Switch Theme:

Making Orks Competitive in 8th - Waaaagh! (Ork tactics)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Longtime Dakkanaut




I tend to agree with the Mega armor nobs just not fitting in.
Even if you go all in with lots of mega nobs supported by ghaz, Maddoc, waaagh banner nob, kff mega big Mek and warpath weirdboy. You'd have an extremely durable Killy unit.

Unfortunately it's very expensive and slow as feth. That 4in movement means your opponent will run circles around you. 2+even with 6+fnp and 5++ kff. Isn't going to be that hard to deal with especially with smite spam lists

This message was edited 2 times. Last update was at 2017/06/13 18:03:39


 
   
Made in us
Dakka Veteran




Colorado Springs

skyfi wrote:



Automatically Appended Next Post:
 JohnU wrote:
If you're just running one painboy on foot and you don't want the grot orderly (or killsaw), consider the Mad Dok for a few points more. Little better in combat, much more survivable.




Does he still go crazy and chase nearest unit in circles?


If there's no Orks within 3" and there's an enemy unit within 12" he'll attempt to charge it, but that's it.
   
Made in us
Regular Dakkanaut





The MANZ are slow but the transports are not, my plan was to dump 4/5 of all the transports out at start of turn two then suicide rush all the vehicles in to absorb overwatch/block off firing lanes/lock in combat

This message was edited 1 time. Last update was at 2017/06/13 17:13:12


 
   
Made in ca
Mutilatin' Mad Dok





 davou wrote:
tag8833 wrote:
The Battlescribe Ork file is all ready for 8th. In fact almost all of the BS files are updated for 8th.

Right now you have to download them manually: https://github.com/BSData/wh40k/tree/40k8eprep
1) Clone or Download, Download as a zip file.
2) Unzip to your BS data folder, which usually lives at c:\users\(Your Username)\Battlescribe\data\
Instructions for mobile here: https://github.com/BSData/wh40k/issues/3823

On release day (this weekend) they should go out automatically.


Used to love battle scribe, and I would gladly pay for a premium version... but the subscription model is garbage and I booted it off my phone the second I saw it.
I mean, it is a 'subscription model', yes - at $3 US, for a year of premium service. I've used Battlescribe so much, I was happy to throw them some dough.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

I couldn't figure out this convoluted system of downloading files, syncing to dropbox. Nothing ever showed up in battlescribe....
I will either wait for a "warscroll builder" to emerge or stick to pen and paper.

On the topic of MANz. I just feel sad. I'm not sure they NEED Ghazzy to be effective. 100% need a WAAAGH! banner nob though. Thats not a huge upgrade in points. What upsets me (slightly hyperbolic) is that they went up in points. 14 points each. A unit of 3 are now a full MAN more expensive then before. OK..what did they gain? A wound in their profile. Big whoop so did terminators. The damage increase keeps them up to par with the buff to vehicle toughness. and character's increase to wound characteristics across the board. So they were brought up to par with everything, but went up in points? I will still use them (for feths sake they are $20 a model! and I have 9) because the models are great and they will thump some gitz.. but they FEEL underwhelming. Maybe because we rlied on them as a primary damage dealer and now they arent.

I'm intrigued with pairing them up with some burnas in a wagon (with ard case) instead of adding kombi scorchas to them for some weight in numbers, and some high(er) volume of attacks at lower AP.

This message was edited 4 times. Last update was at 2017/06/13 20:33:21


 
   
Made in ru
!!Goffik Rocker!!






Here's a short batrep of orks vs ig basilisk + scion comsquad spam.

https://www.dakkadakka.com/dakkaforum/posts/list/0/728648.page#9427892
   
Made in us
Longtime Dakkanaut




Wichita, KS

Tankbusta Wagon
The more I've thought, and thought about it. i really think a BW full of Tankbustas are going to be a regular in my lists. TB are so very good. Transports are so Very expensive. My 1st thought was 2 squads in trukks. But the key is bomb squigs. They are so good. So Very, Very good. And the rules for taking them plus the fact that they take a transport slot means you can only ever get 2 in a trukk.

A BW on the other hand can fit 5. I wish I could max it out at 6, but there isn't enough space. I am considering 10 TB + 4 BS + something else. What do you guys think is best for 6 slots. I'm leaning towards Nobz w/ BC.


Badrukk
What are you guys thinking of Kaptain Badrukk. He seems really, really, really good. 96 points for 3 twin linked (ammo runts) super plasma shots seems pretty impressive. Am i missing some hidden weakness? If he is embarked on the same wagon as a unit of FG do they get his bonus? Do you guys think he makes FG work? I'm still pretty iffy why I'd want FG instead of TB. They are better at killing infantry, but I've got boyz for that, right? If I walk him behind a wagon until the TB in a wagon liquidate their BS, then he can hop in. It seems nuts, but might work.



 Sal4m4nd3r wrote:
I couldn't figure out this convoluted system of downloading files, syncing to dropbox. Nothing ever showed up in battlescribe....
I will either wait for a "warscroll builder" to emerge or stick to pen and paper..

BS should automatically update for everyone on Release day of 8th. No need for convoluted download and synch, just wait until Saturday, then do a normal "update"
   
Made in us
Yellin' Yoof





tag8833 wrote:
Tankbusta Wagon
The more I've thought, and thought about it. i really think a BW full of Tankbustas are going to be a regular in my lists. TB are so very good. Transports are so Very expensive. My 1st thought was 2 squads in trukks. But the key is bomb squigs. They are so good. So Very, Very good. And the rules for taking them plus the fact that they take a transport slot means you can only ever get 2 in a trukk.

A BW on the other hand can fit 5. I wish I could max it out at 6, but there isn't enough space. I am considering 10 TB + 4 BS + something else. What do you guys think is best for 6 slots. I'm leaning towards Nobz w/ BC.


Badrukk
What are you guys thinking of Kaptain Badrukk. He seems really, really, really good. 96 points for 3 twin linked (ammo runts) super plasma shots seems pretty impressive. Am i missing some hidden weakness? If he is embarked on the same wagon as a unit of FG do they get his bonus? Do you guys think he makes FG work? I'm still pretty iffy why I'd want FG instead of TB. They are better at killing infantry, but I've got boyz for that, right? If I walk him behind a wagon until the TB in a wagon liquidate their BS, then he can hop in. It seems nuts, but might work.



 Sal4m4nd3r wrote:
I couldn't figure out this convoluted system of downloading files, syncing to dropbox. Nothing ever showed up in battlescribe....
I will either wait for a "warscroll builder" to emerge or stick to pen and paper..

BS should automatically update for everyone on Release day of 8th. No need for convoluted download and synch, just wait until Saturday, then do a normal "update"


I was thinking also about running TankBustas in a BW, but instead of BC nobz i was thinking of either nobz with power stabbas (120pts) or kommandos, since you get 6 kommandos w/ 2 burnas, a nob with BC (63pts), I am leaning more towards the kommandos just because the value is so good, and my lists are really tight on points. But the downside it is your putting all of your anti-vehicle/larges in one spot, instead of having trukks spread out across the board making it harder to get flanked.

I haven't looked into Badrukk, but you do bring up an interesting idea.

3000 pts
 
   
Made in us
Longtime Dakkanaut




Is a single 4+ To hit Twinlinked plasma gun in rapid fire range model really worth almost 100pts? I fail to see this as impressive.... he's nice and all like every special character but by no means amazing. I'm really annoyed his special ability is just another 1+ to hit reroll for a unit that can and should take 10 ammo runts. He really should have been 1+ to wound reroll and then flashgits would have been great vs higher toughness models.

The thing with ghaz is not the fact he is needed for mega nobs it's the fact his extra atk for every mega nob unit within 6in is like a 30% increase in damage from them.....and when your paying that amount of points just for a lot of powerklaw atks... you want as many reliable powerklaw atks as you can get.

You can do the same with warpath as well however only to a single unit and it's deniable.
   
Made in gb
Nasty Nob






tag8833 wrote:
Tankbusta Wagon
The more I've thought, and thought about it. i really think a BW full of Tankbustas are going to be a regular in my lists. TB are so very good. Transports are so Very expensive. My 1st thought was 2 squads in trukks. But the key is bomb squigs. They are so good. So Very, Very good. And the rules for taking them plus the fact that they take a transport slot means you can only ever get 2 in a trukk.

A BW on the other hand can fit 5. I wish I could max it out at 6, but there isn't enough space. I am considering 10 TB + 4 BS + something else. What do you guys think is best for 6 slots. I'm leaning towards Nobz w/ BC.

You might as well load a shooty unit with heavy weapons into any spare wagon space you've got (assuming the mobile fortress rule works as I think it should). Lootas are OK general purpose, Flash Gitz are excellent against heavy infantry and bikes.

tag8833 wrote:
Badrukk
What are you guys thinking of Kaptain Badrukk. He seems really, really, really good. 96 points for 3 twin linked (ammo runts) super plasma shots seems pretty impressive. Am i missing some hidden weakness? If he is embarked on the same wagon as a unit of FG do they get his bonus? Do you guys think he makes FG work? I'm still pretty iffy why I'd want FG instead of TB. They are better at killing infantry, but I've got boyz for that, right? If I walk him behind a wagon until the TB in a wagon liquidate their BS, then he can hop in. It seems nuts, but might work.

Pretty sure his buff doesn't work while he or the gitz are embarked, which kind of sucks because there's not much point to flash gitz without a wagon.

   
Made in us
Longtime Dakkanaut




Here's a question?
If you had to choose between a weirdboy and nob w waagh banner which would you chose and why?

The weirdboy is cheaper, has a better melee atk, has a better range atk (smite), warpath +1 atk to a unit is better then +1 to hit (although you can likely get 2 units in range), and the weirdboy doesn't take a precious elite slot. However players can try to deny your powers if you are in range....

I'm kinda annoyed he can only take 1 ork power, that basically means you will never see anyone take eadbanger. And in my particular list I'd want him mostly for warpath however I will have so many boys he will blow himself up which is good if what you wanted is a super charged smite powered psyker but in that case I'd probably like a painboy by him to heal him up and I don't have the points for that.

This message was edited 2 times. Last update was at 2017/06/13 23:40:35


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

It's in the brb, under transport section. Characters with aoe buffs don't work while embarked on the vehicle. This includes meks repairing the vehicles they are in ....yeahhhh. I am holding off on buying flash kids until there is an official games workshop FAQ about the mobile fortress rule. For now my local GW has ruled that mobile fortress ability does not extend it to its occupants. If an official FAQ changes this I will be buying the captain bad rock box a I am holding off on buying flash gets until there is an official games workshop FAQ about the mobile fortress rule. For now my local GW has ruled that mobile fortress ability does not extend to its occupants. If an official FAQ changes this I will be buying the captain badrukk box set set immediately.

What I like to do is to put the tank bustas in a battlewagon with for rockets on the wagon and sometimes even a Canon. That's 20 rokkit like shots a turn. Not including any bomb Squiggs. It's so much fun and does quite a bit of damage. Last game I had 15 lootas in about a wagon and it felt like a huge waste. Because it was just sitting in the backfield all game. So I'm either going to put the 15 in cover, or remove three and stick the 12 in a trukk.

This message was edited 1 time. Last update was at 2017/06/13 23:51:31


 
   
Made in ca
Waaagh! Warbiker





If you want a hammer unit to fight big stuff I really think you need to be going with nobs with killsaws. So with rough math, (4+, 3+, no save, D6w) you are doing 3.5 wounds per nob with saw; I think.

Really feel like this is the way to go for a hammer unit. Gonna test out 10 nobz with 3-5 saws (rest stabbas) in some sort of wagon or truck.

Also dont feel the need to buy trucks or transports for bustas. They do fine on foot. just make sure the rest of the list is also causing problems.

Any1 know where I can get the old rocket packs for stormboyz before they got their new models or something like it?
   
Made in gb
Nasty Nob






 Dr.Duck wrote:
Any1 know where I can get the old rocket packs for stormboyz before they got their new models or something like it?

https://puppetswar.eu/product.php?id_product=594

   
Made in ca
Waaagh! Warbiker





 Perfect Organism wrote:
 Dr.Duck wrote:
Any1 know where I can get the old rocket packs for stormboyz before they got their new models or something like it?

https://puppetswar.eu/product.php?id_product=594



Thanks saw these. Bit on the pricy side but im down to throw some into the storm mod for some variation.
   
Made in us
Yellin' Yoof





Question, whats the min size for a group of nobz? I see on the index under number "this unit contains 1 boss nob and 4 nobz" but then under the points section under nobz, the unit size is listed 3-10.

3000 pts
 
   
Made in us
Battlewagon Driver with Charged Engine





 Sal4m4nd3r wrote:
It's in the brb, under transport section. Characters with aoe buffs don't work while embarked on the vehicle. This includes meks repairing the vehicles they are in ....yeahhhh. I am holding off on buying flash kids until there is an official games workshop FAQ about the mobile fortress rule. For now my local GW has ruled that mobile fortress ability does not extend it to its occupants. If an official FAQ changes this I will be buying the captain bad rock box a I am holding off on buying flash gets until there is an official games workshop FAQ about the mobile fortress rule. For now my local GW has ruled that mobile fortress ability does not extend to its occupants. If an official FAQ changes this I will be buying the captain badrukk box set set immediately.

What I like to do is to put the tank bustas in a battlewagon with for rockets on the wagon and sometimes even a Canon. That's 20 rokkit like shots a turn. Not including any bomb Squiggs. It's so much fun and does quite a bit of damage. Last game I had 15 lootas in about a wagon and it felt like a huge waste. Because it was just sitting in the backfield all game. So I'm either going to put the 15 in cover, or remove three and stick the 12 in a trukk.


Very unlikely will the FAQ allow buffs from vehicles, that would change several units in almost every army and would create HUGE bubbles.

Regarding the BustaWagon...don't forget that for each TB Unit you get 1 tankbusta bomb up close (which is likely because the BW has 12 inch move). You end up with under-utilized squigs with 3 units. The tankbusta bomb could potentially deal 18 wounds... with 4 units that gives us a maximum of 72 wounds from those 4 17-point models (obviously far less in practice.)

   
Made in ca
Mutilatin' Mad Dok





 owni wrote:
Question, whats the min size for a group of nobz? I see on the index under number "this unit contains 1 boss nob and 4 nobz" but then under the points section under nobz, the unit size is listed 3-10.
It's five IIRC, which is up from... three, since last edition?
   
Made in us
Longtime Dakkanaut




Wichita, KS

 owni wrote:
Question, whats the min size for a group of nobz? I see on the index under number "this unit contains 1 boss nob and 4 nobz" but then under the points section under nobz, the unit size is listed 3-10.
There are several discrepancies like that. Deffkoptas. Runtherds. As a general rule it seems most people are going with the dataslate over the points list.
   
Made in us
Longtime Dakkanaut




Who is ready for GW to slap us in the face again and say that the Mobile Fortress Rule for Battlewagons doesn't extend to the passengers.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Dr.Duck wrote:
If you want a hammer unit to fight big stuff I really think you need to be going with nobs with killsaws. So with rough math, (4+, 3+, no save, D6w) you are doing 3.5 wounds per nob with saw; I think.
Killsaw is 2 damage not D6.
   
Made in us
Longtime Dakkanaut




tag8833 wrote:
 owni wrote:
Question, whats the min size for a group of nobz? I see on the index under number "this unit contains 1 boss nob and 4 nobz" but then under the points section under nobz, the unit size is listed 3-10.
There are several discrepancies like that. Deffkoptas. Runtherds. As a general rule it seems most people are going with the dataslate over the points list.

Rumours are Saturday has a day 1 errata/FAQ.

I would also say the point sheet will be the official listing and the data slate is the rules as the point sheet was suppose to be a living document and constantly being updated.
   
Made in us
Battlewagon Driver with Charged Engine





Did anyone catch frontline's Ork/Tau game tonight? Let's just say it wasn't Reece's best efforts

One thing that came up was the correct unit accounting of ork artillery...apparently Reece had never looked at those rules (???)

I had assumed that each gun AND each grot unit were separate units. This means that 5 lobbas would count as TEN units for killpoints (and wasted wound allocation.)

Reece couldn't bring his head around to that, but he couldn't figure out how multi-toughness models in a unit were treated, since that rule no longer exists.

Expect him to talk about this in the next couple of days. I think he was going to send an email in to his contacts at GW to see if they can FAQ it.

Regarding the game, it was pretty much a stinker for orks, which was too bad because I wanted to learn how to beat Tau. I already know how to lose...
   
Made in fi
Fresh-Faced New User




Hello guys, I just noticed that you "nominate one of your models to be your warlord" So you could have a stompa or very specific grot as your warlord.
Though they will gain warlord trait only if they are <Character>. I think this will make distraction stompa bit better.
In theory you could have a Fortification as your warlord. Until errata fixes things this is borked.

This message was edited 1 time. Last update was at 2017/06/14 06:54:24


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 JimOnMars wrote:
One thing that came up was the correct unit accounting of ork artillery...apparently Reece had never looked at those rules (???)

I had assumed that each gun AND each grot unit were separate units. This means that 5 lobbas would count as TEN units for killpoints (and wasted wound allocation.)

Reece couldn't bring his head around to that, but he couldn't figure out how multi-toughness models in a unit were treated, since that rule no longer exists.

Expect him to talk about this in the next couple of days. I think he was going to send an email in to his contacts at GW to see if they can FAQ it.
Interestingly Enough that was my initial read too (5 mek gunz = 10 units), and I actually brought that exact thing up during one of their streams, and he didn't really understand my question. I've also brought this example up several times when the discussion of using GW missions for tournaments has been discussed. "Opponent A is playing 4 Wraith Knights Opponent B has a squad of 6 Mek Gunz. Mission is Kill points, is there a reason to roll dice?" So far Reece has been a defender of using the KP mission in tourney settings, but I imagine that once he gets some more table time with 8th ed army builds he will come around.

It would be nice if GW could clean up the rules for Mek gunz / big gunz. Also, be nice if they could either Fix the KP mission or just get rid of it altogether. Banish it to casual play (Which they frustratingly insist on calling "Narrative"), so we don't have to worry about it in matched play. One of the things that always frustrates me is GW Kool Aide drinkers that insist any non-rulebook army comp or mission is verboden. I was hoping (though not expecting) that this would be the edition where we could placate that sort, but as soon as I saw the updated EW and Maelstrom missions, I knew that wasn't to be.


One similar thing is the 9" entire unit restriction on the KFF. Apparently they playtested it so that only 1 model had to be in, and the entire unit got the save. Rob talked about it on GW's live feed. The rule changed towards the very end of playtesting. I understand why they felt the need to change it, but it sure would have been nice if they'd changed it to the way they do Void Shields. Speaking of Fortifications.


The plasma Obliterator and Firestorm Redoubt.
Both seem like the best way to utilize Lootas. They are more durable than a battle wagon, and most importantly, if an enemy is engaging them you can still shoot out. I'm eyeing the double BC FSR as a particularly good choice. The plasma Obliterator is awesome too. What do you guys think? A bastion is also a good choice, it just bring a little less offensive punch.
   
Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:
Here's a question?
If you had to choose between a weirdboy and nob w waagh banner which would you chose and why?

The weirdboy is cheaper, has a better melee atk, has a better range atk (smite), warpath +1 atk to a unit is better then +1 to hit (although you can likely get 2 units in range), and the weirdboy doesn't take a precious elite slot. However players can try to deny your powers if you are in range....

I'm kinda annoyed he can only take 1 ork power, that basically means you will never see anyone take eadbanger. And in my particular list I'd want him mostly for warpath however I will have so many boys he will blow himself up which is good if what you wanted is a super charged smite powered psyker but in that case I'd probably like a painboy by him to heal him up and I don't have the points for that.


They both are good choices but they serve different roles. Weirdboyz are basically cheap HQs that buff the boyz, so they're useful mostly if you plan to use mobs of 30 boyz and you need 1-2 HQs without wasting too many points. The nob with waaagh banner is a nice buff for boyz but is a great bonus for big choppas, killsaws and power klaws, that's why he should run near units that have a lot of those close combat weapons. But if you have the points, and the models, you can also spread some of them in a green tide list.

I'm using the nob with banner in a list with 2 BWs, one with ghaz and 18 boyz, the other one with 12 boyz, 6 nobz with big choppas, the nob with the banner and grotsnik. Make sure the banner allows ghaz and/or a warboss with p.klaw to hit on 2s But also a unit of nobz with big choppas that hit on 2s is quite deadly. The boyz are good even with a WS 3+ if they are in huge numbers.

 
   
Made in ru
!!Goffik Rocker!!






Another issue is how actually vehicles measure los. Cause last game we had a basilisk that was in cover and only sticked it's tread out a bit. But as it could see one of the boyz out of cover...with it's tread, boyz didn't recieve cover from a heavy bolter.

Also, there was a situation where a basilisk was closer to boyz but rotated a bit and it's gun ended up closer to the boss than to boyz. And as there are no more definitions of hulls and stuff, the opponent can measure from anywhere. So, vehicles with long guns have an advantage here as they can more easilly manage closest range and cover. It's quite easy to be hidden in cover and still have a tiny part sticking out to measure los from there and deny cover to the opponent.
   
Made in us
Daemonic Dreadnought






 Sal4m4nd3r wrote:
I couldn't figure out this convoluted system of downloading files, syncing to dropbox. Nothing ever showed up in battlescribe....
I will either wait for a "warscroll builder" to emerge or stick to pen and paper.

On the topic of MANz. I just feel sad. I'm not sure they NEED Ghazzy to be effective. 100% need a WAAAGH! banner nob though. Thats not a huge upgrade in points. What upsets me (slightly hyperbolic) is that they went up in points. 14 points each. A unit of 3 are now a full MAN more expensive then before. OK..what did they gain? A wound in their profile. Big whoop so did terminators. The damage increase keeps them up to par with the buff to vehicle toughness. and character's increase to wound characteristics across the board. So they were brought up to par with everything, but went up in points? I will still use them (for feths sake they are $20 a model! and I have 9) because the models are great and they will thump some gitz.. but they FEEL underwhelming. Maybe because we rlied on them as a primary damage dealer and now they arent.

I'm intrigued with pairing them up with some burnas in a wagon (with ard case) instead of adding kombi scorchas to them for some weight in numbers, and some high(er) volume of attacks at lower AP.


Manz are more reliable now. Move Run and charge +3" for disembarking from a wagon. Plus a command points can be burned on a freak failed 3 or 4" charge. The burnas are expensive and the claws are going to do all of the heavy lifting.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in ru
!!Goffik Rocker!!






 schadenfreude wrote:

Manz are more reliable now. Move Run and charge +3" for disembarking from a wagon. Plus a command points can be burned on a freak failed 3 or 4" charge. The burnas are expensive and the claws are going to do all of the heavy lifting.


'ere we go allows to re-roll failed charges (or even one die of a failed charge if you want). But reliable doesn't mean good. Reliably mediocre. Klaws are not bad but the total price is just too high for points. Meganob needs to be chopping tactical marines for 4 phases to start paying off. In comparison, a choppa boy without a +1 attack buff needs 1.5 phases. And pays off in one phase if he gets a +1 attack bonus.

This message was edited 1 time. Last update was at 2017/06/14 12:48:09


 
   
Made in us
Dakka Veteran




Colorado Springs

Crowley wrote:
Hello guys, I just noticed that you "nominate one of your models to be your warlord" So you could have a stompa or very specific grot as your warlord.
Though they will gain warlord trait only if they are <Character>. I think this will make distraction stompa bit better.
In theory you could have a Fortification as your warlord. Until errata fixes things this is borked.


I nominate our new Ork saviour as warlord: Bomb Squig

A more serious question would be, is a Nob in a 30 man squad harder to get to for Slay the Warlord than say a Biker Boss (assuming you don't care about the warlord trait)?


Automatically Appended Next Post:
 JimOnMars wrote:
Did anyone catch frontline's Ork/Tau game tonight? Let's just say it wasn't Reece's best efforts

One thing that came up was the correct unit accounting of ork artillery...apparently Reece had never looked at those rules (???)

I had assumed that each gun AND each grot unit were separate units. This means that 5 lobbas would count as TEN units for killpoints (and wasted wound allocation.)

Reece couldn't bring his head around to that, but he couldn't figure out how multi-toughness models in a unit were treated, since that rule no longer exists.

Expect him to talk about this in the next couple of days. I think he was going to send an email in to his contacts at GW to see if they can FAQ it.

Regarding the game, it was pretty much a stinker for orks, which was too bad because I wanted to learn how to beat Tau. I already know how to lose...


Did they roll the killpoints mission? I told him not to roll the killpoints mission.

Sure it's only one mission out of the lot, but Big Gun spam becomes a big liability if you get it. On the other hand, Tau drones also count as separate units for KPs.

This message was edited 1 time. Last update was at 2017/06/14 14:00:33


 
   
 
Forum Index » 40K General Discussion
Go to: