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![[Post New]](/s/i/i.gif) 2015/05/06 15:33:42
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stealthy Grot Snipa
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its because they are TL! TL is da bee's knee's!
TL rokkits on platforms that can jink, move 12", turboboost, scout. They are damn good. I think I need more koptas.... in fact.... gona make a kopta when I get home!
Having TL on the BS's on the gunwagon was soooo good last game, literally when you roll no hits, then re-roll to get 1-2 hits. your like;
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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) 2015/05/06 16:19:47
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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lol
yep, i guess, kommandoes just need something extra
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![[Post New]](/s/i/i.gif) 2015/05/06 16:42:35
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Norn Queen
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HQ
Zhadsnark (WL) (threatkiller)
Warboss/Mega armour/lucky stikk/ C-Body (runs with bully boyz)
Troops
10 boyz-trukk (objective cappers or overwatch sponges)
10 boyz-trukk (objective cappers or overwatch sponges)
6 Bikerboyz (run with snarky) (threatkillerz)
5 bikerboyz and 1 nob with PK (threatkillers/late game cappers)
5 bikerboyz and 1 nob with PK (threatkillers/late game cappers)
Elites (Bully boyz form)
5x BBoyz in trukk (killers)
5x BBoyz in trukk (killers)
5x BBoyz in trukk (killers)
Heavy Support
10 Lootas (aim, fire!)
10 Lootas (aim, fire!)
Yeah I've run similar lists before. I find anti air to be a problem though and usually sub in a Dakkajet with flyboss for it. Or grots beinhd an adl combined with the Lootas.
HQ
Big mek with MFF
Mek
Buzzgob
Troops
'ard boyz w/nob BP PK in a Trukk with ramx2
Shoota boyz in a trukk with ram
Elites
MANz Missile
Fast-Attack
3 Deffkopta
Dakkajet
Heavy Support
Deff dread 1 big shoota 1 rokket
Deff dread 2 mega blasters
LoW
Buzzgob's Big Mek Stompa
How did you find the Deffdreads? I usually run them behind the Stompa for cover but they tend to get left behind a lot and end up floundering around midfield.
Do your MANZ go in the Stompa or?
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2015/05/06 16:55:48
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Ratius wrote:
How did you find the Deffdreads? I usually run them behind the Stompa for cover but they tend to get left behind a lot and end up floundering around midfield.
Do your MANZ go in the Stompa or?
Actually my deff dreads did their job. They are close support for the stompa. Buzzgob's stompa makes then scoring and deny units and if anything came close to the stompa and tried to assault it they would have to deal with both of the dreads. I also placed mine to sides of my stompa to cover the stompa's flank and put the stompa with its back at the edge of the table. Kind of build wrapping him from the deep strike meltaguns. The MANz had a trukk and where a MANz missile. I used my trukks to build choke points on the table and force my opponent to deal with the trukk units or the stompa.
There was also a cheap shoota boy mob in a trukk providing flank coverage to the stompa from infantry. Automatically Appended Next Post: Here is a link to my new version of my list. I want to try and buff it up a bit. I think this does the trick.
http://www.dakkadakka.com/dakkaforum/posts/list/647556.page#7813151
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This message was edited 1 time. Last update was at 2015/05/06 17:32:10
Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/06 18:07:37
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Yeah like Snikrot being able to assault from reserves. In no way game breaking but would be awesome again!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/05/07 01:45:56
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Thanks for the good advice, Office_Waagh!
I saw another good tip on one of the other Ork threads with the idea to keep your trukks behind Battle Wagons for cover.
I think it is safe to add lone Deffkoptas and Mek Gunz to the consensus list of excellent choices since I have not heard anyone disagree. Lootaz, on the other hand, get more mixed reviews. I have never played any Lootaz so I don't have an opinion, but against my main opponent (Space Marines and Land Raiders), they don't seem like they would help much.
So if I had to summarize, the consensus top picks are:
- Warboss with Da Lukky Stikk and Klaw (bike or mega armor optional)
- Painboy
- Meganobz with transport
- Tankbustaz with transport
- Warbikes
- Lone Deffkoptas
- Mek Gunz
I think some combination of these units along with some mobz of boyz and maybe a unit or two of grotz (for objectives and extra CADs) would be a very solid list. A list of efficient units makes for a good starting point, but learning how to really play effectively with your army is just as important so I greatly appreciate those tips and tricks for deployment, advancing, reserves, where to position the character, target priority, etc. that folks have thrown out.
Thanks again for all the great discussion on here. I got beat in my last game by an unstoppable Land Raider Crusader. I just didn't have much in my army that could hurt it other than a few Power Klaws and it could lay down so many shots per turn that it could decimate my trukks and boyz before I could get to it. I'm currently painting up some Meganobz (one with Killsawz) and then I'll be starting on Tankbustas soon after that. Either of those units should be able to ruin that thing's day.
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![[Post New]](/s/i/i.gif) 2015/05/07 03:53:29
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
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![[Post New]](/s/i/i.gif) 2015/05/07 04:13:14
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Disguised Speculo
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koooaei wrote:I've recently got 3 blackreach koptas and used them in a previous game as single squads. I must say they're really good. They fly around, grab points, annoy the opponent. And they're rokkit platforms that you can never have enough of. All in all, 2 koptas in single squads feel better than a unit of rokkit kommandoes for the same pt cost, unfortunately =(
Solo Koptas are the best unit in the codex IMO - if you have enough slots to run enough of them (ie are playing unbound). Except for maybe solo mek guns.
Outside of MSU shenanigans, I seriously can't believe that Mek Gunz batteries are getting such a cursory mention before people move onto Tankbustas, Bikers etc. 30pt plasma cannons with artillery toughness shenanigans and multiple wounds is a winner in my book. And the other ones look neat too
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![[Post New]](/s/i/i.gif) 2015/05/07 04:31:49
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Dakkamite wrote: koooaei wrote:I've recently got 3 blackreach koptas and used them in a previous game as single squads. I must say they're really good. They fly around, grab points, annoy the opponent. And they're rokkit platforms that you can never have enough of. All in all, 2 koptas in single squads feel better than a unit of rokkit kommandoes for the same pt cost, unfortunately =(
Solo Koptas are the best unit in the codex IMO - if you have enough slots to run enough of them (ie are playing unbound). Except for maybe solo mek guns.
Outside of MSU shenanigans, I seriously can't believe that Mek Gunz batteries are getting such a cursory mention before people move onto Tankbustas, Bikers etc. 30pt plasma cannons with artillery toughness shenanigans and multiple wounds is a winner in my book. And the other ones look neat too
Now if only solo Killa-Kans were an efficient possibility.
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![[Post New]](/s/i/i.gif) 2015/05/07 05:20:25
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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The Imperial Answer wrote: Dakkamite wrote: koooaei wrote:I've recently got 3 blackreach koptas and used them in a previous game as single squads. I must say they're really good. They fly around, grab points, annoy the opponent. And they're rokkit platforms that you can never have enough of. All in all, 2 koptas in single squads feel better than a unit of rokkit kommandoes for the same pt cost, unfortunately =(
Solo Koptas are the best unit in the codex IMO - if you have enough slots to run enough of them (ie are playing unbound). Except for maybe solo mek guns.
Outside of MSU shenanigans, I seriously can't believe that Mek Gunz batteries are getting such a cursory mention before people move onto Tankbustas, Bikers etc. 30pt plasma cannons with artillery toughness shenanigans and multiple wounds is a winner in my book. And the other ones look neat too
Now if only solo Killa-Kans were an efficient possibility.
They would if they had toughness value
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![[Post New]](/s/i/i.gif) 2015/05/07 06:09:06
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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koooaei wrote:The Imperial Answer wrote: Dakkamite wrote: koooaei wrote:I've recently got 3 blackreach koptas and used them in a previous game as single squads. I must say they're really good. They fly around, grab points, annoy the opponent. And they're rokkit platforms that you can never have enough of. All in all, 2 koptas in single squads feel better than a unit of rokkit kommandoes for the same pt cost, unfortunately =(
Solo Koptas are the best unit in the codex IMO - if you have enough slots to run enough of them (ie are playing unbound). Except for maybe solo mek guns.
Outside of MSU shenanigans, I seriously can't believe that Mek Gunz batteries are getting such a cursory mention before people move onto Tankbustas, Bikers etc. 30pt plasma cannons with artillery toughness shenanigans and multiple wounds is a winner in my book. And the other ones look neat too
Now if only solo Killa-Kans were an efficient possibility.
They would if they had toughness value
I don't know.
I find outside of Mek Gunz against shooting things with a toughness value tend to disappoint me.
It's one of the reasons I don't make use of Monstrous Creatures.
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![[Post New]](/s/i/i.gif) 2015/05/07 06:18:06
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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The Imperial Answer wrote:
I don't know.
I find outside of Mek Gunz against shooting things with a toughness value tend to disappoint me.
It's one of the reasons I don't make use of Monstrous Creatures.
Guess we run into different MC than
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![[Post New]](/s/i/i.gif) 2015/05/07 06:29:49
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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koooaei wrote:The Imperial Answer wrote:
I don't know.
I find outside of Mek Gunz against shooting things with a toughness value tend to disappoint me.
It's one of the reasons I don't make use of Monstrous Creatures.
Guess we run into different MC than
I've seen few yet that don't disappoint in close combat.
The Ork Squiggoth being one of them.
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![[Post New]](/s/i/i.gif) 2015/05/07 07:54:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stealthy Grot Snipa
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Would it have to be a monstrous creature? Couldn't it just be T7 like artillery or something? can't we get a dataslate like the hellbrutes, where they can use cultists as throw-away 3+ saves? Just imagine, you can field grots with the kanz who are literally used as grot shields! I kanz just scoop them up when under fire, toss them in the air and hope they catch some incoming plasma!
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This message was edited 1 time. Last update was at 2015/05/07 07:55:42
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) 2015/05/07 08:50:41
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Speaking of Kans is it worth emailing GW about the Waaagh! Ghazghkull Dreadmob's restriction on having only 3 squads of 3 Kans on the off hand chance that you can include more than 3 in each squad ?
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This message was edited 1 time. Last update was at 2015/05/07 08:51:11
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![[Post New]](/s/i/i.gif) 2015/05/07 11:48:14
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/07 12:42:20
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Glitcha wrote:The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
For 400 points it seems I could have a Klaw Stompa which seems almost certain to destroy anything it swings against in melee.
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![[Post New]](/s/i/i.gif) 2015/05/07 13:21:30
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
For 400 points it seems I could have a Klaw Stompa which seems almost certain to destroy anything it swings against in melee.
Yes, but you would have no defensive system, no range weapons, and no turbo charger. I've played the klaw stompa before, turbo charger is a must. Plus there are something you just want to shoot off the table. When I ran my klaw stompa I gave him a deff arsenal and 2 big shootas for targeting.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/07 13:59:08
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Glitcha wrote:The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
For 400 points it seems I could have a Klaw Stompa which seems almost certain to destroy anything it swings against in melee.
Yes, but you would have no defensive system, no range weapons, and no turbo charger. I've played the klaw stompa before, turbo charger is a must. Plus there are something you just want to shoot off the table. When I ran my klaw stompa I gave him a deff arsenal and 2 big shootas for targeting.
Actually I agree about the Deff Arsenal.
Especially considering its D3 Supa Rokkits are now Large Blasts.
Also the Turbo Charger doesn't work anymore. The update for Super-Heavy Walker movement broke that.
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![[Post New]](/s/i/i.gif) 2015/05/07 14:16:37
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
For 400 points it seems I could have a Klaw Stompa which seems almost certain to destroy anything it swings against in melee.
Yes, but you would have no defensive system, no range weapons, and no turbo charger. I've played the klaw stompa before, turbo charger is a must. Plus there are something you just want to shoot off the table. When I ran my klaw stompa I gave him a deff arsenal and 2 big shootas for targeting.
Actually I agree about the Deff Arsenal.
Especially considering its D3 Supa Rokkits are now Large Blasts.
Also the Turbo Charger doesn't work anymore. The update for Super-Heavy Walker movement broke that.
Can I ask why it isn't valid anymore? I understand that the rules are a bit dated but that Stompa is still a valid Lord of War choice and so would it's options if I'm not mistaken or it has been faq'd and I don't know. It might make it a little OP but since it's still valid then it's options would be valid as well.
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![[Post New]](/s/i/i.gif) 2015/05/07 14:45:55
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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mhalko1 wrote:The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
For 400 points it seems I could have a Klaw Stompa which seems almost certain to destroy anything it swings against in melee.
Yes, but you would have no defensive system, no range weapons, and no turbo charger. I've played the klaw stompa before, turbo charger is a must. Plus there are something you just want to shoot off the table. When I ran my klaw stompa I gave him a deff arsenal and 2 big shootas for targeting.
Actually I agree about the Deff Arsenal.
Especially considering its D3 Supa Rokkits are now Large Blasts.
Also the Turbo Charger doesn't work anymore. The update for Super-Heavy Walker movement broke that.
Can I ask why it isn't valid anymore? I understand that the rules are a bit dated but that Stompa is still a valid Lord of War choice and so would it's options if I'm not mistaken or it has been faq'd and I don't know. It might make it a little OP but since it's still valid then it's options would be valid as well.
Turbo Charger doubles the charge range of the Stompa. IA: Apoc. It was updated when FW put out their new apoc book.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/05/07 16:42:58
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Dakkamite wrote: koooaei wrote:I've recently got 3 blackreach koptas and used them in a previous game as single squads. I must say they're really good. They fly around, grab points, annoy the opponent. And they're rokkit platforms that you can never have enough of. All in all, 2 koptas in single squads feel better than a unit of rokkit kommandoes for the same pt cost, unfortunately =(
Solo Koptas are the best unit in the codex IMO - if you have enough slots to run enough of them (ie are playing unbound). Except for maybe solo mek guns.
Outside of MSU shenanigans, I seriously can't believe that Mek Gunz batteries are getting such a cursory mention before people move onto Tankbustas, Bikers etc. 30pt plasma cannons with artillery toughness shenanigans and multiple wounds is a winner in my book. And the other ones look neat too
I agree completely, when I play Unbound lists, which is most games, I have 12 Single DeffKopta units. Excellent all purpose models. Jetbikes with twin Rokkits and 2 wounds? Yes, please!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/05/07 21:49:44
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Audacious Atalan Jackal
UK
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I think minimum size greentide with painboyz and couple of minium grot as meat shield in very small battleground is fun way to play while play for 1,000 pts. You can add power klaw or add other slot. Minium CAD with minium greentide is about 750pts include ten nobz and ten big shoota. For alpha strike.
Answer to eldar jetbike as they have to shoot at cheap grot... Then pray eldar fail leadership and force them to fall back off the table board.as there are nowhere to flee ( 2" apart orks to spread out from both side board to deployment board!)
For other game aka bigger board, ork are better off without greentide, I agree to use MSU to fill all slot. Aim fast slot First!
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![[Post New]](/s/i/i.gif) 2015/05/07 22:42:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Disguised Speculo
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I can't think of a worse way to play than one giant unit and nothing else of value. That goes for Green Tide as well as all the deathstars out there
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![[Post New]](/s/i/i.gif) 2015/05/08 02:09:57
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Glitcha wrote:mhalko1 wrote:The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote: Glitcha wrote:The Imperial Answer wrote:
What is the appeal Buzzgob's Stompa exactly ?
Even at 400 points the Big Mek Stompa has always seemed kind of lack luster to me.
For me, it was the fact that at the event I was playing him in their was a cap of 610 for LoW. So a lot of people did not bring one. Which gave me an advantage. Plus with basically 3 D weaps it really put the pressure on. I did get the bad match up with the stompa. I had to play tyranids. No vehicles so the lifta dropa was useless. I was rolling pretty hot with the lifta dropa and gaze of mork. In one game, I got fire blood and killed the one unit that could actually hurt the stompa. After that my opponent gave up on killing the stompa and played defensively. Which did not go well for them and almost got them tabled.
Personally, I think the stompa lifta dropa from apoc book is better than the IA:8 version. IA version can't hit flyers. Apoc version can. I'll admit the lack of weapons is kind of an issue for me, but I think the 2 range D weapons fix that problem.
For 400 points it seems I could have a Klaw Stompa which seems almost certain to destroy anything it swings against in melee.
Yes, but you would have no defensive system, no range weapons, and no turbo charger. I've played the klaw stompa before, turbo charger is a must. Plus there are something you just want to shoot off the table. When I ran my klaw stompa I gave him a deff arsenal and 2 big shootas for targeting.
Actually I agree about the Deff Arsenal.
Especially considering its D3 Supa Rokkits are now Large Blasts.
Also the Turbo Charger doesn't work anymore. The update for Super-Heavy Walker movement broke that.
Can I ask why it isn't valid anymore? I understand that the rules are a bit dated but that Stompa is still a valid Lord of War choice and so would it's options if I'm not mistaken or it has been faq'd and I don't know. It might make it a little OP but since it's still valid then it's options would be valid as well.
Turbo Charger doubles the charge range of the Stompa. IA: Apoc. It was updated when FW put out their new apoc book.
I am not seeing any rules for that in the most current Imperial Armour Apocalypse book.
The only thing it even has remotely close to that is the "Super Charged Engines" and a Stompa does not possess those.
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![[Post New]](/s/i/i.gif) 2015/05/08 03:12:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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What he's saying is that you can't use rules from a book, when a newer book is out. That's like saying you could use a rule from the old ork codex when the new codex exists.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/05/08 03:48:46
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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I've been struggling with my Green Tide list. I keep getting tarpit by rerollable 2+'s or Invisible units. I'm running 10 KMK's in my backfield, as well as 3 units of Deff Koptas and 2 units of gretchin.
I just can't break out of the tarpits, and once my tide is tied up, my backfield gets wiped. Any suggestions?
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![[Post New]](/s/i/i.gif) 2015/05/08 04:39:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Sneaky Kommando
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Dakkamite wrote:I can't think of a worse way to play than one giant unit and nothing else of value. That goes for Green Tide as well as all the deathstars out there
Green Tide is a bit different, since it's actually just a bunch of units grouped together and unlike most deathstars just relies on huge numbers of boyz with FNP from a painboy and fearless from a big bosspole rather than psychic shenanigans for durability. Having a bunch of nobz in there and a boss with klaws behind a hundred FNP meatshields means that this thing will kill anything it touches, it's just unwieldy as all get-out. I've used it with pretty great success, but it's a one-trick pony and if your opponent can stagger his units and put speed bumps in your way you suffer.
@tag8833 - all I can think of without more information is using blocking units to stop him charging you. Put grots or your koptas in front of his invincible units, and sacrifice them to let your tide stay free to move forward. Then run forward and make sure you get a multi-charge against as much of his army as possible. Remember, you can charge in all directions at once and you don't have to maintain unit coherence when you do.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2015/05/08 07:13:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Waaagh 18 wrote:What he's saying is that you can't use rules from a book, when a newer book is out. That's like saying you could use a rule from the old ork codex when the new codex exists.
So effectively the Turbo Charger no longer exists.
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![[Post New]](/s/i/i.gif) 2015/05/08 09:13:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stealthy Grot Snipa
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office_waaagh wrote: you can charge in all directions at once and you don't have to maintain unit coherence when you do.
Why don't you need to remain coherent? Am I missing something? Is it to do with the tide, or something more general?
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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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