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![[Post New]](/s/i/i.gif) 2018/10/28 19:45:50
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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Shrapnelbait wrote:Does anyone know yet if Nobs are keeping their ammo runts?
Automatically Appended Next Post:
Looks like runts are on the point list, but you can only take up to 2 now?
¨
It's 1 runt per 5 nobz now I believe
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![[Post New]](/s/i/i.gif) 2018/10/28 19:50:31
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mutilatin' Mad Dok
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PiñaColada wrote:Shrapnelbait wrote:Does anyone know yet if Nobs are keeping their ammo runts?
Automatically Appended Next Post:
Looks like runts are on the point list, but you can only take up to 2 now?
¨
It's 1 runt per 5 nobz now I believe
I think GW really overestimated the effectiveness of grot shields, equating it to shield drones, which is why they got rid of the option for Flashgitz and (presumably) Nobz as well. Problem is, we can only use grot shields once per turn and from only one source of shooting.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2018/10/28 20:20:18
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Pyromaniac Hellhound Pilot
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Great, so the grot shield only eats shooting from one enemy unit? Could be useful if you're playing against a punisher or something, but pretty useless if your enemy is MSU...
Was hoping to have a turn of keeping the whole army safe until the enemy had chewed through 30 grots
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2018/10/28 20:32:20
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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DoomMouse wrote:Great, so the grot shield only eats shooting from one enemy unit? Could be useful if you're playing against a punisher or something, but pretty useless if your enemy is MSU... Was hoping to have a turn of keeping the whole army safe until the enemy had chewed through 30 grots Grotshield a castellan or bane blade and then cackle maniacally while the lord of war tries to chew threw 90 points of gretchin. MSU isn't really a thing in 8th due to rule of three and first turn roll.
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This message was edited 1 time. Last update was at 2018/10/28 20:32:45
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. |
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![[Post New]](/s/i/i.gif) 2018/10/28 20:33:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Slaanesh Chosen Marine Riding a Fiend
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Grot Shields protects one unit "until the end of the phase".
Listen at 1h 18m in this video.
https://www.youtube.com/watch?v=qSYaAwhNhO4&feature=youtu.be
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![[Post New]](/s/i/i.gif) 2018/10/28 20:35:09
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mutilatin' Mad Dok
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DoomMouse wrote:Great, so the grot shield only eats shooting from one enemy unit? Could be useful if you're playing against a punisher or something, but pretty useless if your enemy is MSU...
Was hoping to have a turn of keeping the whole army safe until the enemy had chewed through 30 grots
I'm about 80% certain that's how it works. When an enemy unit declares one of your units as its target, and if you have a squad of grots within 3'' or something, and the grot unit is closer, any wounds caused by that shooting squad get transferred to the grots on a 2+. This means only one enemy unit can be affected by it per turn.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2018/10/28 21:01:13
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Slaanesh Chosen Marine Riding a Fiend
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Vitali Advenil wrote: DoomMouse wrote:Great, so the grot shield only eats shooting from one enemy unit? Could be useful if you're playing against a punisher or something, but pretty useless if your enemy is MSU...
Was hoping to have a turn of keeping the whole army safe until the enemy had chewed through 30 grots
I'm about 80% certain that's how it works. When an enemy unit declares one of your units as its target, and if you have a squad of grots within 3'' or something, and the grot unit is closer, any wounds caused by that shooting squad get transferred to the grots on a 2+. This means only one enemy unit can be affected by it per turn.
It says "until the end of the phase, roll a D6 each time a model from that unit loses a wound..." So it protects one unit the entire shooting phase, or until the grots run out ;-)
Listen at 1h 18m in this video. The dude reads aloud from the book.
https://www.youtube.com/watch?v=qSYaAwhNhO4&feature=youtu.be
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![[Post New]](/s/i/i.gif) 2018/10/28 21:03:13
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mutilatin' Mad Dok
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Mellon wrote: Vitali Advenil wrote: DoomMouse wrote:Great, so the grot shield only eats shooting from one enemy unit? Could be useful if you're playing against a punisher or something, but pretty useless if your enemy is MSU...
Was hoping to have a turn of keeping the whole army safe until the enemy had chewed through 30 grots
I'm about 80% certain that's how it works. When an enemy unit declares one of your units as its target, and if you have a squad of grots within 3'' or something, and the grot unit is closer, any wounds caused by that shooting squad get transferred to the grots on a 2+. This means only one enemy unit can be affected by it per turn.
It says "until the end of the phase, roll a D6 each time a model from that unit loses a wound..." So it protects one unit the entire shooting phase, or until the grots run out ;-)
Listen at 1h 18m in this video. The dude reads aloud from the book.
https://www.youtube.com/watch?v=qSYaAwhNhO4&feature=youtu.be
Ah, glad to see I was wrong about that one.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2018/10/28 21:05:19
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Been Around the Block
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Can Nobs still use the index entry for taking more ammo runts?
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![[Post New]](/s/i/i.gif) 2018/10/28 21:28:08
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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So evil sunz boyz.... Sluggas or shootas?
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![[Post New]](/s/i/i.gif) 2018/10/28 22:02:47
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
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Evil Sunz can advance and fire Assault weapons full ballistic right? I'd say that fits except if you really want the extra melee attack.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2018/10/28 22:23:21
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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Smasha gun is the #2 gun after traktor.
Hits once per turn on average, Wounds T8 15/36 times 41.% AP-4 D6 dam. Wounds T5 vehicles 5/6 of the time (looking at you Drukari)
only 31 points.
Like a direct fire lobba, but Much killier.
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![[Post New]](/s/i/i.gif) 2018/10/28 22:23:55
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Dakka Veteran
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davou wrote:gungo wrote:Morkanaut with kff with grot screen...
Morkanaut gives everyone around it a 5+ save and grots eat all the shooting on a 2+.
Grots can only eat shooting from one source; so focus fire is still somewhat effective.
nope the unit beeing shoot at is targeted by the strat. as long as there are gretchin within 6" (and gretchin are closer to the firing enemy) they can pass off wounds. doesnt matter who's shooting them, it lasts for one phase
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![[Post New]](/s/i/i.gif) 2018/10/28 22:27:10
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Boy Hangin' off a Trukk
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There was a big discussion on trukks and their worth before. What are the thoughts now that they are reduced to 59(?)pts, or 64 with the BS.
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![[Post New]](/s/i/i.gif) 2018/10/28 22:30:34
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
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RedNoak wrote: davou wrote:gungo wrote:Morkanaut with kff with grot screen...
Morkanaut gives everyone around it a 5+ save and grots eat all the shooting on a 2+.
Grots can only eat shooting from one source; so focus fire is still somewhat effective.
nope the unit beeing shoot at is targeted by the strat. as long as there are gretchin within 6" (and gretchin are closer to the firing enemy) they can pass off wounds. doesnt matter who's shooting them, it lasts for one phase
Oh thyats good to know. THese discussions are hard without a book to peek at
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2018/10/28 22:39:58
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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Shrapnelbait wrote:There was a big discussion on trukks and their worth before. What are the thoughts now that they are reduced to 59(?)pts, or 64 with the BS.
At 64 points you can use them as mobile walls. 6 points per T6 4+/6+++ wound. Drive up in front of an enemy unit and just park there, blocking their LOS.
For more fun, put something in them.
12 boyz, with included tankbusta bomb or (for a CP) 60 grenade shots with DDD if anything approaches.
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This message was edited 1 time. Last update was at 2018/10/28 22:45:52
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![[Post New]](/s/i/i.gif) 2018/10/28 23:16:13
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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What are people's thoughts on killing knights? I was thinking a teleported gork to the face would have a decent shot.
Thinking about my army, if I'm going to shelve the kmks I've got a big gap which needs to be filled. Tank bustas look good with strats, I've only got 5 so will probably go up to 10.
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![[Post New]](/s/i/i.gif) 2018/10/28 23:21:40
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Crazed Spirit of the Defiler
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I was experimenting a bit with listbuilding (too early-stage to post) and stumbled on a problem: what unit is best to deal with infantry holed up in ruins? My local meta is full of ruin-hoggers so this could become a problem... My first thought would be the Snazzwagon, any other contenders? Mek Gunz? Lootas? Flash Gitz? It's mostly for games around 1k.
Automatically Appended Next Post:
mrtomski wrote:What are people's thoughts on killing knights? I was thinking a teleported gork to the face would have a decent shot.
Would be nice against most knights, but the Valiant and Castellan probably put out too much Overwatch for that to work. Valiant auto-roasts you with the flame cannon and a Castellan with quad Meltagun and Volcano Lance isn't something I'd want to charge either. Unless you can get some Boyz to eat Overwatch first.
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This message was edited 2 times. Last update was at 2018/10/28 23:24:57
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![[Post New]](/s/i/i.gif) 2018/10/28 23:29:53
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mekboy on Kustom Deth Kopta
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Pandabeer wrote:I was experimenting a bit with listbuilding (too early-stage to post) and stumbled on a problem: what unit is best to deal with infantry holed up in ruins? My local meta is full of ruin-hoggers so this could become a problem... My first thought would be the Snazzwagon, any other contenders? Mek Gunz? Lootas? Flash Gitz? It's mostly for games around 1k.
I have a very similar problem in my meta. Snazzwagon is one idea. Trukk Nobs another. Dakkajet does OK in my experience.
Keen to hear other thoughts on this though.
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![[Post New]](/s/i/i.gif) 2018/10/28 23:38:13
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Dakka Veteran
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komandoz. got cheaper can take burnas. either drop em as MSU's T2 from reserve or teleport a big blob of em T1
+1 to wound if enemy is in cover
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![[Post New]](/s/i/i.gif) 2018/10/28 23:39:55
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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mrtomski wrote:What are people's thoughts on killing knights? I was thinking a teleported gork to the face would have a decent shot.
Thinking about my army, if I'm going to shelve the kmks I've got a big gap which needs to be filled. Tank bustas look good with strats, I've only got 5 so will probably go up to 10.
Tankbustas in trukks is very problematic, as they get their trukks shot out 1st turn and you have to hoof it. Orks go 2nd a lot vs knights, so that's bad.
The only good thing about this is it is impossible for 1 knight to kill both the trukk and it's contents. Because of the split fire rules, the knight must declare all targets before the first shot is fired. At that point, the tankbustas are not on the board and can't be targeted.
Of course, the second knight can finish off another trukk and kill the bustas.
You might leave 1 squad out of los and dajump them (including maximum squiggs) to work down 1 knight. It probably won't kill it, though, you will need other shooting. Smasha guns maybe?
keep at least 1 unit of tank bustas in deep strike reserve to wound the 2nd knight on turn 2.
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![[Post New]](/s/i/i.gif) 2018/10/28 23:52:47
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Longtime Dakkanaut
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mrtomski wrote:What are people's thoughts on killing knights? I was thinking a teleported gork to the face would have a decent shot.
Thinking about my army, if I'm going to shelve the kmks I've got a big gap which needs to be filled. Tank bustas look good with strats, I've only got 5 so will probably go up to 10.
I have to run the numbers but maybe 10x badmoon/deffskulls tankbustas with the grenade strat and max bomb squigs. 3+ to hit rerollable, d3 hits, str8 ap-2 d6 plus the 2 squigs @ 2+ to hit str8 ap-2 d6.... exploding 6s and I believe there is a strat to shoot 2x a turn for a unit.
I got to see the strategems and effects to do the numbers but if this unit gets to throw 2x grenades 2x you are looking at 30-40 wounds on the knight.
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![[Post New]](/s/i/i.gif) 2018/10/29 01:02:21
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Roarin' Runtherd
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So based on the wording of the telly porta strat it looks like the unit inside comes free. So what should you take inside a gorkanaut being tellyported? 3 killsaw MANZ? Regular nobs? 5 flashgitz with an ammo runt? Something else?
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![[Post New]](/s/i/i.gif) 2018/10/29 01:34:07
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Been Around the Block
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Ugh, really bummed to hear that Mek Guns and Kans aren't getting the clan cultures...
REALLY hoping that there's a mistake there, especially since the Mek Guns got a point increase.
I guess at this point there's nothing to do but wait for an FAQ for final word.
I've also been toying with the concept of a Flashgitz battlewagon. I ran it a few times at the beginning of 8th, and found it actually didn't need to move much after Turn 1.
Badrukk, 2 units of Flash Gitz, and a Battlewagon fits a Spearhead perfectly too, thought it might be hard to proc the Freeboota bonus with those alone.
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![[Post New]](/s/i/i.gif) 2018/10/29 02:04:08
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Dakka Veteran
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correct me if i'm wrong... but wasnt i FAQ'd so benefits from the vehicle regarding moving and shooting also work for the transported units? i.e. you can move a battlewagon and the gitz inside dont suffer penalties for firing heavy weapons?
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![[Post New]](/s/i/i.gif) 2018/10/29 04:09:24
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Dakka Veteran
Australia
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I've been thinking on it, and I think there's some really cheesy things we could do RAW with the phasing out.
So with the Index vs Codex discussion, you're allowed to take any wargear if it exists in the index (But with the codex rules). Because GW are bad at writing rules that means we can do the following:
Take 1-5 Ammo Grots with Flashgits
Take 1-5 Ammo Grots with Nobz
Take 1 Cybork with Nobz
Take 1-5 Gretchin with Kustom Mega Guns
Take Attack Squig with Warboss
Take the Wargear option of "Big bomm" for Koptas as well as the default "Big bomm".
Anything else?
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![[Post New]](/s/i/i.gif) 2018/10/29 04:41:26
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Boy Hangin' off a Trukk
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Can someone explain to me why the Bubblechucka is 30pts? I'm serious, only been playing for a year, thinking maybe I missed something. With 1d6 for each of its stats, it's never going to be strong enough to damage vehicles, the most it will do is overkill one or two infantry a turn. Is it supposed to be used against elite infantry like Terminators that don't have storm shields?
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![[Post New]](/s/i/i.gif) 2018/10/29 05:41:22
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Flashy Flashgitz
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mrtomski wrote:What are people's thoughts on killing knights? I was thinking a teleported gork to the face would have a decent shot.
Thinking about my army, if I'm going to shelve the kmks I've got a big gap which needs to be filled. Tank bustas look good with strats, I've only got 5 so will probably go up to 10.
This is a bit of a discussion point so I'll address how I'm doing it.
I'm bringing 15 tank bustas (no squiggs) in a battlewagon, the remainder slots are for some HQ. The battlewagon is evil sunz, and the tankbustas are badmoons.
I have a lot of flexibility with this.
1) Deploy aggressively underneath the KFF, pray to go first, move forward, shoot.
2) Deploy the BW very far back and out range non volcano cannons. I can then advance 13"+ D6+1 and hopefully get into 24" range to shoot. Then use the evil sunz stratagem to move my BW back out of range if possible.
3) Deep strike the BW, clear a zone for turn 2 to drop down and shoot the target guaranteed.
4) If the BW dies (beacuse I went second), and the tankbustas don't (like for eg i deployed out of range of infantry mowers) then I can still da-jump my tankbustas.
4b) Or I can choose to deploy them inside the BW and get out before da jumping them into a high ruin or some other place that I couldn't get them in use turn 1 if they were inside the BW.
15 tank bustas with 5+ DDD, shooting twice as bad moon, is NOT enough to kill a 3++ castellan in one go, but it will go a long way in doing so and hopefully my traktor cannons do the rest.
edit: Oh I forgot to mention, that the weirdboys are a bit of a backup plan in case I manage to get through the screens I'll still be super smiting it. /edit
My current list:
Red = evil sunz, Yellow = bad moons, Green = blood axes. My warlord will be a CP farmer weirdboy, with a finkin cap on the wartrike to give him +1dmg and rerolls. Maybe I pay for an extra relic and upgrade the warboss to headwoppa. edit2: kunning but brutal (i think this is the name for redeploy warlord) might be best for the wartrike wearing finking cap, that gives me even more flexibility to redeploy the BW depending on who goes first. D3 extra units means at least 1 can redeploy, and all i need is the battlewagon position to change.
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This message was edited 2 times. Last update was at 2018/10/29 05:57:16
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![[Post New]](/s/i/i.gif) 2018/10/29 06:07:16
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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Howdy-
Threw together a new codex list I think I like.
I have not played since early 8th and would will probably ease into tourneys.
I dont think there are any glaring errors, but need to double check once I get the book and am open to suggestions.
Blood Axe detachment gives 6+ Cp farm and Deathskull warlord can snipe characters with SAG within 18".
Weirdboyz maxed out with best 3 powers.
Grotsnik is a Deathskull, but if he is same as index his fnp should work on all 3 clans.
Tankbustas erase any vehicle threat at range or with 10x grenade stratagem.
Gorkanaut has exploding 6s at range and in melee and can advance and charge near wartrike.
Trike with lucky Stikk buffs WS of scarboyz and gork.
Shootas and Da Krunch clear out large screening units.
Enough gretchin for shields or backfield.
Da jump and tellyport as situation calls for it.
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![[Post New]](/s/i/i.gif) 2018/10/29 06:19:04
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Flashy Flashgitz
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Bigdoza wrote:Howdy-
Threw together a new codex list I think I like.
I have not played since early 8th and would will probably ease into tourneys.
I dont think there are any glaring errors, but need to double check once I get the book and am open to suggestions.
Blood Axe detachment gives 6+ Cp farm and Deathskull warlord can snipe characters with SAG within 18".
Weirdboyz maxed out with best 3 powers.
Grotsnik is a Deathskull, but if he is same as index his fnp should work on all 3 clans.
Tankbustas erase any vehicle threat at range or with 10x grenade stratagem.
Gorkanaut has exploding 6s at range and in melee and can advance and charge near wartrike.
Trike with lucky Stikk buffs WS of scarboyz and gork.
Shootas and Da Krunch clear out large screening units.
Enough gretchin for shields or backfield.
Da jump and tellyport as situation calls for it.
Dude I love the list, we have clearly gone very similar directions. I'm not sold on the gorka, but if that's what you're after go ahead. I'd take a look at the new megatrakk scrapjets, I think you can buy three for the 1 gorka, and I think that would give your army substantially more versatility.
Personally, with the 5 point BC over 13 point PK, I'm taking BC every time, especially since you're bringing 20 tank bustas. My weird recommendation is that you are not maximizing your stratagems splitting up your tankbustas like this. Might you consider snakebite for that detachment instead? I think FNP/ramshackle trukks are legit, and you can 3cp monster hunter with all 20 tank bustas at once (probably comparable to reroll wounds for 10, actually maybe not). I think this durability outweighs the 6++, and you can squeeze in some more dakka that benefit from this stratagem after you drop the SAG mek.
I think the 80 point SAG mek for character sniping is a trap, I fell into this as well, but statistically its not going to do what you want IMO. Plus.... people will LOS their squishy characters.
edit: also note lukky stikk only buffs WS for characters, you might want to reconsider that option. I think lukky stikk is for a barage of painboyz and weirdboys, or something. It's pretty bad :/
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This message was edited 1 time. Last update was at 2018/10/29 06:22:48
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