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Made in us
Dakka Veteran




Do BigGunz have a place with the new MekGunz looking really attractive now?
   
Made in ca
Gargantuan Gargant






fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


I feel like if you want to fill out a brigade cheaply and you don't want any big HS options they could play a role. They're also the only source of "only shootable if its the closest unit" unit of grotz now that GW has consolidated the rules for the Mek Gunz for their crew. Other than that, I don't see why you would bother with the Lobba or the Zzap Gun. Only the Kannon seems semi-decent now.
   
Made in us
Battlewagon Driver with Charged Engine





gungo wrote:
If you don’t want to repaint everything they sell colored base rings you clip onto the bases that allow you to not only differentiate clans but units. So like all orks w blue bases are deathskull and all red ones are evil suns and all yellow are bad moons. It gets a bit trickier with vehicles but odds are all vehicles are part of one detachment anyway. The rings fit 24 or 32mm bases.



Yeah I might just end up painting their bases if it comes down to that. Right now everything is painted in different klans to represent a big warband/WAAAAAGH (mix of goff, evil suns, bad moons and a bit of deff skull) and ill be assed if im going to repaint 180 boyz just to change up my list on a whim whenever I want to try something new


Automatically Appended Next Post:
ALSO: Killsaws on meganobs. How many extra points is it? Do we think its worth it for the extra attack? If its like 10 points I think its probably worth the extra points. Losing the kustom shoota is no big deal imo and the flat 2 damage is better than D3 imo

This message was edited 2 times. Last update was at 2018/10/31 01:12:37


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

 
   
Made in ca
Waaagh! Warbiker





fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


New Smash gun is priced at 31 pts, Dont think the kannon or the zap gun are remotely on the same level,
   
Made in us
Longtime Dakkanaut




I did my order for codex, trike and mekshop for now

Question the Mek shop says it is compatible with the Ryza stc ruins.... I’m assuming this means it’s just more ruin scatter terrain and it doesn’t expand the Mek shop itself into a proper building. I might actually have to buy it now.
   
Made in ru
!!Goffik Rocker!!






 Dr.Duck wrote:
fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


New Smash gun is priced at 31 pts, Dont think the kannon or the zap gun are remotely on the same level,


Theybstill have grot crew. Best scoring unit in the game. So, you're paying for the crew and also get a rokkit launcha because why not.


Automatically Appended Next Post:
So, is there the exact wording of the grot shield strategem allready?
I'm toying around with the tactics of actually running my 10 meganobz without getting blown away by dark angel helblasters.

The problem is that even if i deepstrike meganobz, helblasters get 4 chances to blow them away.
Auspec strategem to shoot the deepstrikers with a -1 modifier
Than the ones that overheat just shoot the second time due to banner. And now without a -1 penalty reliably blowing the squad away.
Than when i charge they overwatch and with a full re-roll also get a bunch of hits in. Basically, a unit of 10 will generate around 6-7 hits and some overheats that will also generate about the same amount of hits with a banner. Wiping the squad of 10 manz once again.

So, it seems there's nothing we can do to make anything other than boyz reach helblasters. But if grot shield is usable every phase, including our turn, we can deepstrike a unit of 40 grots alongside meganobz and eat all that plazma.

This message was edited 1 time. Last update was at 2018/10/31 05:58:38


 
   
Made in se
Regular Dakkanaut






Hi
One question regarding the old units that is not included in the codex, like the Warboss on bike; will there be a faq that gives this unit the new "Culture" keyword? How has it been for similar units in other codex’s?
   
Made in gb
Regular Dakkanaut




Nora wrote:
Hi
One question regarding the old units that is not included in the codex, like the Warboss on bike; will there be a faq that gives this unit the new "Culture" keyword? How has it been for similar units in other codex’s?


Very good question. This kulture key word is annoying as hell.

At the moment I was still banking on playing a warboss on bike, not really sold on the trike, since I'm unlikely to run walkers so advance and charge for bikers will be enough for me.
   
Made in fi
Locked in the Tower of Amareo





Nora wrote:
Hi
One question regarding the old units that is not included in the codex, like the Warboss on bike; will there be a faq that gives this unit the new "Culture" keyword? How has it been for similar units in other codex’s?


Super unlikely so if the bad moon etc bonuses are indeed Culture rather than clan...Guess index units don't get those(and would play havoc with battleforged rule) so maybe orks got them deleted for really good-good...

This message was edited 1 time. Last update was at 2018/10/31 08:10:40


2024 painted/bought: 109/109 
   
Made in nl
Crazed Spirit of the Defiler




So, made a little list for 1k games... please note that this list isn't meant to be super-competitive, it's more simple funsies for casual games but should still be able to blow some stuff up. It's also for a 4x4 board.

Evil Sunz Batallion

HQ

1x Trikeboss (Warlord, Da Supa-Cybork relic, probably Might makes Right or Brutal but Kunnin' trait)

1x Weirdboy (Da Jump, might change him into a Warp'ead and then take Fists of Gork or Warpath along with it)

Troops

10x Boyz
- 1x Nob with PK

15x Boyz
- 1x Nob with PK

10x Gretchin

Elites

3x Nob Bikers with PK (are these considered Elites or Fast Attack?)

10x Tankbustas in Trukk

Fast Attack

1x Kustom Boosta-Blasta

1x Snazzwagon

Should be 999 points.

Battle plan is simple: Boyz and Weirdboy hide somewhere, Boyz mob up, Weirdboy ports them over for T1 charge. Gretchin will probably take some random backfield objective and pray to Gork and Mork that they don't get blown off of it (these guys are really batallion tax for the CP). Trikeboss and Nob Bikers will attempt to charge some unlucky gitz T1. Snazzwagon and Boosta-Blasta are for taking out infantry, especially of the ruin-hogging kind (got lots of that in my local meta). Tankbustaz are for taking out any important vehicles or monsters on the board.

This message was edited 3 times. Last update was at 2018/10/31 08:41:26


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 TedNugent wrote:
I have to be honest, I'm seriously considering ditching boys in favor of nobs, meganobs, tankbustas, etc in transports.

With death skulls trait, they all have objective secured.

Even HQs would have objective secured. Aside from one morale blob, I'm tempted to ditch boys entirely and just use grots instead. Nobs and meganobs scale better. For the same cost as ten boys (bonebreaka or trukk), you can get 5 nobs or 2 meganobs with klaws. They'd also have objective secured.

The nobs could be paired with ammo runts and kitted as needed.


I came to the same conclusion when shoving around models in my drafts. A mechanized list has very little use for boyz since units of 12/20 don't do a lot. The only thing that could potentially make sense is bringing a regular battlewagon with two units of 10 inside to mob up with other units that have jumped, tellyported were being sneaky bloodaxes. Then again, you could just be transporting two units of nobz and mob those up. Especially the dual choppa option really closes the gap between boyz and nobz - 50 S5 attacks compare pretty well to 80 S4 attacks (unless Goff).

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
Shadowy Grot Kommittee Memba






tneva82 wrote:
Nora wrote:
Hi
One question regarding the old units that is not included in the codex, like the Warboss on bike; will there be a faq that gives this unit the new "Culture" keyword? How has it been for similar units in other codex’s?


Super unlikely so if the bad moon etc bonuses are indeed Culture rather than clan...Guess index units don't get those(and would play havoc with battleforged rule) so maybe orks got them deleted for really good-good...


Fun chicken little impression you got going there.

Like every index, index orks have the <clan> keyword.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in au
Regular Dakkanaut





 Dr.Duck wrote:
fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


New Smash gun is priced at 31 pts, Dont think the kannon or the zap gun are remotely on the same level,


One unusual quirk of the rules is that Big Gunz do actually get Clan Kultur because they're not entirely comprised of GRETCHIN models. I fully expect them to FAQ that at the first opportunity, but Deffskull Kannons in particular are pretty sweet. BS4+ Str 8 Ap-2 D6 dmg with reroll to hit, wound and damage for 28 points is pretty damn good.
   
Made in nl
Crazed Spirit of the Defiler




 Glane wrote:
 Dr.Duck wrote:
fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


New Smash gun is priced at 31 pts, Dont think the kannon or the zap gun are remotely on the same level,


One unusual quirk of the rules is that Big Gunz do actually get Clan Kultur because they're not entirely comprised of GRETCHIN models. I fully expect them to FAQ that at the first opportunity, but Deffskull Kannons in particular are pretty sweet. BS4+ Str 8 Ap-2 D6 dmg with reroll to hit, wound and damage for 28 points is pretty damn good.


I thought the Gunz themselves also have the GRETCHIN keyword.
   
Made in fi
Locked in the Tower of Amareo





the_scotsman wrote:
tneva82 wrote:
Nora wrote:
Hi
One question regarding the old units that is not included in the codex, like the Warboss on bike; will there be a faq that gives this unit the new "Culture" keyword? How has it been for similar units in other codex’s?


Super unlikely so if the bad moon etc bonuses are indeed Culture rather than clan...Guess index units don't get those(and would play havoc with battleforged rule) so maybe orks got them deleted for really good-good...


Fun chicken little impression you got going there.

Like every index, index orks have the <clan> keyword.


Yes. Do they have Kulture though? If the codex uses term Culture rather than Clan and there's no FAQ saying otherwise the two are not same. So you could pick Clan but it's not same as Culture so no bad moon rerolling 1's unless GW faq's index working same way...

Now have to read exact wording on codex as I don't have codex in my hands but something to keep in mind.

With other codexes it's different because the term didn't change...Chapter, Regiment etc were same whether it was index or codex.

Now maybe I'm wrong but if codex uses term Clan why people keep using word Culture? That sounds like the <XXX> changed in codex and at that point unless codex specifically says <Culture> is same as <Clan> in index or otherwise indicates they are same then barring FAQ saying otherwise(unlikely) then no they do not work identically.


Automatically Appended Next Post:
Pandabeer wrote:
 Glane wrote:
 Dr.Duck wrote:
fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


New Smash gun is priced at 31 pts, Dont think the kannon or the zap gun are remotely on the same level,


One unusual quirk of the rules is that Big Gunz do actually get Clan Kultur because they're not entirely comprised of GRETCHIN models. I fully expect them to FAQ that at the first opportunity, but Deffskull Kannons in particular are pretty sweet. BS4+ Str 8 Ap-2 D6 dmg with reroll to hit, wound and damage for 28 points is pretty damn good.


I thought the Gunz themselves also have the GRETCHIN keyword.


Do the guns have their own set of keywords? Don't have index at work(surprise surprise). If they have one set of keywords(Gretching, Grot gunner, Infantry) then they count as gretchin for that rule. If they have separate for gun and crew(like flashgit entry has for flashgits and ammo runts) then no.

This message was edited 2 times. Last update was at 2018/10/31 10:53:24


2024 painted/bought: 109/109 
   
Made in gb
Fresh-Faced New User




Hey, I have 2 questions.
After reading the tactics 1d4chan wiki, 2 fun synergies seemed possible that I'd really like to use.

1) weirdboy's eabanger is a 9" range closest target spell that instantly kills the target if you beat it's tougness on a d6.
I wanted to convert a weirdboy into a sniper, make him a blood axe clan, give him the blood axes relic that allows to pick a warlord trait, and give him the deathskull warlord trait that allows to target ennemy warlords from 18" away without it having to be the closest target.

Would that be allowed ? Do i have to make him a deathskull warlord to use the trait ? Can eadbanger have an 18" range that can target indiscreminately ?

2) I want to build a gorkanaut from scrath and strap a huge rocket on it's back, and use the tellyporta stratagem to deep strike it turn1 9" from the biggest threat on the board and get it to charge, using cp's if necessary to increase likelihood of that charge. Is this scenario possible ?

   
Made in dk
Fresh-Faced New User




Ahzekfanboy wrote:
Hey, I have 2 questions.
After reading the tactics 1d4chan wiki, 2 fun synergies seemed possible that I'd really like to use.

1) weirdboy's eabanger is a 9" range closest target spell that instantly kills the target if you beat it's tougness on a d6.
I wanted to convert a weirdboy into a sniper, make him a blood axe clan, give him the blood axes relic that allows to pick a warlord trait, and give him the deathskull warlord trait that allows to target ennemy warlords from 18" away without it having to be the closest target.

Would that be allowed ? Do i have to make him a deathskull warlord to use the trait ? Can eadbanger have an 18" range that can target indiscreminately ?

2) I want to build a gorkanaut from scrath and strap a huge rocket on it's back, and use the tellyporta stratagem to deep strike it turn1 9" from the biggest threat on the board and get it to charge, using cp's if necessary to increase likelihood of that charge. Is this scenario possible ?



I think you have misunderstood the warlord trait. It doesn't change the range of anything, it just allows the warload to target characters if they are within 18", even though they are not the closest unit.
   
Made in gb
Fresh-Faced New User




Ahzekfanboy wrote:
Hey, I have 2 questions.
After reading the tactics 1d4chan wiki, 2 fun synergies seemed possible that I'd really like to use.

1) weirdboy's eabanger is a 9" range closest target spell that instantly kills the target if you beat it's tougness on a d6.
I wanted to convert a weirdboy into a sniper, make him a blood axe clan, give him the blood axes relic that allows to pick a warlord trait, and give him the deathskull warlord trait that allows to target ennemy warlords from 18" away without it having to be the closest target.

Would that be allowed ? Do i have to make him a deathskull warlord to use the trait ? Can eadbanger have an 18" range that can target indiscreminately ?

2) I want to build a gorkanaut from scrath and strap a huge rocket on it's back, and use the tellyporta stratagem to deep strike it turn1 9" from the biggest threat on the board and get it to charge, using cp's if necessary to increase likelihood of that charge. Is this scenario possible ?



Nothing wrong with number 2, but number 1 is wrong on several levels. The warlord trait (which is Deathskull specific, yes, Blood Axes can't take it) only applies to shooting attacks, and has no effect on psychic powers. The only thing right is that the codex has improved its base range to 18"
   
Made in fi
Locked in the Tower of Amareo





Ahzekfanboy wrote:
Hey, I have 2 questions.
After reading the tactics 1d4chan wiki, 2 fun synergies seemed possible that I'd really like to use.

1) weirdboy's eabanger is a 9" range closest target spell that instantly kills the target if you beat it's tougness on a d6.
I wanted to convert a weirdboy into a sniper, make him a blood axe clan, give him the blood axes relic that allows to pick a warlord trait, and give him the deathskull warlord trait that allows to target ennemy warlords from 18" away without it having to be the closest target.

Would that be allowed ? Do i have to make him a deathskull warlord to use the trait ? Can eadbanger have an 18" range that can target indiscreminately ?

2) I want to build a gorkanaut from scrath and strap a huge rocket on it's back, and use the tellyporta stratagem to deep strike it turn1 9" from the biggest threat on the board and get it to charge, using cp's if necessary to increase likelihood of that charge. Is this scenario possible ?



Without codex at hand not sure but I haven't read anywhere it gives ability to ignore clan specific restiction thus no deathskull warlord trait. Why would you want him to be blood axe then though? What bonus that would give. Also depends on the spell wording. If it doesnt' say anything about targeting that deathskull thing is useless. Smite for example. (edit: And of course if the deathskull is shooting only then no good at all)

For 2 yes. Just make sure it's evil sun for 8" charge.

Oh and BTW CP usage is not that often needed as ork standard reroll allows rerolling both or one so only time you would need it would be you roll say 5 and 1. Drat. Not enough. Reroll 1 with ork rule. 3. Still not enough. NOW you could use CP to reroll that 5 to try and get that 6. Obviously odds of this coming up increases with evil suns.

This message was edited 1 time. Last update was at 2018/10/31 11:19:57


2024 painted/bought: 109/109 
   
Made in gb
Fresh-Faced New User




Thank you so much for your awnsers =)
   
Made in us
Regular Dakkanaut





"Mob Up"

Note: You can't use the green tide strategem if you mob'd up.

   
Made in us
Regular Dakkanaut





Does that run afoul of "only reroll once" or am I misremembering that rule?
   
Made in fi
Locked in the Tower of Amareo





Coh Magnussen wrote:
Does that run afoul of "only reroll once" or am I misremembering that rule?


You would be rerolling all dices only once so don't see why it would.

What you couldn't do is reroll 1 with CP and then if still botched reroll both with ork rule(say you rolled 5 and 1, you try to CP reroll that 1 and roll 3. Odds wise it would be better to reroll both(28% or so) but illegal as one dice would be rerolled twice so can't do so would have to try to reroll the 5 to get 6(16.67% chance)

2024 painted/bought: 109/109 
   
Made in us
Oozing Plague Marine Terminator





Are Kommandos stuck with only upgrading to a Power Klaw Nob now?

And what about Burnaz, Big Shootaz, and Rokkits?

I wanna know what I can bring over from my Ork Killteam.

   
Made in us
Shadowy Grot Kommittee Memba






tneva82 wrote:
the_scotsman wrote:
tneva82 wrote:
Nora wrote:
Hi
One question regarding the old units that is not included in the codex, like the Warboss on bike; will there be a faq that gives this unit the new "Culture" keyword? How has it been for similar units in other codex’s?


Super unlikely so if the bad moon etc bonuses are indeed Culture rather than clan...Guess index units don't get those(and would play havoc with battleforged rule) so maybe orks got them deleted for really good-good...


Fun chicken little impression you got going there.

Like every index, index orks have the <clan> keyword.


Yes. Do they have Kulture though? If the codex uses term Culture rather than Clan and there's no FAQ saying otherwise the two are not same. So you could pick Clan but it's not same as Culture so no bad moon rerolling 1's unless GW faq's index working same way...

Now have to read exact wording on codex as I don't have codex in my hands but something to keep in mind.

With other codexes it's different because the term didn't change...Chapter, Regiment etc were same whether it was index or codex.

Now maybe I'm wrong but if codex uses term Clan why people keep using word Culture? That sounds like the <XXX> changed in codex and at that point unless codex specifically says <Culture> is same as <Clan> in index or otherwise indicates they are same then barring FAQ saying otherwise(unlikely) then no they do not work identically.


Automatically Appended Next Post:
Pandabeer wrote:
 Glane wrote:
 Dr.Duck wrote:
fe40k wrote:
Do BigGunz have a place with the new MekGunz looking really attractive now?


New Smash gun is priced at 31 pts, Dont think the kannon or the zap gun are remotely on the same level,


One unusual quirk of the rules is that Big Gunz do actually get Clan Kultur because they're not entirely comprised of GRETCHIN models. I fully expect them to FAQ that at the first opportunity, but Deffskull Kannons in particular are pretty sweet. BS4+ Str 8 Ap-2 D6 dmg with reroll to hit, wound and damage for 28 points is pretty damn good.


I thought the Gunz themselves also have the GRETCHIN keyword.


Do the guns have their own set of keywords? Don't have index at work(surprise surprise). If they have one set of keywords(Gretching, Grot gunner, Infantry) then they count as gretchin for that rule. If they have separate for gun and crew(like flashgit entry has for flashgits and ammo runts) then no.


Again, like every codex: detachments composed entirely of one <clan> will receive the corresponding Clan Kultur.

Gretchin units still have <clan> and freebootas get a free pass to join a <clan> detachment without breaking benefits.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Played a 2k game last night. I used leaked rules and points where applicable. Otherwise used index. Opponent was spave wolves with logan, thunder wolf cav, 3 squads of hunters and claws, run priest terminators, couple rhinos, venerable dread and some other charaters.

My list was:

Goff Battalion

3x 30 boys, nob, with pk
warboss with ded killy klaw relic,
weirdboy w/ fists of gork

Evil suns battalion

10 grots
10 grots
12 boys, nob w/ pk in a trukk
weirdboy with warpath
weirdboy with da jump
9 MANz
10 tankbustas with 2 bomb squigs in a trukk
15 burna boys in a bonebreaka

couple observations:
mobs of skarboyz are LEGIT
I miss my MA warboss
tankbustas going RR hits to RR 1s is a big nerf and let down
burna boys were fun but had no good targets.
bonebreak is DOPE. very killy on the charge

wondering if filling a BW w/deff rolla full of burnas would be worth it (without the bonebreak +d6 attacks) for the ability to flame on from inside the wagon...?

This message was edited 1 time. Last update was at 2018/10/31 12:58:29


 
   
Made in dk
Longtime Dakkanaut




 Jidmah wrote:

I came to the same conclusion when shoving around models in my drafts. A mechanized list has very little use for boyz since units of 12/20 don't do a lot.


In the codex every tenth boy gets to take Tankbusta bombs for 0 points. That suddenly makes boyz semi-decent against heavy armor if you can get them close.
   
Made in ru
!!Goffik Rocker!!






Tankbustas loosing a full reroll? Sad day indeed. Well, more points for the rest of the list. They were on the edge allready.

Oh well. I still have 3 ww2 gunz that used to be kmk. They're gona be smashas now. I guess. Too bad they have no kultur but ddd is confirmed, right?
   
Made in ca
Ork Boy Hangin' off a Trukk





 Jidmah wrote:
 TedNugent wrote:
I have to be honest, I'm seriously considering ditching boys in favor of nobs, meganobs, tankbustas, etc in transports.

With death skulls trait, they all have objective secured.

Even HQs would have objective secured. Aside from one morale blob, I'm tempted to ditch boys entirely and just use grots instead. Nobs and meganobs scale better. For the same cost as ten boys (bonebreaka or trukk), you can get 5 nobs or 2 meganobs with klaws. They'd also have objective secured.

The nobs could be paired with ammo runts and kitted as needed.


I came to the same conclusion when shoving around models in my drafts. A mechanized list has very little use for boyz since units of 12/20 don't do a lot. The only thing that could potentially make sense is bringing a regular battlewagon with two units of 10 inside to mob up with other units that have jumped, tellyported were being sneaky bloodaxes. Then again, you could just be transporting two units of nobz and mob those up. Especially the dual choppa option really closes the gap between boyz and nobz - 50 S5 attacks compare pretty well to 80 S4 attacks (unless Goff).

OK, what's the dual choppa option?
   
Made in us
Battlewagon Driver with Charged Engine




Pretty sure the tankbusta reroll 1's is incorrect. Strikingscorpion said it in his video but I think he misspoke. No-one else has mentioned it as far as I know.
   
 
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