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Made in fi
Locked in the Tower of Amareo





Nuck Fewton wrote:
Is anyone else bothered when people mix clans/regiments/chapters etc. in one army? Especially is the army is all painted one scheme. It just seems super power gamey to me.


A) mix of klans been part of orks since 2nd ed b) i have klan colours for most. Kmk is exception due to money. As is mek's and runtherds. Those will be all same klan so as to no "this kmk is dethskull while this identical kmk is bad moon"

And identical modeis/different rules and i refuse game

Simple clarity issue. If both players can't easily identify models it leads to arquments and mistakes. As a bare minimum different coloured base(consistently) is enough.

This message was edited 3 times. Last update was at 2018/08/28 17:10:36


2024 painted/bought: 109/109 
   
Made in us
Tough-as-Nails Ork Boy






 An Actual Englishman wrote:
PiñaColada wrote:
 An Actual Englishman wrote:
Nuck Fewton wrote:
Is anyone else bothered when people mix clans/regiments/chapters etc. in one army? Especially is the army is all painted one scheme. It just seems super power gamey to me.

Yes and I will use the clan rules that my Orks are actually painted as, which happens to be Evil Sunz.

I will also still take bikes, regardless of their viability and I will take as many of those new buggies as I can fit into a list, again, regardless of how well they actually perform on the table.

Anyone can take the most obviously powerful unit and make it work, it takes skill to take a unit that is sub-par and still get results out of it. I enjoy the challenge.

*Swoon*
No but seriously, same. Getting the most out of a list that's decent somewhat strong but thematic rather than super strong/broken is really fun. I also hate it when my friends are like "well I really like terminators but they suck too bad to use". It has to suck when you're flipping through your own codex and you've effectively halved the amount of choices you have simply because it isn't top tier. I want to build and paint the models I find cool and obviously if I put in the time and effort to do that, I'm going to want to field them.

100%, luckily my main opponent is of the same mentality. There's also nothing better than beating a net list with something that is considered trash in the current meta.


Right because a person who has put hundreds of hours into painting their orks Bad Moonz because they enjoy the fluff should have to suffer because someone else picked their klan traits. If anyone has a problem with your colors they're not worth playing against.


Automatically Appended Next Post:
Heaven forbid they try to play a tournament and they like the klan with the god awful chapter tactic. They should just forget whatever they like and repaint their army to whatever GW decides is the most powerful chapter tactic at the time. After all they'd buy more paint that way.

This message was edited 1 time. Last update was at 2018/08/28 19:19:29


3000
1500
2200 
   
Made in us
Longtime Dakkanaut





 Hades wrote:
 An Actual Englishman wrote:
PiñaColada wrote:
 An Actual Englishman wrote:
Nuck Fewton wrote:
Is anyone else bothered when people mix clans/regiments/chapters etc. in one army? Especially is the army is all painted one scheme. It just seems super power gamey to me.

Yes and I will use the clan rules that my Orks are actually painted as, which happens to be Evil Sunz.

I will also still take bikes, regardless of their viability and I will take as many of those new buggies as I can fit into a list, again, regardless of how well they actually perform on the table.

Anyone can take the most obviously powerful unit and make it work, it takes skill to take a unit that is sub-par and still get results out of it. I enjoy the challenge.

*Swoon*
No but seriously, same. Getting the most out of a list that's decent somewhat strong but thematic rather than super strong/broken is really fun. I also hate it when my friends are like "well I really like terminators but they suck too bad to use". It has to suck when you're flipping through your own codex and you've effectively halved the amount of choices you have simply because it isn't top tier. I want to build and paint the models I find cool and obviously if I put in the time and effort to do that, I'm going to want to field them.

100%, luckily my main opponent is of the same mentality. There's also nothing better than beating a net list with something that is considered trash in the current meta.


Right because a person who has put hundreds of hours into painting their orks Bad Moonz because they enjoy the fluff should have to suffer because someone else picked their klan traits. If anyone has a problem with your colors they're not worth playing against.


I 100% agree. I think it's silly to negatively judge someone for playing with rules that do not strictly line up with their color scheme. Like if I want to play Ultra tactics instead of Imperial fists I should go out and buy, assemble and paint a whole new army right? More chapter tactics offer more options to play with and ways to try new ideas and have more fun with the game. I don't understand the thought process that would condemn that as 'power gaming'. Like yeah I also measure distances, place units in a characters bubble and sit troops on objectives.

 
   
Made in us
Battlewagon Driver with Charged Engine




 Hades wrote:
Right because a person who has put hundreds of hours into painting their orks Bad Moonz because they enjoy the fluff should have to suffer because someone else picked their klan traits. If anyone has a problem with your colors they're not worth playing against.


Automatically Appended Next Post:
Heaven forbid they try to play a tournament and they like the klan with the god awful chapter tactic. They should just forget whatever they like and repaint their army to whatever GW decides is the most powerful chapter tactic at the time. After all they'd buy more paint that way.

Alright, I feel like me and An Actual Englishman are on the same page here but I don't want to speak for him. So here goes:
I'm not bemoaning you (or anyone else) for taking the strictly strongest combo there is. I'm sure there's plenty fun to be had in that. It's also, for all intents and purposes, necessary in a tournament setting. I'm with you here, not really my thing anymore but nothing against it. What I personally find to be frustrating is a lot of people who somehow refuse to ever try and tone down their lists to try and have a "fun" game every now and then to just try out some different combos or to use the units that have been gathering dust for over a year. That's often just met with a counter point of "well you should just switch out unit X for unit Y, it's so much better!". Obviously it's better but that's clearly not the point.

I mean I'd rather have someone using count-as with klan traits (as long as it's clearly defined) than people just buying and selling barely painted netlists on ebay. But I also feel like a lot of people are caught up in the zeitgeist of chasing netlists and that taking a step back from that might be.. pretty liberating...?

Edit: I just want to clarify. It seems like what you interpreted from my text was somehow meant to be restrictive. It's not, it's in fact the exact opposite. Don't be afraid to try a unit deemed mediocre by the people in the know. It might mesh well with your playstyle or just add an element of surprise. I mean the guy who won the BAO did, maybe that was luck? Maybe it wasn't

This message was edited 1 time. Last update was at 2018/08/28 19:40:00


 
   
Made in gb
Mekboy on Kustom Deth Kopta






PiñaColada wrote:
 Hades wrote:
Right because a person who has put hundreds of hours into painting their orks Bad Moonz because they enjoy the fluff should have to suffer because someone else picked their klan traits. If anyone has a problem with your colors they're not worth playing against.


Automatically Appended Next Post:
Heaven forbid they try to play a tournament and they like the klan with the god awful chapter tactic. They should just forget whatever they like and repaint their army to whatever GW decides is the most powerful chapter tactic at the time. After all they'd buy more paint that way.

Alright, I feel like me and An Actual Englishman are on the same page here but I don't want to speak for him. So here goes:
I'm not bemoaning you (or anyone else) for taking the strictly strongest combo there is. I'm sure there's plenty fun to be had in that. It's also, for all intents and purposes, necessary in a tournament setting. I'm with you here, not really my thing anymore but nothing against it. What I personally find to be frustrating is a lot of people who somehow refuse to ever try and tone down their lists to try and have a "fun" game every now and then to just try out some different combos or to use the units that have been gathering dust for over a year. That's often just met with a counter point of "well you should just switch out unit X for unit Y, it's so much better!". Obviously it's better but that's clearly not the point.

I mean I'd rather have someone using count-as with klan traits (as long as it's clearly defined) than people just buying and selling barely painted netlists on ebay. But I also feel like a lot of people are caught up in the zeitgeist of chasing netlists and that taking a step back from that might be.. pretty liberating...?

Edit: I just want to clarify. It seems like what you interpreted from my text was somehow meant to be restrictive. It's not, it's in fact the exact opposite. Don't be afraid to try a unit deemed mediocre by the people in the know. It might mesh well with your playstyle or just add an element of surprise. I mean the guy who won the BAO did, maybe that was luck? Maybe it wasn't

I'm starting to think pina colada and I are the same person.

Couldn't agree more. The point I think were trying to make is basically not to be scared of trying different things, regardless of how optimal, or not, it is deemed on here.

Someone can tell me my list is poor until they're blue in the face but it wouldn't make me change it. I have beaten lists I had no right to beat and I'm sure I'll do it again. I have literally been laughed at for taking war bikes this edition, both in real life and on here. But I love these models and their sentimental value far surpasses any gameplay value for me.

Take things that are considered poor in the meta if you like the models. Don't let someone else define your list.
   
Made in fi
Locked in the Tower of Amareo





Another tuesday, another rambling of a game for you to suffer through

With idea of a) using lots of grots I had been painting b) not wanting to just spam boyz I went for bit of unusual list I posted before that was:

Bat 1:

Warboss w/relic big choppa, 6+++
weirdboy w/da jump
2x30 boyz with big choppa, pk, 19 shootas in one, 29 in other
2x30 grots
10xgrots
runtherd
3xKMK
dakkajet 6xsupa shoota

Bat 2:

bik mek w/kff
weirdboy w/da jump
2x10 grot
2x11 grot
battlewagon
7 flashgit
13 loota
burna bomber w/skorcha missiles

Unsurprisingly I wasn't putting much stock on winning any game with casualties but would be aiming for objective game. I ended up playing by now very familiar space wolf player who's one of the more relaxed guys in terms of his army lists...Except this time he didn't bring his space wolves...Instead he had brought IG! I didn't even KNOW he has other armies than wolves! Seems I brought in gunline facing even better gunline...Whoops. I would have been more confident vs his space wolves, which albeit still are quite shooty type but not THIS shooty. By some freak luck he had army that was almost designed to blow up my army...So basically he had cadian armoured elements with tank commander in battle cannon I think, punisher, executioner, another battle cannon russ, wyvern, hydra, 2 hellhounds(not sure were these cadians). Also some catachan infantry. Sentinel with heavy flamer. Loooots of flamers around army. More of these later.

I knew right from the get-go a) my army WILL be blown to bits apart from some weird freak out dice rolling. Question would be just will I be blown to pieces or wiped out. If not wiped out I Can win on objectives as he's super stationary(and based on how he plays wolves I suspect he's not aggressive in movements this time either) and I have tons of chaff.

As I had forgotten chapter approved home we played simple scenario of 3 maelstrom cards per turn. We rolled 50-50 do we deploy short or wide edges and ended up again short edges. Not perfect vs gunlines but as I got to choose side I got 4/6 objectives within easy reach so not impossible. I even seized and started the game! Yey. My orks are going first much higher chance than knights(who are at 0/4 going first).

Turn 1: I rush forward. I had some movement troubles with grots and battlewagon(Stupid me keeping it toward last forgetting good position) with low advance rolls(I rolled not higher than 2 all turn...) but did get battlewagon off. 2 grot units just got bit tangled trying to clear the way. I forgot skorcha bomb but I would have needed to advance anyway so not sure would it have been worth it though would have been middle of his army in case I blow up...Magic I da jumped grots toward left hoping to charge leman russ. Shooting lootas and flashgits shot at hellhound causing quite a lot of damage. Then trio of KMK's fired total of 13 shots scoring whopping 6 hits for return of wound to 2. However I only got 2 wounds out of 6 hits. Grumble grumble. End result was hellhound with 1 wound left...I had also shot fliers already clearing some infantry(and forcing him to use CP to keep one squad on field having lost 7 guys). Mistake. They could have been used to finish off. Lesson learned. Forgot also to roll for flashgit if they shoot again and forgot to charge with grots...Well 9" would have been unlikely anyway with just CP reroll and no overwatch casualties at least. Main goal is to just threaten and block anyway.

He returns by...Moving only sentinel toward one objective in center. Then he fired away blowing up tons of grots(including whole da jumped mob), dakka jet, 1 KMK. Hefty casualties but I Was expecting some. Not this much but with 10 and 11 with hellhound hits being indicative of how he was rolling..I swear against total unknown I might have got suspicious of his rolling this game but I know him from before and have seen him roll abysmally bad with those dices so no worries about loaded dices. Just some freaky dice rolling! Anyway 1-1 on objectives so far.

Turn 2: I shuffle stuff up. Burna jet moves over squad and drops bomb killing 5. I had slight annoyance as I got secure objective 1 which was the one with sentinel on it. If I wanted any chance of getting it either a) I need to unload one infantry inside BW or b) move whole battlewagon. In the end I decided protection so moved whole BW within 3" of objective in case I can destroy it. KFF followed suit to protect it while still keeping KMK's inside. Much use thise would be...Magic I kept quiet. Last turn da jump had btw caused 3 wounds to weirdboy. Shooting. I fired both KMK's at the hellhound. 9 shots, 3 hits in total and 0 wounds. I even used command reroll AGAIN like last turn and AGAIN it failed. Stupid hellhound was still alive. That hellhound was starting to piss me off. I wanted to get rid of it though(2d6" autohits ain't nice) so I used flashgits to finish the bugger off. Then lootas opened up and 39 shots later sentinel was wreck hit on 6's or not! This turn I got all 3 cards 1 which was defend(that was in middle of my army so no way whatsoever he could prevent it. Nope. Not possible). Oh and one of the freakiest rolls I have seen was when 14 grots fired at that 1 wound hellhound and only 1 hit...What are the odds of missing 13 4+ hits out of 14 dice anyway?

He...Still moves squash do basically. Maybe hellhound on my left a bit. Shooting scythes through lots of stuff including battlewagon, both KMK and tons of lootas plus lost 4 flashgit to ride blowing up(figured I want D2 weapons around here). Did I mention that by now KFF had rolled like 2 dozen saves with only 2 saves? And those weren't really even needed as it was vs heavy bolter so 5+ anyway...Bloody hell. Against all hits with -2 or better battlewagons and KMK's had ALL failed on save rolls. Only at the end with lootas did I finally start to pass something...He blew out my burnabomber also but it didn't blow up.

Turn 3: I push stuff forward hoping to keep him occupied shooting my force up. I'm not feeling any remorse for my guys. I'm marching them up into certain death without any chance or even INTENTION of actually really killing anything! I was about to da jump bad moons(30 shootas) toward center for some charging against tanks maybe until I realized I had forgotten to move anything to take control of objective 3 on my DZ that was secure objective goal so had to go there instead. Shooting I was pretty much out of guns by now. Lootas and flashgit shot at russ with punisher cannon and using command CP vs loota hit he kept damage to 3 wounds. I was way ahead of objectives though.

He basically STILL was sitting at his DZ blowing up grots and bad moons(5 left) left and right(infantry started to advance at least and one russ shuffled to get LOS). But this time he had no real way to score. Advance? Get entire army out of DZ? Well it might not be tactically that bad idea(I was hoping for him to stay put...) but even on advance vacating it would take 2 turns. Then witch hunter(good luck getting my weirdboy behind tons of stuff and out of LOS by hill...) and secure objective that's behind that hill with no unit that could even theoretically reach no matter what weird advance charge whatever combo he might pull up.

I held bad moons in place by strategem.

Turn 4:

With pretty much no army left I started moving KMK crews around to block routes toward objectives. I had about 20 grot strong unit left and there was wyvern with infantry squad next with russ on other side of infantry squad. I had psychological warfare so I got idea. Move in, shoot at infantry, charge at infantry, pile into the 2 vehicles locking them to combat, kill maybe some guys in combat, cause failed morale. Yey. On my left the 5 bad moons moved front of russ ensuring it can't move past. One side ruin and going up and down wall too slow and on other side board edge with gap too narrow to fit past it and bad moons. So then grots shot at the infantry squad. He even used CP reroll to reroll save. Huh? Well I assumed he was wanting to make psychological warfare hard. I then charge. He rolls 2 dice. "Were those bolters shots?"(he had bolter on all sergeants). No that was lasguns...2 lasgun shots at rapid fire range? From like half a dozen guys? Why I got bad feeling...He picks up 3 dice. "What are those?" "Flamers". "Flamers?" "Yes. And oh here's heavy flamer" and with that I'm down like 15 grots. AAAAAAAH! There was 3 flamers and heavy flamer in that squad? What were they? Veterans? Crap...Now looking at the models sure enough there's loooots of flame there...

Whoops. Next time don't just rush in but verify what you are facing! Should have charged russ and tagged the other 2. No psychological warfare but no overwatch either. With runtherd killing 2 leaving 1(I btw even failed charge distance of 6" with CP reroll which I used before realizing what sort of overwatch I Was facing) I had just given up my wall on right flank(not that it really mattered in the end here).

He finally started moving up stuff advancing with several tanks but by now he was having hard time scoring objectives and cards weren't kind.

Turn 5 and last turn. I got kingslayer which...I actually COULD archieve. Due to advancing line slight gap had appeared on his rear. I could try to kill that. Not that I even really have anything to lose so da jump and dethskulls(19 shootas, nob, 10 choppas) went there. Alas due to table edge had to go wide line so russes made sure all could not shoot but 11 could. 3 wounds. DRAT! Charge failed. Got 5 and 1, rerolled 1, got 3. Elsewhere KMK crew just moved to block directions toward objectives. On his turn he got secure 3 which was the sole objective I could NOT block. He went there, didn't even bother shooting phase as it was formality then and we counted. I had 7 cards of which 1 was 2 point defend so 8. He had 5 cards and first blood for 6.

8-6 victory for orks! Albeit in the end with no army to speak off left

Also I had whopping 45 minutes left to pack and head to station which is personal record for me for these gaming nights. And got already game agreed with new face(for me) one day vs necron player. Any suggestions what to do vs necrons?
[Thumb - 20180828_172918.jpg]

[Thumb - 20180828_192713.jpg]


2024 painted/bought: 109/109 
   
Made in us
Battlewagon Driver with Charged Engine





Agreed, in the end it really comes down to personal preference. Some people want to have fun by playing whatever models they think are cool and fun to use, and some people have fun by winning and optimizing their lists. They key is finding someone who feels the same way as you to play against.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Regular Dakkanaut





Thanks tneva, love these reports! I also love all the grotz!!!
   
Made in fi
Locked in the Tower of Amareo





Coh Magnussen wrote:
Thanks tneva, love these reports! I also love all the grotz!!!


Hehe I love grots as well as should be evident I wouldn't go as far as say they are best unit in ork index but bloody useful anyway. There are jobs you don't NEED ork boy offensive capability and in terms of survivability...Well you get 2 grots for 1 boy and main difference in survivability is T. So:

S1: You get twice as many wounds vs grots as orks, per point identical thus. But no S1 weapon that I Really know of.
S2: 1/2 wounds vs 1/6. Okay here boyz are tougher than grots per points but...How many S2 weapons are out there?
S3: 2/3 wounds vs 1/3. Twice, identical survivability per points
S4: 5/6 vs 1/2. Now suddenly you get less than twice the wounds vs grots than boyz so grots actually soak up more firepower per points. All those bolters etc...
S5-S7: 5/6 vs 2/3. Advantage turns more and more in grot favour. Pulse rifles, heavy bolters, autocannons, helverins etc.
S8+: 5/6 vs 5/6. Now grots are half the price vs soaking up fire same.

Unless you face lots of S1-S2 you are MINIMUM identical in terms of points. Against S4+ you require more shots for X points to clear grots than boyz.

So they provide you cheap bodies meant to die for the greater waaagh. Also cheap way to control board. Damage output wise they aren't best but against T3 they are providing slightly more wounds than ork pistols. More if they are in numbers. This can be useful for clearing chaff, kill small units for "kill unit in shooty phase" maelstrom card or psychological warfare card where you need to cause casualties but not TOO many which makes ork h2h actually too effective...

Too bad runtherds are 0-3 max. Makes bit hard to have huge wall both practically fearless and rerolling 1's in h2h.


2024 painted/bought: 109/109 
   
Made in us
Battlewagon Driver with Charged Engine




An Actual Englishman wrote:
I'm starting to think pina colada and I are the same person.

-Snip-

We're not. I am in fact the Kirby looking squig in your profile picture, tormented by unearned sentience

tneva82 wrote:Another tuesday, another rambling of a game for you to suffer through

Spoiler:
With idea of a) using lots of grots I had been painting b) not wanting to just spam boyz I went for bit of unusual list I posted before that was:

Bat 1:

Warboss w/relic big choppa, 6+++
weirdboy w/da jump
2x30 boyz with big choppa, pk, 19 shootas in one, 29 in other
2x30 grots
10xgrots
runtherd
3xKMK
dakkajet 6xsupa shoota

Bat 2:

bik mek w/kff
weirdboy w/da jump
2x10 grot
2x11 grot
battlewagon
7 flashgit
13 loota
burna bomber w/skorcha missiles

Unsurprisingly I wasn't putting much stock on winning any game with casualties but would be aiming for objective game. I ended up playing by now very familiar space wolf player who's one of the more relaxed guys in terms of his army lists...Except this time he didn't bring his space wolves...Instead he had brought IG! I didn't even KNOW he has other armies than wolves! Seems I brought in gunline facing even better gunline...Whoops. I would have been more confident vs his space wolves, which albeit still are quite shooty type but not THIS shooty. By some freak luck he had army that was almost designed to blow up my army...So basically he had cadian armoured elements with tank commander in battle cannon I think, punisher, executioner, another battle cannon russ, wyvern, hydra, 2 hellhounds(not sure were these cadians). Also some catachan infantry. Sentinel with heavy flamer. Loooots of flamers around army. More of these later.

I knew right from the get-go a) my army WILL be blown to bits apart from some weird freak out dice rolling. Question would be just will I be blown to pieces or wiped out. If not wiped out I Can win on objectives as he's super stationary(and based on how he plays wolves I suspect he's not aggressive in movements this time either) and I have tons of chaff.

As I had forgotten chapter approved home we played simple scenario of 3 maelstrom cards per turn. We rolled 50-50 do we deploy short or wide edges and ended up again short edges. Not perfect vs gunlines but as I got to choose side I got 4/6 objectives within easy reach so not impossible. I even seized and started the game! Yey. My orks are going first much higher chance than knights(who are at 0/4 going first).

Turn 1: I rush forward. I had some movement troubles with grots and battlewagon(Stupid me keeping it toward last forgetting good position) with low advance rolls(I rolled not higher than 2 all turn...) but did get battlewagon off. 2 grot units just got bit tangled trying to clear the way. I forgot skorcha bomb but I would have needed to advance anyway so not sure would it have been worth it though would have been middle of his army in case I blow up...Magic I da jumped grots toward left hoping to charge leman russ. Shooting lootas and flashgits shot at hellhound causing quite a lot of damage. Then trio of KMK's fired total of 13 shots scoring whopping 6 hits for return of wound to 2. However I only got 2 wounds out of 6 hits. Grumble grumble. End result was hellhound with 1 wound left...I had also shot fliers already clearing some infantry(and forcing him to use CP to keep one squad on field having lost 7 guys). Mistake. They could have been used to finish off. Lesson learned. Forgot also to roll for flashgit if they shoot again and forgot to charge with grots...Well 9" would have been unlikely anyway with just CP reroll and no overwatch casualties at least. Main goal is to just threaten and block anyway.

He returns by...Moving only sentinel toward one objective in center. Then he fired away blowing up tons of grots(including whole da jumped mob), dakka jet, 1 KMK. Hefty casualties but I Was expecting some. Not this much but with 10 and 11 with hellhound hits being indicative of how he was rolling..I swear against total unknown I might have got suspicious of his rolling this game but I know him from before and have seen him roll abysmally bad with those dices so no worries about loaded dices. Just some freaky dice rolling! Anyway 1-1 on objectives so far.

Turn 2: I shuffle stuff up. Burna jet moves over squad and drops bomb killing 5. I had slight annoyance as I got secure objective 1 which was the one with sentinel on it. If I wanted any chance of getting it either a) I need to unload one infantry inside BW or b) move whole battlewagon. In the end I decided protection so moved whole BW within 3" of objective in case I can destroy it. KFF followed suit to protect it while still keeping KMK's inside. Much use thise would be...Magic I kept quiet. Last turn da jump had btw caused 3 wounds to weirdboy. Shooting. I fired both KMK's at the hellhound. 9 shots, 3 hits in total and 0 wounds. I even used command reroll AGAIN like last turn and AGAIN it failed. Stupid hellhound was still alive. That hellhound was starting to piss me off. I wanted to get rid of it though(2d6" autohits ain't nice) so I used flashgits to finish the bugger off. Then lootas opened up and 39 shots later sentinel was wreck hit on 6's or not! This turn I got all 3 cards 1 which was defend(that was in middle of my army so no way whatsoever he could prevent it. Nope. Not possible). Oh and one of the freakiest rolls I have seen was when 14 grots fired at that 1 wound hellhound and only 1 hit...What are the odds of missing 13 4+ hits out of 14 dice anyway?

He...Still moves squash do basically. Maybe hellhound on my left a bit. Shooting scythes through lots of stuff including battlewagon, both KMK and tons of lootas plus lost 4 flashgit to ride blowing up(figured I want D2 weapons around here). Did I mention that by now KFF had rolled like 2 dozen saves with only 2 saves? And those weren't really even needed as it was vs heavy bolter so 5+ anyway...Bloody hell. Against all hits with -2 or better battlewagons and KMK's had ALL failed on save rolls. Only at the end with lootas did I finally start to pass something...He blew out my burnabomber also but it didn't blow up.

Turn 3: I push stuff forward hoping to keep him occupied shooting my force up. I'm not feeling any remorse for my guys. I'm marching them up into certain death without any chance or even INTENTION of actually really killing anything! I was about to da jump bad moons(30 shootas) toward center for some charging against tanks maybe until I realized I had forgotten to move anything to take control of objective 3 on my DZ that was secure objective goal so had to go there instead. Shooting I was pretty much out of guns by now. Lootas and flashgit shot at russ with punisher cannon and using command CP vs loota hit he kept damage to 3 wounds. I was way ahead of objectives though.

He basically STILL was sitting at his DZ blowing up grots and bad moons(5 left) left and right(infantry started to advance at least and one russ shuffled to get LOS). But this time he had no real way to score. Advance? Get entire army out of DZ? Well it might not be tactically that bad idea(I was hoping for him to stay put...) but even on advance vacating it would take 2 turns. Then witch hunter(good luck getting my weirdboy behind tons of stuff and out of LOS by hill...) and secure objective that's behind that hill with no unit that could even theoretically reach no matter what weird advance charge whatever combo he might pull up.

I held bad moons in place by strategem.

Turn 4:

With pretty much no army left I started moving KMK crews around to block routes toward objectives. I had about 20 grot strong unit left and there was wyvern with infantry squad next with russ on other side of infantry squad. I had psychological warfare so I got idea. Move in, shoot at infantry, charge at infantry, pile into the 2 vehicles locking them to combat, kill maybe some guys in combat, cause failed morale. Yey. On my left the 5 bad moons moved front of russ ensuring it can't move past. One side ruin and going up and down wall too slow and on other side board edge with gap too narrow to fit past it and bad moons. So then grots shot at the infantry squad. He even used CP reroll to reroll save. Huh? Well I assumed he was wanting to make psychological warfare hard. I then charge. He rolls 2 dice. "Were those bolters shots?"(he had bolter on all sergeants). No that was lasguns...2 lasgun shots at rapid fire range? From like half a dozen guys? Why I got bad feeling...He picks up 3 dice. "What are those?" "Flamers". "Flamers?" "Yes. And oh here's heavy flamer" and with that I'm down like 15 grots. AAAAAAAH! There was 3 flamers and heavy flamer in that squad? What were they? Veterans? Crap...Now looking at the models sure enough there's loooots of flame there...

Whoops. Next time don't just rush in but verify what you are facing! Should have charged russ and tagged the other 2. No psychological warfare but no overwatch either. With runtherd killing 2 leaving 1(I btw even failed charge distance of 6" with CP reroll which I used before realizing what sort of overwatch I Was facing) I had just given up my wall on right flank(not that it really mattered in the end here).

He finally started moving up stuff advancing with several tanks but by now he was having hard time scoring objectives and cards weren't kind.

Turn 5 and last turn. I got kingslayer which...I actually COULD archieve. Due to advancing line slight gap had appeared on his rear. I could try to kill that. Not that I even really have anything to lose so da jump and dethskulls(19 shootas, nob, 10 choppas) went there. Alas due to table edge had to go wide line so russes made sure all could not shoot but 11 could. 3 wounds. DRAT! Charge failed. Got 5 and 1, rerolled 1, got 3. Elsewhere KMK crew just moved to block directions toward objectives. On his turn he got secure 3 which was the sole objective I could NOT block. He went there, didn't even bother shooting phase as it was formality then and we counted. I had 7 cards of which 1 was 2 point defend so 8. He had 5 cards and first blood for 6.

8-6 victory for orks! Albeit in the end with no army to speak off left

Also I had whopping 45 minutes left to pack and head to station which is personal record for me for these gaming nights. And got already game agreed with new face(for me) one day vs necron player. Any suggestions what to do vs necrons?
That was a fun battlereport to read. Keep fighting the green fight Tneva!
   
Made in ru
!!Goffik Rocker!!






Great batrep. Shows you can occasionally do stuff even with such a list if you focus on it's strengths instead of weaknesses.
   
Made in us
Longtime Dakkanaut




So if rumors of no codex warboss on bike is true.
I expect zhardsnark from FW to be even more popular.
The fact he’s evil sun just makes him even better at what he does (which is first turn charge mortal wound power klaw beatdowns). With 17move, 7 advance, 2d6+1 charge rerolling 1 die.

I realize you can still use the index however the index is not updated with and new stat changes or point reductions that occur in the codex.

This message was edited 1 time. Last update was at 2018/08/29 13:27:20


 
   
Made in us
Deadshot Weapon Moderati




MI

Coh Magnussen wrote:

Too bad runtherds are 0-3 max. Makes bit hard to have huge wall both practically fearless and rerolling 1's in h2h.

Warbosses can help out with that. The Breakin' Head ability functions just like a Runtherd with Squig Hound when it comes to morale. This is why I often use Grots as screens for Warbosses.

This message was edited 1 time. Last update was at 2018/08/29 18:15:40


 
   
Made in gb
Mekboy on Kustom Deth Kopta






gungo wrote:
So if rumors of no codex warboss on bike is true.
I expect zhardsnark from FW to be even more popular.
The fact he’s evil sun just makes him even better at what he does (which is first turn charge mortal wound power klaw beatdowns). With 17move, 7 advance, 2d6+1 charge rerolling 1 die.

I realize you can still use the index however the index is not updated with and new stat changes or point reductions that occur in the codex.

Unfortunately Zhadsnark cannot advance and charge (as stupid as that is) as he is currently written. I thought his move was 15" too so he'll go to 16" with Evil Sunz strat.
   
Made in us
Longtime Dakkanaut




You are correct. I’ve also resent a faq request for forgeworld on zhardsnark it makes no sense as that was updated in the index.
   
Made in us
Dakka Veteran





 Billagio wrote:
Agreed, in the end it really comes down to personal preference. Some people want to have fun by playing whatever models they think are cool and fun to use, and some people have fun by winning and optimizing their lists. They key is finding someone who feels the same way as you to play against.


At the same time, realistically it should be balanced to where any unit choice has a chance of a victory. This isn't the case however. I have players I play with who take substandard units, which is great, but then get really upset and frustrated when that unit fails to perform or gets killed even though it isn't super competitive. Kind of hard to consider that aspect. You want to win fine. You want to play your units fine. You want to play whatever units and still win....uhhhh goodluck? maybe depending on who you're playing.


Automatically Appended Next Post:
 An Actual Englishman wrote:
gungo wrote:
So if rumors of no codex warboss on bike is true.
I expect zhardsnark from FW to be even more popular.
The fact he’s evil sun just makes him even better at what he does (which is first turn charge mortal wound power klaw beatdowns). With 17move, 7 advance, 2d6+1 charge rerolling 1 die.

I realize you can still use the index however the index is not updated with and new stat changes or point reductions that occur in the codex.

Unfortunately Zhadsnark cannot advance and charge (as stupid as that is) as he is currently written. I thought his move was 15" too so he'll go to 16" with Evil Sunz strat.


I thought they FAQ'd this to allow Warboss on Bikes to advance and charge with Waagh.

This message was edited 1 time. Last update was at 2018/08/29 17:08:30


 
   
Made in gb
Mekboy on Kustom Deth Kopta






gungo wrote:
You are correct. I’ve also resent a faq request for forgeworld on zhardsnark it makes no sense as that was updated in the index.

Good man, I did the same thing, hopefully it's fixed!
mhalko1 wrote:
Automatically Appended Next Post:
 An Actual Englishman wrote:
gungo wrote:
So if rumors of no codex warboss on bike is true.
I expect zhardsnark from FW to be even more popular.
The fact he’s evil sun just makes him even better at what he does (which is first turn charge mortal wound power klaw beatdowns). With 17move, 7 advance, 2d6+1 charge rerolling 1 die.

I realize you can still use the index however the index is not updated with and new stat changes or point reductions that occur in the codex.

Unfortunately Zhadsnark cannot advance and charge (as stupid as that is) as he is currently written. I thought his move was 15" too so he'll go to 16" with Evil Sunz strat.


I thought they FAQ'd this to allow Warboss on Bikes to advance and charge with Waagh.

They did. They forgot the most pimping Warboss on Bike old Zhadsnark though so he (bizarrely) can't!
   
Made in us
Longtime Dakkanaut





Good ol' FW.

 
   
Made in lt
Mysterious Techpriest






https://www.warhammer-community.com/2018/08/30/breaking-previews-and-reveals-from-novagw-homepage-post-1/

Global dakka dakka dakka and warboss on bike confirmed. Now fetch me the rumors that said global dakkax3 was a thing, since all of them should be true

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in us
Longtime Dakkanaut




Dakka Dakka Dakka is a army wide rule the not only give exploding 6s but you always hit in 6 regardless of modifier!!!!
That is huge!
   
Made in us
Dakka Veteran




Well, as much as I love it -

-1 is still a massive penalty to our shooting; we lose 50% of already average shooting; and it being on unmodified sixes means it can't be used in cool combos, like with 20+ Grot squads.

That said, a buff is a buff, and I'll take what we can get.
   
Made in us
Battlewagon Driver with Charged Engine





fe40k wrote:
Well, as much as I love it -

-1 is still a massive penalty to our shooting; we lose 50% of already average shooting; and it being on unmodified sixes means it can't be used in cool combos, like with 20+ Grot squads.

That said, a buff is a buff, and I'll take what we can get.
Yes, but -2 to hit makes us the same as a lot of other armies. And -3 to hit means we hit infinitely more often than the TAU. The mere thought of that makes this boy very happy.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Combined with the stratagem for flyer hunting, I think most offenders with -2 to hit are at least killable now, assuming we get shooting units worth their points.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Battlewagon Driver with Charged Engine




Well, I love all the model releases. That warboss is amazing alongside his crew of boyz. I wonder if the grappling hook has powerklaw stats, I also wonder if anything's swappable on him..

Regarding dakkadakkadakka, it's on unmodified hit rolls of 6, which I insisted it would be. But realistically this isn't going to be enough without a major buff to our guns. If you're not facing a force with an army wide -1 to hit modifier it might actually be pretty sweet. Especially if you're playing Evl Sunz, advance everything and still hit on 5's, also for every 6 you roll you get more shots that hit on 5's. That sounds pretty good.

Problem is, as soon as you're facing -1 this is just going to translate into an absurd amount of dice thrown for very little impact. Now sure what the solution to that is now that we know how dakkadakkadakka is phrased. (Well, in reality it's just to retroactively remove -1 to hit army traits, but not sure if they're willing to do that.

Overall though I'm real happy. We're getting fantastic models and (perhaps hyperbolic) statements of a great codex.

This message was edited 1 time. Last update was at 2018/08/30 06:13:26


 
   
Made in fi
Locked in the Tower of Amareo





PiñaColada wrote:
Well, I love all the model releases. That warboss is amazing alongside his crew of boyz. I wonder if the grappling hook has powerklaw stats, I also wonder if anything's swappable on him..

Regarding dakkadakkadakka, it's on unmodified hit rolls of 6, which I insisted it would be. But realistically this isn't going to be enough without a major buff to our guns. If you're not facing a force with an army wide -1 to hit modifier it might actually be pretty sweet. Especially if you're playing Evl Sunz, advance everything and still hit on 5's, also for every 6 you roll you get more shots that hit on 5's. That sounds pretty good.

Problem is, as soon as you're facing -1 this is just going to translate into an absurd amount of dice thrown for very little impact. Now sure what the solution to that is now that we know how dakkadakkadakka is phrased. (Well, in reality it's just to retroactively remove -1 to hit army traits, but not sure if they're willing to do that.

Overall though I'm real happy. We're getting fantastic models and (perhaps hyperbolic) statements of a great codex.


Well we'll see. If they up the number of shots good weapons fire(either by upping shot count or upping # of guns in army) it can cause useful damage. I'm not looking at needing army to blow enemy up in shooting but blowing up occasional hellhound etc would be nice. Almost did that on tuesday already(despite 2 units suffering -1 due to having to move to range with flashgits) and was only ruined by 3 3+ wound rolls failing. Cheaper and bit more efficient and it would have been decent.

Wouldn't buy their statement about great codex. They hype every codex as "best X codex eva!". What should they say? "Sorry but this time you'll get average codex"

My biggest fear effort goes mostly to speed freak stuff. Lootas, flash gits, walkers all need. Deep strike+3d6" charge for vehicles could help killa kan squadron or gorkanaut but only once. Token ONE unit to combo with that strategem isn't fixing core issues of ork walkers so hopefully something that encourages armies of ork walkers(I wanna run walker mob!). Oh and stompa?

Going to be looooooong september waiting for the codex.

2024 painted/bought: 109/109 
   
Made in us
Battlewagon Driver with Charged Engine




Maybe you're right. We'll see I guess but I'm happy with the fact that we're even getting anything.

Anyone dare to guees what the stats for the new boomstick on the wartrike will be? (Also, do you think they misspelled it and really meant boomstikk?)
   
Made in ru
!!Goffik Rocker!!






Dakka dakka rule is basically a 15% damage increase. That's not amazing but not bad for a free buff. The always hit on 6 and counting only unmodified rolls part indicates that gw does listen to players occasionally.
   
Made in nl
Regular Dakkanaut





I think another big part of dakkadakka is the increased mobility for shooting.
You can now advance assault/move heavy weps without any consequences for shooting if the target is at least -1 to hit. (Excluding weapons with Grot gunners/Flash Gitz ofc)

An imperium tank popped smoke? Might as well advance the Tankbustas then, no downside to it.

An Eldar Hemlock with his ridiculous -3 to hit flying by? My Loota’s dont care, hell I’ll even move them to get to a better position.

This message was edited 1 time. Last update was at 2018/08/30 08:18:50


 
   
Made in au
Flashy Flashgitz






I am disappointed it's not always hit on unmodified 4's and exploding 6's cause automatic two hits instead of rolling for new hits. This rule is absurd and a waste of my time.
   
Made in se
Regular Dakkanaut






I believe that the "always hit on a 6" should be a universal rule or even better that you cannot stack "-1 to hit" abilities. They mentioned the Chapter Approved; maybe at least the first part is included there.
   
 
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