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Made in us
Dakka Veteran




Colorado Springs

I'd like them a lot better if they had the 4+ armor their price would imply. Still not sure the best way to use them. They might make a better Jump target than a mob of shoota boyz in some cases.

I do like Badrukk, but I think he goes better with Tankbustas honestly.

This message was edited 1 time. Last update was at 2017/06/19 17:22:28


 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
what do you guyz think of flash gitz. They seem to be an interestng choice for footslogging cause they can take relatively cheap ammo runts to eat enemy fire - to an extent - and you can fit a bunch of squads under kff. And together with badrukk they look like a semi-solid firebase for orks.


They're certainly more viable now than in 7th ed where they were hit or miss. Either way, I think my main issue for them footslogging is their relatively short range of 24". For them to move into position they take a -1 to hit penalty and now that re-rolls work before modifiers its going to be hard to maintain a steady amount of shooting even with ammo runts.

I feel like battlewagon riding flash gitz may still be the go-to since it gives the protection they need from enemy shooting (and more importantly psychic powers), and until its explicitly FAQ'ed, it looks like they get to move and shoot in a battlewagon without suffering the -1 to hit thanks to mobile fortress. Makes them lose out on buffs, but being able to run and gun at full capacity is worth it IMO, especially now that the battlewagon helps buffer against assault units as well, since they can pop out of the transport if the battlewagon is engaged and shoot them up after the battlewagon subsequently falls back.
   
Made in us
Potent Possessed Daemonvessel





 JohnU wrote:
I'd like them a lot better if they had the 4+ armor their price would imply. Still not sure the best way to use them. They might make a better Jump target than a mob of shoota boyz in some cases.

I do like Badrukk, but I think he goes better with Tankbustas honestly.


Why would he go well with Tankbustas? Do you mean just in the same transport because Flash Gitz are bad?

The issue with Flash Gitz is that their guns are heavy making it so they cannot really utilize their good BS. If they has Assault weapons I think they would actually be decent. If they could move and fire their 24" guns 3 times at BS 4+, with re-rolls they would be worth considering. As it is A squad would frequently be BS 5+ and cost 310 points for a 10 model unit with ammo runts.

Currently their shooting at full strength is killing 7 marines in shooting. I would kill 10 if it had BS 4+.

They are not terrible, just very exepensive with good offense and no defense.
   
Made in ru
!!Goffik Rocker!!






Yeah, but 20 gits in a wagon are 720 pts. They'll be killing around 13-14 marines per turn with their firepower. So, it's gona require them around 4 turns to start paying off. In ideal circumstances vs marines in the open. Not amazing.

To be honest i'd rather transport something mellee like bigchoppa nobz that are decent at wrecking vehicles at least.

This message was edited 1 time. Last update was at 2017/06/19 17:39:44


 
   
Made in us
Dakka Veteran




Colorado Springs

Breng77 wrote:
 JohnU wrote:
I'd like them a lot better if they had the 4+ armor their price would imply. Still not sure the best way to use them. They might make a better Jump target than a mob of shoota boyz in some cases.

I do like Badrukk, but I think he goes better with Tankbustas honestly.


Why would he go well with Tankbustas? Do you mean just in the same transport because Flash Gitz are bad?


Their guns are a similar profile so he can contribute his shooting to the TB unit without feeling wasteful. He's also fairly tanky and his runts along with bomb squigs provide a decent number to chaff wounds for a unit that's more fragile than Gitz.

Putting him with Gitz, his bonus is largely pointless since you want to take ammo runts anyway (and it doesn't work in a wagon). Snazzguns aren't great against tougher targets like Da Rippa. Sure you can split fire, but you're not taking something down with Badrukk alone and he's not doing anything for the squad he's following around. A KFF mek would probably be more useful to the Gitz for similar points.
   
Made in us
Potent Possessed Daemonvessel





 JohnU wrote:
Breng77 wrote:
 JohnU wrote:
I'd like them a lot better if they had the 4+ armor their price would imply. Still not sure the best way to use them. They might make a better Jump target than a mob of shoota boyz in some cases.

I do like Badrukk, but I think he goes better with Tankbustas honestly.


Why would he go well with Tankbustas? Do you mean just in the same transport because Flash Gitz are bad?


Their guns are a similar profile so he can contribute his shooting to the TB unit without feeling wasteful. He's also fairly tanky and his runts along with bomb squigs provide a decent number to chaff wounds for a unit that's more fragile than Gitz.

Putting him with Gitz, his bonus is largely pointless since you want to take ammo runts anyway (and it doesn't work in a wagon). Snazzguns aren't great against tougher targets like Da Rippa. Sure you can split fire, but you're not taking something down with Badrukk alone and he's not doing anything for the squad he's following around. A KFF mek would probably be more useful to the Gitz for similar points.


The issue is that short of deaths to vehicles dying his runts cannot be chaff for the Tank bustas, he also cannot tank for them as he is a separate unit. So he is not really doing anything for the Tankbustas either, except adding his damage to theirs.


Automatically Appended Next Post:
 koooaei wrote:
Yeah, but 20 gits in a wagon are 720 pts. They'll be killing around 13-14 marines per turn with their firepower. So, it's gona require them around 4 turns to start paying off. In ideal circumstances vs marines in the open. Not amazing.

To be honest i'd rather transport something mellee like bigchoppa nobz that are decent at wrecking vehicles at least.


Yup, that is why assault would make a big difference, at that point their doing 20 wounds to marines each turn.

This message was edited 1 time. Last update was at 2017/06/19 18:43:26


 
   
Made in us
Longtime Dakkanaut




I think badrukk flashiest git ability is a waste.
First flashgits should be in a battlewagon since thier 24in range and heavy weapons means they need to move and take a -1 hit modifier unless in a battlewagon. Once in a battle Wagon badrukk ability doesnt work.

If you put them on foot badrukk ability is still only marginally useful since you already get up to 10 free rerolls from runts and you can't reroll a die.

What would have made flashgits good is if badrukk ability rerolled to wound rolls of 1. Then at least the weak str of the gun wouldn't be as bad since you had a better chance at rolling that 5 or 6 you needed. They cost so much and although they have a lot of ablative wounds they aren't that great offensively or durable. If you have the command points for rerolls just take lootas they are much better for the points.
   
Made in us
Dakka Veteran




Colorado Springs

@Breng: Sorry, forgot to clarify in combat. TB can bug out while Badrukk holds the charging unit. Not great, but TB don't want to be in CC. Not sure he's worth running, but I'd put him with TB over Gitz even just for the added damage.

As for Gitz they've gotten better, but it's still the same issue they had before. Lootas are shootier, Nobs are choppier (and with Kustom Shootas can be almost as shooty), both are cheaper than Gitz and can engage a wider range of targets. I want to take these pretty models off the shelf they seem really narrow right now.
   
Made in us
Potent Possessed Daemonvessel





 JohnU wrote:
@Breng: Sorry, forgot to clarify in combat. TB can bug out while Badrukk holds the charging unit. Not great, but TB don't want to be in CC. Not sure he's worth running, but I'd put him with TB over Gitz even just for the added damage.

As for Gitz they've gotten better, but it's still the same issue they had before. Lootas are shootier, Nobs are choppier (and with Kustom Shootas can be almost as shooty), both are cheaper than Gitz and can engage a wider range of targets. I want to take these pretty models off the shelf they seem really narrow right now.


mostly agree, I think though that it is likely if your tankbustas got charged they are going to die, wheter Badrukk is there or not. Also being slow, if they fall back on your turn, your opponent kills Badrukk and then charges the bustas again. At some point you are better off with them just dying and buying more tankbustas for the points you spent on badrukk ( he costs 1 point less than 5 tank bustas, so I could just bring 2 squads of tank bustas.)
   
Made in us
Longtime Dakkanaut




Don't forget badrukk is also ld8 making those 5 boy bustas squads in a trukk resilient to break tests. And flashiest git buff isn't a waste since it also works on badrukk....

Question do AoE buffs thst target other units still work for the character who is embarked on a transport? There is no measurement needed as the model is always in range of itself? For instance a painboy in a trukk is always in range for doc tools...

This message was edited 2 times. Last update was at 2017/06/19 19:25:20


 
   
Made in us
Potent Possessed Daemonvessel





Seems to me that he is really only worth it if you want him to accompany 20+ flash gitz instead of bringing ammo runts. Which to me is a "don't bring him"


Automatically Appended Next Post:
gungo wrote:
Don't forget badrukk is also ld8 making those 5 boy bustas squads in a trukk resilient to break tests.


Nob with them is LD 7. So you are paying a ton of points for lowering their morale casualties by 1.

This message was edited 1 time. Last update was at 2017/06/19 19:20:06


 
   
Made in us
Longtime Dakkanaut




Breng77 wrote:
Seems to me that he is really only worth it if you want him to accompany 20+ flash gitz instead of bringing ammo runts. Which to me is a "don't bring him"


Automatically Appended Next Post:
gungo wrote:
Don't forget badrukk is also ld8 making those 5 boy bustas squads in a trukk resilient to break tests.


Nob with them is LD 7. So you are paying a ton of points for lowering their morale casualties by 1.


He is overpriced for a glorified plasma gun in rapid fire range with rerolls I agree with you but he is resilient. I wasn't suggesting to take him for leadership purposes just that he also offers that.

Like I said his ability would be better if it was reroll to wound rolls of 1.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

Played a small Power Level 50 game on Saturday (forgive me if Power Level discussion isn't considered appropriate in here, it's just what we were using on release day). I played against a Tyranids list, which was interesting because I actually had more shooty units.

Slugga Boyz hit hard. I was surprised that even after his Hormagants charged and killed a lot of models the Boyz were still able to hit back even harder.

My big mob of 30 Boyz was split evenly between Slugga and Choppa and Shoota. I think that when it comes to big mobs having a mix of both has potential, but I might stop doing it. The main reason being it takes longer to count up the number of attacks when what each boy is armed with matters, and I don't want to slow the game down.

Grots did their job protecting my Big Gunz. A big unit of them can pretty much completely surround anything.

My Big Gunz were disappointing, but I think it was a combination of bad dice rolls and Venonthrope protection, so I haven't written them off yet.

Bomb Squigs are really nice because they are still effective against monsters. Tankbustas aren't exactly ineffective against big mosnters, but they spend most of their time missing.

This message was edited 1 time. Last update was at 2017/06/19 19:25:40


YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Dakka Veteran




Colorado Springs

gungo wrote:


Question do AoE buffs thst target other units still work for the character who is embarked on a transport? There is measurement needed as the model is always in range of itself? For instance a painboy in a trukk is always in range for doc tools...


No. If you look up the Transport rules in the BRB, embarked units abilities don't work unless the ability specifically says so.
   
Made in us
Dakka Veteran




Are Nobz worth it?

Boyz 6ppm
Burna Boyz 14ppm
Nobz 17ppm

Advantages Nobz have over boyz: +1S, +1W, +1A, Sv4+; the other advantage is access to various weapon choices

My understanding is that Nobz with Power Stabbas seems to be the most efficient loadout for them, turning them into 20ppm - but, a Power Stabba is a Burna that can't overwatch for d3 auto hits (but is S5 in melee). That said, Nobz get access to free Shootas; so that is extra shooting/overwatch at 18" as opposed to 8".

Which then begs the question, is +1S, +1W, +1A, and Sv4+ worth paying 43%ppm over Burna Boyz (20ppm vs 14ppm); which I think it probably is.

Compared to a normal boy, Nobz seem very expensive for what they bring; but what they're paying for is the access to special weaponry (which makes them cost even more); but compared to a burna boy, they seem to be decent - that said, Burna Boyz feel overpriced to begin with, but that's a different issue.

And then I wonder about Nob Bikers vs Boy Bikers; 42ppm vs 27ppm - 15 extra points for +1S, +1W, +1A, but no increased armor save; just the ability to access special weapons.

I guess I'm just not sold on Nobz yet; they pay a lot to be special weapon delivery systems, but I wonder if in a general sense (moreso Nob Bikers), you're better off just bringing more Boyz/Bikers for the price instead - you get extra attacks (doubly so for Biker's x2 Dakka Guns), extra wounds; is that enough to offset the 3+ on MEQ (4+ instead of 5+ for T5 targets)?

If you equip them all with Big Choppas it seems they can go monster hunting pretty effectively; but that gets pricey quick - and you haven't even paid for the transports yet.

What are your boyz thoughts on Nobz?

This message was edited 7 times. Last update was at 2017/06/19 20:19:30


 
   
Made in us
Nasty Nob






Boys are cheaper, but nobs are what let us reliably crack big tanky things.

Boys for generalized work. Nobs have extra s and a baked in, and can further up the ante by selecting BC and PK when they need too.

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.

 
   
Made in us
Battlewagon Driver with Charged Engine





I really only like the 6 point boss nobs. Same access to weapons, and can use wound allocation to boyz instead of 4+ armor.

1 nob with 9 boys is probably worth more than 4 nobs and costs less.

   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 JohnU wrote:
gungo wrote:


Question do AoE buffs thst target other units still work for the character who is embarked on a transport? There is measurement needed as the model is always in range of itself? For instance a painboy in a trukk is always in range for doc tools...


No. If you look up the Transport rules in the BRB, embarked units abilities don't work unless the ability specifically says so.


And this is ONE of the arguements used against me in my shop when I try to use the mobile fortress rule for the embarked passengers.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

fe40k wrote:
If you equip them all with Big Choppas it seems they can go monster hunting pretty effectively; but that gets pricey quick - and you haven't even paid for the transports yet.

Maybe when it comes to Trukks is when Nobz become more valuable? A big unit of boyz on foot is pretty awesome, but you can only fit so many in a Trukk and those things aren't cheap.

A small unit of Nobz might also be a decent screening unit that rides around in a Battle Wagon with a shooty unit, but can jump and charge things that deep strike/outflank/whatever.

It might also be easier to fit a bunch of Nobz under a KFF, and other area buffs might be able to be stacked in interesting ways.



Do you folks think it would be good to have a unit of Flashgitz and a unit of Tankbustas in the same Battle Wagon, or would it probably be best to go with one big unit of one or the other?

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Dakka Veteran




Quick math for above post; short version - if Burna Boyz are in range to get 1 Burna shot off before charging, they output slightly less unsaved wounds than Nobz (but can exceed them if they get 2/3 shots off); but the moment they get Overwatched on the way in, they start to lose out, real quick.

140 points of Boyz/Burna Boyz/Nobz;

  • 23 Slugga Boyz ; 23 Wounds, 46+23 Attacks (+23 w/ Mob), Sv6+, ; 23 Slugga shots
    23 Shoota Boyz ; 23 Wounds, 46 Attacks (+23 w/Mob), Sv6+ ; 46 Shoota shots
    10 Burna Boyz ; 20 Wounds, 20 Attacks, Sv6+ ; 0/10/20/30 Burna shots
    7 Nobs+Power Stabba+Shoota ; 21 Wounds, 21 Attacks, Sv4+ ; 14 Shoota shots


  • Shooting against MEQ:

  • Slugga Boyz: 1.27 expected wounds
    Shoota Boyz: 2.55 expected wounds
    Burna Boyz: 0 / 1.66 / 3.32 / 4.995 expected wounds (out of range/1/2/3 on d3)
    Nobz (Shootas): 0.76 expected wounds


  • Combat against MEQ:

  • Slugga Boyz: 7.65 expected wounds
    Slugga Boyz, w/ Mob: 10 expected wounds
    Shoota Boyz: 5.1 expected wounds
    Shoota Boyz w/ Mob: 7.65 expected wounds
    Burna Boyz: 4.435 expected wounds
    Nobz (Power Stabba): 6.2 expected wounds


  • This message was edited 2 times. Last update was at 2017/06/19 20:59:03


     
       
    Made in us
    Nurgle Veteran Marine with the Flu




    Southern California

     davou wrote:
    Boys are cheaper, but nobs are what let us reliably crack big tanky things.

    Boys for generalized work. Nobs have extra s and a baked in, and can further up the ante by selecting BC and PK when they need too.


    I know MANZ are expensive and most people consider them underwhelming.. but this is where they sign I think. Maybe I am off base but that 4+ save turns to goo when they hit a "monstrous creature" (big nid gribbly) or some sort of vehicles that is assault oriented. 2+ saves on a 3 wound model is pretty damn good when, now, that its not all or nothing.


    Automatically Appended Next Post:
    Even though I may still build a battlewagon ( have so many scrap and parts of lemun russ lying around) SOLEY for a squad of burna boyz (that will be modeled as being on fire as i'm deploying it because.. orks with fire) They probably wont see the tabletop until the burna is made better or the points of a burna boy aren't laughably high.

    This message was edited 1 time. Last update was at 2017/06/19 20:51:30


     
       
    Made in us
    Dakka Veteran




     Sal4m4nd3r wrote:
     JohnU wrote:
    gungo wrote:


    Question do AoE buffs thst target other units still work for the character who is embarked on a transport? There is measurement needed as the model is always in range of itself? For instance a painboy in a trukk is always in range for doc tools...


    No. If you look up the Transport rules in the BRB, embarked units abilities don't work unless the ability specifically says so.


    And this is ONE of the arguements used against me in my shop when I try to use the mobile fortress rule for the embarked passengers.


    Mobile Fortress however is covered by the Battlewagon's other rule, Open-Topped : which specifically states that any restrictions or modifiers which apply to the Battlewagon also apply to the passengers.

    Ergo; "A Battlewagon ignores the penalty for moving and firing heavy weapons" clearly applies to the squad as well, thanks to Open-Topped.

    Tell those weedy gits at your store to get choppa'd.
       
    Made in us
    Regular Dakkanaut




    Houston

    Do you think Meganobz are good enough that they're not a detriment to run. I'm relatively new so I need all the models I can get to fill in points and I already own a unit of 3. I really want to get a second Meganobz box so I can get a Big Mek for the KFF. Do you think a unit of 5 will be all that bad?
       
    Made in us
    Nurgle Veteran Marine with the Flu




    Southern California

    fe40k wrote:
     Sal4m4nd3r wrote:
     JohnU wrote:
    gungo wrote:


    Question do AoE buffs thst target other units still work for the character who is embarked on a transport? There is measurement needed as the model is always in range of itself? For instance a painboy in a trukk is always in range for doc tools...


    No. If you look up the Transport rules in the BRB, embarked units abilities don't work unless the ability specifically says so.


    And this is ONE of the arguements used against me in my shop when I try to use the mobile fortress rule for the embarked passengers.


    Mobile Fortress however is covered by the Battlewagon's other rule, Open-Topped : which specifically states that any restrictions or modifiers which apply to the Battlewagon also apply to the passengers.

    Ergo; "A Battlewagon ignores the penalty for moving and firing heavy weapons" clearly applies to the squad as well, thanks to Open-Topped.

    Tell those weedy gits at your store to get choppa'd.


    I tried. The manager sided with the mob and so it is "officially" played that way in my store.
       
    Made in us
    Dakka Veteran




     Sal4m4nd3r wrote:
    fe40k wrote:
     Sal4m4nd3r wrote:
     JohnU wrote:
    gungo wrote:


    Question do AoE buffs thst target other units still work for the character who is embarked on a transport? There is measurement needed as the model is always in range of itself? For instance a painboy in a trukk is always in range for doc tools...


    No. If you look up the Transport rules in the BRB, embarked units abilities don't work unless the ability specifically says so.


    And this is ONE of the arguements used against me in my shop when I try to use the mobile fortress rule for the embarked passengers.


    Mobile Fortress however is covered by the Battlewagon's other rule, Open-Topped : which specifically states that any restrictions or modifiers which apply to the Battlewagon also apply to the passengers.

    Ergo; "A Battlewagon ignores the penalty for moving and firing heavy weapons" clearly applies to the squad as well, thanks to Open-Topped.

    Tell those weedy gits at your store to get choppa'd.


    I tried. The manager sided with the mob and so it is "officially" played that way in my store.


    So what you're saying is we need to get a bigger mob of our own Ork boyz in this store, and then the manager will change his ruling, since he's a weedy grot who sides with whoever has the most boyz. If there's one thing Orks does better then everyone else, it's mobbing up. :WAAAGH:

    Never mess with da boyz. :choppa:

    This message was edited 3 times. Last update was at 2017/06/19 20:58:10


     
       
    Made in us
    Nurgle Veteran Marine with the Flu




    Southern California

     GreatGranpapy wrote:
    Do you think Meganobz are good enough that they're not a detriment to run. I'm relatively new so I need all the models I can get to fill in points and I already own a unit of 3. I really want to get a second Meganobz box so I can get a Big Mek for the KFF. Do you think a unit of 5 will be all that bad?


    Do you want the big mek with kff to be in mega armor? If not then just put the KFF bits on a spare nob body, add one of those wrench banner pole gubbins and boom you are good to go. If you DO want the kff mek to be in mega armor, I would still build the MAN and convert a nob to have a bunch of welded plates all over his boddy with a KFF. The mek just had a bunch of his gits and oilers weld plates together until he could barely waddle
       
    Made in us
    Mekboy Hammerin' Somethin'




    Alaska

     GreatGranpapy wrote:
    Do you think Meganobz are good enough that they're not a detriment to run. I'm relatively new so I need all the models I can get to fill in points and I already own a unit of 3. I really want to get a second Meganobz box so I can get a Big Mek for the KFF. Do you think a unit of 5 will be all that bad?

    They're pretty expensive, but they might be good paired with a Banner Nob to mitigate the -1 to attack, and maybe a Weirdboy to give them an extra attack?

    I was thinking about running my Meganobz in groups of four with double Killsaws in a Battlewagon with a Banner Nob and a Slugga Boy unit. The Slugga Boyz are there to eat any 1s if the Wagon gets destroyed, to help protect the Banner Nob from getting sniped and for the simple reason that I don't want to put too many expensive units in a single vehicle. The Banner Nob is to help with all the Killsaw and Power Klaw attacks. Not sure what to do with the leftover space. Maybe a Weirdboy, a Painboy or a Warboss, but maybe just another Slugga Boy to keep things from getting too expensive.

    I brought a unit sort of like the above to the release day event at my FLGS, but didn't get a chance to try it out.

    YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
       
    Made in us
    Longtime Dakkanaut




     GreatGranpapy wrote:
    Do you think Meganobz are good enough that they're not a detriment to run. I'm relatively new so I need all the models I can get to fill in points and I already own a unit of 3. I really want to get a second Meganobz box so I can get a Big Mek for the KFF. Do you think a unit of 5 will be all that bad?
    take 5 and make one ghazkull add a waagh banner and a trukk.
    Turn 1 move your trukk forward and fire out of the trukk w ur unit, turn 2 disembark forward 3in, move 4in, waagh and advance d6, then charge 2d6 and reroll either 1 or both charge dice to make your target.
    If you do mega nobs go all in, Meganobs are fine in a trukk because it moves them in range and allows them to disembark forward 3in or the trukk can charge and they can disembark and charge the next turn. They just aren't the beatstick they were without support. However 4 meganobs with 2 killsaws w ghaz and a waaagh banner are brutal. They hit on a 3+ w banner and are 5 atks each at str 10 ap -4 dam2 w ghaz at 7 atks (warlord trait) str 12 ap-3 d3 dam. Not counting waagh banner nob. There is almost nothing that unit can't kill.
    Meganobs are ok feel free to use them. Just support them and the killsaw varient is extremely good, in fact I don't know why you'd take a kustom shoota. The second saw is only +10pts and gives you an extra brutal atk. You can even go cheap and take a warboss in mega and 4 killsaw megas. I would say the warboss waagh is important though.

    Advice when building mega nobs. The new models you don't need to glue the weapons they are pushfit and you can switch them as needed. The big Mek you can magnetize the kff with 2 small magnets.

    This message was edited 5 times. Last update was at 2017/06/19 23:49:50


     
       
    Made in us
    Dakka Veteran




    Colorado Springs

    Ghaz with the Warlord trait is 7 attacks on the charge. His aura affects himself.

    You can also add Warpath on top of that.
       
    Made in us
    Longtime Dakkanaut




    Honestly you don't need ghaz but meganobs get a bad rap. Killsaw meganobs this edition are good. They made it so the second saw is only 10pts more and adds +1 atk. They are slow and I think need a trukk and a warboss for waagh but they are brutal in combat.
       
     
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