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![[Post New]](/s/i/i.gif) 2015/12/09 04:18:16
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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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.
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"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" |
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![[Post New]](/s/i/i.gif) 2015/12/09 04:23:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Can grots take dedicated transports?..
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![[Post New]](/s/i/i.gif) 2015/12/09 05:14:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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No, but he could take the Trukks with the Flashgitz, and put the Gretchin in them in reserves.
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![[Post New]](/s/i/i.gif) 2015/12/09 05:51:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Couldn't start in trucks though.
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![[Post New]](/s/i/i.gif) 2015/12/09 06:51:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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You can if you reserve them, I think, and that is generally what you want to do with a trukk full of gretchin.
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![[Post New]](/s/i/i.gif) 2015/12/09 07:18:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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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.
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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 |
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![[Post New]](/s/i/i.gif) 2015/12/09 13:36:05
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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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.
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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) 2015/12/09 13:54:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Battlewagons don't have Thunderblitz as they aren't super heavies. Formation is good though
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/12/09 14:51:17
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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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.
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This message was edited 2 times. Last update was at 2015/12/09 14:52:18
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![[Post New]](/s/i/i.gif) 2015/12/09 15:44:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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tag8833 wrote: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?
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![[Post New]](/s/i/i.gif) 2015/12/09 17:05:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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Cleatus wrote:tag8833 wrote: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.
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![[Post New]](/s/i/i.gif) 2015/12/09 17:55:17
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fully-charged Electropriest
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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!
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This message was edited 1 time. Last update was at 2015/12/09 17:56:16
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![[Post New]](/s/i/i.gif) 2015/12/09 18:07:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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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
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![[Post New]](/s/i/i.gif) 2015/12/09 18:08:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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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.
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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) 2015/12/09 19:21:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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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.
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This message was edited 2 times. Last update was at 2015/12/09 20:18:37
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![[Post New]](/s/i/i.gif) 2015/12/09 20:33:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fully-charged Electropriest
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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
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![[Post New]](/s/i/i.gif) 2015/12/09 20:55:23
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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5th God of Chaos! (Ho-hum)
Curb stomping in the Eye of Terror!
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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...
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This message was edited 1 time. Last update was at 2015/12/09 20:58:14
Live Ork, Be Ork. or D'Ork!
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![[Post New]](/s/i/i.gif) 2015/12/09 21:50:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2015/12/10 04:31:54
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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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.
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This message was edited 1 time. Last update was at 2015/12/10 04:32:11
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![[Post New]](/s/i/i.gif) 2015/12/10 14:54:45
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Blood-Raging Khorne Berserker
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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
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This message was edited 1 time. Last update was at 2015/12/10 15:08:58
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![[Post New]](/s/i/i.gif) 2015/12/10 16:19:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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WAAAAGH! That was a good read, albeit Tau was a bit unorthodox.
Zhadsnark is always amazing. Bless the guys who gave him I4
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/12/11 08:32:30
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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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?
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"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" |
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![[Post New]](/s/i/i.gif) 2015/12/11 09:26:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Squishy Oil Squig
Steeltown
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40k armies
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![[Post New]](/s/i/i.gif) 2015/12/11 09:40:55
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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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.
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This message was edited 3 times. Last update was at 2015/12/11 09:45:23
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![[Post New]](/s/i/i.gif) 2015/12/11 10:16:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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So...you're saying Buzzgob can lead the GreenTide formation?
Destroyer Weapon? Los onto a boy...it sounds ridiculous.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/12/11 10:29:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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No, the stompa itself is not an IC. But it says it counts as if Buzzgob's sitting inside. And Buzzgob has WAAAGH!
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![[Post New]](/s/i/i.gif) 2015/12/11 11:21:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Ahh right gotcha. That sounded too good to be true in any case.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/12/11 13:29:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Huge Hierodule
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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.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2015/12/11 14:04:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2015/12/11 14:09:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Huge Hierodule
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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.
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Been out of the game for awhile, trying to find time to get back into it. |
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