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Made in us
Mekboy on Kustom Deth Kopta






I have been playing with a few lists trying to make this work.

I know they are both not in a great place but So far what I have come up with is allied

The demon prince rocks and a tzeench ml3 flying psychic power throwing out death to things in the back field has been pretty useful.

Heldrake has been a godsend for the same reason and the vector strike helps for mid level armor vehicles.

single oblit in the backfield helps with tank popping and mutilator deep striking makes a good distraction carnifex.

I usually skimp on the troops with 1 unit of csm.

ork lists are usually biker boss on relic bike or mega armor boss with lucky stick and 3-4 battlewagons with boys (1 with nobz or meganobz)

I am not a huge expert on CSM though as I rarely play em

Can anybody think of units I am missing out on by not fielding them to buff the orks or vice versa. I have a ton of chaos marines models as they are fun to paint just a lot have never seen a tabletop.

any thoughts on synergistic builds is appreciated as I really want the two underdogs to come together


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Made in us
Battlewagon Driver with Charged Engine





ML2 weirdboy is only 70, and with 10 boyz it gives 3 more dice you can feed to the prince. And you never know, sometimes the ork powers are useful (Da Jump, Warpath or the beam are always good.)
   
Made in us
Nasty Nob





United States

I guess it all depends on if your gaming group likes FW.

If you could depend on the Sonic Blaster's actually pinning someone it might get your boyz first strike. (EDIT Blastmaster?)

Chosen firing Melta or Plasma is something Orkz can't do.

Chaos Marines can have I5, it might be a nice assault support unit with a simultaneous assault from a squad of Orkz. To think, you'd get to trim up some enemy numbers before they slap a bunch of your gitz silly, then your boyz mop up.

Oh, and speaking of assault support, it would be nice to stick an invul save into a challenge and let all those poor ork characters with just an armor save actually swing their klaws.

This message was edited 1 time. Last update was at 2016/05/10 23:20:54


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
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Fighter Pilot





A single oblit is kind of a waste. Go with none or 2-3 for more firepower. It'll take all 3-4 turns before one Oblit brings down a tank since they have to switch weapons each turn.

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Bonkers Buggy Driver with Rockets





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 JimOnMars wrote:
ML2 weirdboy is only 70, and with 10 boyz it gives 3 more dice you can feed to the prince. And you never know, sometimes the ork powers are useful (Da Jump, Warpath or the beam are always good.)


Sorry, but i'm pretty sure that if you use the waagh power rule to gain more dice for psykic powers from boyz, you can only use those dice to cast an ork power.

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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Regular Dakkanaut




Nope, you just get a single str 2 hit on your weirdboy if it does not cast any power during that turn.
   
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!!Goffik Rocker!!






Just make a melee rush list. Orks have some potent bikes and manz. CSM have spawns and sorcs.
   
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Battlewagon Driver with Charged Engine





killerdou wrote:
Nope, you just get a single str 2 hit on your weirdboy if it does not cast any power during that turn.
This.

There is no restriction at all about how psychic dice are distributed, as they are totaled on an army-wide basis.

Also...remember the weirdboy can cast force! Doesn't always work but insta-killing a things like riptides is about as satisfying as you can get. On the charge he gets 4 strength 7 attacks with instant death...not too shabby!

Or if you really want to get craaaazy...take the warband detachment and take 3 weirdboyz! 9 dice of fun!

This message was edited 2 times. Last update was at 2016/05/11 06:50:24


 
   
Made in us
Mekboy on Kustom Deth Kopta






Flanker wrote:A single oblit is kind of a waste. Go with none or 2-3 for more firepower. It'll take all 3-4 turns before one Oblit brings down a tank since they have to switch weapons each turn.


lascannon one round, assault cannon the next. if they have a ton of armor then move up with the orks and las cannon/multimelta. the real issue with running them in multiple squads it they are 70 points a pop so hard to justify more when a plasma cannon can make them disappear but a single one is a lower target priority I will still try I though, that is the idea here to get suggestions on use!

JimOnMars wrote:
killerdou wrote:
Nope, you just get a single str 2 hit on your weirdboy if it does not cast any power during that turn.
This.

There is no restriction at all about how psychic dice are distributed, as they are totaled on an army-wide basis.

Also...remember the weirdboy can cast force! Doesn't always work but insta-killing a things like riptides is about as satisfying as you can get. On the charge he gets 4 strength 7 attacks with instant death...not too shabby!

Or if you really want to get craaaazy...take the warband detachment and take 3 weirdboyz! 9 dice of fun!


love it! weirdboy dice adding to demon summoning! and having fore weapons is never bad.

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