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 it
Fresh-Faced New User





Hi, I like your list, it's not extremely different from what I like to play myself, I also play 2 BWs full of boyz (actually 3), the biker mek with KFF, the full bustas trukk and a couple single koptas. Just a few suggestions: Kans are awful, they've always been awful and unless you run a full dread mob army ditch them. Add the second bomb squig in both unit of tankbustas, only 10 points but they can change the game. Try ghaz with the boyz, it's a bit expensive but definitely worth it. KMKs are way better in causing damage than killa kans. Also min units of kommandos are only cost 45 points, and along with the koptas they can harass the opponent quite well. Deffrollas are awesome, unfortunately I have all wagons modeled without them but if you can use them, keep going doing so. The skorcha buggy is interesting and I'd like to try it.


Thanks for the suggestions. I have to say that this edition I feel a little bit lost, I was used on fielding a lot of bikes (that now are too pricey and stoormboyz with zagstruk are just better) and heavy armoured boyz, so I have to experiment a little bit and I have some hopes for the kanz. I will try a different load out (the grootzuka is just bad) and see if they can do anything good. Bomb squigs are fantastic on paper but I try to keep my bustas at the maximum range, too often I finished my games without using the squigs because I was never in range. The artillery seems a little bit too frail to me but the main problem is I only have one model of it. Kommandos are something I'm eager to try they seems fantastic for their price. Ghaz is my next list for sure .
The buggy didn't do a lot but it was my fault, i deployed it from reserve too soon, i have to be more patient with those kind of thing.


   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Just to clarify something, each model can only pile in in this move would bring them closer to the nearest enemy model. So you can only use this "not in b2b, so I can pile in" if you can end your pile in closer then you were to the nearest model.

I do this A LOT in sigmar. It works best against large based models or units with few models in the unit. But when your charging a large blob of small tyranid gribblies (for example) this wouldnt work. you wont be able to wrap around the unit and end your move closer to the model right in front of you. Thats why it is important to move your charge distance with the edges of your boyz blobs first. Let them try to get all the way to the outside and allow everything else in the middle to fill up the gaps.

This message was edited 1 time. Last update was at 2017/06/20 17:07:54


 
   
Made in us
Potent Possessed Daemonvessel





 Sal4m4nd3r wrote:
Just to clarify something, each model can only pile in in this move would bring them closer to the nearest enemy model. So you can only use this "not in b2b, so I can pile in" if you can end your pile in closer then you were to the nearest model.

I do this A LOT in sigmar. It works best against large based models or units with few models in the unit. But when your charging a large blob of small tyranid gribblies (for example) this wouldnt work. you wont be able to wrap around the unit and end your move closer to the model right in front of you. Thats why it is important to move your charge distance with the edges of your boyz blobs first. Let them try to get all the way to the outside and allow everything else in the middle to fill up the gaps.


That is true, it works better against models that are not all bunched up because you can move around single models, but not multiples.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.

7000+
3500
2000 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 Weazel wrote:
Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.


I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
   
Made in ca
Mutilatin' Mad Dok





 Sal4m4nd3r wrote:
 Weazel wrote:
Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.


I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
Just 'cause you da boss - doesn't mean you're above a little delegation. I don't usually run multiple Warbosses, but when I do it's usually with this fluff in mind, one boss is geared up and 'in charge' as the Warlord, the other guy is just his beefiest enforcer.
   
Made in us
Yellin' Yoof





Ork middle management just became next level tactics.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

I can't wait for the Forgeworld book to come out, although I have a feeling some of the stuff I have or wanted to build is gone. The Meka-Dread seems like a good companion for Killa Kanz.

 Sal4m4nd3r wrote:
 Weazel wrote:
Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.


I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.

They had something like that in 3rd Edition before the real Ork codex came out, but they scrapped it.

I think it would be cool to get two units. One would be something like "Bully Boyz" and it would be a unit of 1-3 models that were in between a Nob and a Warboss. Another would actually be an HQ choice that's one step up from a Warboss. In the fluff it's not that unusual to read about orks that are basically the size of dreadnoughts (and they're not even the biggest, baddest orks in the books).

This message was edited 1 time. Last update was at 2017/06/20 19:12:00


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




Oklahoma City

 Dakka Flakka Flame wrote:
I can't wait for the Forgeworld book to come out, although I have a feeling some of the stuff I have or wanted to build is gone. The Meka-Dread seems like a good companion for Killa Kanz.

 Sal4m4nd3r wrote:
 Weazel wrote:
Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.


I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.

They had something like that in 3rd Edition before the real Ork codex came out, but they scrapped it.

I think it would be cool to get two units. One would be something like "Bully Boyz" and it would be a unit of 1-3 models that were in between a Nob and a Warboss. Another would actually be an HQ choice that's one step up from a Warboss. In the fluff it's not that unusual to read about orks that are basically the size of dreadnoughts (and they're not even the biggest, baddest orks in the books).



Demorkcracy! Ha!

Love the username Dakka flakka lol


Automatically Appended Next Post:
Wasn't there a 3rd party super Beefy warboss they was nearly size
Of a naught?

This message was edited 2 times. Last update was at 2017/06/20 19:27:35


http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Dakka Veteran




Colorado Springs

The Kromlech MANZ are about the size of normal Warboss, and they make an even bigger boss model.
   
Made in us
Lone Wolf Sentinel Pilot






How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...

- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...

-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

 Sal4m4nd3r wrote:
 Weazel wrote:
Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.


I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.


Well, if it's led by some kind of WAAAGH! Council, I think that makes it a oligorky?


Automatically Appended Next Post:
 KommissarKiln wrote:
How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...

- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...

-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?


I think the answer is probably battlewagons filled with tankbustas. I'm concerned this is actually the ork answer to everything.... but I think it works here. Charge the drones, shoot the suits, each wound is a dead crisis suit. Remember when shooting that crisis suits and drones don't benefit from cover. And don't run trukks. Tau's S7 shooting tears through them, go battlewagons instead.

This message was edited 1 time. Last update was at 2017/06/20 19:42:48


Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in us
Yellin' Yoof





 KommissarKiln wrote:
How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...

- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...

-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?


I have had the same problem against Tau. I just get out paced by crisis suits and drones and i can't think of any answers since surrounding them in CC does not work.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

Would KMK Mek Gunz be effective against Tau, or are they just going to get blasted off the table before they can do any real damage?

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California



Kustom movement trays for my horde! 30 slots each. slot is 1/8" deep. Each ork will be under 1/4 taller then normal due to height of the base of the tray. Each spaced about 1/4" apart except for one in the lower left corner (next to the 2 remainders) where I made an error in the distance. Oh well. It will be indistinguishable when the boyz are on them.
   
Made in us
Regular Dakkanaut





 Sal4m4nd3r wrote:


Kustom movement trays for my horde! 30 slots each. slot is 1/8" deep. Each ork will be under 1/4 taller then normal due to height of the base of the tray. Each spaced about 1/4" apart except for one in the lower left corner (next to the 2 remainders) where I made an error in the distance. Oh well. It will be indistinguishable when the boyz are on them.


Nice trays! That should make timed tournaments a bit easier for you...

I've only managed to get in one 8th edition game in, and my one 30 man blob of boys got dakka'd to death pretty quickly. Thankfully, though, I had a couple of battlewagons that made it to the front lines.

Side note: I think Zap Gunz are a lot better now. I tried out 3 of them in that game, and their constant 3 damage is pretty powerful as well as their -3 AP. They had the honor of providing the killing blows to my enemy's Imperial Knight, and Gulliman (The second time he died). Getting the 3 mortal wounds on a hit when you roll an 11+ on strength is pretty great, too. Will definitely try them out again.

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Battlewagon Driver with Charged Engine





 Funzeez wrote:
 KommissarKiln wrote:
How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...

- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...

-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?


I have had the same problem against Tau. I just get out paced by crisis suits and drones and i can't think of any answers since surrounding them in CC does not work.


Crisis suits are about the same price as a weirdboy. You could always try smite spam. Maybe stack 5 weirdboyz in a battlewagon and have a smite party.
   
Made in ca
Regular Dakkanaut




mhalko1 wrote:

Mek gunz-average now. rolling to hit hurt them a tad but the bubblechukka is now fun to use and insanely strong if you roll well.


Two turns in a row my opponent rolled 1, 5, 6, 6 vs my slaanesh daemons. AP1, S6, Damage6, 5 shots.

That gun can be utterly devastating when it rolls right.
   
Made in us
Oozing Plague Marine Terminator





So, my favorite unit: Lootaz. I always include at least 30 in every list. My favorite tactic of spamming 5 man units behind an ADL and going to ground for a 2+save is over...

With split fire for everyone and no more blast fears, are we still going MSU, or should I bring bigger 10-15 sized units and give them a command point reroll for their d3 shots?

And with Cover saves being a joke for Orks now, what are our deployment options. I still like the high ground for LOS.

This message was edited 1 time. Last update was at 2017/06/20 22:14:29


 
   
Made in us
Terrifying Wraith






Not sure if this has been covered in the thread and I honestly havent looked through every page.

Just coming back to Warhammer in this 8th edition and essentially have no army at this point (except for Voldus and 10 PAGK). Still trying to decide if I want to paint up GK or switch to something like Orks.

That being said how do Nobz look this edition? I have always liked the idea of an Ork clan that is unusually large compared to other clans.

Was thinking of making an entire army of converted Orruk brutes.

Just not sure if Nobz in Battlewagons would even be a viable option.

 
   
Made in ca
Gargantuan Gargant






 TheMostWize wrote:
Not sure if this has been covered in the thread and I honestly havent looked through every page.

Just coming back to Warhammer in this 8th edition and essentially have no army at this point (except for Voldus and 10 PAGK). Still trying to decide if I want to paint up GK or switch to something like Orks.

That being said how do Nobz look this edition? I have always liked the idea of an Ork clan that is unusually large compared to other clans.

Was thinking of making an entire army of converted Orruk brutes.

Just not sure if Nobz in Battlewagons would even be a viable option.


Normal nobz got a big boost, with ablative wounds via ammo runts soaking up enemy fire and vehicle explosions. They also have access to cheap power stabbas which make normal Nobz squadz very versatile against all types of units through their access to big choppas and killsaws/power klaws.

I'm not sure if an entire army of Nobz would work but having a sizable one or two squads are certainly viable if backed up by a WAAAGH! Banner and either Stormboyz or normal Boyz squads to back them up. Depending on whether or not you're playing with power levels or normal points, they can be absolutely brutal with all of them being decked out with kombi-skorchas. I had a unit of them take a charge from a unit of chaos terminators and the resulting overwatch melted half of the terminator unit (10 wounds!).
   
Made in us
Longtime Dakkanaut




 Funzeez wrote:
 KommissarKiln wrote:
How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...

- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...

-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?


I have had the same problem against Tau. I just get out paced by crisis suits and drones and i can't think of any answers since surrounding them in CC does not work.

storm boys w zagstrukk are just as fast and can assault flyers.
Deffkopta are even faster and thier bombs are brutal to stealth suits or crisis suits or any suits.
Pile ins are also a great way to not get hit by overwatch.
Tankbustas are great vs suits but bomb squigs can't hit flyers ☹️ tankbusta bombs are good though.
   
Made in ca
Waaagh! Warbiker





 koooaei wrote:
Manz have become weaker even vs meq.

I think the best way to run manz is to get a killsaw and a kombi-skorcha. And to run them in min squads. They can be relatively shooty, somewhat choppy. They cost a ton of points and are not that durable for points but they can concentrate some force in a small area and charge something eating overwatch. I'd definitely not spam them. K-skorcha manz are the killiest per-point of all the manz - even vs tough vehicles. But they're very fragile. 72 pts is a stiff price to pay for a single model. And you start to wonder if a megaboss is better than manz.


Im starting to think this myself.

I would have less of a problem with MANz if I could take them in units of 3 but 300 pts for a single unit that cant so much without another 75-200pts transport is nuts.

Wondering how Nob bikers are factored into this. Im a bit displeased how much better killsaws are over claws and how bikers and nob bosses cant take them.
   
Made in us
Nasty Nob






 KommissarKiln wrote:
There's practically no benefit to charging their shootiest, killiest units.



Errr..... what 'bout killing them? Is that not a benefit to charging them?

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 nz
Osprey Reader



Waffle House

 Sal4m4nd3r wrote:


Kustom movement trays for my horde! 30 slots each. slot is 1/8" deep. Each ork will be under 1/4 taller then normal due to height of the base of the tray. Each spaced about 1/4" apart except for one in the lower left corner (next to the 2 remainders) where I made an error in the distance. Oh well. It will be indistinguishable when the boyz are on them.



Wow... after all this talk about how 40k might be turned into another Age of Sigmar, it's actually become the new WHFB.
   
Made in ca
Waaagh! Warbiker





Its just for easy of moving hordes of models. I really think that competitive 40k should adopt a deathclock and movement trays are nothing but a good idea.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 wtwlf123 wrote:
Interesting. So are all "Boss Nobz" everywhere just equal to the base model point that the rest of the squad is?

Since there was no specific points entry in the Index for a "Boss Nob", I assumed I had to pay for a regular Nob...

So the Boss Nob in a Tankbusta squad is only 5 points (plus wargear)?


Just to put this argument to rest:

In the actual book, there is a "Building your Army" section which explicitly says that all squad leaders in the book are the same cost as a normal model of that squad.

No interpretation needed.

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
Regular Dakkanaut





I had an idea and was wondering if anyone has done this yet. I love battlerwagons in 8th, super hard to kill and the deffrolla is awesome. I put some Tankbustas in it and they were cool but I got to a point that I charged with them and they are very lack luster in combat now that grenades don't do anything in melee. So I was thinking about this.

1 Battlewagon loaded up with some Tankbustas, Lootas, Manz, a Nob with Banner and a Bik Mek with KFF. I know it is a lot but it would all be one drop so we could maybe go first and you would have everything in there to handle any situation. Need long range shooting, Lootas, check. Short range tank killyness, Tankbustas, check. Got to get out and smash something, Manz, check. Need to keep the BW alive, Big mek giving 5++ to BW and able to repair it, Check.

The idea of being able to put multiple units in the same transport is new and cool.

What do you all think of that?

This message was edited 1 time. Last update was at 2017/06/21 06:24:23


More Dakka!  
   
Made in us
Dakka Veteran




Also, make sure ya'll don't forget that you can't psychic phase (Smite) stuff out of an open topped transport, it only allows them to make attacks in the shooting phase - the psychic phase is a different phase entirely, and isn't included anywhere in the open topped ruling.

Just FYI, from another thread regarding the Battlewagons/Passengers, and the -1 to hit with heavy weapons while moving:

Yes; it allows the passengers to negate the -1 to-hit while moving penalty, for heavy weapons.

From the Designers Commentary/FAQ:

Q. If a rule or ability grants a re-roll on, for example,
‘hit rolls of 1’ (such as a Space Marine Captain’s ‘Rites
of Battle’ ability) does that effect trigger before or
after applying modifiers to the hit rolls?

"Modifiers are applied after re-rolls. In this example there is
a -1 modifier to the hit rolls for moving and firing a Heavy
weapon. That means that the post-re-roll scores of 2, 3 and 5..."


The -1 to hit for moving and firing a heavy weapon is a MODIFIER.

Open Topped: "...When they do so, and restrictions or MODIFIERS that apply to this model ALSO APPLY TO IT'S PASSENGERS;..."

Battle Wagon Mobile Fortress: "A Battlewagon ignores the penalty (MODIFIER) for moving and firing heavy weapons."

The only confusion over this is because GW's wording and rules writing team is inconsistent in the terminology it uses, but -

The -1 is a modifier to moving and firing a heavy weapon. Any modifiers that apply to the vehicle apply to it's passengers because of open topped (say, the vehicle moved); however, the Battlewagon is allowed to ignore this penalty - which again, is shared with the passengers, thanks to open-topped. More accurately, it doesn't even apply in the first place (to either the vehicle or passengers), since it was entirely ignored.

This message was edited 1 time. Last update was at 2017/06/21 07:05:44


 
   
Made in gb
Smokin' Skorcha Driver




London UK

 Nightlord1987 wrote:
So, my favorite unit: Lootaz. I always include at least 30 in every list. My favorite tactic of spamming 5 man units behind an ADL and going to ground for a 2+save is over...

With split fire for everyone and no more blast fears, are we still going MSU, or should I bring bigger 10-15 sized units and give them a command point reroll for their d3 shots?

And with Cover saves being a joke for Orks now, what are our deployment options. I still like the high ground for LOS.


MSU is still good but risky because of deployment rules, the more units you have the more likely you will not get first turn. Without first turn you risk the deep strike/alpha strike shenanigans.

The tactic of taking small squads of lootas and tankbustas in Battlewagons mean you can deploy them all as one deployment option added to mobile fortress this will make them far more effective.

Lootas in the backfield run the risk of getting targetted by enemy deep strikers
   
 
Forum Index » 40K General Discussion
Go to: