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Made in us
Bonkers Buggy Driver with Rockets






got an alternative list put together for my mad max themed army that deosnt include the bigmek stompa.

CAD X2
HQ
Warboss (60) da finkin kap (10) big choppa (5)
75
Bigmek (35)
35
TROOP
Grots (35)
35
Grots (35)
35
Grots (35) trukk (30) ram (5)
70
Grots (35) trukk (30) ram (5)
70
ELITE
Tankbustas x5 (65) trukk (30) ram (5)
100
Tankbustas x5 (65) trukk (30) ram (5)
100
Tankbustas x5 (65) trukk (30) ram (5)
100
Tankbustas x5 (65) trukk (30) ram (5)
100
FAST
Warbuggies x5 (125)
125
Warbuggies x5 (125)
125
Warbuggies x5 (125)
125
Warbuggies x4 (100) wartrak x4 (40)
140
Warbuggies x4 (100) wartrak x4 (40)
140
Trukk (30) ram (5)
35
HEAVY
Gunwagon (60)
60
Gunwagon (60)
60
Flashgitz (110)
110
Flashgitz (110)
110
FORT
Void shield generator (50) void shield x2 (50)
100
TOTAL (1850)
BUGGIES total (23)
TRUKKS total (7)
WAGONS total (2)

the flashgitz get the gunwagons (my hqs will most likely ride in those). the grots trukks will actualy be dts from the flashgitz. i hvae thought of getting an adl with comms so i can more reliably outflank warbuggies. everything starts out in the voidshield to prevent inevitable 1st turn shooting.
i have one question though. are there measurements for the void shield generator? i want to kustom make my own, but im afraid of makeing it too big and looking like im building to advantage.


"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 ru
!!Goffik Rocker!!






Can grots take dedicated transports?..
   
Made in us
Longtime Dakkanaut




Wichita, KS

 koooaei wrote:
Can grots take dedicated transports?..

No, but he could take the Trukks with the Flashgitz, and put the Gretchin in them in reserves.
   
Made in ru
!!Goffik Rocker!!






Couldn't start in trucks though.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 koooaei wrote:
Couldn't start in trucks though.
You can if you reserve them, I think, and that is generally what you want to do with a trukk full of gretchin.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Well the more things a unit can do well, the less things you have to have other parts do. So there is some virtue to be found in that statement. But as in all things orks, it depends so much on the rest of your list. So it's not the second coming. but its pretty awesome. They dont even have to fire. Kinda like Dark eldar Jetbikes.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I've been off line for a while. Mainly be working on a hobby stuff and designing a new list for the next year of events. For 1850 events, I'm thinking about using the Blitz brigade formation. Scouting Battle wagons are cool, but what is awesome is the ability to Thunder blitz with them. No we are talking some serious pain. Oh you think you can hide from my guns by being invisible, nope. Thunder blitz does not care. Oh fearless, nope. Thunder blitz does not care. So here is my list as of right now:

5 Battle Wagons with 2 big shootas and deff rollas

HQ
Warboss in Mega armor and lucky stick
Pain boy

Elite
Mega nobz
Burnas

Troops
3x 20 boyz with Nob BP and PK.

Most likely going to put Burna's in a wagon and out flank them.

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

Battlewagons don't have Thunderblitz as they aren't super heavies. Formation is good though

YMDC = nightmare 
   
Made in ca
Gargantuan Gargant






 Jancoran wrote:
Well the more things a unit can do well, the less things you have to have other parts do. So there is some virtue to be found in that statement. But as in all things orks, it depends so much on the rest of your list. So it's not the second coming. but its pretty awesome. They dont even have to fire. Kinda like Dark eldar Jetbikes.


Right, but a S4 AP5 blast is not doing anti-infantry well. Being one shot and expensive while also putting yourself into harm's way (since you have to do during the movement phase, moving 12" over an enemy unit means its probably going to get assaulted next turn which is typically something you don't want for a deffkopta) doesn't sound like a good proposition. Lobbas do the job of barrage blasts far better and cheaper (with stronger strength no less and added possibilities of re-rolls with ammo runts). In 40K, generalist units are typically meh, specialized units end up being more cost-efficient since doing a specific role great is better than doing multiple roles mediocrely.

When have you seriously been scared of a one shot blast template with a bolter profile with no ignores cover? I know I've never been.

This message was edited 2 times. Last update was at 2015/12/09 14:52:18


 
   
Made in us
Nasty Nob






tag8833 wrote:
 koooaei wrote:
Couldn't start in trucks though.
You can if you reserve them, I think, and that is generally what you want to do with a trukk full of gretchin.


You can? That's a new one to me. Is there something in the 40k rules about swapping units starting inside a dedicated transport?


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Been Around the Block




 Cleatus wrote:
tag8833 wrote:
 koooaei wrote:
Couldn't start in trucks though.
You can if you reserve them, I think, and that is generally what you want to do with a trukk full of gretchin.


You can? That's a new one to me. Is there something in the 40k rules about swapping units starting inside a dedicated transport?


In the past couple days I've been looking at the transports section a lot for other reasons, and while I wasn't specifically looking for this issue as far as the rules say, it seems the only way a unit can get on the table in a DT for any reason is of they're the unit that paid for it. You could take trukks as FA choices and start gretchin in there, have to find room though. That's my understanding of it, anyway.
   
Made in gb
Fully-charged Electropriest






 Glitcha wrote:
I've been off line for a while. Mainly be working on a hobby stuff and designing a new list for the next year of events. For 1850 events, I'm thinking about using the Blitz brigade formation. Scouting Battle wagons are cool, but what is awesome is the ability to Thunder blitz with them. No we are talking some serious pain. Oh you think you can hide from my guns by being invisible, nope. Thunder blitz does not care. Oh fearless, nope. Thunder blitz does not care. So here is my list as of right now:

5 Battle Wagons with 2 big shootas and deff rollas

HQ
Warboss in Mega armor and lucky stick
Pain boy

Elite
Mega nobz
Burnas

Troops
3x 20 boyz with Nob BP and PK.

Most likely going to put Burna's in a wagon and out flank them.


Where did you hear the Battlewagon's gain the ability to Thunderblitz? It would be beyond fantastic, but sadly it isn't so! Something also worth noting is the Burna Boyz can't utilise Outflank from the wagons unless you find another way to give the Burna unit themselves Outflank, such as the Master of Ambush warlord trait.

This leads me to be sad that Snikrot can only join units of Kommandos, he would have some interesting utility if we could put him in any unit we wanted. Woe!

This message was edited 1 time. Last update was at 2015/12/09 17:56:16


 
   
Made in ru
!!Goffik Rocker!!






If deffrollas gave an ability to thunder blitz for 10 pts, they'd see some use. But as is, they're pretty worthless. And you have to buy rams for blitz brigade anywayz
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Frozocrone wrote:
Battlewagons don't have Thunderblitz as they aren't super heavies. Formation is good though


Yeah I was thinking of the Apocalypse one.

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 us
Longtime Dakkanaut




Wichita, KS

Thorned_Lily wrote:
In the past couple days I've been looking at the transports section a lot for other reasons, and while I wasn't specifically looking for this issue as far as the rules say, it seems the only way a unit can get on the table in a DT for any reason is of they're the unit that paid for it. You could take trukks as FA choices and start gretchin in there, have to find room though. That's my understanding of it, anyway.

I think you are wrong, but I'd love to hear your reasoning. We will take the rules debate to YMDC: http://www.dakkadakka.com/dakkaforum/posts/list/672849.page#8309878

ETA: I was wrong. Thorned_Lily was correct. You can't reserve a unit inside another unit's dedicated transport.


Automatically Appended Next Post:
xlDuke wrote:
Something also worth noting is the Burna Boyz can't utilise Outflank from the wagons unless you find another way to give the Burna unit themselves Outflank, such as the Master of Ambush warlord trait.

If you have outflank on a transport, and you embark a unit on it, the unit comes in together and can use outflank. Though I'd love to use your line of reasoning to defeat Deep Striking D Scythes, and Centurions in Drop Pods and such.

This message was edited 2 times. Last update was at 2015/12/09 20:18:37


 
   
Made in gb
Fully-charged Electropriest






Deep strike has a section explaining that vehicles with deep strike can do so even if the unit embarked on it doesn't also have the rule, but sadly Outflank doesn't have a section like that and only explains how units with Outflank confer it to their own dedicates transports. That's how I understand it anyway, but I've been wrong before
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

What's the best way to spam out Weirdboyz in an 1850 pt list?

Here's what I'm thinking...

-Buzzgob Mek Stompa (stuffed with goodies?)
-Bunch of Mek Gunz
-maybe behind ADL or Bastion
-then, as much weirdboyz as you can squeeze in.
-plus whatever else is required for detachment

Point of that is to anchor down a decent gunline to allow the weird boyz to summon daemons every turn.

My interest is really, I think it'd be cool to use actual ork/goblin models as the "summoned deamons" but paint them in their chaos colors.

...like:

The normal orks are painted greenskin colors... duh.

Then, the summoned pink horrors are predominately "pink" orks...
... summoned plague bearers are predominately "greenish-black"... like moldy, black/green spores colors...
... summoned bloodletters are "red" orks...
... summoned fleshhounds are the squigs (the big fantasy ones)...
... and so forth.

The idea is to reinforce the concept that the warp takes on the characteristics of the summoner.

Has anyone had successes in using weirdboyz for daemon summonings? I kinda see issues that the wierdboyz need to be close to the center of the board, instead of the backline... as summon daemons must be placed within 12" of the caster...

This message was edited 1 time. Last update was at 2015/12/09 20:58:14


Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

xlDuke wrote:
Deep strike has a section explaining that vehicles with deep strike can do so even if the unit embarked on it doesn't also have the rule, but sadly Outflank doesn't have a section like that and only explains how units with Outflank confer it to their own dedicates transports. That's how I understand it anyway, but I've been wrong before

Here is how I see it:
You are given permission to embark a unit onto a transport in reserves (Combined Reserves, BRB Page 135). There is no restriction on how a transport with a unit embarked arrives. The only explicit part of Outflank dealing with Transports is about a unit conferring outflank to its dedicated transport.

   
Made in ru
!!Goffik Rocker!!






 whembly wrote:

Has anyone had successes in using weirdboyz for daemon summonings?


It could work from time to time. Not really all that amazing, however. You simply don't have enough dice to pull it off.

This message was edited 1 time. Last update was at 2015/12/10 04:32:11


 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

 whembly wrote:
What's the best way to spam out Weirdboyz in an 1850 pt list?

Here's what I'm thinking...

-Buzzgob Mek Stompa (stuffed with goodies?)
-Bunch of Mek Gunz
-maybe behind ADL or Bastion
-then, as much weirdboyz as you can squeeze in.
-plus whatever else is required for detachment

Point of that is to anchor down a decent gunline to allow the weird boyz to summon daemons every turn.

My interest is really, I think it'd be cool to use actual ork/goblin models as the "summoned deamons" but paint them in their chaos colors.

...like:

The normal orks are painted greenskin colors... duh.

Then, the summoned pink horrors are predominately "pink" orks...
... summoned plague bearers are predominately "greenish-black"... like moldy, black/green spores colors...
... summoned bloodletters are "red" orks...
... summoned fleshhounds are the squigs (the big fantasy ones)...
... and so forth.

The idea is to reinforce the concept that the warp takes on the characteristics of the summoner.

Has anyone had successes in using weirdboyz for daemon summonings? I kinda see issues that the wierdboyz need to be close to the center of the board, instead of the backline... as summon daemons must be placed within 12" of the caster...


Cool idea - for the red bloodletter orks you should use the fantasy savage ork models


Automatically Appended Next Post:
On another note just read this guys tournement battle report where he ran bullyboyz, zadsnark (sp?), tankbustas, VSD, etc and kicked some eldar and tau but

Figured this was a good place to link it - looks like an awesome list!

http://www.dakkadakka.com/dakkaforum/posts/list/672737.page

This message was edited 1 time. Last update was at 2015/12/10 15:08:58


 
   
Made in gb
Longtime Dakkanaut





UK

WAAAAGH! That was a good read, albeit Tau was a bit unorthodox.

Zhadsnark is always amazing. Bless the guys who gave him I4

YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets






where do i find the specific rules about bringing a fw dreddmob army? i have both the imperial armour book and the update list, as far as i can tell i havent found any base requirments for makeing a dreddmob. im looking to make a dreddmob focused around troop deffdreds, could i just asemble a cad and claim it is dreddmob and have deffdredds as my troops?

"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 ca
Squishy Oil Squig




Steeltown

http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf

here ya go

love this thread btw

40k armies

 
   
Made in ru
!!Goffik Rocker!!






Oh, one thing i've noticed is that Buzzgob has WAAAGH! And from this line: "...Buzzgob is considered to be on board the
Stompa" - we can tell that you get WAAAGH if he's your warlord. So, you don't need a warboss to run+charge. You get a scoring stompa that's also a warboss. Not bad, eh?

And from wording, you could probably even join him to some other unit and than escape a stompa. But it's far fetched.

This message was edited 3 times. Last update was at 2015/12/11 09:45:23


 
   
Made in gb
Longtime Dakkanaut





UK

So...you're saying Buzzgob can lead the GreenTide formation?

Destroyer Weapon? Los onto a boy...it sounds ridiculous.

YMDC = nightmare 
   
Made in ru
!!Goffik Rocker!!






No, the stompa itself is not an IC. But it says it counts as if Buzzgob's sitting inside. And Buzzgob has WAAAGH!
   
Made in gb
Longtime Dakkanaut





UK

Ahh right gotcha. That sounded too good to be true in any case.

YMDC = nightmare 
   
Made in us
Huge Hierodule





Louisiana

So if I take ammo runts with my Mek guns, and upgrade to KMKs, can I re-roll the 1 on gets hot tests? And does doing that count as a reroll to hit, or would I keep my ammo runt? It looks to me like taking runts + KMKs is an awesome combo.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 tetrisphreak wrote:
So if I take ammo runts with my Mek guns, and upgrade to KMKs, can I re-roll the 1 on gets hot tests? And does doing that count as a reroll to hit, or would I keep my ammo runt? It looks to me like taking runts + KMKs is an awesome combo.
Yes. No.

If you roll a gets hot, you can reroll it, and that gun can also reroll its scatter that turn, but it does consume the ammo runt.
   
Made in us
Huge Hierodule





Louisiana

tag8833 wrote:
 tetrisphreak wrote:
So if I take ammo runts with my Mek guns, and upgrade to KMKs, can I re-roll the 1 on gets hot tests? And does doing that count as a reroll to hit, or would I keep my ammo runt? It looks to me like taking runts + KMKs is an awesome combo.
Yes. No.

If you roll a gets hot, you can reroll it, and that gun can also reroll its scatter that turn, but it does consume the ammo runt.


OK! that's the way i saw it too - so by never using the ammo runt (unless it's a REALLY critical turn and you need dead-on accuracy) the KMK's will have a 1/36 chance of getting hot all game. That's amazing for a 3 pt upgrade.

Been out of the game for awhile, trying to find time to get back into it. 
   
 
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