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Made in ru
!!Goffik Rocker!!






Well, in all fairness it shouldn't have been immune to grav in the first place. And in my experience it grants an adequate level of 1-st turn protection even vs shooty armies. not telling about mixed armies that have shooting as a secondary aspect. Like when i faced a csm deathstar army with 2 shooty knights. Knights spent half the game downing those regenerating shields and dealing hp to trukks instead of just wrecking them outright with s6 from the get go.

It's not a broken thing but i've found myself running VSG in all my mech lists with great results. When you have manz in trucks in cover protected by vsg with trukks with cheap naked boyz nearby it's an almost guaranteed safe 1-st turn. And what's even more important is that it's cheaper than battlewagonz. And WAY better vs grav, scatlasers and d-weapons. And even melta cause trukks are more resilient to melta than wagons. And you only loose 35 pts instead of 115+.

This message was edited 1 time. Last update was at 2016/10/18 08:53:32


 
   
Made in gb
Member of a Lodge? I Can't Say






Question guys
Me and My Friends are Organizing a "Zombie Survival" where we have to fill out objectives (power up radio beacon etc) set in a hive city (open map, we can go anywhere we choose) where as the game progresses, the more tough enemies appear (firstly it will be GEQs, Then MEQs, then stuff like Raveners, Ogryns ect and finally Monsterous Creatues)

Now, i am Creating a Warboss for this event, and i feel the of Da Choppa Of Da Ragnarork is the best bet, as the game will last longer than 6 turns and the 'Grand Destiny' rule will work well with the whole enemy progession system

I also feel Kill-Dakka *may* be a good option, as half of the options are good for vs Hordes

You thoughts guys?
Character Point Limit is 200pts (if you want to create a warboss/Big Mek that would be better suited) (there is also a system for every 10 points not spent, you get a reroll, so you dont need to max out at 200)
   
Made in us
Krazed Killa Kan






Mega Armor and Da Luckky Stikk would just be OP for that. 2+ rerollable armor and you have S10 killing power and you can reroll to hit and wound.

If you want to be sporting you can take the Killdakka for some shooting power and with Mega Armor you have relentless so you can move and shoot those heavy weapons.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in ru
!!Goffik Rocker!!






Dead Shiny Shoota. No other options.
   
Made in ie
Norn Queen






Dublin, Ireland

Guys any advice on how to stop WKs with an average list - ie no major tailoring etc.
Im at a bit of a loss. They have such a huge threat radius coupled with survivability =/
Ive found sword and board with 2 scats to be the worst build to face.
T8, fnp, 5++ and 6w is so tough to chew through with Ork shooting and in hth outside of a dedicated tailored mega unit, they munch hard.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

My "average" orks list had 10x12 boyz (double Orkurion cores) and 14 solo Deffkoptas. It also had 2x3 KMK artillery. I only played against 2 Eldar lists (both including a single WK).

I had the firepower to kill the WK - but it's unrealistic.

With a 5+ FNP and T8 (not even counting 5++ from sword and board), it would take 18 (Str8 AP3) wounds to kill him. With Orks shooting and my particular list, it only took 2 rounds of shooting on averages to kill him. That being said, I only did 5 wounds total (over the course of 2 games). Arguably I had the perfect list (ideal firepower - S8 AP3+) to kill a WK and I haven't even come close to doing so. In hindsight, I'd much rather keep shooting scat bikes or D-artillery, even buffed up council. WKs are way too durable and it'll take a lot more than 325 pts of shooting to kill it at a reasonable rate.

The most success I've had against containing a WK is wrapping 10mans around my objectives and units I want to keep safer.

Since I'm using Orkurion, I get 2 chances are army-wide fearless (via Waaagh!) - those games, I throw 10man after 10man at them and with a average luck each 10man holds them a full game turn.
   
Made in us
Tough-as-Nails Ork Boy






 commander dante wrote:
Question guys
Me and My Friends are Organizing a "Zombie Survival" where we have to fill out objectives (power up radio beacon etc) set in a hive city (open map, we can go anywhere we choose) where as the game progresses, the more tough enemies appear (firstly it will be GEQs, Then MEQs, then stuff like Raveners, Ogryns ect and finally Monsterous Creatues)

Now, i am Creating a Warboss for this event, and i feel the of Da Choppa Of Da Ragnarork is the best bet, as the game will last longer than 6 turns and the 'Grand Destiny' rule will work well with the whole enemy progession system

I also feel Kill-Dakka *may* be a good option, as half of the options are good for vs Hordes

You thoughts guys?
Character Point Limit is 200pts (if you want to create a warboss/Big Mek that would be better suited) (there is also a system for every 10 points not spent, you get a reroll, so you dont need to max out at 200)


Either Ragnarok or Headwoppa's Kill Choppa will be great late game vs multi wound monsters and you get to use that great imitative 4 on the warboss. After all gotta kill zombies quick, you don't wanna get bit

3000
1500
2200 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

The kill choppy will most likely be a better choice then the ragnorork one. I too would suggest the ded shiny shoot a. It's drawback is rarely going to happen in a normal game let alone this new type of game you are trying. Twin linked assault 6 will get you some results and for only 5 pts it'll easily make up for its cosr.
   
Made in us
Stabbin' Skarboy




Pittsburgh

If you grab a megaboss with the choppa of da ragnarork that could be really good. Early you kill guys with either the pk or the choppa depending on which will kill more. Then lager you can switch to just the choppa since it is stronger then. After 2 rounds with models killed the choppa is sitting at S+4 AP3. That pretty good against most things and after one more round its S10 AP2 at initiative. I personally have always liked the killchoppa best though since its just a cool image of beheading. The megaboss with a killchoppa I use killed 1400-1600 points of tyranids in 2 games.

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 
   
Made in ru
!!Goffik Rocker!!






Saythings wrote:
My "average" orks list had 10x12 boyz (double Orkurion cores) and 14 solo Deffkoptas. It also had 2x3 KMK artillery. I only played against 2 Eldar lists (both including a single WK).

I had the firepower to kill the WK - but it's unrealistic.

With a 5+ FNP and T8 (not even counting 5++ from sword and board), it would take 18 (Str8 AP3) wounds to kill him. With Orks shooting and my particular list, it only took 2 rounds of shooting on averages to kill him. That being said, I only did 5 wounds total (over the course of 2 games). Arguably I had the perfect list (ideal firepower - S8 AP3+) to kill a WK and I haven't even come close to doing so. In hindsight, I'd much rather keep shooting scat bikes or D-artillery, even buffed up council. WKs are way too durable and it'll take a lot more than 325 pts of shooting to kill it at a reasonable rate.

The most success I've had against containing a WK is wrapping 10mans around my objectives and units I want to keep safer.

Since I'm using Orkurion, I get 2 chances are army-wide fearless (via Waaagh!) - those games, I throw 10man after 10man at them and with a average luck each 10man holds them a full game turn.


You can't kill it unless you throw 2 x times the points of meganobz at it expecting to loose most of them. Accept it wiping a squad a turn and proceed forging the narrative. Maybe try to block it's way with trukks or tarpit it with spread out boyz or something.

This message was edited 2 times. Last update was at 2016/10/20 06:31:24


 
   
Made in us
Bonkers Buggy Driver with Rockets






Hey guys, gonna be at a tournament for the next few days. It's the harvester of souls in Spokane Washington. It's a unique tournament where a 3rd of the points come from the actual games, another 3rd based on sportsmanship, and the last 3rd from army paint and presentation. So a more "friendly " type of tournament.
I attended last year with a Ghazghkull dreddmob, did horible in paint (I was rushing the n8ght b4 to get my army up to tabletop standard ), and I got kromped in the actual gamez.
This year I got my army painted in time (some of it commissioned by my brother at bitsaddiction.blogspot.com where you can see some of his posts for his and mine models paintex), and I thought through a more competitive list (at least one that can stick with the theme of my army).
Wish me luck
And for those who want to know what I brought....

Vulcha skwad
Zagstruk
3x5 stromboyz with nob and pk

Cad x2
Bigmek, ma
Painboy, bp
Zhadsnark (warlord and allows bikes as troops )
Painboy bike bp
2x3 warbikers
3x3 warbikers nob pk
6x2 defkoptas tl roket x2, 1 buzzsaw
15 lootas
Adl, coms, ammo dump
1850 pts
If you have questionsabout my list just ask, but I'll be pretty busy during the tournament, I'll answer when I can. After the tournament I'll do a dedicated post with pics of my army and how well I did

"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 us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

 koooaei wrote:
Saythings wrote:
My "average" orks list had 10x12 boyz (double Orkurion cores) and 14 solo Deffkoptas. It also had 2x3 KMK artillery. I only played against 2 Eldar lists (both including a single WK).

I had the firepower to kill the WK - but it's unrealistic.

With a 5+ FNP and T8 (not even counting 5++ from sword and board), it would take 18 (Str8 AP3) wounds to kill him. With Orks shooting and my particular list, it only took 2 rounds of shooting on averages to kill him. That being said, I only did 5 wounds total (over the course of 2 games). Arguably I had the perfect list (ideal firepower - S8 AP3+) to kill a WK and I haven't even come close to doing so. In hindsight, I'd much rather keep shooting scat bikes or D-artillery, even buffed up council. WKs are way too durable and it'll take a lot more than 325 pts of shooting to kill it at a reasonable rate.

The most success I've had against containing a WK is wrapping 10mans around my objectives and units I want to keep safer.

Since I'm using Orkurion, I get 2 chances are army-wide fearless (via Waaagh!) - those games, I throw 10man after 10man at them and with a average luck each 10man holds them a full game turn.


You can't kill it unless you throw 2 x times the points of meganobz at it expecting to loose most of them. Accept it wiping a squad a turn and proceed forging the narrative. Maybe try to block it's way with trukks or tarpit it with spread out boyz or something.


Sending Meganobs would kill it (albeit - you'd always lose the points trade). I had the firepower of killing it with my list. I just wanted to point out that even with the "best" answer for WK, it still isn't worth killing it (with Codex: Orks). The best answer it to bubble wrap something important and throw fearless boyz at it. You have to remember that its a Jump GMC with 12" movement so wrapping his feet and blocking it with Trukks does nothing. There is no great answer to WKs. Suiciding 'your best' unit is not an answer due to the point differential afterwards. I use the term 'your best' because I don't like Meganobs. Too many things ignore armor in the game.
   
Made in us
Stabbin' Skarboy




Pittsburgh

Well I just went 1-2 at a local tournament with my wonky ork list. Here is what I brought:
Gorkanaut Krushin Krew
3 Gorkanauts with extra armor
CAD
Big Mek with da fixxer uppers and a grot oiler
2 units of gretchin
2 Morkanauts with KFFs
Buzzgobs Kustom stompa
1850 points

My first round I was against a white scars list using the angels of death stuff. He had a hunting force, 2 Libby conclaves, and a stormbringer squadron. At the end he had one scout sergeant, a captain on a bike, and a librarian on a bike left. If I had made the 5 inch charge into the captain and Libby with one of the two living gorkanauts or if the morkanaut that charged the scouts had killed more than the one before dying to a melts bomb I would have won the match. He was relying on grav on the bikes or rending to do damage. I killed the bikes fairly quickly with shooting and a long turn one charge from the stompa into the 2 conclaves and command bike squad.

Round 2 was against a knight crusader, atropos, castigator, and lancer and 3 scout units. I had to ignore the scounts due to terrain and by the end the lancer was down to 4 hps and the crusader was at 3 the other two died. The stompa sadly left one hp on the atropos and only killed it in the next round when it exploded on it. I lost this as well and I could have done a few things differently.

Round three was against khorne daemonkin where only the 3 maulerfiends, a lord with a melta bomb, 2 heldrakes, and the summoned bliodthirster could scratch me. I lost one gorkanaut early to a maulerfiend and a morkanaut to the Dthirster later. The gretchin also died and I won when the fame ended turn 5. On turn 6 I would have most likely tabled him.

All 3 games were good and I learned a good bit for next time. We use the full maelstrom deck for secondary objectives and theee was some poor luck on them but I knew maelstrom would be hard with a force this slow. I only lost more than 2 naughts against the knights.

This message was edited 1 time. Last update was at 2016/10/24 21:52:28


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 
   
Made in us
Irked Necron Immortal



Colorado

Oops

This message was edited 1 time. Last update was at 2016/10/25 13:28:45


 
   
Made in us
Bonkers Buggy Driver with Rockets






Good job on the win, as far as the list goes it sounds fun, and while probably not very competitive it would help shorten the length of your turns, and can look mighty intimidating

"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 us
Stabbin' Skarboy




Pittsburgh

Yes there are some very hard counters to it but it does well against the "meta" eldar with all the spiders and bikes. Riptide wing also gets to feel fairly useless against it as well. It is definitely a lot of fun though. You got that right it is certainly intimidating! I've only run it 5 times now. There were those two losses, one against crisis suit tau with lots of melta, and then a massive win against eldar with grav cents with the hunters eye, and the one described above. Each game I learn a new trick or two as well. There are another two or so events in bringing it to so we shall see how I do at then as well. The naughts are by far my favorite unit so its great to use them.

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 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I recently played a game after taking a 2 month break for AoP. (got 3rd with my gargant) I wanted to play some old stuff and mix it in with some new stuff. So codex: Armageddon+ da boss mob + codex: orks

2500pts
Da boss mob
2x Big mek with shock attack gunz
1x big mek in mega armor with Kff, killsaw attack squig and da lucky stick
1x warboss on a bike with power klaw
1x wyrd boy lvl 2

CAD (Cult of speed)
1 pain boy
4x trukk boy squads with shoota and nob BP/PK
1x large 'ard boy squad with sluggas and chopas Nob BP/PK
1x dakka jet squad
1 wazboom blast jet
1 unit of war bikers nob BP/Pk
2x loota squad with looted wagons as dedicated transports.
1x battle wagon

Here is what that all gets you. d3 out flankers, +1 to seizing, Big mek in mega armor has the Kunnin' but brutal warlord trait, reserves can come in on turn 1, boyz can fall back to closest empty transport to rally (or table edge which ever is closer). Everyone has to be mounted.

First turn of the game, 2 trukks out flank, come on and tank shock a unit of tau drones off the table and tau fire warriors. Turn 2, dakka jets come on. I waagh from the warboss and put 6 wounds on a stormsurge. Wazboom blast jet killed 2 riptides with instant death shots. Tellyport kannons waaghed for 2 blast markers. Riptides were so close together I was able to hit both of them. turn 3 my opponent is left with his wound stormsurge, farsight bomb mis-hap and I put it in my own deployment zone. I gave him line breaker, but he was far away from everything that he could not support the rest of his army. Riptide with 1 wound left. He conceded.

I won 14-3

Turn 1 outflanking tank shock move was brutal. It cause a hole in his line of defense and he was not able to stop me.

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
Tough-as-Nails Ork Boy





Washington, DC

Oof, that is some rules archaeology there.

That Kult of Speed is 3rd edition? Is that what provides the turn 1 reserves? And then the Boss Mob.... is that the same as Mogrok's Bossboy formation from The Red WAAAGH? Does it also let you call a WAAAGH without having your warboss as the warlord? That would be fancy.

This message was edited 1 time. Last update was at 2016/10/28 15:42:35


Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Orcurion won against an excellent Tau player last night.

2000 point Maelstrom mission where objective cards equals Turn number.

Ran the same list I've been running with the exception that the four single Deffkoptas grouped up into a single mob with BikerBoss attached.

Opponent ran Shadowsun with max suit bodyguard all with twin linked ignores cover Fusion Blasters and a dozen or so drones. A formation with the new MC that always had shrouded and stealth along with Steath suits. Riptide. Hammerhead and mandatory troop choices including a devil fish. Also a useless formation of Mantas.

I played very cautiously the first three turns while all 6 boys mobs were shot off the table. My Lobbas and KMK's were slowly whittling away units. His Death Star very aggressively drops into the center of the board, kills all the Deffkoptas and retreats. I keep plugging away and getting objectives. The gets ambitious and comes forward with everything. Foot Tau for the loss!

I assault his Death Star with Ghaz and friends first and Ghaz and MAWB's absorb all Overwatch with zero wounds thanks to FNP. I also assault with 3 Meganobz just to leap frog them forward. Grot squad assault Riptide! Fearless gots are the best!

Destroy his Shadowsun squad and Ghaz heads for Stormsurge and friends with 2+ cover. Never bother shooting at them. Meganobz join assault against Riptide while multiassaulting a Devil Fish. Meganobz have Buzzsaws so extra attacks pile into Devil Fish. Destroy that but Riptide has 3++ Inv save. Doesn't matter because each penetrating hit counts as two wounds. Riptide needs to pass a Ld of 3 or less. Fails of course and Grots run him down!!!! Highlight of the game.

Major Victory 20-9 for the Orks. I scored 8 points in the sixth turn alone on six different cards. So definitely some luck drawing good cards. Was looking bleak the first few turns but I was able to lure him in with a false sense of security. So many dead Orks and Tau at the end.

Fighting crime in a future time! 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

Can I ask how you have Fearless Grots? The only way I found out is Stompa aura and attaching ICs with the Fearless bosspole.

Edit: Wanted to clarify a little more - if you roll a '1" on the warlord trait (with 2 chances, yay!). Your waaagh! makes all models with Mob Rule fearless that turn (#everyturn). Mob Rules states that every model has to have Mob Rule in order to benefit from Mob Rules. Grots don't have it, but the Runtherder does. If this is the case - are you playing that the Runtherder is giving the Grots fearless? Or - are you mistaken that a "1" on the WLT gives army-wide fearless?

I play my army-wide fearless very conservative and my grots never gain fearless( via WLT).

Edit2: Where is Ghaz in your army list? Just curious to how you include him in your Orkurion. I never do simply because the only way you can is that awkward af deathstar that can't split. But at least you always get the Fearless WLT. Unfortunately, if you include him as a CAD (with less tax), only models in the Warlord's detachment get fearless/waaagh every turn. So your 60+ boyz from Orkurion wouldn't benefit. :( Damn this codex! Haha. Jk. I love my orkurion. I just can't fathom bringing Ghaz as is.

This message was edited 2 times. Last update was at 2016/10/28 18:00:12


 
   
Made in us
Mutilatin' Mad Dok





Georgia

Any model with mob rule gets fearless with that trait once the waaagh is called. The runtherd has mob rule, thus he gets fearless. The grots are still ld 5, but the runtherd is fearless, so the whole mob counts as fearless unless he dies.

"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 us
Stabbin' Skarboy




Pittsburgh

Yep he is right there. It doesn't matter if the whole squad has it because fearless confers to the unit so only the runtherd needs fearless. That also sounded like a great game!

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 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Yeah I double checked the rules specifically with the Grots last night. The can't run and assault nor can they reroll a single charge distance role because NOT ever model has Ere We Go but as far as my understanding goes the are certainly Fearless.

Ghaz runs with his friends in the Council of Waaagh! The 2++ Inv was really messing with my Opponent.

Fighting crime in a future time! 
   
Made in us
Battlewagon Driver with Charged Engine





Was this clarified in the FAQs? on p.92 Profit of the Waaagh! grants fearless to models, but on p.104 it only grants fearless to units. Which is correct?
   
Made in ca
Gargantuan Gargant






 JimOnMars wrote:
Was this clarified in the FAQs? on p.92 Profit of the Waaagh! grants fearless to models, but on p.104 it only grants fearless to units. Which is correct?


It doesn't matter either way since Fearless is one of the USR's where having one model that has Fearless causes its accompanying unit to have it as well.
   
Made in us
Battlewagon Driver with Charged Engine





 Grimskul wrote:
 JimOnMars wrote:
Was this clarified in the FAQs? on p.92 Profit of the Waaagh! grants fearless to models, but on p.104 it only grants fearless to units. Which is correct?


It doesn't matter either way since Fearless is one of the USR's where having one model that has Fearless causes its accompanying unit to have it as well.
It does matter. If Ghaz only grants fearless to 'ere-we-go units, then grots can't get it because their unit isn't 'ere we go. The fearless USR rule never gets applied.
   
Made in ca
Gargantuan Gargant






 JimOnMars wrote:
 Grimskul wrote:
 JimOnMars wrote:
Was this clarified in the FAQs? on p.92 Profit of the Waaagh! grants fearless to models, but on p.104 it only grants fearless to units. Which is correct?


It doesn't matter either way since Fearless is one of the USR's where having one model that has Fearless causes its accompanying unit to have it as well.
It does matter. If Ghaz only grants fearless to 'ere-we-go units, then grots can't get it because their unit isn't 'ere we go. The fearless USR rule never gets applied.


Ah, the way you worded it sounded like you were more concerned about the USR itself rather than how Prophet of the WAAAGH! applies to units/models. In any case, the one from pg 92 where it states models are affected rather than units seems to take precedence since the one from pg 104 is only a reference and it even states at the beginning of the reference page that "All of the rules and tables here are condensed for ease of reference. If you need the full rule, see its entry in the main pages of the book".

This message was edited 1 time. Last update was at 2016/10/29 14:17:36


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Grimskul wrote:
 JimOnMars wrote:
 Grimskul wrote:
 JimOnMars wrote:
Was this clarified in the FAQs? on p.92 Profit of the Waaagh! grants fearless to models, but on p.104 it only grants fearless to units. Which is correct?


It doesn't matter either way since Fearless is one of the USR's where having one model that has Fearless causes its accompanying unit to have it as well.
It does matter. If Ghaz only grants fearless to 'ere-we-go units, then grots can't get it because their unit isn't 'ere we go. The fearless USR rule never gets applied.


Ah, the way you worded it sounded like you were more concerned about the USR itself rather than how Prophet of the WAAAGH! applies to units/models. In any case, the one from pg 92 where it states models are affected rather than units seems to take precedence since the one from pg 104 is only a reference and it even states at the beginning of the reference page that "All of the rules and tables here are condensed for ease of reference. If you need the full rule, see its entry in the main pages of the book".


Actually this brings up an excellent point: if the Runtherder dies then the Unit is no longer Fearless. Also I add the mandatory Mek required for The Orcurion to the KMK Mek Gunz but technically the Lobbas have no Ere We Go model. A lot of the time I park the BikerBoss there but it's a good thing to keep in mind.

Fighting crime in a future time! 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Ill be trying out a similar idea in a 2 day Uk tournament soon (List here).

Just the one unit of Mek Gunz (Traktors in this case), which will have the Waaagh! Band Mek in it.
   
Made in us
Battlewagon Driver with Charged Engine





 PipeAlley wrote:
Actually this brings up an excellent point: if the Runtherder dies then the Unit is no longer Fearless. Also I add the mandatory Mek required for The Orcurion to the KMK Mek Gunz but technically the Lobbas have no Ere We Go model. A lot of the time I park the BikerBoss there but it's a good thing to keep in mind.
Something else: If a unit of grots is in combat with their runtherd, just put the runtherd in the back and refuse challenges. The runtherd can't use his leadership, but the refusing challenges rule says nothing about the fearless USR, so the unit is still fearless.

Even against the likes of wolfstar, etc a decently sized grot unit is likely to survive at least one round of combat, locking in the deathstar. On the next turn, the next set of fearless grots can be brought in, etc., theoretically locking up a deathstar for a long time.

Also...additional runtherds are cheaper than meks.

Why is this not a thing?
   
 
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