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2016/04/02 00:53:37
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I'm not a huge fan of typical scratch building using Home Depot supplies. They never look quite right and look like they don't fit in. At the same time I don't like my units to all look identical. So I tend to buy, GW bits, fw bits, spellcrow ork bits, kromlech ork bits, etched brass, etc. I mix up pieces so that each ork model is unique. It's not really scratch building but it follows a very Orky look. The only reason I bought the fw trukk with trakks is because I made two ork trukks used different bits on back and switched driver and shooter sides but I wanted a the third trukk to look different. I can do the same with another fw half trakk trukk but I really run out of options after that.
2016/04/02 01:09:50
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The whole "don't get knew stuff because players scratch build everything" is getting old. I know it's a completely logical point, but it just seems like another way of saying "they don't get good stuff because of the fault of the players". It's flawed thinking, don't shift the blame from gw or fw.
"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"
2016/04/02 01:12:55
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
i think the best way to make orks competitive would be to give them deploy from the midline, the biggest issue is that they put in the lions share of their table work in CC and even their bikes struggle to get there. this would mean a lot less table to cover. and give the game a legitimate cc threat again. you could build cc threat orks and scare other armies to out of there collective underwear you would probably see a major shift in army design. fortifications could come back, youd see CC units maybe being used for cc again, youd see a lot more use of troop transports as a way of protecting a unit and not just a means to an end for getting people to objectives and favourable board positions. and ud see less shooting gimmicks in general.
it would even offset the awful mob rule a fair bit
could you imagine getting waaagh'd turn 1 and having half your army locked up on turn 1, lets see those ponsy pointy ears wiggle there way out of being unable to maneuver at all
DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
2016/04/02 01:19:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
ionusx wrote: i think the best way to make orks competitive would be to give them deploy from the midline, the biggest issue is that they put in the lions share of their table work in CC and even their bikes struggle to get there. this would mean a lot less table to cover. and give the game a legitimate cc threat again. you could build cc threat orks and scare other armies to out of there collective underwear you would probably see a major shift in army design. fortifications could come back, youd see CC units maybe being used for cc again, youd see a lot more use of troop transports as a way of protecting a unit and not just a means to an end for getting people to objectives and favourable board positions. and ud see less shooting gimmicks in general.
it would even offset the awful mob rule a fair bit
could you imagine getting waaagh'd turn 1 and having half your army locked up on turn 1, lets see those ponsy pointy ears wiggle there way out of being unable to maneuver at all
And then everyone plays White Scars and just uses hit and run to run away and take all your objectives
ionusx wrote: i think the best way to make orks competitive would be to give them deploy from the midline, the biggest issue is that they put in the lions share of their table work in CC and even their bikes struggle to get there. this would mean a lot less table to cover. and give the game a legitimate cc threat again. you could build cc threat orks and scare other armies to out of there collective underwear you would probably see a major shift in army design. fortifications could come back, youd see CC units maybe being used for cc again, youd see a lot more use of troop transports as a way of protecting a unit and not just a means to an end for getting people to objectives and favourable board positions. and ud see less shooting gimmicks in general.
it would even offset the awful mob rule a fair bit
could you imagine getting waaagh'd turn 1 and having half your army locked up on turn 1, lets see those ponsy pointy ears wiggle there way out of being unable to maneuver at all
Competitve close combat armies now a days are either deepstriking and assaulting turn 1, running across the board and engaging in combat turn 1 (Hello! Wulfen), or ridiculously durable such as wolf star.
Orks need trukks that don't explode for potential turn 1 assaults if they can get their trukks across the board which might require some type of turbo boost red one go faster type effect.
Also cybork upgrade at worst make it +1fnp. This will fix a lot of stacking issues cybork has.
And some type of invul save upgrade for dreads (not KFF they need something in combat as well)
I'd also like to see the big Mek KFF turn into a painboy type effect where it's unit wide but not AoE. A 5+ vs shooting would help Orks make it across the board into combat.
This message was edited 3 times. Last update was at 2016/04/02 02:38:32
2016/04/02 02:46:02
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Mechanized orks are fine. Not top tier competition like wraith eldar, FMC tyranids, or centstars but fine enough.
I feel like footslogging orks should get something similar to Renegade's Master of the Horde rule, where if a unit of 15+ gets wiped, an identical one gets placed in ongoing reserve.
2016/04/02 20:53:40
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I've found that the painmob can be incredibly good, but the rule is actually best for countering your units getting charged. Took a double painmob and CAD list to my last tourney and tied for 3rd. Every game I had, I got to use the "pile on the pain!" ability to clear out a combat and move to assault another one that same turn. Very good for making sure your guys don't get tied up. Now I should point out that my FLGS has ruled it so that any ICs that join a unit from the painmob get to benefit from it's "pile on the pain" rule. I know everyone is bummed about the "tax" of the deff dread, so I was thinking about using a rarely thought of formation: Morgrok's Bossboyz.
The kind of list I would run would be something like this as a 1500 point list, season equipment to taste, of course:
Painmob 1: 575pts
Painboy: warbike, 75pts
Boyz: 9 boyz, 1 boss nob: Power Klaw. Trukk: Reinforced ram. 130pts
Nobz: 4 Nob Bikers: 2 with big choppas, 1 with power klaw, 1 with power klaw and waaagh banner. 260pts
Deff Dread: x2 scorchas, extra armor. 100pts
Painmob 2: 435pts
Painboy: 50pts
Boyz: 9 boyz, 1 boss nob: Power Klaw. Trukk: Reinforced ram. 130pts
Nobz: 5 Nobz: 4 with big choppas. 1 with power klaw, Waaagh Banner.
Deff Dread: x2 scorchas, extra armor. 100pts
Morgrok's Bossboyz: 490pts
Big Mek (Warlord): Da Finkin' Kap, Mega Armor, Killsaw, bosspole.100pts
Big Mek: Da Lucky Stikk, Mega Armor, Killsaw, bosspole. 115pts
Big Mek: Mega Armor, Killsaw, bosspole. 90pts
Warboss: Warbike, power klaw, bosspole 115pts
Wierdboy: ML 2. 70pts
Tactics wise, you put one MA mek in each trukk, and give them a heavy armored shield with 1 having delicious rerolls with DLS, and the other being the warlord who always has the trait of rerolling a single armor save per turn. Put the DLS Mek, foot painboy, and the wierdboy with the trukk Nobz, and now all your Nobz are WS 5, and have FNP.
Have the warbikes and trukks hidden behind LOS blocking cover, and if you can get a roll of at least 2 on the D3, you get to outflank (with acute senses!) your Deff dreads with double scorchas. This kinda eliminates the big problem of deff dreads not being able to move fast enough. To top it all off, you get +1 to seize initiative rolls
Also, every unit here is part of a painmob, so they all can handle the eventual counter attack pretty well.
Thoughts? Concerns? It might not be the most competitive, but it looks like it could be fun!
Sounds like a killy list. If you have to have a nob tax you might as well make them good (though the bike upgrade is still too much, maybe just another truck or battlewagon with killkanon...it's about the same price of 5 nob bikes).
"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"
2016/04/03 05:12:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I'd just put them on bikes, give them big chopas and a PK. If you have to run a nob squad, might as well make a pseudo-deathstar out of them. Going halfway with nob squads won't get them very far.
"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
2016/04/03 20:26:01
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
just realised that you cant get the mega force field without taking the decurion any more which basically means you can never have the 4++ invul without taking a core (massive dumb tax to pay) and then take a big mek in a command slot, which means competitive ork lists cant have the mega force field. Thanks GW.
2016/04/03 22:06:55
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Tiny_Titan wrote: just realised that you cant get the mega force field without taking the decurion any more which basically means you can never have the 4++ invul without taking a core (massive dumb tax to pay) and then take a big mek in a command slot, which means competitive ork lists cant have the mega force field. Thanks GW.
Gw, the abusive spouse of war gaming. They throw you down the stairs for being not as atractive as spacemarines and then says they're sorry and will never do it again....except gw never says their sorry....
"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"
2016/04/03 23:06:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Rismonite wrote: I want to say you can take a CAD with the W!G supplement and use entries from the ork codex. Allowing you to take MFF
Automatically Appended Next Post: I mean that is what a supplement is supposed to be like isnt it?
I believe the book says that if you take a detachment in this book then you can take artefacts from either book, but the normal codex doesn't do that. I hope you are right though!!!
Maybe we should email someone from GW
Come to think of it, I have seen mega force field used in a cad but I'm not sure that's legal any more or ever was :/
I'll make a post in 'you make da call'
This message was edited 1 time. Last update was at 2016/04/04 09:24:15
2016/04/04 11:24:47
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
LoW:
Klaw Frenzy Stompa! with power fields, super charger, flambelcha and 3 big shoota
If you have never played the Klaw Frenzy stompa, here what you should now. First, you do not have a lot of range weapons as you have to give up your gun arm for another melee weapon, called a Titan Close Combat weapon. IA: Apocalypse says a Titan Close Combat weapon gives you +3 to your Attack stat. (in this stompa's case, that is a +6) Frenzy Stompa's gain an additional 3 attacks. Then you have +1 for two CC weapons and +1 for charging, for a grand total of 15! (base 4 +6+3+1+1=15) Now the Super charger, which is a Klaw frenzy only upgrade, doubles your charge range! (2d6 x 2). You might be like this is awesome, crazy, WTF? and etc. This is all to make up for the fact you are missing your gun arms and using melee as your primary weapons. You can easy make a first turn charge with him. Kind of want to see the look on the guy's face when I roll a 10 and then double that to 20" for a charge from the center of the table on turn one. Also, if the Klaw stompa kills a vehicle in the assault he then gets to through it as if he had a lifta dropa. (if you scatter right, you can throw the vehicle into another unit or vehicle, )
Wanting to play the Clawstoma myself I of course need to explain my opponents about the number of attacks and other rules. So, I am wondering how did you get them to accept this Stompa-build with 14/15 attacks.
- Where does it say that a Titan close combat weapon gives +3 attacks, that might have been the case in 6th edition but no more in 7th. Or do I miss something?
- How did you 'translate' the klawfrenzy rules to 7th?
- Did someone rule/FAQ the double charge range for the turbocharger?
Just to clarify, you can build an Ork CAD and have W!G formations? Been playing 30k all of 7th and most of 6th so formations are still kind of new to me.
On the formation note, has there been a review of the W!G formations further back in this thread. Theres a couple I am interested in running and am trying to come up with the best way to run them.
If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM!
2016/04/04 12:48:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Col. Dash wrote: Just to clarify, you can build an Ork CAD and have W!G formations? Been playing 30k all of 7th and most of 6th so formations are still kind of new to me.
On the formation note, has there been a review of the W!G formations further back in this thread. Theres a couple I am interested in running and am trying to come up with the best way to run them.
Yeah you can take any number of detachments and formations in your army, there's more detail in the Detachments section of the rule book.
I'm sure that there's plenty of references to those formations in this thread somewhere, try using the search feature of this forum and see what comes up or alternatively ask any questions in here. There's plenty of experienced Ork generals who can help you out more than I can
2016/04/04 16:28:06
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
LoW:
Klaw Frenzy Stompa! with power fields, super charger, flambelcha and 3 big shoota
If you have never played the Klaw Frenzy stompa, here what you should now. First, you do not have a lot of range weapons as you have to give up your gun arm for another melee weapon, called a Titan Close Combat weapon. IA: Apocalypse says a Titan Close Combat weapon gives you +3 to your Attack stat. (in this stompa's case, that is a +6) Frenzy Stompa's gain an additional 3 attacks. Then you have +1 for two CC weapons and +1 for charging, for a grand total of 15! (base 4 +6+3+1+1=15) Now the Super charger, which is a Klaw frenzy only upgrade, doubles your charge range! (2d6 x 2). You might be like this is awesome, crazy, WTF? and etc. This is all to make up for the fact you are missing your gun arms and using melee as your primary weapons. You can easy make a first turn charge with him. Kind of want to see the look on the guy's face when I roll a 10 and then double that to 20" for a charge from the center of the table on turn one. Also, if the Klaw stompa kills a vehicle in the assault he then gets to through it as if he had a lifta dropa. (if you scatter right, you can throw the vehicle into another unit or vehicle, )
Wanting to play the Clawstoma myself I of course need to explain my opponents about the number of attacks and other rules. So, I am wondering how did you get them to accept this Stompa-build with 14/15 attacks.
- Where does it say that a Titan close combat weapon gives +3 attacks, that might have been the case in 6th edition but no more in 7th. Or do I miss something?
- How did you 'translate' the klawfrenzy rules to 7th?
- Did someone rule/FAQ the double charge range for the turbocharger?
The titan close combat rules are in the FAQ for the Imperial Armor Apoc book. You will have to surf the web for it because FW took it down when they updated the website.
Klawfrenzy translated came from FW to saying that the stompa gains +3 attacks, reroll stompa attacks, and can pick up and throw a destoryed vehicle using the lifta dropa rules.
Double charge range for the Supercharger was from a question that I ask FW. Since IA8 was printed back when charge range was a flat 6 and now its 2d6. FW simply said it was now (2d6) x2, but if you chose to use it you have to roll a d6. On a 1, charge is failed and you can't use it for the rest of the game.
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
2016/04/04 17:49:32
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The titan close combat rules are in the FAQ for the Imperial Armor Apoc book. You will have to surf the web for it because FW took it down when they updated the website.
There is a FAQ for the 2013 Imperial apocalypse book which adds the Titan close combat weapons? I don't seem to be able to find this FAQ anywhere. Could you perhaps send it to me so I can give my Clawstompa these extra attacks as well ?
This message was edited 1 time. Last update was at 2016/04/05 07:35:40
I am working out a list and there are two formations I will be using. I am building for friendly games but would like these formations to be somewhat functional. They will be used in a normal CAD with your typical trukk boyz, tankbustas, deffkoptas and some heavy tanks and battle wagons. Going with a blood axe heavy mech panza kompanie theme(love the kromlech heads).
The two I want to use are the Kommando formation and the Vulcha Boyz formation.
What are the optimal numbers and weapons for them.
Kommandos- I was thinking three minimum squads with rokkets and one maxed out squad with Snikrot.With the number of guys this formation has, is it worth putting power klaws or any upgrades on the nobs?
Vulcha Boyz- three ten man squads with power klaw nobs. I think any more would be very unwieldy and difficult to deep strike. On the charge with that many klaws it would be nasty I think.
I am thinking they would definitely provide hard targeting choices for my opponent who is coming at him with all the vehicle mounted guys and protect my rear element gun tanks.
If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM!
2016/04/05 12:20:40
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I have used the Kommando formation before, and it's loads of fun against all except tau (stupid ignores cover). The trick with them is that you don't want to shoot on that first turn you arrive, because it'll negate the delicious rerollable shrouded cover you get. I ran one with only one large squad, with a power klaw, and multiple smaller squads with big choppa boss nobs. Worked very well on wrecking some wyverns camped behind an agis.
The thing is, unless you opponent is going to deliberately hold back some melee forces on the backfield of his board (in which case, you could just pop in from the side) you're probably not going to face that many strong melee guys. So a big choppa over a power klaw is a pretty cost effective choice that is still very capable of wrecking backfield campers and tanks. (of course, this depends on your local metta).
A great trick to pull if you are not able to come onto some ruins (for a fantastic 2+ rerollable cover save!), is to put a less expensive unit in front of the one that you know your opponent wants to kill (in my case, I have one unit at 14 boyz, 1 boss nob with power klaw, and Boss Snikrot which was clearly the largest threat of all my kommando squads). If they shoot the less expensive guys, you still get a 5+ rerollable cover (4+ if you want to go to ground), and they're wasting shooting. If they shoot at the main squad, you now get a 3+ rerollable cover because of intervening models, and shrouded. It's awesome
All in all, this formation is very fun to use, but tricky in timed tournaments, as so much of your army is in reserve, they may not get into the battle, or at least do much, before time runs out.
This message was edited 1 time. Last update was at 2016/04/05 12:21:54
Palleus wrote: I have used the Kommando formation before, and it's loads of fun against all except tau (stupid ignores cover). The trick with them is that you don't want to shoot on that first turn you arrive, because it'll negate the delicious rerollable shrouded cover you get. I ran one with only one large squad, with a power klaw, and multiple smaller squads with big choppa boss nobs. Worked very well on wrecking some wyverns camped behind an agis.
That sounds like a fun formation. Wonderful against guards whose tanks you'll pop one after another.
Palleus wrote: I've found that the painmob can be incredibly good, but the rule is actually best for countering your units getting charged. Took a double painmob and CAD list to my last tourney and tied for 3rd. Every game I had, I got to use the "pile on the pain!" ability to clear out a combat and move to assault another one that same turn. Very good for making sure your guys don't get tied up. Now I should point out that my FLGS has ruled it so that any ICs that join a unit from the painmob get to benefit from it's "pile on the pain" rule. I know everyone is bummed about the "tax" of the deff dread, so I was thinking about using a rarely thought of formation: Morgrok's Bossboyz.
The kind of list I would run would be something like this as a 1500 point list, season equipment to taste, of course:
Painmob 1: 575pts
Painboy: warbike, 75pts
Boyz: 9 boyz, 1 boss nob: Power Klaw. Trukk: Reinforced ram. 130pts
Nobz: 4 Nob Bikers: 2 with big choppas, 1 with power klaw, 1 with power klaw and waaagh banner. 260pts
Deff Dread: x2 scorchas, extra armor. 100pts
Painmob 2: 435pts
Painboy: 50pts
Boyz: 9 boyz, 1 boss nob: Power Klaw. Trukk: Reinforced ram. 130pts
Nobz: 5 Nobz: 4 with big choppas. 1 with power klaw, Waaagh Banner.
Deff Dread: x2 scorchas, extra armor. 100pts
Morgrok's Bossboyz: 490pts
Big Mek (Warlord): Da Finkin' Kap, Mega Armor, Killsaw, bosspole.100pts
Big Mek: Da Lucky Stikk, Mega Armor, Killsaw, bosspole. 115pts
Big Mek: Mega Armor, Killsaw, bosspole. 90pts
Warboss: Warbike, power klaw, bosspole 115pts
Wierdboy: ML 2. 70pts
Tactics wise, you put one MA mek in each trukk, and give them a heavy armored shield with 1 having delicious rerolls with DLS, and the other being the warlord who always has the trait of rerolling a single armor save per turn. Put the DLS Mek, foot painboy, and the wierdboy with the trukk Nobz, and now all your Nobz are WS 5, and have FNP.
Have the warbikes and trukks hidden behind LOS blocking cover, and if you can get a roll of at least 2 on the D3, you get to outflank (with acute senses!) your Deff dreads with double scorchas. This kinda eliminates the big problem of deff dreads not being able to move fast enough. To top it all off, you get +1 to seize initiative rolls
Also, every unit here is part of a painmob, so they all can handle the eventual counter attack pretty well.
Thoughts? Concerns? It might not be the most competitive, but it looks like it could be fun!
Mega armour is bulky so it takes up two transport slots right? Would need to drop one ork from each trukk boy squad in this case. Otherwise this list is great. Gonna run it soon!
2016/04/06 12:19:03
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Palleus wrote: I've found that the painmob can be incredibly good, but the rule is actually best for countering your units getting charged. Took a double painmob and CAD list to my last tourney and tied for 3rd. Every game I had, I got to use the "pile on the pain!" ability to clear out a combat and move to assault another one that same turn. Very good for making sure your guys don't get tied up. Now I should point out that my FLGS has ruled it so that any ICs that join a unit from the painmob get to benefit from it's "pile on the pain" rule. I know everyone is bummed about the "tax" of the deff dread, so I was thinking about using a rarely thought of formation: Morgrok's Bossboyz.
The kind of list I would run would be something like this as a 1500 point list, season equipment to taste, of course:
Painmob 1: 575pts
Painboy: warbike, 75pts
Boyz: 9 boyz, 1 boss nob: Power Klaw. Trukk: Reinforced ram. 130pts
Nobz: 4 Nob Bikers: 2 with big choppas, 1 with power klaw, 1 with power klaw and waaagh banner. 260pts
Deff Dread: x2 scorchas, extra armor. 100pts
Painmob 2: 435pts
Painboy: 50pts
Boyz: 9 boyz, 1 boss nob: Power Klaw. Trukk: Reinforced ram. 130pts
Nobz: 5 Nobz: 4 with big choppas. 1 with power klaw, Waaagh Banner.
Deff Dread: x2 scorchas, extra armor. 100pts
Morgrok's Bossboyz: 490pts
Big Mek (Warlord): Da Finkin' Kap, Mega Armor, Killsaw, bosspole.100pts
Big Mek: Da Lucky Stikk, Mega Armor, Killsaw, bosspole. 115pts
Big Mek: Mega Armor, Killsaw, bosspole. 90pts
Warboss: Warbike, power klaw, bosspole 115pts
Wierdboy: ML 2. 70pts
Tactics wise, you put one MA mek in each trukk, and give them a heavy armored shield with 1 having delicious rerolls with DLS, and the other being the warlord who always has the trait of rerolling a single armor save per turn. Put the DLS Mek, foot painboy, and the wierdboy with the trukk Nobz, and now all your Nobz are WS 5, and have FNP.
Have the warbikes and trukks hidden behind LOS blocking cover, and if you can get a roll of at least 2 on the D3, you get to outflank (with acute senses!) your Deff dreads with double scorchas. This kinda eliminates the big problem of deff dreads not being able to move fast enough. To top it all off, you get +1 to seize initiative rolls
Also, every unit here is part of a painmob, so they all can handle the eventual counter attack pretty well.
Thoughts? Concerns? It might not be the most competitive, but it looks like it could be fun!
Mega armour is bulky so it takes up two transport slots right? Would need to drop one ork from each trukk boy squad in this case. Otherwise this list is great. Gonna run it soon!
It does take up to slots, that's why the boyz squads are just the minimum 10 man size (9 boyz, 1 nob). So the boyz trukks would be at thier max capacity of 12. But glad you like it! I realized now that the list is actually over by 5 points, so I would take out one of the big choppas from the nobz unit to make it an even 1500.
You can take any relic from either book. Just look under orkimedes kustom gubbins in the new book and it is very clear you can take either in the new detachments. It says in addition to the codex relics they can take the custom gubbins.
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly
2016/04/08 09:44:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: You can take any relic from either book. Just look under orkimedes kustom gubbins in the new book and it is very clear you can take either in the new detachments. It says in addition to the codex relics they can take the custom gubbins.
This is only if you take a detachment or formation from the new book though, and it only applies to those formations and detachments