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Made in gb
Longtime Dakkanaut





UK

I think for a Kustom Stompa that's designed for shooting, I would have the two Burstas for the arms.

36 range 7" Blast S: D per gun. Two rockets on shoulders because S8 Ap3.

Comes to about 570 if you also give it Power Fields for D6 Void Shields at the start of the game.

Fair right? :p

YMDC = nightmare 
   
Made in gb
Stealthy Grot Snipa





 Frozocrone wrote:
I think for a Kustom Stompa that's designed for shooting, I would have the two Burstas for the arms.

36 range 7" Blast S: D per gun. Two rockets on shoulders because S8 Ap3.

Comes to about 570 if you also give it Power Fields for D6 Void Shields at the start of the game.

Fair right? :p


Hmm, The bursta is nice, as its only 75pts, however its only 36" range, so wouldn't work amazingly if I was playing the stompa on my backfield, as you could simply avoid its range (if your a shooty army). Also im not a fan of StrD, just because I am most likely still playing players who aren't going to have any StrD of their own. But I think if I was going for super-competitive, then your loadout + the deff arsenal would be the way forward. Although Im not sure on 10pt rokkits on the shoulders. For the same price you can have the kannon, which is also Str8 AP3, but with the frag option too.

I think i'll model it and just test a few out. I like the idea where you've kept it quite cheap compared to some of the loadouts available. Also, I can't find where the powerfields = D6 voids. the explanation for powerfields in IA8 says nothing about it being D6. am I missing an update? After doing more reading, where should I be building the stompa from for most up to date rules? IA8? or is there another update to that?

This message was edited 1 time. Last update was at 2015/07/13 11:20:30


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 koooaei wrote:
what's next, whats next =)


we played maelstrom and kill points together with secondary objectives. This is our current mission meta for tournaments. He won 12-11 on maelstrom, but i won on kill points. Kill all but 3 models. Those 3 remaining models were all wounded. we played a full 7 turns. He had slay the warlord and line breaker. I had first blood and line breaker. So the game ended in a draw, lol. I still call this a moral victory due to the fact he had only 3 models left. were i had 24 boyz, 1 trukk, 1 shock attack gun, and 3 flyers.


Automatically Appended Next Post:
FratHammer wrote:
Glicha... You do understand you have a +2 to your mob rule roll... Right? You say, "if I fail I'll just reroll" as if that will help... You only pass on a 1 if you have a character in the unit (which you do if you're rerolling with a bp) but on a 2-6 you fail for having 9 or less models in the unit. Reroll it, it's still only a 1 in 6 chance you'll pass.

If you run the Ghaz supplement you have to run very large units, very small units, or fearless units. The small ones are so few points you don't care. The large ones will pass several times, and fearless ones don't have to roll.

But, "I'll just reroll it" is not a viable strategy.


Then don't fail that leadership test

This message was edited 1 time. Last update was at 2015/07/13 13:04:48


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
 
   
Made in gb
Longtime Dakkanaut





UK

Solar Shock wrote:
 Frozocrone wrote:
I think for a Kustom Stompa that's designed for shooting, I would have the two Burstas for the arms.

36 range 7" Blast S: D per gun. Two rockets on shoulders because S8 Ap3.

Comes to about 570 if you also give it Power Fields for D6 Void Shields at the start of the game.

Fair right? :p


Hmm, The bursta is nice, as its only 75pts, however its only 36" range, so wouldn't work amazingly if I was playing the stompa on my backfield, as you could simply avoid its range (if your a shooty army). Also im not a fan of StrD, just because I am most likely still playing players who aren't going to have any StrD of their own. But I think if I was going for super-competitive, then your loadout + the deff arsenal would be the way forward. Although Im not sure on 10pt rokkits on the shoulders. For the same price you can have the kannon, which is also Str8 AP3, but with the frag option too.

I think i'll model it and just test a few out. I like the idea where you've kept it quite cheap compared to some of the loadouts available. Also, I can't find where the powerfields = D6 voids. the explanation for powerfields in IA8 says nothing about it being D6. am I missing an update? After doing more reading, where should I be building the stompa from for most up to date rules? IA8? or is there another update to that?


I may have it mixed up with something else.

Then again, it is Orks, random is our thing


Automatically Appended Next Post:
Can we all just take a seat and appreciate that a Gargant Squiggoth is in the top 16 of BAO 2015? Might have to invest...or at least scratch build one

This message was edited 1 time. Last update was at 2015/07/13 14:20:51


YMDC = nightmare 
   
Made in gb
Stealthy Grot Snipa





No no you are right, I found the apoc update, where its D6, sadly the lifta-droppa is also nerffed in that update; as up until now it looked great fun
I've decided against a stompa ( Sad orks) As my meta while being reasonably competitive, I've yet to see much cheese; apart from a wraith list I faced a couple weeks back, but all the AP3 goodness of the stompa would have made him cry for sure.

I am just really unimpressed with the weapon choices on; The two morkas, the meka-dread, the mega-dread and general dreads.
the most interesting is the shunta and even that seems mediocre. The killkannon on the mega-dread is the best shooty weapon and even that's not all that great. I like the idea of the morka KMK, but with only a single shot and no re-roll its still not exactly reliable.


Glitcha
How were the other flyers? care to make a comparison against the dakka and blitza? They are more expensive at 200 points ish, but worth it?

This message was edited 2 times. Last update was at 2015/07/13 14:29:41


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Longtime Dakkanaut





UK

If you mean Necron Wraiths then Ap3 won't mean much as it's got a 3+ invulnerable

Now if it were T4...Supa Rokkits for days

I can't comment on the Blitza as I'm yet to use it...but you do need some reserve manipulation if you do use them.

My 2 Dakkajets were resigned to killing single models of Devastators and Scouts when I last used them as they came in on turn 4...and failed to kill the Scout lol.


YMDC = nightmare 
   
Made in gb
Stealthy Grot Snipa





 Frozocrone wrote:
If you mean Necron Wraiths then Ap3 won't mean much as it's got a 3+ invulnerable

Now if it were T4...Supa Rokkits for days

I can't comment on the Blitza as I'm yet to use it...but you do need some reserve manipulation if you do use them.

My 2 Dakkajets were resigned to killing single models of Devastators and Scouts when I last used them as they came in on turn 4...and failed to kill the Scout lol.



eldar wraiths.... 3+ non invun save models with single wounds.... being hit by all that AP3 and AP2 blasts from the stompa would be brutal.
The blitza is awesome, I used it woth mogrok for devestating effect. Glitcha said he used the bomma; which is an IA8 flier, its more expensive, but carries way more bombs. Wondered how he felt it performed.


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Nasty Nob





United States

If you take four big shootas on a battlewagon, do all four get to shoot in your shooting phase from anywhere on the hull because BWs are open topped? I hope everyone understands the question.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in ru
!!Goffik Rocker!!






I've recently got Snikrot and a converted blitza bomber (some ww2 light plane). And now i'm gona run a sneaky git formation. Here's the plan:

Snikrot + 2*15 + 2*5 kommandoes outflank

DLS Megaboss + 18 shootaboyz in a Bunker with escape hatch and comms relay - i find that comms relay is a must have for this army as >1/3 of my stuff is gona be in reserves. I'd really like to launch a bunch of meganobz out of there but i have no meganobz.

Grotsnik + 30 choppaboyz trying to not allow fast stuff go rampant in my backfield by the time reserves arrive - hopefully, 2-d turn.

'ard truckboyz or probably something else in a truck, don't know yet.

A bunch of big gunz - ~3 kmk on top of a bunker to man comms relay and have good firing arc and 5 lobbas somewhere else - they're too good to pass by. Besides, i've made them myself, so at least part of them must see the field every game.

Probably 5 lootas (recently got 5 burnas but i guess noone would mind if i run them as lootas) - it's possible, i'm gona keep them close to a bunker so that they could go hide inside when need arises

Koptas for flying around and blitza bomber cause i have it and it might prove useful vs all that annoying jinking stuff i can never seem to be able to shoot down or catch in mellee.

Maybe i should get another roadblocking squad - like 20 shootaboyz, but i'm not sure i'm gona have enough assembled models for it or points to fit this stuff in.

I'm gona try to utilise a hammer and anvil strategy. Boyz push forward and Snikrot comes from the other side. Bunker provides nice repositioning possibilities and sort of alpha-strike protection. Unfortunately, i'll not be able to play this week but as soon as i get the results, i'll tell you! I'm still not sure bout sneaky gits composition and usefullness but it's gona be a fun list to run anywayz!

This message was edited 4 times. Last update was at 2015/07/15 06:18:03


 
   
Made in gb
Stealthy Grot Snipa





Rismonite wrote:If you take four big shootas on a battlewagon, do all four get to shoot in your shooting phase from anywhere on the hull because BWs are open topped? I hope everyone understands the question.


All 4 get to shoot from wherever you have modelled them. As the model itself does not provide 4 BS's and the datasheet does not specify where they are positioned; you can model them wherever you like and as they are pintle mounted they have a turret arc (correct?). Thus I generally model all mine together, as more often than not I will be most interested in shooting 1 target that's in front of me.

koooaei wrote:
Spoiler:
I've recently got Snikrot and a converted blitza bomber (some ww2 light plane). And now i'm gona run a sneaky git formation. Here's the plan:

Snikrot + 2*15 + 2*5 kommandoes outflank

DLS Megaboss + 18 shootaboyz in a Bunker with escape hatch and comms relay - i find that comms relay is a must have for this army as >1/3 of my stuff is gona be in reserves. I'd really like to launch a bunch of meganobz out of there but i have no meganobz.

Grotsnik + 30 choppaboyz trying to not allow fast stuff go rampant in my backfield by the time reserves arrive - hopefully, 2-d turn.

'ard truckboyz or probably something else in a truck, don't know yet.

A bunch of big gunz - ~3 kmk on top of a bunker to man comms relay and have good firing arc and 5 lobbas somewhere else - they're too good to pass by. Besides, i've made them myself, so at least part of them must see the field every game.

Probably 5 lootas (recently got 5 burnas but i guess noone would mind if i run them as lootas) - it's possible, i'm gona keep them close to a bunker so that they could go hide inside when need arises

Koptas for flying around and blitza bomber cause i have it and it might prove useful vs all that annoying jinking stuff i can never seem to be able to shoot down or catch in mellee.

Maybe i should get another roadblocking squad - like 20 shootaboyz, but i'm not sure i'm gona have enough assembled models for it or points to fit this stuff in.

I'm gona try to utilise a hammer and anvil strategy. Boyz push forward and Snikrot comes from the other side. Bunker provides nice repositioning possibilities and sort of alpha-strike protection. Unfortunately, i'll not be able to play this week but as soon as i get the results, i'll tell you! I'm still not sure bout sneaky gits composition and usefullness but it's gona be a fun list to run anywayz!


Sounds like a fun list
Lobbas and KMKs are too good to pass up and seem to synergise well with lootas. Shame they all share the same slot
I like the idea of the Escape hatch catapult on the DLS warboss hopefully you should have a decent amount of midboard control, while your lootas and lobbas help clear stuff out. I would simply make sure that you put the bunker on your DZ line, as you will need every inch you can get with a 36" range.

This message was edited 1 time. Last update was at 2015/07/15 07:00:51


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Longtime Dakkanaut





UK

Solar Shock wrote:
 Frozocrone wrote:
If you mean Necron Wraiths then Ap3 won't mean much as it's got a 3+ invulnerable

Now if it were T4...Supa Rokkits for days

I can't comment on the Blitza as I'm yet to use it...but you do need some reserve manipulation if you do use them.

My 2 Dakkajets were resigned to killing single models of Devastators and Scouts when I last used them as they came in on turn 4...and failed to kill the Scout lol.



eldar wraiths.... 3+ non invun save models with single wounds.... being hit by all that AP3 and AP2 blasts from the stompa would be brutal.
The blitza is awesome, I used it woth mogrok for devestating effect. Glitcha said he used the bomma; which is an IA8 flier, its more expensive, but carries way more bombs. Wondered how he felt it performed.



Ahh gotcha.

To be honest I deal with Wraithknights by throwing them across the room to my opponents dismay.

YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Solar Shock wrote:


Glitcha
How were the other flyers? care to make a comparison against the dakka and blitza? They are more expensive at 200 points ish, but worth it?


Sorry been busy, but to answer your questions I think we should consider all of the different flyers the orks have. This would be Attackfighta, Fighta-boma, dakkajet, blitza-bomba, and burna-bomba.

(Side note, i'm actually playing the list again tonight. I'll let you know how it does.)

Attack fight less than 100 points and can be taken in squads 1-3. Each is equipped with 2 TL big shoota and 2 bombs (Str6 ap 4). Now you can only drop one bomb at a time with this one and the fighta comes with deep strike. Still armor 10 and 2 hull points. But for less than 100 points pretty awesome deal.

Fighta-bomba is a beef out attack fighta. 5 TL big shootas and any combonation up to 6 bombs, rokkets, grot bombs, and for apoc only big bombs or scorcha bombs. Last I checked this bomber has a special rule that allows it to drop as many bombs as you want during your bomb run. Its whatever the payload is that you gave it. AV 11, 10, 10. Deep strike like the attack fighta. The big bonus to this one is fire power and no screaming decent. Yes not the same strength as the supa shootas like the blitz-bomba has, but it has more gunz. With no special bombs, comes in less than 175.

Dakka jet, pretty much a must have. 2-3 TL str 6 ap 4 assault 3 shot gunz. You can waagh for assault 4 if you really want something to go away. This one does not come with deep strike and no bombs. There is an upgrade to flyboss which should be considered. if you got the points, I'd take it. Being able to get your +1 BS at both ground and air targets doesn't so like much but i can make the difference. Less 150pts. armor 10 with 3 hull points. This can not be taken in squads like the attack-fighta can.

Blitza bomba is cheaper than the fighta bombsa by 40pts. But has no upgrades. loadout is 1 big shoota, 2x boom bombs and 1 supa shoota. Once you drop both your bombs you don't have much fire power. Also screaming decent is a chance that when you do your bomb run, which is this flyers primary function, you could explode on the ground. Orky yes. Effective no. Also you can only drop 1 bomb per turn.

Personally, its the fight-bomba all day long over the blitza bomba. Yes, blitz is cheaper, but you get what you pay for. 1 TL str 6 ap 4 assault 3 gun vs 4 TL str 5 ap 5 assault 3 gun. 3 shots to 12 shots. Bombs are nice, but you have to look at what else can it do after it bombs a unit.

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
 
   
Made in gb
Stealthy Grot Snipa





Yeh I had been looking at all the fliers too.
Can the fighta-bomba still transport Stormboyz? and can they charge after disembark? Or am I thinking of another plane.

As for the two bombas, I like the blitza because of the Str and AP of its bomb. Str7 AP2 on a bombing run is quite devastating against most targets. Although, being able to drop multiple bombs is a nice bonus of the IA flier.

Sadly DS isn't so useful for the bombas, as obviously it prevents movement and thus an initial bombing (although could be useful for positioning a next turn bombing run.) DS would be awesome on the fighta squadrons, allowing you to DS opponents backfield for rear armour, then next turn hopefully also still getting rear shots. Its sort of similar to having outflank, except scatters. Only issues might be placing a squadron on flier bases from DS. they are some large bases

Let us know how the list goes

This message was edited 1 time. Last update was at 2015/07/16 06:57:34


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






I'll test blitza but theoretically, it's gona be a lifesaver. There are A LOT of 3+ save targets with jink saves.

I've played against dark angels and i severely lack firepower to go through 4+ rerollable on bikes and landspeeders that are all around the map outshooting and outscoring me. If i push forward, they just shoot a hole through the boyz and turboboost into the backlines killing stuff there. If i sit and wait, they outscore.

Eldar have it too. Bikes just jink and outrange + outshoot + outmaneuvre other stuff. While being relatively cheap and durable.

Need to wittle them down with shooting more effectively. I hope, blitza bomba will help here. Just a few more dead bikes will make dealing with them easier. Though, even one surviving bike in the backlines means dead ork artillery.

This message was edited 1 time. Last update was at 2015/07/16 07:40:43


 
   
Made in gb
Stealthy Grot Snipa





Atleast they are 1 wound models and still only relying on FNP if they have it. As I don't think they have invuns right? A couple blitza bombas at 270 points would seriously help whittle each unit. Then after that focussed fire to eliminate should work well. Maybe scorcha buggies will see a come back? Fast moving, low points cost and ignores cover. Sure they still have armour saves, but atleast it ain't re-rollable and after a good bomb should help clear up.

I have yet to face ravenwing, but hope I do so soon. As i'd really like to test my blitza's on it.

----------------------------------------------------------------------------------------------------------------------------------------
I had a thought;

Zhardsnark + Bikes Bikes Bikes

Khorne Daemonkin - Gorepack
2-3 Units of bikes with 2x melta
4 x5 Flesh hounds

I assume that blood tithe still applies even if its not your primary and WL?
You have minimum 5 scouting units, csm bikes turboboost T1. So turn 2 you have a huge threat, using melta to pop open vehicles and get at all the goodies inside, plenty of MSU and completely mobile. Plus when the blood tithe reaches 7! take that biker champion and turn him into a deamon prince! ta-dah!

This message was edited 2 times. Last update was at 2015/07/16 11:53:45


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

One of the super heavy flyers can carry storm boyz and they can deep strike out of it, but can not assault. (Unless it is the stormboy formation for apoc.)

List did every well against my opponent. Another ork player doing dread mob. The list has an issue with armor 12 or higher, or I was having an issue with fire priority. The flyers all made it through the game. We played the waagh mission for waagh ghaz codex. Really funny. So boy grinder the whole time.

I ended up winning I had all the objectives as well as first blood, slay the warlord, line breaker. He had line breaker. His list did not have an anti-air element. Thous no way to deal with the flyers. I went with something of a similar strategy before of not engaging my opponent directly with the shoota boyz in trukk. He caught him off guard and forced him to do most of his fighting on his end of the table.

The bomber was on fire last night. First bomb run smashed 2 trukks and opened them up for the dakka jet and lootas near by to mow down. Second bomb run smashed his warlord and his body guard unit that was out on foot.

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
 
   
Made in gb
Lead-Footed Trukkboy Driver





Well guys, just came third in doubles tournament using orks Im Jack whitefoot by the way and my partner Damian is a super great guy. our lists:

my list:

Spoiler:
Combined Arms Detachment

No Force Org Slot

Mek

Mek


HQ

Warboss (Warlord)
….Da Finkin' Kap
….Bosspole
····Mega Armour

Warboss
….Da Lucky Stikk
….Bosspole
····Mega Armour


Elites

10 Tankbustas
····Boss Nob, Bosspole


Troops

15 Boyz
····Boss Nob, Power Klaw

15 Boyz
····Boss Nob, Power Klaw


Heavy Support

Battlewagon
….Reinforced Ram, 3x Rokkit Launcha

Battlewagon
….Reinforced Ram, 3x Rokkit Launcha

Gun Wagons (FW)
····Grot Riggers, Reinforced Ram


Damians list:

Spoiler:
Combined Arms Detachment

HQ:

Big Mek,
….Da Fixer Upperz
….Kustom Force Field


Troops

11 Boyz
····Boss Nob, Bosspole, Power Klaw
····Trukk

11 Boyz
····Boss Nob, Bosspole, Power Klaw
····Trukk


Lord of War

Kustom Stompa (FW)
….2x Big Shoota
….Deff Kannon + Supa-gatler,
….Flamebelcha
….Power Field
….Titan Close Combat Weapon


Here is the link to the results:

https://drive.google.com/file/d/0B_-44W3d5ZfaNFJlRzlycHZWd2s/view


Here are the painting results (I came second)

https://drive.google.com/file/d/0B_-44W3d5ZfaaEg2Vk54NWZVamM/view


And here are some pics from the day:

https://www.flickr.com/photos/lance40k/

this all happened last Sunday in Worcester in the UK.

The mission types were slightly more complex than usual with one person in each team going for one particular mission type. The first game for example was the relic and contact lost. only the assigned players could score their own objectives. So one player on maelstrom and one on the relic. We were playing against double csm, one summoned 3 lords of change but the stompa took care of them. Damian got the relic and the objectives ended up one one side of the table (so i deployed there). It was a thrashing, something like 19-2. Unfortunately the players seemed new ish and we felt cruel wiping out 15 marines in one blast with the stompa (well Damian didn't haha!) some boyz got the objectives and i swept through my opponents marines and around their back lines.

game 2 was against the other current top team who were a little cocky at first (double eldar!) but they were all bark and no bite as the stompa crushed both of their 2 wraith knights. I had purge the alien and damian had tactical escalation. Strangely the opponent who also had purge the alien i had played before, and killed everything he had but his wraithknight, who hid behind a large piece of terrain and won him the game on points last time. NOT THIS TIME BABY. Feeling like the ork gods themselves, We stomped all over them, on points and on kill points. The game ended with a score something like 16-4. We drew all the right cards, and they didnt, which was unfortunate.

Game 3 had us against another undefeated csm pair, including sam who has wont he last 2 tournaments. He is not "that guy" though and relaly a pleasure to play against, despite the self admitted tones of very slight cheese that was happening. It was a up hill battle from the start. We drew no right cards, and as it was cloak and shadows, were limited to only 3 cards a turn. Luckily damian could discard 2 a turn thanks to hsi warlord trait, which he did basically every turn. My tank bustas actually got first blood on a vehicle scoring 2 points for first blood. At the end of the game each objective was worth 3 points for me. With a series of unlucky rolls and a couple of annoying immobilized results that sam managed to cause, I was only a few inches out from scoring 6 more points, which would almost have won us the game. However, the stompa was tied up much of the game by melta marines and my orks were too far away and too busy trying to smash heads to help clear them out of the stompas way. With some clutch summoning from sam and some solid game tactics he denied us objectives and scored almost every objective he drew. Not that im a little salty or anything! It was a good game none the less. lesson learned: protect the stompa with more infantry in the future.


So overall, third out of 14 teams is pretty awesome!

stomp on my friends!


   
Made in us
Mutilatin' Mad Dok





Georgia

So I'm pretty new to this with lots of questions so I figured I'd start in this thread instead of making a generic "lol help me" thread. Just leafing through this thread has taught me a bunch of new things (there are multiple detachments in an army, I can have a lot more HQ's than I thought, Green Tide is a thing and sounds hilarious) but now I'm a bit more confused.

Anyway, I'll keep leafing through here to learn stuff, but I was thinking I could just ask some general questions here whenever they pop up. If there's a better thread for that I'll go there, but I figured it'd be better to ask questions in an old thread that start an entirely new one.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Ask away
   
Made in gb
Stealthy Grot Snipa





Hey Tiny Titan,

Thanks for the game posts was a nice read and great to hear you had a good tournament. It seems objectives and card draws can certainly swing battles, but to me that's just another enjoyable factor in the game. Like when late game you get something like linebreaker and you already have 2-3 units close by, giving you the opportunity to make some last ditch attempts to grab some serious points.

-----------------------------------------------------------------
So I've ran a weirdboy in my last few games, and I know they have serious issues with perils and such (I had my weirdboy kill himself in 2/3 games ), but the powers themselves are great fun. The only dud in my honest opinion is the toughness test one, simply because anything you'd want to take a toughness test is probably quite tough and has an invun save.

however i'm now thinking of doing a trukk boy list with weirdboy spam. The weirdboy has such a great tool kit dependant on what powers you roll. Frazzle is a good all-rounder, killbolt is great for AV and and just beaming through multiple units. Power vomit is my absolute favourite, a nasty AP2 template. Da krunch I have yet to roll (dammit!) but sounds like a nice AI clearer. Combine any of those with da jump and you have yourself a teleporting swiss army knife.

So something like this;

10 Boyz - shootas, Nob, Pk, BP.
Trukk - RR
Weirdboy ML2
Mek

That comes in at roughly 230 points. Take 5, so 1100, then beef up with some other goodies and you have 5 units that should be able to handle anything. Not to mention you have 15 + D6 dice, if your within 12" of enough boyz and you can cast the powers as you roll up the table.

I'll let you know how it goes

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Lead-Footed Trukkboy Driver





Solar Shock wrote:
Hey Tiny Titan,

Thanks for the game posts was a nice read and great to hear you had a good tournament. It seems objectives and card draws can certainly swing battles, but to me that's just another enjoyable factor in the game. Like when late game you get something like linebreaker and you already have 2-3 units close by, giving you the opportunity to make some last ditch attempts to grab some serious points.

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So I've ran a weirdboy in my last few games, and I know they have serious issues with perils and such (I had my weirdboy kill himself in 2/3 games ), but the powers themselves are great fun. The only dud in my honest opinion is the toughness test one, simply because anything you'd want to take a toughness test is probably quite tough and has an invun save.

however i'm now thinking of doing a trukk boy list with weirdboy spam. The weirdboy has such a great tool kit dependant on what powers you roll. Frazzle is a good all-rounder, killbolt is great for AV and and just beaming through multiple units. Power vomit is my absolute favourite, a nasty AP2 template. Da krunch I have yet to roll (dammit!) but sounds like a nice AI clearer. Combine any of those with da jump and you have yourself a teleporting swiss army knife.

So something like this;

10 Boyz - shootas, Nob, Pk, BP.
Trukk - RR
Weirdboy ML2
Mek

That comes in at roughly 230 points. Take 5, so 1100, then beef up with some other goodies and you have 5 units that should be able to handle anything. Not to mention you have 15 + D6 dice, if your within 12" of enough boyz and you can cast the powers as you roll up the table.

I'll let you know how it goes


I really like this idea actually! Something similar I was thinking of douns was weird boy spam in some foot slogging boyz units summoning daemons until they die! Maybe a great unclean one here and there etc.

The ork powers can be good, especially when combined with a truck boy spam list!

Only weakness I can see is that when the truck explodes, your screwed. Now, you may or may not be able to support this idea depending on your points limit, however, I would recommend taking Big Trakks instead of trucks. They are heavy support from imperial armour 8 and are 60 points with a ram. They have armour 12,11,10 which will help big time. You can take them in squads of up to 3, they are not fast but come with 2 big shootas and come with armour plates standard which will help your shoota boyz.

You can probably also proxy your trucks for them if you ask the organisers as there is little difference besides the tracks instead of wheels (which I have converted some of my trucks to using tracks I found online, msg me for the link if you need some) and the 2 big shootas instead of 1.

Good luck, can't wait to see how it goes!
   
Made in us
Bonkers Buggy Driver with Rockets






i have a guideline to making my lists... never bring a unit that costs over 200 (some exceptions allowed, like dedicated transports, maybe formations, or single model units that already pass that cost). this was a decision that i made after my first learning games where my super big units would get trashed, i would feel super depressed because that unit was supposed to carry my game. after this rule, whenever i would lose a squad or a vehicle i would shrug my shoulders and just say "well it only cost me so and so". it has helped me concentrate more on general board control and also play for some fun, never getting impacted by the decimation of a deathstar.

orks thrive on board control, its almost the nature of orks to be everywhere. it makes the army feel like multiple mobs got scrounged together for a fight and shows the true leadership of a boss to bring them all together.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Stealthy Grot Snipa





Tiny_Titan wrote:
I really like this idea actually! Something similar I was thinking of douns was weird boy spam in some foot slogging boyz units summoning daemons until they die! Maybe a great unclean one here and there etc.

The ork powers can be good, especially when combined with a truck boy spam list!

Only weakness I can see is that when the truck explodes, your screwed. Now, you may or may not be able to support this idea depending on your points limit, however, I would recommend taking Big Trakks instead of trucks. They are heavy support from imperial armour 8 and are 60 points with a ram. They have armour 12,11,10 which will help big time. You can take them in squads of up to 3, they are not fast but come with 2 big shootas and come with armour plates standard which will help your shoota boyz.

You can probably also proxy your trucks for them if you ask the organisers as there is little difference besides the tracks instead of wheels (which I have converted some of my trucks to using tracks I found online, msg me for the link if you need some) and the 2 big shootas instead of 1.

Good luck, can't wait to see how it goes!


Yeh I might stick em in BigT's. Shame the GunWag is cap 10. else armour 13 all day baby!
I have a few Converted BigT's. So I might do something like this;
----------------------------------------------------------------------------------------------------------------------
CAD1 - As objsec is probably worth it over the 3HQ detachment
Weirdboy
Weirdboy
10 shoota + Nob...
10 shoota + Nob...
10 shoota + Nob...
trukk
trukk
trukk
BigT
BigT
BigT

CAD2 or Ork Detachment (dependant on how many weird boyz I am going for)
Weirdboy
10 Grots
10 Grots
10 Grots
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So i'd have all my boyz in BigT's, then their objsec trukks can either zip around the battlefield dropping of grot squads on objectives or can be moving around empty to screen, block and take objectives from Non-Objsec units. Each boyz unit has a weirdboy and the second CAD gives me the extra slots to then fill out the list (incase I want lootas in HS or something). Not sure of the minimum cost.... ok quick math and the list above is still looking under 800 points.... So plenty of room to either add in more weirdboyz or add stuff like a DLS bikerboss with bikes - to add a hardhitting element to my swiss army knives.

geargutz wrote:i have a guideline to making my lists... never bring a unit that costs over 200 (some exceptions allowed, like dedicated transports, maybe formations, or single model units that already pass that cost). this was a decision that i made after my first learning games where my super big units would get trashed, i would feel super depressed because that unit was supposed to carry my game. after this rule, whenever i would lose a squad or a vehicle i would shrug my shoulders and just say "well it only cost me so and so". it has helped me concentrate more on general board control and also play for some fun, never getting impacted by the decimation of a deathstar.

orks thrive on board control, its almost the nature of orks to be everywhere. it makes the army feel like multiple mobs got scrounged together for a fight and shows the true leadership of a boss to bring them all together.


I do tend to agree. We have no ability to generate a tough as nails unit that can survive anything (like a re-rolling invun... or mass invun... high T...) so generally having units expendable is key. But often I run units that cost over 200 points. Last few games a 13man loota squad with MegaMek have been total stars. They can advance and walk across the board, unloading huge dakka (my loota rolls were on fire Friday, 5,6,5,5), then when they get in assault range they are still technically shoota boyz with 2 attacks. I used them to clear off a SM tac squad off an objective with shooting followed by assault, yeh did lose a couple lootas, but you have to think of all your ork units as expendable. Plus if they are moving up board generally they are closer to help if you have some nasty CC units DS or start to threaten them.

This message was edited 1 time. Last update was at 2015/07/20 12:22:04


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Lead-Footed Trukkboy Driver





Looks good Solar.

im still not 100% sure about using weird boy spam with the ork powers, i personally thing that demon summoning would actually be more reliable/ fun/ competitive. For this reason I would be less inclined to take weird boyz with the idea of using them for their ork powers and relying on this.

That isnt to say it wont or shouldnt or couldnt work, because it totally could, I just think there are more reliable options available for weird boy spam.
   
Made in us
Bonkers Buggy Driver with Rockets






Solar Shock wrote:
geargutz wrote:i have a guideline to making my lists... never bring a unit that costs over 200 (some exceptions allowed, like dedicated transports, maybe formations, or single model units that already pass that cost). this was a decision that i made after my first learning games where my super big units would get trashed, i would feel super depressed because that unit was supposed to carry my game. after this rule, whenever i would lose a squad or a vehicle i would shrug my shoulders and just say "well it only cost me so and so". it has helped me concentrate more on general board control and also play for some fun, never getting impacted by the decimation of a deathstar.

orks thrive on board control, its almost the nature of orks to be everywhere. it makes the army feel like multiple mobs got scrounged together for a fight and shows the true leadership of a boss to bring them all together.


I do tend to agree. We have no ability to generate a tough as nails unit that can survive anything (like a re-rolling invun... or mass invun... high T...) so generally having units expendable is key. But often I run units that cost over 200 points. Last few games a 13man loota squad with MegaMek have been total stars. They can advance and walk across the board, unloading huge dakka (my loota rolls were on fire Friday, 5,6,5,5), then when they get in assault range they are still technically shoota boyz with 2 attacks. I used them to clear off a SM tac squad off an objective with shooting followed by assault, yeh did lose a couple lootas, but you have to think of all your ork units as expendable. Plus if they are moving up board generally they are closer to help if you have some nasty CC units DS or start to threaten them.




i guess i should've specified that independent characters dont add to the cost of a unit for my restriction.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Stealthy Grot Snipa





Tiny_Titan wrote:Looks good Solar.

im still not 100% sure about using weird boy spam with the ork powers, i personally thing that demon summoning would actually be more reliable/ fun/ competitive. For this reason I would be less inclined to take weird boyz with the idea of using them for their ork powers and relying on this.

That isnt to say it wont or shouldnt or couldnt work, because it totally could, I just think there are more reliable options available for weird boy spam.


Well I am currently in the process of making some Shoota/horror boyz for this exact purpose (Think shoota boyz with magical arms and gunz, as I like multi-purpose units that I can run as either shoota boyz or horrors, I have done the same with 'herald' weirdboyz), Daemonology is a good set of powers, but they are generally high warpcharge and if going that route you will want to focus on that for the first turn or so. It could be quite effective to use a hybrid build. So something like;

  • Weirdboy spam - 2-3 rolling on daemonology, rest roll Ork powers. - First turn you summon up some pink horrors or a herald, these dudes now don't perils on all doubles. they then focus on the other summoning, while your other weirdboyz can use the spare dice to throw out the WC1 and WC2 ork powers.
  • Orks with daemon Allies - A small daemon force for non-double perils, again letting the weirdboyz use the extra dice to cast WC1/2 powers once in range


  • Generally I don't have the models for a summoning list yet, but i'll get there!


    geargutz wrote:
    i guess i should've specified that independent characters dont add to the cost of a unit for my restriction.


    Ah then I am in the same boat. I mean I get a little iffy when I have a 20 boyz blob, as your already looking at 160 points and I generally prefer MSU.

    This message was edited 2 times. Last update was at 2015/07/20 14:17:53


    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in ru
    !!Goffik Rocker!!






    You can stick a wierdboy with tankbustas - this way he gets tankhunter usr making his potent psy powers a bit more threatening.
       
    Made in us
    Mutilatin' Mad Dok





    Georgia

    I saw that one idea about the Weirdboyz in Trukks, but from what I've read Trukks are really fragile and I only wanna try using those as a one-time transport. I do love the idea of weirdboyz, but it looks like they need some kind of support to take full advantage of them. The only reason I want to go with the ork powers is beacuse of the slim chance of deep striking an entire blob of orks.

    Quick question though. Big Trakks are from Forgeworld. What's the difference between that and GW?

    "The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

    6000 - Death Skulls, Painted
    2000 - Admech/Skitarii, Painted 
       
    Made in gb
    Stealthy Grot Snipa





     Vitali Advenil wrote:
    I saw that one idea about the Weirdboyz in Trukks, but from what I've read Trukks are really fragile and I only wanna try using those as a one-time transport. I do love the idea of weirdboyz, but it looks like they need some kind of support to take full advantage of them. The only reason I want to go with the ork powers is beacuse of the slim chance of deep striking an entire blob of orks.

    Quick question though. Big Trakks are from Forgeworld. What's the difference between that and GW?


    These days, not a lot.
    All FW stuff is now 'considered' GW approved. As in fit for use in conjunction with GW products and within the GW game systems. However some people may still have issue with FW. But in my experience I have never ever had an issue using FW what so ever. The most I've had is just explaining if the the unit had any extra funky rules they should know about, or to tell them the AV values etc...

    indeed trukks do seem too fragile at the moment. Especially with the levels of mid str shooting in the game. GunWags and BigTs go a long way to help resolve this issue at half the price of a BW.
    As for DSing large blobs, personally i'd use shootas. Atleast that way you can unload a huge amount of dakka into them along with any other psychic powers you had.

    Or as an alternate; loota blob with MegaMek and DSing weirdboy. You can shoot at full BS when you DS, plus your either going to draw a huge amount of fire which you can soak up with your 2+ and if they decide to assault you, well still plenty of overwatch

    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in gb
    Longtime Dakkanaut





    UK

    You can't Overwatch Lootas when they have a MegaMek with them, all of SnP confers.Easy fix is to detach your mega mek when you feel like you're going to be charged.

    YMDC = nightmare 
       
     
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