Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2018/11/02 08:09:12
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Mekboy on Kustom Deth Kopta
|
I have a 2k list I've priced out. It's more fluffy than anything but I think it still has teeth. It also uses all the new buggies except the Squig Trukk, which I deem unviable.
Outrider, Evil Sunz
Deffkilla wartrike, warlord super cybork body (not decided trait)
12 x warbikes, big choppa Nob
KBB
Scrap jet
Brigade, Evil Sunz
KFF Big Mek (index)
Weirdboy (warphead) Da Jump, Fists of Gork
Zhadsnark
3 x 10 boys
3 x 10 grots
SJD
Snazzwagon
Deffkopta
Mek (rezmekka red armour, in bone breaka)
Painboy
5 x Nobz (PK, BC x 4, ammo runt, also in bone breaka)
Bone breaka
5 x lootas
5 x lootas
Name of the game is turn 1 and 2 target saturation. I'm hoping firepower will clear a screen allowing me a juicy charge turn 1. Definitely need the 2 CP cover strat if I go second. Bone breaka teleports in turn 2 and causes carnage. Was thinking of taking evil Sunz warlord trait for Deffkilla but it feels like a bit of a waste. Grots, Lootas and some boys hold backfield as required. Weirdboy can send units to objectives or sure up weaknesses and, I really want to cast fists of Gork on the Wartrike because 7 str 9 2+ attacks with reroll failed wounds -2 AP and d3 DMG sounds hot. So he could da jump himself to make it happen. Or painboy if he needs healing. Deffkopta is there to be a flying pest.
Thoughts? Warlord trait suggestions?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 09:23:35
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Dakka Veteran
|
gungo wrote:I’m still confused i thought we were pretty clear that units of only Gretchin models don’t get kulturs.
Which like goatboy said means Mek guns still do!
Kans are shooty and dreads are melee that’s how it’s alsys been.
Based on current codex information; meek gunz have the Gretchin tag, and are now single models (no more squads). As a result, Mek gunz are comprised of only Gretchin models, so do not get culture. Same with killa kanz.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 10:04:01
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
An Actual Englishman wrote:I have a 2k list I've priced out. It's more fluffy than anything but I think it still has teeth. It also uses all the new buggies except the Squig Trukk, which I deem unviable.
Outrider, Evil Sunz
Deffkilla wartrike, warlord super cybork body (not decided trait)
12 x warbikes, big choppa Nob
KBB
Scrap jet
Brigade, Evil Sunz
KFF Big Mek (index)
Weirdboy (warphead) Da Jump, Fists of Gork
Zhadsnark
3 x 10 boys
3 x 10 grots
SJD
Snazzwagon
Deffkopta
Mek (rezmekka red armour, in bone breaka)
Painboy
5 x Nobz ( PK, BC x 4, ammo runt, also in bone breaka)
Bone breaka
5 x lootas
5 x lootas
Name of the game is turn 1 and 2 target saturation. I'm hoping firepower will clear a screen allowing me a juicy charge turn 1. Definitely need the 2 CP cover strat if I go second. Bone breaka teleports in turn 2 and causes carnage. Was thinking of taking evil Sunz warlord trait for Deffkilla but it feels like a bit of a waste. Grots, Lootas and some boys hold backfield as required. Weirdboy can send units to objectives or sure up weaknesses and, I really want to cast fists of Gork on the Wartrike because 7 str 9 2+ attacks with reroll failed wounds -2 AP and d3 DMG sounds hot. So he could da jump himself to make it happen. Or painboy if he needs healing. Deffkopta is there to be a flying pest.
Thoughts? Warlord trait suggestions?
If your transport deepstrikes, the passengers cannot disembark in the same turn.
Unfortunately I don't see the point of lootas, except perhaps in a large mob with the bad moons "shoot twice" stratagem.
|
This message was edited 1 time. Last update was at 2018/11/02 10:05:53
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 10:09:58
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Pyromaniac Hellhound Pilot
|
So... despite the points nerfs I still suspect the green tide we were running before might still have received a buff overall. For me the stratagems and clan kulturs are the best bits of the ork codex, with the relics and warlord traits being a bit meh. Buffs: klan traits (notably evil suns for jumpers and deffskulls or goffs for main battle line) Improved ere we go Dakka dakka dakka Grot shields strat to protect key unit T1 Tankbusta bombs on boyz mobz Endless green tide strat Weirdboyz can be warpheadz and no longer auto-perils when in centre of the horde Tellyport Fight again strat Ard boyz / skarboyz / loot it strats depending on opponent So hows this for a green tide list? Deathskulls bat. Warboss with PK Warboss with PK 30 boyz with PK + rokkit 30 boyz with PK + rokkit 30 boyz with PK + rokkit Index kannon (to be blown up turn 1 by enemy and trigger the 'loot it' strat Evil sunz bat Weirdboy with jump Weirdboy with extra attack power (mental blank on name) 30 boyz PK 10 boyz PK 10 gretchin 30 stormboyz with PK 282pts (grot shields should protect turn 1) Bad moonz patrol Index warboss on bike with thunderbuss relic 10 tankbustas (will tellyport, use more dakka and fire twice!) 30 gretchin
|
This message was edited 1 time. Last update was at 2018/11/02 10:11:44
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 10:38:14
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Regular Dakkanaut
|
The main advantage of death skullz (outside of the 6++) is non troop infantry choices to have obj secured, and the rerolls. You generally want more units and less masses when playing deathskullz to maximize the possible 12 rerolls a game turn.
The massive boyz mobz would probably be better served in an evil suns battallion for the +3 distance. (so they aren't as reliant on jump to get where they need to go)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 10:52:45
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
greggles wrote:The main advantage of death skullz (outside of the 6++) is non troop infantry choices to have obj secured, and the rerolls. You generally want more units and less masses when playing deathskullz to maximize the possible 12 rerolls a game turn.
The massive boyz mobz would probably be better served in an evil suns battallion for the +3 distance. (so they aren't as reliant on jump to get where they need to go)
12 rerolls?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 10:56:53
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
pismakron wrote: greggles wrote:The main advantage of death skullz (outside of the 6++) is non troop infantry choices to have obj secured, and the rerolls. You generally want more units and less masses when playing deathskullz to maximize the possible 12 rerolls a game turn.
The massive boyz mobz would probably be better served in an evil suns battallion for the +3 distance. (so they aren't as reliant on jump to get where they need to go)
12 rerolls?
Think he means: "3 rerolls total when you shoot in your turn(to hit, to wound, damage roll), 3 rerolls when you fight in your turn(ditto), 3 when you shoot during overwatch in opponents turn and 3 when you fight in opponents turn".
That at least adds up to 12 and I think that's legal though super hard to pull off. Usually you won't be rerolling that much!
|
This message was edited 1 time. Last update was at 2018/11/02 10:57:09
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 10:59:42
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Pyromaniac Hellhound Pilot
|
greggles wrote:The main advantage of death skullz (outside of the 6++) is non troop infantry choices to have obj secured, and the rerolls. You generally want more units and less masses when playing deathskullz to maximize the possible 12 rerolls a game turn.
The massive boyz mobz would probably be better served in an evil suns battallion for the +3 distance. (so they aren't as reliant on jump to get where they need to go)
Yeah, the deathskulls are mainly there for the 6++ tbh. Having a full re-roll rokkit plus plenty of rerolls on the PK is a pretty powerful boost too though. I'm sure evils suns would work fine but I don't think it's flatly superior to the deathskulls trait for boyz mobz. Just depends whether you want bonus speed or bonus durability and damage output.
I think if I took evil suns I'd shell out for a KFF biker mek to keep them safe as they roll up. That could certainly work too, but the mek(s) are pretty expensive so it does have an opportunity cost.
|
Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 11:03:05
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
An Actual Englishman wrote:I have a 2k list I've priced out. It's more fluffy than anything but I think it still has teeth. It also uses all the new buggies except the Squig Trukk, which I deem unviable.
Outrider, Evil Sunz
Deffkilla wartrike, warlord super cybork body (not decided trait)
12 x warbikes, big choppa Nob
KBB
Scrap jet
Brigade, Evil Sunz
KFF Big Mek (index)
Weirdboy (warphead) Da Jump, Fists of Gork
Zhadsnark
3 x 10 boys
3 x 10 grots
SJD
Snazzwagon
Deffkopta
Mek (rezmekka red armour, in bone breaka)
Painboy
5 x Nobz ( PK, BC x 4, ammo runt, also in bone breaka)
Bone breaka
5 x lootas
5 x lootas
Name of the game is turn 1 and 2 target saturation. I'm hoping firepower will clear a screen allowing me a juicy charge turn 1. Definitely need the 2 CP cover strat if I go second. Bone breaka teleports in turn 2 and causes carnage. Was thinking of taking evil Sunz warlord trait for Deffkilla but it feels like a bit of a waste. Grots, Lootas and some boys hold backfield as required. Weirdboy can send units to objectives or sure up weaknesses and, I really want to cast fists of Gork on the Wartrike because 7 str 9 2+ attacks with reroll failed wounds -2 AP and d3 DMG sounds hot. So he could da jump himself to make it happen. Or painboy if he needs healing. Deffkopta is there to be a flying pest.
Thoughts? Warlord trait suggestions?
I would use full 15 warbikers, since those will be the ones clearing screens for you. The additional shots and cc attacks make sure that whatever you charge won't be hitting back on your highly expensive models.
As warlord trait I would suggest the +1 to attacks and strength, as that would push the wartrike to S8 for vehicle fighting.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 12:38:01
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Regular Dakkanaut
|
Think he means: "3 rerolls total when you shoot in your turn(to hit, to wound, damage roll), 3 rerolls when you fight in your turn(ditto), 3 when you shoot during overwatch in opponents turn and 3 when you fight in opponents turn".
Yup, hard as heck to pull off, but hey, it's possible, and everyone loves the "maximum possibility stuff".
Since the traits got leaked, I've been playing them all, and death skullz has come out on top almost every time (for the main force). Evil sunz for teleporting detachments. Bad moonz was just a horrible slog of re-rolling. It sounds awesome on paper, and is, until you actually play a game with large mobs of shooting. If you don't have a dice app, you'll run out of time. (Think tau shooting phase + ork assault phase)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 13:27:57
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
Just leaving this here... fw rules faq
https://www.warhammer-community.com/wp-content/uploads/2018/11/imperial_armour_index_xenos-2.pdf?utm_source=forgeworld.co.uk&utm_campaign=5dd96ca6ee-FW_2nd_November_Swift_twins&utm_medium=email&utm_term=0_a6ef0a01da-5dd96ca6ee-115889781
They didn’t improve zhardsnark much. Added speed freak and dakka dakka dakka but limited his Waaaghh to evil sun infantry only...however since his point values remained unchanged he is an absolute steal and value...
They did have the foresight to clarify you can use the weapon profiles in the codex orks meaning killkannon meka dreads are decent as well.
Clan is also the same as kultur
|
This message was edited 2 times. Last update was at 2018/11/02 13:55:54
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 13:50:59
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Hoary Long Fang with Lascannon
Finland
|
Soo, the Bonebreaka seems to be the best variant of the Battlewagon? I don't own any Battlewagons yet but I was thinking of filling two Bonebreakas with Nobz (or why not 20 Boyz) and regular Battlewagon with Tankbustas. Is this something that might work or am I wasting my money by buying the wagons? Evil Sunz detachment obviously with the Trike.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 13:53:10
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Fully-charged Electropriest
|
That's quite disappointing they didn't FAQ Zhadsnark to effect Warbikers, when I use him I'll probably just pair him up with an Index Warboss on Warbike.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 13:57:37
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Battlewagon Driver with Charged Engine
|
Weazel wrote:Soo, the Bonebreaka seems to be the best variant of the Battlewagon? I don't own any Battlewagons yet but I was thinking of filling two Bonebreakas with Nobz (or why not 20 Boyz) and regular Battlewagon with Tankbustas. Is this something that might work or am I wasting my money by buying the wagons? Evil Sunz detachment obviously with the Trike.
Rmember that the bonebreaka is transport capacity 12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 13:57:50
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Shadowy Grot Kommittee Memba
|
xlDuke wrote:That's quite disappointing they didn't FAQ Zhadsnark to effect Warbikers, when I use him I'll probably just pair him up with an Index Warboss on Warbike.
I'm not disappointed about it at all - it means I can run him right alongside the Wartrike and I won't have to have any foot bosses. I get bikers, vehicles, and infantry with the pair of them.
|
"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!" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 14:26:47
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Krazed Killa Kan
|
Bonebreaka I believe only has a 12 man transport capacity.
Also, why update Imperial Armor, but not the index?
Kind of conspicuous. Makes me wonder about official support.
It is exceptionally annoying, and conspicuous, that Zhadsnark has no biker waaagh.
|
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 14:43:28
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Rogue Grot Kannon Gunna
|
Does unstoppable green tide works on Stormboyz aswell?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 14:52:46
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Sister Oh-So Repentia
United Kingdom
|
gungo wrote:
They did have the foresight to clarify you can use the weapon profiles in the codex orks meaning killkannon meka dreads are decent as well.
I'm not so sure, since it's been changed from heavy 6 to heavy D6, rather take a big Zzappa instead I think, depending on points though.
|
This message was edited 1 time. Last update was at 2018/11/02 14:56:37
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 14:55:35
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Stubborn Prosecutor
|
So I'm just jumping into the faction and wanted to learn from my Orky betters before I got too deep in model building:
1) How necessary/beneficial is Evil Sunz Kulture for Speedfreeks? I'd rather have the DeffSkullz, but I'm wondering if I'm tieing my hands too much if I do
2) When using Warbikes/buggies is there value is standing off and shooting or is melee the only viable option?
3) Does Trukk/Battlewagon transport rushes work with boyz? Is it worth the points to load 20boyz into a battlewagon to get them to melee?
4) Is it better to go brigade or double-battalion?
|
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
https://www.victorwardbooks.com/ Home of Dark Days series |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 15:06:16
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Locked in the Tower of Amareo
|
ChargerIIC wrote:So I'm just jumping into the faction and wanted to learn from my Orky betters before I got too deep in model building:
1) How necessary/beneficial is Evil Sunz Kulture for Speedfreeks? I'd rather have the DeffSkullz, but I'm wondering if I'm tieing my hands too much if I do
2) When using Warbikes/buggies is there value is standing off and shooting or is melee the only viable option?
3) Does Trukk/Battlewagon transport rushes work with boyz? Is it worth the points to load 20boyz into a battlewagon to get them to melee?
4) Is it better to go brigade or double-battalion?
1) for infantrv essential. Vehicles less sl
2) bikes want to do both. Buggies generally want to avoid melee if not blood axe to ensure you can shoot next round too
3) for boy" deep strike with evil sun better. Probledm with battlewagon is you won't be getting extra attacj from numbers
4) 2 battallions is my pick
|
2024 painted/bought: 109/109 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 15:17:51
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Regular Dakkanaut
|
Wow so disappointing he can't advance and charge. I think I'll have to run him as a regular warboss.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 15:42:04
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Fresh-Faced New User
|
mrtomski wrote:
Wow so disappointing he can't advance and charge. I think I'll have to run him as a regular warboss.
The Trike Boss allows bikers to charge after advancing correct? I feel like ill likely be running both so its not a huge loss Z doesnt give it out to himself.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 15:44:50
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Yeah trike boss works on bikes/vehicles.
And quite frankly that thing is brutal. Unless youre green tiding it i dont see why you would not have him in your army.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 15:50:26
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Lead-Footed Trukkboy Driver
|
Here is what I think is a really terrible list; but it might do okay if you can get the nob bikerz to survive and do some work.
|
orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 16:06:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
vindicare0412 wrote:mrtomski wrote:
Wow so disappointing he can't advance and charge. I think I'll have to run him as a regular warboss.
The Trike Boss allows bikers to charge after advancing correct? I feel like ill likely be running both so its not a huge loss Z doesnt give it out to himself.
As well as warboss on bike (w relic klaw for me)
I’ll be running all 3
Along w painboy on bike w lukky stikk.
And evilsun mekadread with killkannon/ kff or Morkanaut.
4 fast hard hitting fast accurate powerklaws w at least 4+, 5++, 5+++.
|
This message was edited 1 time. Last update was at 2018/11/02 16:10:46
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 16:14:11
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Battlewagon Driver with Charged Engine
|
Vineheart01 wrote:Yeah trike boss works on bikes/vehicles.
And quite frankly that thing is brutal. Unless youre green tiding it i dont see why you would not have him in your army.
Yea, you need some kind of boss, and he's not much more expensive than any of our other options now, so you might as well have him and waaaagh your vehicles.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 16:16:09
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Longtime Dakkanaut
|
Wunzlez wrote:gungo wrote:
They did have the foresight to clarify you can use the weapon profiles in the codex orks meaning killkannon meka dreads are decent as well.
I'm not so sure, since it's been changed from heavy 6 to heavy D6, rather take a big Zzappa instead I think, depending on points though.
wait killkannon was nerfed?i haven’t seen that
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 16:26:51
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Regular Dakkanaut
|
gungo wrote:vindicare0412 wrote:mrtomski wrote:
Wow so disappointing he can't advance and charge. I think I'll have to run him as a regular warboss.
The Trike Boss allows bikers to charge after advancing correct? I feel like ill likely be running both so its not a huge loss Z doesnt give it out to himself.
As well as warboss on bike (w relic klaw for me)
I’ll be running all 3
Along w painboy on bike w lukky stikk.
And evilsun mekadread with killkannon/ kff or Morkanaut.
4 fast hard hitting fast accurate powerklaws w at least 4+, 5++, 5+++.
I don't like the trike' s melee weapon, if it was a klaw id pick one up tomorrow. H9w did you convert your warboss on bike, regular bikes a bit small?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 16:32:28
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Krazy Grot Kutta Driva
|
I'm building an ork army, looking at battle reports till now, I think boyz-spam isn't that good, and I don't know how to make a 1000-1500 points army, this is what I've got.
- 60 boyz slugga/choppa - 2 boss nob with power klaw
- Weirdboy
- 3 Killa kans [magnetized]
- 10 nobz slugga/choppa
- 10 gretchlin
- 1 runtherd
- 2 deffkopta
- 1 painboy
I could go battlewagon+10 tankbustas, but I'm not sure about this, any tip?
|
Orks 5000p |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/11/02 16:36:14
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
|
 |
Hoary Long Fang with Lascannon
Finland
|
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
|
|
|
 |
 |
|