100pts)
5 Mek gunz (Lobbas) with 4 extra gretchin crew (102pts)
Deploy Bunker at front edge of deployment zone, with boyz in it.
Bunker lets Boyz and Painboy move 18" across midfield in turn 1, farther if they run.
Lobbas rain down on enemy from deployment zone.
Deff Dredd to draw heavy fire and take on Big threats (Eldar Avatar)
Gretchin there to secure objectives.
------
4 way battle, 2 players playing Eldar. Last time, both Eldar forces lead by an Avatar.
My goal is to get across the board and tie them up in melee until the Deff Dred can get across the board and take on an Avatar.
Lobbas should make short work of Guardians, be strong enough to harm Wraith Guard, and be far enough away to avoid Eldar's Devastating, but short ranged, fire power.
Going to try to use Bunker and terrain to block LOS to lobbas. Last week was taking fire from guardian squads heavy weapons from turn 1, relied heavily of BigMek's KFF to survive.
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This message was edited 2 times. Last update was at 2014/07/04 19:52:26
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![[Post New]](/s/i/i.gif) 2014/07/09 00:50:02
Subject: Re:Need ideas for the first list with the new Orks codex
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Gargantuan Gargant
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adamsouza wrote:I'm thinking for 500pts
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
10 gretchin 35 pts
1 bunker with escape hatch 80pts
1 Deff Dread 4PK (100pts)
5 Mek gunz (Lobbas) with 4 extra gretchin crew (102pts)
I was able to use this army successfuly TWICE this weekend. The Eldar were absent, but they faced off against agents of the Inquisition and Dark Angels.
Orc boyz travelling 18"+ on round one was enough to get most opponents to dump everything they can at them.
The boyz do well, but the real all-stars end up being the Dread and Mek gunz.
No one made it past the boyz, gretchin, and Dread to attack the Lobbas, who inflicted devastaing losses on the opponents in 2 out of 5 rounds in each of the games. Lots of scattering into open space, but in both games they inflicted more than their points worth in damage.
The Dread made it into combat both games and mopped the floor with anything he encountered.
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This message was edited 1 time. Last update was at 2014/07/09 00:50:35
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![[Post New]](/s/i/i.gif) 2014/07/09 06:22:43
Subject: Re:Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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adamsouza wrote: adamsouza wrote:I'm thinking for 500pts
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
10 gretchin 35 pts
1 bunker with escape hatch 80pts
1 Deff Dread 4PK (100pts)
5 Mek gunz (Lobbas) with 4 extra gretchin crew (102pts)
I was able to use this army successfuly TWICE this weekend. The Eldar were absent, but they faced off against agents of the Inquisition and Dark Angels.
Orc boyz travelling 18"+ on round one was enough to get most opponents to dump everything they can at them.
The boyz do well, but the real all-stars end up being the Dread and Mek gunz.
No one made it past the boyz, gretchin, and Dread to attack the Lobbas, who inflicted devastaing losses on the opponents in 2 out of 5 rounds in each of the games. Lots of scattering into open space, but in both games they inflicted more than their points worth in damage.
The Dread made it into combat both games and mopped the floor with anything he encountered.
This sounds awesome
I really dig the bunker tactic ( lol... "dig"  ), i should scratchbuild one soon, happen to have the measures on hand  ?
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![[Post New]](/s/i/i.gif) 2014/07/09 06:54:21
Subject: Need ideas for the first list with the new Orks codex
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Stealthy Grot Snipa
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I too like that list
its got a nice mix up. which is something im loving with the new dex! what to take! what to take!
Whats the stats on the bunker? Does it make a good stronghold in terms of mounting fire power in it? As im working on a walker list and id love to model a bunker as a moving fortress (that obviously doesn't move in game just in fluff)
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Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
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![[Post New]](/s/i/i.gif) 2014/07/10 05:33:23
Subject: Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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Solar Shock wrote:I too like that list
its got a nice mix up. which is something im loving with the new dex! what to take! what to take!
Whats the stats on the bunker? Does it make a good stronghold in terms of mounting fire power in it? As im working on a walker list and id love to model a bunker as a moving fortress (that obviously doesn't move in game just in fluff)
The bunker itself is, if i'm not mistaken, a AV 14 medium building ( so it can store up to 20 models as cleverly employed by adamsouza's list ) that has two Wide Fire Points on the front, wide means that up to 4 models can shoot from each one , so up to 8 models can shoot from it, and you can buy a gun emplacement with icarus lascannon or quad gun.
For reference:
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![[Post New]](/s/i/i.gif) 2014/07/11 00:20:13
Subject: Re:Need ideas for the first list with the new Orks codex
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Gargantuan Gargant
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We are bumping up to 750 points this weekend, so this is what I'm thinking
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
1 bunker with escape hatch 80pts
2 Deff Dreads 4PK (200pts)
5 Mek gunz (Lobbas) 90pts
Any ideas to improve it ?
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This message was edited 1 time. Last update was at 2014/07/11 00:24:15
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![[Post New]](/s/i/i.gif) 2014/07/11 01:43:26
Subject: Re:Need ideas for the first list with the new Orks codex
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Huge Hierodule
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adamsouza wrote:We are bumping up to 750 points this weekend, so this is what I'm thinking
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
1 bunker with escape hatch 80pts
2 Deff Dreads 4PK (200pts)
5 Mek gunz (Lobbas) 90pts
Any ideas to improve it ?
Add ammo store to the bunker and a unit of 8 lootas. Turn 1 when your pile of 20 boys jumps out of the escape hatch, the lootas dive in and get to re-roll 1's when shooting.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/07/11 02:24:00
Subject: Re:Need ideas for the first list with the new Orks codex
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Bounding Ultramarine Assault Trooper
Montreal, Quebec
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Yesterday I played a 2000 pts vs 1000pts of TAU/1000 pts imperial fists
CAD 1
1 war boss, heavy armor, power claw
1 pain boy
19 heavy armor slugga boyz wit nob/pk (wp and pb went here)
29 shoota boyz with nob/pk
1 blitza bomba
2 deff coptas in flanking reserve
7 lootas
CAD 2
1 weird boy level 2
1 big mek/kff/power claw
19 slugga boyz wit nob/pk (wb and bm went here)
29 shoota boyz with nob/pk
3 deff dread with grot riggas/3 power claws/1 skorchas (they stayed near the kff for a few turns)
2 x 2 deff coptas in flanking reserve
We rolled night fighting
All these guys were foot slogging and i was able to reach enemy lines with 2 deff dreads and 3 boys unit.
The weird boy wiped out a unit of tau missile sides on turn 1 with the 6th psy power at str 10
The heavy armored boyz were with the warboss and the pain boyz which attracted a huge amount of fire power for 3 full turns. Wiith armor save or cover save + feel no pain they soaked a lot of damage while the oher units advanced. Only one unit ended having to rollon mob rule and they simply retreated.
The deff coptas were nearly useless other than attracting fire power when they arrived.
The blitza bomba was useless because it basically scatered on both bomb attacks.
The lootas didn't do anything good.
I thought I'd share to give you guys ideas. Its just one game but I had a hell of a lot of fun. Especially with my heavy armored boyz + warboss + pain boy and my deff dreads. I will definitivelly buy deff dreads models and shelf my killa kans.
Next I will try flanking commandos at maximum size with the named character, battle wagons full of heavy armored sluggas and a few mega armored nobz missiles.
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This message was edited 1 time. Last update was at 2014/07/11 02:27:47
* I have to say that NewGW impresses me a lot... |
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![[Post New]](/s/i/i.gif) 2014/07/11 02:38:39
Subject: Re:Need ideas for the first list with the new Orks codex
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Gargantuan Gargant
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tetrisphreak wrote:
Add ammo store to the bunker and a unit of 8 lootas. Turn 1 when your pile of 20 boys jumps out of the escape hatch, the lootas dive in and get to re-roll 1's when shooting.
I appreciate the input.
Ammo Store works really well with races with good Ballistic Skills.
For Orks it's a 1 in 6 chance that you get to reroll a 2 in 6 chance of hitting something.
It works out to getting an extra hit 1 in 18, so like 6% increase in accuracy for Lootas.
Also, you didn't suggest what to remove to make room for them.
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![[Post New]](/s/i/i.gif) 2014/07/11 03:07:15
Subject: Re:Need ideas for the first list with the new Orks code
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Huge Hierodule
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adamsouza wrote: tetrisphreak wrote:
Add ammo store to the bunker and a unit of 8 lootas. Turn 1 when your pile of 20 boys jumps out of the escape hatch, the lootas dive in and get to re-roll 1's when shooting.
I appreciate the input.
Ammo Store works really well with races with good Ballistic Skills.
For Orks it's a 1 in 6 chance that you get to reroll a 2 in 6 chance of hitting something.
It works out to getting an extra hit 1 in 18, so like 6% increase in accuracy for Lootas.
Also, you didn't suggest what to remove to make room for them.
Any increase in accuracy is beneficial, with orks it's not incredibly important to get caught up in math hammer. Orks are about high potential with buckets of Dice rather than high efficiency low volumes of dice. 6% improvement on 100 shots is better than 33% on 10 shots etc.
I would drop 1 dread and 1 mek gun to get the lootas. Ranged AT will help your boy mobs assault after they pop tanks. If you want the ammo store drop 1 more lobba, but if you don't think it's worth it just add the lootas.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/07/11 03:17:37
Subject: Need ideas for the first list with the new Orks codex
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Longtime Dakkanaut
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Vapor, how many points are you planning this list around?
I think you're going to get more bang for your buck filling the BW with Tankbustaz, Orks do anti-infantry at all levels pretty well, but a pile of S8 shots, and potential charge with Meltabombs is a serious threat and will help plug up a few holes (anti light and medium vehicles, MCs etc).
Overall you're on the right track (trakk?)
I'm thinking about this for 1500:
Warboss PK Lukky Stikk Bike
Warboss Headwompa bike
Painboy Bike
10 Bikers with a nob with BC (just to accept challenges really).
5 Lobbaz w/ 5 ammo runtz
4 Trakktors to take out those annoying flyers and skimmers
8 Lootaz
Bunker with Ammo dump (Lootaz camp out in here, ideally on an objective)
This lands around 940 points so plenty of room to throw Boyz and Grots around. Bunch of trukk boyz would be good but I'm hesitant to put anything but Ardboyz in a Trukk these days.
I'm thinking Grots will be very big for general scoring, just running around getting objectives and being ignored while the big nasties are bearing down on the enemy.
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![[Post New]](/s/i/i.gif) 2014/07/11 17:20:16
Subject: Need ideas for the first list with the new Orks codex
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Big Mek in Kustom Dragster with Soopa-Gun
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Hell i play at 2k points and even i have the "so many options..." issue. I have like 5 different 2k lists i want to field, only one of which is purely for the lawls the rest are actually kinda nasty looking. Problem is they all take completely different units lol.
Ive been using the Weirdboy lately and barring bad luck of getting both 'eadbanger and power vomit, hes pretty damn strong. just squishy as hell in melee, so keep some meks around to eat challenges.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/12 06:02:38
Subject: Re:Need ideas for the first list with the new Orks codex
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Gargantuan Gargant
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adamsouza wrote:
750 points
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
19 slugga choppa boyz(114pts), nob(10pts), 1 rokkit launcha (5pts), boss pole(5pts)
1 Painboy 50 pts
1 bunker with escape hatch 80pts
2 Deff Dreads 4PK (200pts)
5 Mek gunz (Lobbas) 90pts
Played today with this list. Lost 1 squad of Boyz and 1 Dred was immobilized. The remaining Dred took out a Landraider and an Inquisitorial Melee monster squad, with a little help from the remaining boyz. The Lobbas only hit in turns 1 and 3, but completely decimated an enemy heavy weapons squad and softened up the squad the Dred eventually wiped out.
Hiding the Lobbas behind the bunker has worked pretty well, so far.
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![[Post New]](/s/i/i.gif) 2014/07/13 06:29:36
Subject: Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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I usually play around 1500 - 1750 points max
More Dakka wrote: I think you're going to get more bang for your buck filling the BW with Tankbustaz, Orks do anti-infantry at all levels pretty well, but a pile of S8 shots, and potential charge with Meltabombs is a serious threat and will help plug up a few holes (anti light and medium vehicles, MCs etc).
Yeah i was thinking about something like that, a barebone BW (maybe with 4 rokkits they are cheap anyway) full of tankbustas and 1-2 meks (with rokkits? for being in line and range with the rest of the unit) for less than 400 points and a insane amount of S8 shots, could work, OR for a few more points in, you could do something like i wrote in the first post:
BW with Grot Riggers Killkannon and 4 rokkits 170pts
10 tankbustas 130pts
Big Mek KFF, repair relic, bp 105pts
Mek with rokkit 20pts
425 points for 5++ IWND AV14 vehicle, 15 S8 VP3 shots at 24", that can repair 3 HP a turn.
More Dakka wrote:I'm thinking about this for 1500:
Warboss PK Lukky Stikk Bike
Warboss Headwompa bike
Painboy Bike
10 Bikers with a nob with BC (just to accept challenges really).
5 Lobbaz w/ 5 ammo runtz
4 Trakktors to take out those annoying flyers and skimmers
8 Lootaz
Bunker with Ammo dump (Lootaz camp out in here, ideally on an objective)
This lands around 940 points so plenty of room to throw Boyz and Grots around.
Those two units of mek gunz and the lootas just beg for an ADL imho, for a few more points than the bunker you could cover both the lootas and the mek gunz easily.
And i'm not sure i'm convinced about those biker units with all the HQ slots in it.
More Dakka wrote:Bunch of trukk boyz would be good but I'm hesitant to put anything but Ardboyz in a Trukk these days.
I'm thinking Grots will be very big for general scoring, just running around getting objectives and being ignored while the big nasties are bearing down on the enemy.
And that's why i'm sadly putting away the idea of playing mass trukk boyz, 3 MANz in a trukk work way better for a fast hitting unit, and cost almost the same as regular trukk boyz, and way less than 'ard boyz, even if you add kombi weapons to them.
And i think grots are awesome as long as they have objective secured
In the end, i'm starting to see the real potential of all those buffs that apply to the whole unit, building up from what we already knew about orks, i'm still going to play big mobz on foot, and i came up this:
1750 ponts, Double CAD :
First CAD (Codex: Orks)
Warboss PK BP Da 'finkin kap (Warlord) 104pts
Grotsnik 160pts
29 Shoota boyz with PK Nob 244pts
10 grots with Runtherd 35pts
3 MANz with Kombi-Scorcha on a trukk with Planks 180pts
3 MANz with Kombi-Scorcha on a trukk with Planks 180pts
Second CAD (Waaagh! Ghazghkull Supplement)
Warboss | PK Big Bosspole 109pts
Painboy | 50pts
29 Shoota boyz with PK Nob 244pts
10 grots with Runtherd 35pts
5 Mek Gunz with Lobbas 90pts
8 Lootas 112pts
8 Lootas 112pts
Fortifications
ADL with Quad Gun 100pts
TOTAL 1755 pts
Two 30 boyz mobs with fearless and FNP? yes please.
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This message was edited 1 time. Last update was at 2014/07/13 11:59:42
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![[Post New]](/s/i/i.gif) 2014/07/13 12:37:56
Subject: Need ideas for the first list with the new Orks codex
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Waaagh! Ghazghkull cannot be taken as CAD. You must use the Big Waaagh! Detachment and thus field a mandatory elite choice.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/07/13 14:25:37
Subject: Need ideas for the first list with the new Orks codex
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Big Mek in Kustom Dragster with Soopa-Gun
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Ghaz sup doesnt give you the option to take the normal CAD like the ork dex does?
wth....
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/14 01:51:39
Subject: Need ideas for the first list with the new Orks codex
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Grovelin' Grot
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Jidmah wrote:Waaagh! Ghazghkull cannot be taken as CAD. You must use the Big Waaagh! Detachment and thus field a mandatory elite choice.
Well, the List is basically the same, i just have to move one (or both) units of manz in the 2nd detachment... so basically there is no way to have objective secured in a supplement list...
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![[Post New]](/s/i/i.gif) 2014/07/17 08:46:08
Subject: Need ideas for the first list with the new Orks codex
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Vineheart01 wrote:Ghaz sup doesnt give you the option to take the normal CAD like the ork dex does?
wth....
It's basically the other way around. You are not given the option to choose the Ghaz supplement ever. You can either get a detachment/formation from the book or you don't.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/07/17 13:44:20
Subject: Need ideas for the first list with the new Orks codex
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Huge Hierodule
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Jidmah wrote: Vineheart01 wrote:Ghaz sup doesnt give you the option to take the normal CAD like the ork dex does?
wth....
It's basically the other way around. You are not given the option to choose the Ghaz supplement ever. You can either get a detachment/formation from the book or you don't.
Yup...using the Ghaz specific detachment or formations is what grants access to orkimedes' gubbinz. Also the special rules that affect mob rule and if your warlord challenges, etc.
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Been out of the game for awhile, trying to find time to get back into it. |
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