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2018/10/26 16:24:40
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
xlDuke wrote: Seems like a good plan to me but I think that stratagem is only for Speed Freeks units rather than Evil Sunz units. Units like the new buggies can have both those keywords but I don't think Trukks will be Speed Freeks, sadly.
Why wouldn't they be? You can only use the strat on 1 unit so it would not be overpowered. I thought I read somewhere that all vehicle will have it. Bikes got it why wouldn't trukks.
2018/10/26 17:18:59
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
If KMKs are still one-unit-wonders, then rerolling one hit, wound and damage roll PER KANNON kicks bad moons into the dust!
It's pretty awesome for boyz mobz too - 6++ at all times and the PK can use those re-rolls for almost guaranteed damage against heavies.
It'll almost certainly be worth throwing a single rokkit launcha in each mob too just to use those re-rolls and get a far higher chance of causing some stray damage to a vehicle somewhere.
I was liking these guys for green tide even before I knew they had THREE re-rolls per shooting/ fight phase.
I'm willing to bet that 'Dis is ours, zog off' is the ork obsec rule. Casual army-wide obsec on infantry units is not a bad buff either to throw in there.
The stratagem also is not bad. Re-rolling wound rolls against a vehicle is good. If a pesky knight gallant kills a mob and gets charged by a fresh choppa mob, on average it would take 8 wounds from just the choppas (never mind the PK). Then of course you can activate them again for more CP...
Yeah, I'm going deathskulls I think. Maybe with an evil suns deep strike bomb of some sort to mix things up where my enemy is weak.
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights
2018/10/26 17:33:33
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
If KMKs are still one-unit-wonders, then rerolling one hit, wound and damage roll PER KANNON kicks bad moons into the dust!
It's pretty awesome for boyz mobz too - 6++ at all times and the PK can use those re-rolls for almost guaranteed damage against heavies.
It'll almost certainly be worth throwing a single rokkit launcha in each mob too just to use those re-rolls and get a far higher chance of causing some stray damage to a vehicle somewhere.
I was liking these guys for green tide even before I knew they had THREE re-rolls per shooting/ fight phase.
I'm willing to bet that 'Dis is ours, zog off' is the ork obsec rule. Casual army-wide obsec on infantry units is not a bad buff either to throw in there.
The stratagem also is not bad. Re-rolling wound rolls against a vehicle is good. If a pesky knight gallant kills a mob and gets charged by a fresh choppa mob, on average it would take 8 wounds from just the choppas (never mind the PK). Then of course you can activate them again for more CP...
Yeah, I'm going deathskulls I think. Maybe with an evil suns deep strike bomb of some sort to mix things up where my enemy is weak.
Deathskull Meganobz... with 6++ and Objective Secured.
What was that Mob Up rule again? Smoosh two units of Deffskull MANz into one big mob and buff 'em from there... like the Death Guard Terminator thing I've run up against. Good thing I have more than 30 MANz already.
Plus to ALWAYS be able to re-roll a Single to hit AND ALSO re-roll a to wound roll AND ALSO re-roll a variable Damage roll (Shooting: Kombi-Rokkit and Close Combat: Killsaws ... I'm looking in your direction).
Easy to field too, just slap some blue paint that says 'Mine Now!' on previously-other-Klanz Mega Armor.
One Warboss in Mega Armor, two units of MANz, and a unit of Tankbustas to walk in the middle of the mob and shoot out, a nice elite detachment there.
This message was edited 1 time. Last update was at 2018/10/26 17:34:55
2018/10/26 17:57:20
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
xlDuke wrote: Seems like a good plan to me but I think that stratagem is only for Speed Freeks units rather than Evil Sunz units. Units like the new buggies can have both those keywords but I don't think Trukks will be Speed Freeks, sadly.
Why wouldn't they be? You can only use the strat on 1 unit so it would not be overpowered. I thought I read somewhere that all vehicle will have it. Bikes got it why wouldn't trukks.
Because they don¨'t have "speedfreak" keyword. Nor are battlewagons. So why? Lack keyword. No keyword, no strategem. That strategem is good for bikes and nob bikes but that's about it. As no transport has required keyword you are left with the new buggies as vehicles and one tank that's not super dangerous just ain't worth it when enemy can shoot at another unit instead. You need to use it to unit opponent CANNOT ignore. So due to keywords only options are 12 bikes or big unit of nob bikes(assuming nob bikes have that keyword either)
2024 painted/bought: 109/109
2018/10/26 21:31:30
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
However, I think that people are overestimating them a little bit, at least for 2 of the 3 parts.
6++ is nice but really isn't much. There aren't many guns that would ignore your regular save completely leaving you with just the invul. Boyz are dying to bolters and lasguns and their multishot equivalents. a 6++ doesn't help much, since they are usually getting a 6+ anyway... Similarly, its true that MANZ are dying to high AP weaponry, but seldom is it so high that your 2+ becomes less than a 6+. Thats pretty much only meltaguns. against plasma/lascannons and rokkits it does nothing.
Similarly, how many times does objective secured help you? Its hard to imagine lootas or tankbustas holding a contested objective? It might seem like they are either on an uncontested one or they are dead, since they aren't the sturdiest of units. The only winners on that last one are MANZ, who do want to be in thick with things fighting over objectives.
It certainly does reward MSU style play though to maximze those rerolls. It looks quite strong on vehicles or deffdreads for example, who can sometimes get rerolls in both the shooting and combat phase.
I think for big boyz units, either the 6+++ or the extra movement will probably win out.
2018/10/26 21:43:29
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
The rerolls on individual artillery are just bonkers. rerolling hit, wound AND damage on each and every gun, for free? Obviously GW was thinking boyz or lootas here, not mek guns.
I suspect this will get nerfed to be infantry only.
2018/10/26 22:46:00
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
JimOnMars wrote: The rerolls on individual artillery are just bonkers. rerolling hit, wound AND damage on each and every gun, for free? Obviously GW was thinking boyz or lootas here, not mek guns.
I suspect this will get nerfed to be infantry only.
I've been painting blue stripes on my KMK since the kulturs were leaked, and back then it was leaked as one single reroll. But one of each thing? No brainer, its 100% better than badmoons for artillery.
2018/10/26 22:54:35
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Ya it’s better then badmoons... you might have a higher chance at gets hot on your morkanaut but it’s worth it for the extra wound and damage rolls and invulnerable....
2018/10/26 22:59:52
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
JimOnMars wrote: The rerolls on individual artillery are just bonkers. rerolling hit, wound AND damage on each and every gun, for free? Obviously GW was thinking boyz or lootas here, not mek guns.
I suspect this will get nerfed to be infantry only.
I've been painting blue stripes on my KMK since the kulturs were leaked, and back then it was leaked as one single reroll. But one of each thing? No brainer, its 100% better than badmoons for artillery.
Made mine blue 4 years ago, knew it would pay off some day!
Spoiler:
2018/10/26 23:23:08
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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.
2018/10/26 23:39:21
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
If so, can you still take a unit of 1 gun, like other artillery, or do you need to buy 3? I don't think even GW is dumb enough to force you to pay $150 for 1 unit. ...or maybe they are.
2018/10/26 23:41:13
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
JimOnMars wrote: If so, can you still take a unit of 1 gun, like other artillery, or do you need to buy 3? I don't think even GW is dumb enough to force you to pay $150 for 1 unit. ...or maybe they are.
You could take them as just one, but then the rule of three kicks in and it's also more drops.
2018/10/27 00:38:24
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
The real question is - are KMK better than Kannons, in a Deathskulls detachment?
2 Kannons are a little bit pricier (54 vs 42), and while you lose -1ap; you gain double re-rolls, and a d6 damage instead of d3. - That said, you also lose a potential 4 (average 1.5 lost) attacks as well... Perhaps they're just weapons to be used against different targets; KMK against hard, low wound things, and Kannons against bigger targets.
That said, the math may show that KMK win out, even with the increased re-roll potential of the Kannon squads.
Automatically Appended Next Post: Ok, let's actually math this out:
6 Kannons (162points)
vs T8, Sv3+
6*(0.5)=3 initial hits
3*(0.5)=1.5 converted to hits
4.5*(0.333)=1.5 DDD attacks
1.5*(0.5)=0.75 DDD hits
0.75*(0.25) = 0.1875 DDD misses converted to hits (50% re-rolled instead of 100% re-rolled)
Total hits: 4.5+0.75+0.1875= 5.4375 final hits
5.4375*(0.5)=2.71875 wounds
2.71875*(0.5)=1.359375 converted to wounds
Total wounds: 4.078125
4.078125*(0.5)= 2.0390625 failed armor saves
2.0390625*(3.5)=7.13671875 damage
Total average damage: 7.13671875 average damage
4 KMK (168points)
[3.5*4=14]
14*(0.5)=7 hits
7*(0.5)=3.5 converted hits
10.5*(0.333)=3.4965 DDD attacks
3.4965*(0.5)=1.74825 DDD hits
1.74825*(0.25)=0.4370625 DDD misses converted to hits (50% re-rolled instead of 100% re-rolled)
Total hits: 10.5+1.74825+0.4370625=12.6853125 final hits
12.6853125*(0.5)=6.34265625wounds
4*(0.5)=2 converted to wounds
Total wounds: 8.34
8.34*(0.833)=6.94722 failed armor saves
6.94722*(1.5)=10.42083 average damage
Total average damage: 10.42083
Damn, KMK's blow Kannons out of the water; though it's possible I messed up on my math. Not included are the times where things can spike even higher - or the times where they spike lower.
33% of the time Kannons should be better (1-2 attacks on KMK (1.5/3 vs 3.5 average damage, pre-rolling), 33% where the numbers align relatively close to above (3-4 attacks on KMK), and 33% where the numbers are higher than above (5-6 attacks on KMK).
The sheer volume of attacks, and AP-3 vs AP-2 works out in their favor; at an extremely small point difference (6 points).
For fun, maximum damage output; without DDD 6*6=36 damage Kannon.
6*4*3=72 damage KMK.
I guess that says enough right there.
This message was edited 5 times. Last update was at 2018/10/27 01:12:48
2018/10/27 03:39:58
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
So we have a lot of info now. Time to start theory building for me.
Spoiler:
Here's how I'd play em, and some mandatory CP spending. List 1: This is a standard area denial list. You backfield will be all grots and 1x30 boyz and 1x10 boyz. deploy KMK as far forward as possible. Spend 2 CP to deepstrike 1x30 boyz. Turn 1 you are using warbikes dakka guns and stormboyz and even your KMK to clear space and kill screens for your beta strike turn 2. Turn 2 you Mob up your backfield boyz (40man) and da jump with your deepstrike. That's 70 boyz, they all have to be evil sunz for the 8" charge. KMKs are best blue, as we've discussed, and your big mek sticks around back there. I'd load up the wartrike with the relic klaw and the evil suns warlord trait that allows fall back shoot and charge. Nothing ground breaking in this list, but I think its very good. Suffers from not enough -AP. I like this list because the warbikes are the only targets for billowing smoke, and it really helps them stick around, i'm thinking a 10man warbike squad is pretty comparable to 30 shootas, in damage and price.
List 2: Really not sure how this list goes, but they all fit in battlewagons, pretty cheap now those cars. You got some 1x10 boyz for objectives at the back, they need to be the blood axe ones so you can get at least a 5+. The vehicles being blood axe is also pretty solid. Still jumping a 1x30 boyz here, but the 2x19 are in wagons and the flashgitz might do some work as well, who knows. I'm not sold on this list, but it's something.
List 3: I'm pretty sure this is the only way to play Kans. The deep strike stratagem allows 20PL or less, and currently deff dreads are 21 PL for three in a unit. SO if that drops down below 20, then this idea is fething fire. No big shootas on your deff dreads, you just spend 4 CP and launch 6x4 kan klaws at your enemy, they have to be evil sunz for the charge. It's actually super affordable. The rest of this list leans on some battle wagons doing the ramming speed stratagem and hurting things with deff rollas, they were good before but way better now with the price. You want as many speedy HQ as possible in this list beacuse your deff dreads will protect them very well by being closer. Keep in mind, once the deff dreds land you're GUARANTEED to get a charge off since you're making 6 different 8" rerollable charges, theres no way they'll all fail. Best thing about this list as they really have nothing to shoot but t7+ targets for turn 1. Maybe get a 'ard top for the ghazkul battlewagon. This list can't kill flyers, and once it lands, it's really slow, probably gets slammed by eldar/harlequins. I'm spending a lot of CP on relics in this list, if wartrikes can pick them up i'll be bringing the new klaw, headwoppa, and making one of them cybork body 5+++.
List 4: Snakebite Goff babeeeeee, i'm leaning into Monster Hunter stratagem here (+1 to W vs a target). I'd be skarboyzing 2x30 boy squads here, deep strike one, and da jump the other, crash that gak turn 2. The non skarboy 1x30 can trudge up the board with ghaz, keep him safe. You clear a path with your dakka jets (dont forget make one of them -2 to hit with billowing smoke stratagem) and then land your dick punch goff boy team turn 2 and warpath one of them.
Turn 1, you da jump the tankbustas, pop monster hunter, and shoot all your KMK, squiggs, and rokkits at whatever you want, magnus, morty, castellans, shadowblades, whatever. get it done. The tankbustas will die, but what I like about this list as that all the things on the table worth shooting will have 6+++, and the dakkajets will be -1 and -2 to hit. I think this list has legs.
Warboss has the headwoppa relic here. Warlord trait will be +1atk and +1str, give ghaz a run for his money.
List 5: I tried to make the best gunline I could think of without bringing 18 KMK (which is probably still correct btw). Of the new vehicles, the scrapjet with the +1 to hit vehicles is probably the only one worth bringing, and it has a specific anti-tank role in this list that the list would otherwise suffer a bit from. I think 1x30 boyz mobbed up with 1x10, da jumped, and shoot twice with the bad moonz stratagem is going to be NASTY, and may well fit into every list. Once you delete their screens with 160 shots (not including DDD on 5's with the stratagem), you'll drop down the deep striking nobz to clean up the heavy armor. In this list im spending 6CP to deep strike all three of my elite squads. The only thing that bothers me is that they are not evil sunz (they probably should be), but I think specifically in this list you want nobz to be goffs because the exploding 6's really benefit these heavy hitters. You're hoping these nobz land and do serious damage, beacuse they are DEAD after they've finished. But fighting after they die should be awesome (stratagem). I would consider a wartrike in here instead of the big mek on bike perhaps, if you wanted to adv and charge the scrapjets. I know this is going to sound weird, but im bringing the +1 psych power relic with this list. you NEED that spell to go off. But the thunderbluss wouldnt be the worst either.
List 6: Blood axes are how you make a good and solid area denial brigade. Imagine the lootahs, they are in trukks in this list, as we used to do it. But, with the looted tank stratagem, once the trukk dies, these guys are 4+ wherever they stand, and hopefuly they get a point drop. If you're using max range with these blokes that'll make them pretty hard to kill, so long as you have taken up enough space to stop the flyers getting in your deployment zone. Otherwise im just min maxing the rest of the army here, I still want the shoota mob up/da jump here from list 5 to clear out screens (but its no where as good as bad moonz version), but there are heaps of durable notes here. 10 warbikes will love billowing smoke -1, the boomdakka has that built in, the two painboyz will go a long way here, and you've got a stationary and mobile big mek KFF.
This is the only list i would consider 'ard boy stratagem, and i would put it on all three of my boy squads for 6CP, worth. Just for flavors sake, i would give my big mek on bike the finkin hat. Load him up with +1 atk +1str +1dmg and rerolls, then give him headwoppa.
P.S there are heaps of point errors and spelling errors or whatever in this post, but you get the idea. I did this compilation mostly from memory and mostly for myself but thought i'd share some ideas. Any point value in a box is me speculating... e.g. i think lootas will drop a couple of points, and KMK might go back to their original point value before CA.
This message was edited 1 time. Last update was at 2018/10/27 03:41:50
2018/10/27 03:43:42
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
hollow one wrote: So we have a lot of info now. Time to start theory building for me.
Here's how I'd play em, and some mandatory CP spending.
List 1: This is a standard area denial list. You backfield will be all grots and 1x30 boyz and 1x10 boyz. deploy KMK as far forward as possible. Spend 2 CP to deepstrike 1x30 boyz. Turn 1 you are using warbikes dakka guns and stormboyz and even your KMK to clear space and kill screens for your beta strike turn 2.
Turn 2 you Mob up your backfield boyz (40man) and da jump with your deepstrike. That's 70 boyz, they all have to be evil sunz for the 8" charge. KMKs are best blue, as we've discussed, and your big mek sticks around back there. I'd load up the wartrike with the relic klaw and the evil suns warlord trait that allows fall back shoot and charge. Nothing ground breaking in this list, but I think its very good. Suffers from not enough -AP. I like this list because the warbikes are the only targets for billowing smoke, and it really helps them stick around, i'm thinking a 10man warbike squad is pretty comparable to 30 shootas, in damage and price.
List 2: Really not sure how this list goes, but they all fit in battlewagons, pretty cheap now those cars. You got some 1x10 boyz for objectives at the back, they need to be the blood axe ones so you can get at least a 5+. The vehicles being blood axe is also pretty solid. Still jumping a 1x30 boyz here, but the 2x19 are in wagons and the flashgitz might do some work as well, who knows. I'm not sold on this list, but it's something.
List 3: I'm pretty sure this is the only way to play Kans. The deep strike stratagem allows 20PL or less, and currently deff dreads are 21 PL for three in a unit. SO if that drops down below 20, then this idea is fething fire. No big shootas on your deff dreads, you just spend 4 CP and launch 6x4 kan klaws at your enemy, they have to be evil sunz for the charge. It's actually super affordable. The rest of this list leans on some battle wagons doing the ramming speed stratagem and hurting things with deff rollas, they were good before but way better now with the price. You want as many speedy HQ as possible in this list beacuse your deff dreads will protect them very well by being closer. Keep in mind, once the deff dreds land you're GUARANTEED to get a charge off since you're making 6 different 8" rerollable charges, theres no way they'll all fail. Best thing about this list as they really have nothing to shoot but t7+ targets for turn 1. Maybe get a 'ard top for the ghazkul battlewagon.
This list can't kill flyers, and once it lands, it's really slow, probably gets slammed by eldar/harlequins.
I'm spending a lot of CP on relics in this list, if wartrikes can pick them up i'll be bringing the new klaw, headwoppa, and making one of them cybork body 5+++.
List 4: Snakebite Goff babeeeeee, i'm leaning into Monster Hunter stratagem here (+1 to W vs a target). I'd be skarboyzing 2x30 boy squads here, deep strike one, and da jump the other, crash that gak turn 2. The non skarboy 1x30 can trudge up the board with ghaz, keep him safe. You clear a path with your dakka jets (dont forget make one of them -2 to hit with billowing smoke stratagem) and then land your dick punch goff boy team turn 2 and warpath one of them.
Turn 1, you da jump the tankbustas, pop monster hunter, and shoot all your KMK, squiggs, and rokkits at whatever you want, magnus, morty, castellans, shadowblades, whatever. get it done. The tankbustas will die, but what I like about this list as that all the things on the table worth shooting will have 6+++, and the dakkajets will be -1 and -2 to hit. I think this list has legs.
Warboss has the headwoppa relic here. Warlord trait will be +1atk and +1str, give ghaz a run for his money.
List 5: I tried to make the best gunline I could think of without bringing 18 KMK (which is probably still correct btw). Of the new vehicles, the scrapjet with the +1 to hit vehicles is probably the only one worth bringing, and it has a specific anti-tank role in this list that the list would otherwise suffer a bit from. I think 1x30 boyz mobbed up with 1x10, da jumped, and shoot twice with the bad moonz stratagem is going to be NASTY, and may well fit into every list. Once you delete their screens with 160 shots (not including DDD on 5's with the stratagem), you'll drop down the deep striking nobz to clean up the heavy armor. In this list im spending 6CP to deep strike all three of my elite squads. The only thing that bothers me is that they are not evil sunz (they probably should be), but I think specifically in this list you want nobz to be goffs because the exploding 6's really benefit these heavy hitters. You're hoping these nobz land and do serious damage, beacuse they are DEAD after they've finished. But fighting after they die should be awesome (stratagem). I would consider a wartrike in here instead of the big mek on bike perhaps, if you wanted to adv and charge the scrapjets.
I know this is going to sound weird, but im bringing the +1 psych power relic with this list. you NEED that spell to go off. But the thunderbluss wouldnt be the worst either.
List 6: Blood axes are how you make a good and solid area denial brigade. Imagine the lootahs, they are in trukks in this list, as we used to do it. But, with the looted tank stratagem, once the trukk dies, these guys are 4+ wherever they stand, and hopefuly they get a point drop. If you're using max range with these blokes that'll make them pretty hard to kill, so long as you have taken up enough space to stop the flyers getting in your deployment zone. Otherwise im just min maxing the rest of the army here, I still want the shoota mob up/da jump here from list 5 to clear out screens (but its no where as good as bad moonz version), but there are heaps of durable notes here. 10 warbikes will love billowing smoke -1, the boomdakka has that built in, the two painboyz will go a long way here, and you've got a stationary and mobile big mek KFF.
This is the only list i would consider 'ard boy stratagem, and i would put it on all three of my boy squads for 6CP, worth.
Just for flavors sake, i would give my big mek on bike the finkin hat. Load him up with +1 atk +1str +1dmg and rerolls, then give him headwoppa.
P.S there are heaps of point errors and spelling errors or whatever in this post, but you get the idea. I did this compilation mostly from memory and mostly for myself but thought i'd share some ideas. Any point value in a box is me speculating... e.g. i think lootas will drop a couple of points, and KMK might go back to their original point value before CA.
Where did we get the points for many things from? Has a full codex leak been done?
Would love to start theorycrafting.
This message was edited 2 times. Last update was at 2018/10/27 03:44:15
2018/10/27 03:47:44
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Damn good idea, wasn't there something that allowed our characters to target characters as well? Sniping style. That's something i would consider for sure.
2018/10/27 06:04:52
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Damn good idea, wasn't there something that allowed our characters to target characters as well? Sniping style. That's something i would consider for sure.
Yeah, that's the deathskull warlord trait (still rumoured). But that's a nice little synergy.
TheunlikelyGamer wrote: So I know that dark eldar players will put warriors from 1 Kabal in the raider of another kabal to confer interesting combos. So my thought is can we put goff MANZ in evil sunz trucks? I'm going to try MANZ missiles again.
Can't do that, i think it should be <Clan> Infantry?? Don't think it will be possible?
This message was edited 1 time. Last update was at 2018/10/27 06:14:12
for the emperor
2018/10/27 06:18:58
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
TheunlikelyGamer wrote: So I know that dark eldar players will put warriors from 1 Kabal in the raider of another kabal to confer interesting combos. So my thought is can we put goff MANZ in evil sunz trucks? I'm going to try MANZ missiles again.
Can't do that, i think it should be <Clan> Infantry?? Don't think it will be possible?
ATM it's Ork Infantry requirement and thus legal. Now of course it's possible GW will hit with nerfbat there but it is NOT quaranteed(Well unless it's leaked already and I missed it). For comparison look at Imperial Guard where it doesn't care does cadian chimera transport cadians or catachans. Space marines of course do but hey space marines were first codex out so it's more than likely GW decided to alter idea after that so in future with marine codex V2 even that changes.
This message was edited 1 time. Last update was at 2018/10/27 06:19:59
2024 painted/bought: 109/109
2018/10/27 09:28:27
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Damn good idea, wasn't there something that allowed our characters to target characters as well? Sniping style. That's something i would consider for sure.
The deff skulls warlord trait supposedly allows re-rolls 1 to hit against against vehicles and targeting characters in the shooting phase. Due to the deff skulls kulture a SAG mek would also be objective secured, as would any crew men for our artillery.
SAG mek+artillery in a deff skulls spearhead might cover all backfield scoring you need.
However, I would hold my breath on whether our crewmen keep the character targeting rule. If they do, deff skulls KMK would be one of the best objective secured units in the game.
PS: I exalted both you for the write up of your strategy and fe40k for the math on kannons vs KMK. We need more real discussions in our community again.
Automatically Appended Next Post:
hollow one wrote: List 2: Really not sure how this list goes, but they all fit in battlewagons, pretty cheap now those cars. You got some 1x10 boyz for objectives at the back, they need to be the blood axe ones so you can get at least a 5+. The vehicles being blood axe is also pretty solid. Still jumping a 1x30 boyz here, but the 2x19 are in wagons and the flashgitz might do some work as well, who knows. I'm not sold on this list, but it's something.
According to the game on twitch, there are three battlewagon datasheets now, similar to how carnifexes are split in three. One has a deff rolla and better combat stats, one has BS4+ and we have no info on what the last one has different from the others. Any of those might have been the 120 points that were spoiled. It's also possible not all of them have access to 'ard case.
That said, a killkannon/zzap gun/quad big shoota wagon at BS4+ might turn out to be the battletank we have always waited for.
Also, you can field up to 9 battlewagon now
This message was edited 3 times. Last update was at 2018/10/27 09:35:41
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.
2018/10/27 09:51:04
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Jidmah wrote: According to the game on twitch, there are three battlewagon datasheets now, similar to how carnifexes are split in three. One has a deff rolla and better combat stats, one has BS4+ and we have no info on what the last one has different from the others. Any of those might have been the 120 points that were spoiled. It's also possible not all of them have access to 'ard case.
That said, a killkannon/zzap gun/quad big shoota wagon at BS4+ might turn out to be the battletank we have always waited for.
Also, you can field up to 9 battlewagon now
Aye I heard the three versions, but let's be honest, they're tough and that's what matters. 'ard case melee wagons are probably a safe bet. But.... Here's hoping lootaz in battlewagons is a thing, or maybe ramming speed/wartrike waagh/deff rolla are enough to put the melee battlewagon over the edge of playable on its own, regardless of what's inside it.
However I am really excited to deep strike 3 deff dreads for 2 cp. I hope that's a thing, they only need a small PL drop, three of them is 21 PLatm.
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Jidmah wrote: However, I would hold my breath on whether our crewmen keep the character targeting rule. If they do, deff skulls KMK would be one of the best objective secured units in the game.
That would indeed completely nullify the unit. 'Take Cover' is what makes KMK great, not the mek gun.
This message was edited 1 time. Last update was at 2018/10/27 09:52:44
2018/10/27 09:57:28
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
IF they won't have any protection then poor mek guns. 5 T2 6+ wounds is super easy to remove. Guns themselves are fairly soft to remove but bit better especially with KFF nearby where you could luck out couple lascannons out.
Doubt that rule goes away. At most modified to work like character rule and not super-character rule. The obsec wouldn't be huge impact often anyway. Then again GW seems to be thinking just because something is taken means it's brokenly good and not because it's just least bad option out of bad units.
This message was edited 1 time. Last update was at 2018/10/27 09:58:55
2024 painted/bought: 109/109
2018/10/27 09:59:51
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
tneva82 wrote: IF they won't have any protection then poor mek guns. 5 T2 6+ wounds is super easy to remove. Guns themselves are fairly soft to remove but bit better especially with KFF nearby where you could luck out couple lascannons out.
mek guns would literally be unplayable. And in ITC each 5 man grot squad would count as a unit, so you've basically forfeited by bringing them in your list. I know that sounds hyperbolic but taking away Take Cover will be devastating.
2018/10/27 10:04:21
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Well I don't play ITC so at least I wouldn't be hurt that. Here it's generally combo of eternal war and maelstrom misions for tournaments and some CA maelstrom card in FLGS. But yeah in kill points those would be pretty nasty. Unless you have nice hill behind which hide crew while guns are on hill the crew would be wiped out.
But has there been any leak that rule would be gone? Don't think so. Wouldn't be worried. Surely that big nerf would be already leaked.
2024 painted/bought: 109/109
2018/10/27 10:49:14
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)