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Made in ru
!!Goffik Rocker!!






Well, he's still tough and choppy.
   
Made in us
Nasty Nob




Crescent City Fl..

gungo wrote:
Da Krunch is just an odd power
Rarely do you have swarm type units that require mortal wounds to kill... tzeentch horror spam???

If I was really worried about swarm units the snakebite bomb probably does a better job w auto hitting 3d6 str5 -1ap atks with another 2d6 hits in another unit....

But honestly our best way to deal with swarms is weight of atks, not to say Da Krunch isn’t a nice way to weaken them up, but I’d probably memorize another more versatile power.


I like it. Doesn't even need to target a large unit. It could be useful against small multi wound units. My opponents toughest using recently has been aggressors wit their fancy T5, 2 wounds and good or better save. Standing behind a power armoured screen. Anything that can cut a squad of 10 marines in half or better and I'm a happy Warboss. I have to read the spell again to think of other things i'd like to melt.
But I see potential.

Also, in my last list I had a SAG Mek and if I had this spell I would have had this instead, along with all my other mortal wound generation. This almost seems more reliable.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in dk
Fresh-Faced New User




 warhead01 wrote:
gungo wrote:
Da Krunch is just an odd power
Rarely do you have swarm type units that require mortal wounds to kill... tzeentch horror spam???

If I was really worried about swarm units the snakebite bomb probably does a better job w auto hitting 3d6 str5 -1ap atks with another 2d6 hits in another unit....

But honestly our best way to deal with swarms is weight of atks, not to say Da Krunch isn’t a nice way to weaken them up, but I’d probably memorize another more versatile power.


I like it. Doesn't even need to target a large unit. It could be useful against small multi wound units. My opponents toughest using recently has been aggressors wit their fancy T5, 2 wounds and good or better save. Standing behind a power armoured screen. Anything that can cut a squad of 10 marines in half or better and I'm a happy Warboss. I have to read the spell again to think of other things i'd like to melt.
But I see potential.

Also, in my last list I had a SAG Mek and if I had this spell I would have had this instead, along with all my other mortal wound generation. This almost seems more reliable.


How would Da Krunch cut a squad of 10 marines in half? You would be lucky to get 2 mortal wounds on such a unit. Or am I missing something?
   
Made in us
Tough-as-Nails Ork Boy






 Grimskul wrote:
Niiru wrote:
 Grimskul wrote:
 Nightlord1987 wrote:
Love it when people make great claims of 150! Attacks in CC. As if you would ever get everything keys boy into CC.

It's not like Guard shooting. There's no way in Hell you get every single boy in cc to get maximum attacks.

This isn't to anyone in particular, just a general gripe with every Ork tactics discussion.


Well that's the main issue with armchair generals on forums, everyone tends to assume "in-a-vacuum" situations that don't often happen in real games. It leads to both extremes of assuming things are OP or complete garbage, it's rare for people to have a consensus on things being more in-between.

Personally, I'm disappointed to see that it doesn't seem there's any relics that give us invulns in CC, meaning that badmoonz warlord trait with the supa cybork is going to be our only tanky build for a warboss. Also, I'm kinda surprised there's no Mega Kustom Force Field relic, as I'd prefer that over the fixer upperz that the Deffskullz have.



Wait, the relics have been leaked/released? I've not seen anything on here or whcomm


Not on warhammer community, it was leaked via a youtuber. The list is as follows:

Universal RELICS

Da Dead Shiny Shoota: Replace shoot/kustom shoota/kombi shoota: RNG 18" Assault 12 S4 AP -1 DMG 1

Headwoppas Killchoppa: Replace big choppa; S+2 AP -2 DMG 2, inflict 2 mortal wounds on wound rolls of 6+ instead of normal damage.

Super Cybork Body; 5+ to ignore wounds. No dok Tools can effect this model

Da Killa Klaw; replace power klaw, Sx2 AP -3 DMG 3 reroll wounds

Scorched Gitbonez - Psyker only, Add 1 to psychic tests

Git Stoppa Shells. Model with Kustom Shoota, Kombi Shoot, +1 to Strength and Damage, Improve AP by 1.

Klan Relics

GOFFS Da Lucky Stick, replace a banner - +1 to hit rolls with in 6", reroll hit and damage rolls for the bearer (re rolling damage for a banner nob is currently pointless so the banner mob datasheet must be changing a bit)

BLOOD AXES Morgogs finkin cap, gain another warlord trait, if not your warlord gain a warlord trait but cant be the same as the warlords.

EVIL SUNS Rezmekkas, redder armour- +1 to the transport movement the bearer is embarked in. Start of the movement phase roll a D6 for all enemies within 1" of the transport, on a 4+ deal D3 mortal wounds.

BAD MOONS da gobshot thunderbuss; replace shoota, kustom shoota, kombi shoota. RANGE 12", HEAVY 2D6 S5 AP-1 DMG 1, auto hits.

DEATH SKULLS da fixxer upperz, gains the mekaniak ability, if it already has it then the ability auto heals 3 wounds.

SNAKEBITE Broggs Buzzbomb, GRENADE RANGE 6", grenade 3d6 S5 AP -1 DMG 1 , auto hits, one use only. When it hits resolve 2D6 attacks on an enemy unit 6" within the target unit.

FREEBOOTERS Da Badskull Banner, once per battle use. all freebooters become immune to morale for a turn



Dead shiny - Uninspired ork gun that doesnt even kill a MEQ a turn, 2-3 GEQ if your having trouble with them? Even less sonce your warboss should be advancing every turn.

Headwoppas, decent always been decent but one of maybe two weapons that deal mortals instead of vs on top of dmg.

Super Cybork - means your WB doesnt need to be babysat by a painboy but healing d3 wounds a turn is much stronger than +1 FNP

Killa klaw - the only real choice and makes power klaws what they were supposed to be.

Schorched Gitbones - yeah...we need more modifiers to casting probably the worst

Git stoppa shells - have to actually hit something to stop the Gits maybe worse than gitbones

Lucky stick - I mean I understand why they dont want it to be as broken as 7th but if only a nob banner character can take meh. You want to be multiplying your best characters strength not some support elite slot.

Thinking cap - When the relic list is this bad you should splash to another list.

Evil suns - A pretty powerful effect but means your character can never get off his ride to get into CC where you want them. Your out of luck when your rides are all scrap.

Blunderbuss - Nice little flamer good for overwatch but using it in your own turn just makes your charges that much harder by your opponent removing the closest models.

Fixxer Upper - 3 wounds a turn is nice but a halfway decent oppenent will never let you fix the same vehicle twice. Two turns is plenty of time in 8th to destroy any vehicle. Also mekianik is so bad having to walk alongside instead of riding inside. Asking to be sniped or sniped by planes.

Buzzbomb - Decent horde killing power but with only 6" range and you cant throw grenades after advancing so you'll never get this off. Youve also made your charge harder.

Banner - Either your big mobs so your immune or small elite mobs which shot complety to death or dont lose enough to care. CP reroll and CP auto pass is enough morale mitigation. Hopefully youll at least be able to use it whenever you want and not something dumb like start of your turn.




Automatically Appended Next Post:
 GreatGranpapy wrote:
 Hades wrote:
Wow havent seen a lineup of relics that bad since craftworlds codex.


Don't know what you're talking about; this is one of the best relic lists we've seen imo.


Youve never looked at the Dark Eldar codex. The worst relic is a short range targettable smite grenade that buffs things around the character afterwords. DE can actually use it with their 19" move flying transport that can be closest to whatever character they want.

This message was edited 1 time. Last update was at 2018/10/24 11:51:15


3000
1500
2200 
   
Made in ca
Ork Boy Hangin' off a Trukk





Do we know if the Lucky stick is a flat +1 to hit? That would be useful for ranged stuff like Flash gitz, Lootas, or the big naut/stompa guns.
   
Made in us
Deadshot Weapon Moderati




MI

Shrapnelbait wrote:
Do we know if the Lucky stick is a flat +1 to hit? That would be useful for ranged stuff like Flash gitz, Lootas, or the big naut/stompa guns.

+1 to hit from stick is only for characters
   
Made in us
Regular Dakkanaut




Newfoundland

"GOFFS Da Lucky Stick, replace a banner - +1 to hit rolls with in 6", reroll hit and damage rolls for the bearer. "

seems like it effects people in an area.
   
Made in us
Deadshot Weapon Moderati




MI

That effect is different from what the first leak said, which claimed it only worked for characters. Sounds like now we have two different versions of this relic being claimed.

Here is the original list:

Da ded shiny shoota -. Replace kustom shoota
18" Assault 12 S4 Ap-1 D1

Headwoppa's Killchoppa - Replace big choppa
S+2 AP-2 D2 Wounds rolls of 6+ cause 2 mortal wounds in addition

Super cybork body
5+ FnP

Da Killa Klaw - Replace power klaw
Sx2 AP-3 D3 Reroll wounds

Scorched Gitbonez - Pysker only
Add 1 to psychic tests

Gitstoppa Shells - Model with kustom shoota, kombiweaponwith skorcha or kombiweapon with rokkits only
Add 1 to strength and damage of that weapons shoota or kustom shoota profile, improve the AP of that weapon by 1 as well (AP-1 becomes AP-2)

Da Lucky Stikk - Goff only
Add 1 to hit rolls made by friendly goff chracters within 6" of the bearer in the fight phase. In addition, you can reroll hit and damage rolls for attacks made by the bearer in the fight phase

Morgogs finkin cap - Blood axe only
If the bearer is your warlord you can generate a second warlord trait for them. If the bearer is not your warlord generate a warlord trait for them. The same warlord trait cannot be generated for both the bearer and the warlord.

Rezmekkas redder armour - Evil sunz only
Add 1 to the movement characteristic of a transport while this model is embarked within it. In addition, if the bearer is embarked, then at the start of your movement phase roll d6 for each enemy unit within 1" of the transport the bearr is embarked in. Ona 4+ that unit suffers d3 mortal wounds.

Da Gobshot Thunderbuss - Bad moons with kustom shoota or kombiskorcha/rokkit only
Replaces weapon with following profile
12" Heavy2d6 S5 AP-1 D1 This weapon automatically hits its target

Da Fixxer Upperz - Deathskulls model only
The bearer gains the big mekaniak ability. If the beaerer already had the big mekaniak ability, the target of the ability regains 3 lost wounds instead of d3 every time it's used

Broggs Buzzbom - Snakebite only
6" Grenade3d6 S5 AP-1 D1 This weapon can be used once per battle. After all of its attacks have been resolved, you can immediately select another enemy unit within 6" of the target and resolve 2d6 attacks against it with the sam weapon. This ability only occurs once. This weapons automatically hits its target

Da Badskull banner - Freebooterz only
Once per battle, at the start of your turn, the bearer of Da Badskull Banner can choose to fly on its boss pole. If they do so, friendly freebooter units do not have to take morale tests until the start of your next turn

Notice that the stikk is just for characters here.

This message was edited 1 time. Last update was at 2018/10/24 14:22:32


 
   
Made in au
Ork Boy Hangin' off a Trukk





Kirioth didn't provide a text post for his video with the relics, all the variations on the relic rules are from bad transcriptions. Kirioth is the source of the leaks, so I would honestly just disregard any details that don't line up with what he posted.

Da Lucky Stikk has not actually been stated to replace a banner in the source material. The claim that it replaces a banner came from someone who improperly transcribed Kirioth's video, I mentioned to the transcriber that he got that bit wrong and he said he just assumed that it would replace a banner. So basically someone muddled the information from the actual source but he happened to be the first one to make the text post and it is consequently being shared all over the place.

It also doesn't make much sense for it to only replace a banner, it has properties that don't even affect a banner nob (like re-rolling damage rolls).

This message was edited 2 times. Last update was at 2018/10/24 14:47:01


Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Battlewagon Driver with Charged Engine




It is characters only it affects, according to the original source. That was also my transcription, which I'm fairly certain was the first one out. People just read it too hastily and got overexcited. Then that spread

The phrasing isn't verbatim in the transcription though, and I have noticed that I wrote down the thunderbuss wrong since it only replaces the shoota part of the weapon.

I was debating of going back and changing it to being verbatim but the issue is that the text provided by Kirioth clearly isn't how it's going to be phrased in the codex anyways, and the codex is out so soon. And that would be preced by image leaks most likely
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






So, let's build some warlords!

Wagonsmasha da Kunnin, Bloodaxe Warboss on bike, PK
Finkin' Kap for two warlord traits
1) Reroll to hit, +1 to damage against vehicles when charging
2) +1 to sterngth, +1 to attack

5 Attacks hits vehicles on 3+ with re-rolls, wounds T7 on 2+, all other on 3+, and does d3+1 damage. Also 3+ armor against shooting and can fall back every turn to get his bonus for charging again.

Dead 'ard Git, Badmoon Mega-Armoured Warboss with combi-skorcha
4++ warlord traits
5+++ Supa-Cyborl
T5/7W/2+/4++/5+++, perfect for daemon prince hunting.

Da Blast, Deff Skulls Big Mek with SAG
Warlord trait for re-rolling ones against vehicles and can shoot characters.
One re-roll from deff skulls clan trait
If the allaitoc trait should really change to permanet cover, I will have a field day blasting Illic with this.

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
Longtime Dakkanaut





As is I can see a Bad Moonz back up gunline being found in every competitive ork list the same way you very often see the Eldar feature a black heart archon with 3x Ravagers. A cheap Weirdboy for smite and powers leading a battery of KMKs would be a welcome addition to any list. As is that is 440 points for 36" 9d6 s8 ap-3 d3 damage bs4+ shots that explode on sixes and re-roll ones with a smite bot. That's some solid, solid dakka. Add in buggies for flavor if desired.

I am unsure if Goffs will find their place with the info we have on them so far. Their skarboys stratagem is money, but it only works on boys which are very likely getting nerfed. If we have stormboyz stay the same I feel we won't really be seeing many normal boys anymore. Orks will want to get into combat fast which is where the evil sunz will get a big advantage. On top of this we will likely see the blood axes get their armor boost for counting as being in cover which will go a long way in keeping their toys alive. Going from a 6+ armor to a 5+ against shooting is a massive boost as well as boosting their vehicles to 2+ and 3+ armor largely lessening the reliance on a KFF to protect them.

My predictions right now for competitive will be Bad Moonz support shooting and either evil sunz rush builds or a more versatile, but limited Blood Axe approach.

This message was edited 1 time. Last update was at 2018/10/24 19:09:10


 
   
Made in ru
!!Goffik Rocker!!






Ghazzy can now deepstrike in a trukk or wagon for some 3d turn charge. Might be ok
   
Made in us
Longtime Dakkanaut





 koooaei wrote:
Ghazzy can now deepstrike in a trukk or wagon for some 3d turn charge. Might be ok


The idea of investing 200+ points as well as CPs to have him be useless for three turns in a game where the games are often over by turn 3 or four seems like a horrible idea.

 
   
Made in us
Longtime Dakkanaut




UK

 koooaei wrote:
Ghazzy can now deepstrike in a trukk or wagon for some 3d turn charge. Might be ok


Or he can just deepstrike by himself for a turn 2 charge. Only reason to bring a trukk is if you want to carry the unit somewhere, and if you're charging you don't really need it.

Might be different if you were including some nobz or something to make up a bigger charging unit, as then it would save some CP on the stratagem by using it on multiple units in one trukk instead of doing them all seperately. But that's gonna depend on if nobz are worth taking, especially as you'd have to pay the trukk tax on top of their usual points.
   
Made in us
Tough-as-Nails Ork Boy






Those Stompa buffs look nice now if only we get them costed out like castellans they might be competitive again.

3000
1500
2200 
   
Made in us
Regular Dakkanaut





Eureka, CA

Are snakebites the best anti tank Klan now?

Also, Ardboyz are back obviously. What Klan will be able to take advantage of them most efficiently?

Lastly, are Painboyz no longer mandatory for Klanz like 'Bites & Deffskullz?
   
Made in ca
Gargantuan Gargant






 Boris420 wrote:
Are snakebites the best anti tank Klan now?

Also, Ardboyz are back obviously. What Klan will be able to take advantage of them most efficiently?

Lastly, are Painboyz no longer mandatory for Klanz like 'Bites & Deffskullz?


Painboyz are more redundant for Snakebites than Deffskullz, since Deffskullz can still use their 6+ invuln. on top of the 6+ FNP, whereas Snakebitez can't. At most for Snakebitez, you'd have a Painboy only for the D3 wound recovery for your Warboss or Weirdboy.

Ardboyz will be best utilized by Blood Axes due to their inbuilt cover trait, meaning that against shooting their ard boyz have a 4+ save. Depending on whether or not the skrap stratagem from destroying an enemy vehicle is Deffskull specific, if so, that would make Deffskullz the other klan to make the most of it potentially.
   
Made in us
Stealthy Space Wolves Scout





Florida

I plan to use speedfreaks bikers with Zhadsnark and Biker boss for possible first turn charges followed by Skarboys goffs with Ghaz. I could da jump the boys close to the opponent and then tellyport ghaz up behind them.
Id more then likely use badmoons shooty units for my backline.
I like to play smaller point tournaments at my local store. Even with the index I had lots of success with my speed freaks in 1k tournies and below.
Hell id like to try using my deff dreads and kanz again. I wonder if they would be affected by the speedfreaks key word. Ive been building a mekadread and it would be cool if the dreads and kanz could stay up with him for a possible 1st or second turn charge.
I hope that forgeworld puts out a FAQ to give the ork units the new keywords. I look forward to seeing what the evil sunz are getting tomorrow.

This message was edited 2 times. Last update was at 2018/10/24 21:36:32


 
   
Made in us
Longtime Dakkanaut




TheunlikelyGamer wrote:
I plan to use speedfreaks bikers with Zhadsnark and Biker boss for possible first turn charges followed by Skarboys goffs with Ghaz. I could da jump the boys close to the opponent and then tellyport ghaz up behind them.
Id more then likely use badmoons shooty units for my backline.
I like to play smaller point tournaments at my local store. Even with the index I had lots of success with my speed freaks in 1k tournies and below.
Hell id like to try using my deff dreads and kanz again. I wonder if they would be affected by the speedfreaks key word. Ive been building a mekadread and it would be cool if the dreads and kanz could stay up with him for a possible 1st or second turn charge.
I hope that forgeworld puts out a FAQ to give the ork units the new keywords. I look forward to seeing what the evil sunz are getting tomorrow.

Just like early 8th... this so far sounds like the best list...now with more clan traits, relics, strategems!!!
Zhardsnark...leader of evil suns detachment with an amazing PK
Warboss on trike....(is this a bike or vehicle keyword model? If it’s a bike painboy on bike works for fnp)
Warboss on bike w relic klaw
Painboy on bike with lukky stikk (this actually makes painboy hit w thier klaw now)

Add Swarms of skar Boyz like normal (give your nob the killchoppa If you want another hard hitter)
Add back field full of badmoons KMK, maybe even morkanaut depending on points and/or dragsta.

Morkanaut provides massive kff bubble to protect your hoards.
3 detachments evilsuns, Goff’s, badmoons

This gives you decent shooting with one of our best wpn profiles, fast aura support on bikes that hit like trucks, and hard hitting swarms...

This message was edited 2 times. Last update was at 2018/10/25 00:33:19


 
   
Made in fi
Locked in the Tower of Amareo





Theoryhammering first list I might try for tournament with requirement of minimum things to buy. Painting takes time and there\s all painted requirement on pretty much every tournament I attend to(tournaments that allow non painted tend to be on far away places).

Evil sun battallion:

2xweirdboy
runtherd
25xgrots
2x10 grots
gorkanaut
2xdreadnought(skorcha, 3xclaw)

Bad moon battallion:

weirdboy
big mek w/kff
runtherd
4xKMK
25xgrots
2x10 grots

goff battallion:

2xnew trike HQ
3x10 grot
gorkanaut

So 3 battallions for 18CP starting. Gorkanauts+dreadnoughts tellyport=6CP spent. KMK's bad moon for reroll 1's to hit. One gorkanaut goff's due to already being painted as such and like hell I repaint. Grots took role of boyz before and just camp on objectives. Deep striking walkers with 8" charges and 3d6" 9" charge(if the rumoured 3d6 charge strategem is true) will do hopefully real killing. 4 KMK's rerolling 1's and DDD hopefully does some damage. Bike HQ's will be aiming to charge on T2 along with deep striking vehicles. Bit worried how to keep them alive T1 AND get enough forward to make T2 charge if up against gunline.

2xda jump for weirdboys+something else depending on what new powers we get


Automatically Appended Next Post:
gungo wrote:
Just like early 8th... this so far sounds like the best list...now with more clan traits, relics, strategems!!!
Zhardsnark...leader of evil suns detachment with an amazing PK
Warboss on trike....(is this a bike or vehicle keyword model? If it’s a bike painboy on bike works for fnp)
Warboss on bike w relic klaw
Painboy on bike with lukky stikk (this actually makes painboy hit w thier klaw now)

Add Swarms of skar Boyz like normal (give your nob the killchoppa If you want another hard hitter)
Add back field full of badmoons KMK, maybe even morkanaut depending on points and/or dragsta.

Morkanaut provides massive kff bubble to protect your hoards.
3 detachments evilsuns, Goff’s, badmoons

This gives you decent shooting with one of our best wpn profiles, fast aura support on bikes that hit like trucks, and hard hitting swarms...


And how you plan to fit those swarms of skar boyz? To have any chance of reaching gunline you will need minimum of 150 boyz(assuming you are happy with 30 reaching enemy) if you go 1st and 210 boyz if you go 2nd. With all that other stuff good luck fitting enough skarboyz at 7 pts a piece to survive 60 model a turn loss.

This message was edited 2 times. Last update was at 2018/10/25 03:34:03


2024 painted/bought: 109/109 
   
Made in us
Stealthy Space Wolves Scout





Florida

@tneva. I've never had a 60 model a turn loss so I don't know what that's like. I will have other threats that they will have to worry about. I stated in my last post that I play smaller tournaments and I haven't yet gone up against an army that will wipe a mob that quickly and ignore my other nasty units. It would be nice for a large mob to get there but I don't put all my eggs in one basket with any army I use. You know it's funny. People on dakka like to shoot down my lists with "what ifs" but I still win local tournaments. Maybe it's because my FLGS doesn't have any power gamers and everyone plays mono faction armies. Regardless I have fun and don't feel the need to win every game I play. I see it as I either win or I learn.
   
Made in fi
Locked in the Tower of Amareo





Thing is those other tough things are vehicles. Have morkanaut? Opponent is happy as killing it is with lascannons etc wont slow down killing boyz so he will kill 60 boyz and morkanaut. List quoted has no nasty things that will draw firepower from boyz. Nobody shoots horde killing weapon at morkanaut anyway unless morkanaut is only thing in army which clearly it isn't if there are skarboyz.

And if your opponents can't shoot 60 boyz a turn they are amateur lists. Even suboptimal dark eldar with dozen dark lances can do that and those lances are worse of vs vehicles and infantry. Or dark angels and marines are suboptimal to begin with. Basically any army that isn't deliberately made weak finds 60 boyz a turn easy goal. Nevermind actually competive armies

2024 painted/bought: 109/109 
   
Made in ru
!!Goffik Rocker!!






Any info on the trike?
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

excuse the probably dumb question, but how do things work in regards to...say I wanted to run a few detachments, each one being a different clan...would each separate single-clan detachment still get their clan kultur?...or does only the "primary detachment"?...or do none of them get their clan kultur?

I have a mental picture of a few small clan-specialised detachments working together, say, some speedy evil sunz stuff, some shooty badmoons, and a beefy blob of goffs, or something like that...but that would really only be worth it if they'd all get their respective clan rules...

...it's good to be green!  
   
Made in nl
Jovial Plaguebearer of Nurgle





I assume you get to keep Klan traits as long as the entire detachment is of the same clan, might be wrong though. Does anyone know if we would be limited to 3 klans max too? Or how do the rules regarding different keyword detachments work?

This message was edited 1 time. Last update was at 2018/10/25 16:11:35


 
   
Made in us
Regular Dakkanaut




Newfoundland

It would be each detachment taking on a klan title. and as such each detachment only gets 1 kulture buff.
   
Made in us
Longtime Dakkanaut




@tneva 7pts a boy means nobody is fielding 200+ boys anymore unless that’s all your going to bring which means you already lost.
2-3x 30 Boyz is pretty much all I plan on taking especially since the grots are the real screen now.....
Or did you forget they eat other units wounds


Shoot at my boys all you want you are only killing grots!!!
Furthermore you can take the cheaper Morkanaut to protect those 2-3 units of skarboys. Plus the painboy on bike w lucky stikk!!

The days of playing 200+ orks is over

Detach 1- Goff
Painboy on bike w lukky stikk
30x skar Boyz nob w relic choppa
30x skar Boyz
30x (or 10x to combine and jump) skar Boyz

Detach 2-evil suns
Zhardsnark
Warboss on bike w relic claw
Warboss on trike (warlord)
3x grot screens

Detach 3- badmoons
Weirdboy
3-4x kmk
Morkanaut
Maybe killkans w kmk depending on price
Or tankbustas in trukks
Or dragsta w kmk if price doesn’t suck
Or dakka jet (but probably not)

My list will be some variant of the above... it worked in early 8th and leaks so far seems to only reinforce the same.

This message was edited 5 times. Last update was at 2018/10/25 17:30:15


 
   
Made in us
Battlewagon Driver with Charged Engine




gungo wrote:
Detach 1- Goff
Painboy on bike w lukky stikk
30x skar Boyz nob w relic choppa
30x skar Boyz
30x (or 10x to combine and jump) skar Boyz

He wouldn't be able to take a relic though, would he? Since you can only give relics to characters

This message was edited 2 times. Last update was at 2018/10/25 16:35:39


 
   
Made in us
Longtime Dakkanaut




PiñaColada wrote:
gungo wrote:
Detach 1- Goff
Painboy on bike w lukky stikk
30x skar Boyz nob w relic choppa
30x skar Boyz
30x (or 10x to combine and jump) skar Boyz

He wouldn't be able to take a relic though, would he? Since you can only give relics to characters

You are right I keep forgetting nobs aren’t characters..
It’s ok 3 relics is a bit much... if the trike isn’t considered a bike you can give him the supa cybork to make him durable, but I’m not sure that’s a good use of 3cp.

U still want to give all those skar Boyz nobs big choppas.

This message was edited 1 time. Last update was at 2018/10/25 16:45:06


 
   
 
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