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2017/07/03 22:43:25
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Take both warpath and da Jump. In matched play you can only attempt to manifest any power once per turn (with the exception of smite), so having both gives you more options.
Warpath is quite simply a brutal spell. Boyz become extremely deadly with multiple buffs from either Ghaz, a banner nob, or warpath.
Da Jump is also extremely trolly. Even if the charge fails, the warped in unit will be usefull as a decoy. I had an opponent spend an entire turn of shooting killing a warped in blob, leaving my other three blobs to advance unharmed. And two of those reached his lines at close to full strength getting that sweet bonus attack. Da Jump can even make shoota-boyz somewhat useful.
And then there is Smite, the auto-hitting no-save las-cannon machine.
The only problem with the weirdboy is that I lack sufficient number of models, and there is not a large amount of options.
2017/07/03 23:04:19
Subject: Making Orks Competitive in 8th - Waaaagh!
matphat wrote: How are you boyz feeling about Orks ability to handle mech lists now? I have been having some trouble with them. I feel like our ability to kill vehicles has gotten worse and vehicles have gotten much tougher as well making it very hard to pop things now. Russes were giving me a fit the other day and I can't ignore them.
My best vehicle killers so far have been kopta rokkits, lootaz and slugga boyz. So far all my opponents did everything in their power to prevent Ghaz from reaching their vehicles, including tarpitting him with two terminator squads (which took him three turns to kill). In one game my ally's warbikers did a decent job blasting a land speeder and a whirlwind to smithereens, but I guess those are not the kind of vehicles giving you trouble.
2x3 Koptaz are held in reserve and fly onto the board to put volleys of rokkits into vehicles in the backfield. Due to 3 damage and semi-decent AP you can usually take out a light vehicles like dreads or razorbacks right away, and chip of enough wounds of harder targets to lose some BS. If you are lucky, you can get a charge off and shut down some more shooting. Despite what math would dictate, I tend fail most charges after entering from the board edge though. In any case the two T5 12W 4+ units tend to die to a lot of firepower right after appearing, so I didn't get to use a single bomb yet.
My block of 15 lootaz usually eats through one vehicle per round, I always use a command reroll when I roll just one shot for the unit. They hide in a ruin and rarely move from there, which in turn means that they are limited to kill what they can reach.
Last but not least, slugga boyz hitting vehicles on 3+ and wound anything up to T7 on 5+ is usually enough to kill any vehicle in that range, my greatest feat so far is killing a space marine dread with the counter-attack stratagem before it struck a single blow. PKs with their unreliable 4+ to hit and d3 damage have yet to impress me. I think I'll completely switch to BC with either Kombi Rokkits or Kombi Skorchas for boss nobz.
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.
2017/07/03 23:51:35
Subject: Making Orks Competitive in 8th - Waaaagh!
So far My slugga boys have beated a rhino to death and my Deff Rolla has krushed up a razorback. easily enough. I think I had put some wounds through on the Razorback. I've burninated a Storm talon but that took two turns and in those same two turns my Storm boys wounded another Storm talon and then my Kannons finished it off. D6 damage is beastly.
Early days though.
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2017/07/04 01:21:50
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Played a game today with "kitchen sink" lists of 2400 vs chaos. Neither side had optimized lists but chaos had trouble with vehicles which helped a lot. We played maelstrom and orks won handily.
Takeaways:
1 - Orks got first turn. Put a whole bunch of HQs in a battlewagon with nobs and burnas. Finding any way possible to reduce the number of deployment drops is worth the price of vehicles.
2 - Choppa boys in trukks are great beta chargers. Put them out there, let the trukks take fire and counterattack when they spill. Trukks cost 8.2 points per t6 wound...great mobile fences.
3 - Boss nobs with Kombi skorchas are worth their 25 points total against elites. Killing 2 marines pays for them. Burnas are not worth 13. I will be making more kombi-skorchas.
4 - As others have said, weirdboyz are worth their points easily. Used Jump, Warpath and Smite effectively.
5 - "Jumped" Surprisingly Effective grots are surprisingly effective. Jumped 30-boy shoota squads are brutal. Getting 60 dice rolls off from a unexpected direction can rattle anyone.
6 - Bubblechukkas + command point rerolls for the win. I think these will become target priorities as more play against them. Put the low die on AP and let the opponent squirm.
7 - Maelstrom seems to be designed for mobile, swarming and jumping orks.
2017/07/04 06:24:08
Subject: Making Orks Competitive in 8th - Waaaagh!
because only a moron is going to take any heavy weapons on [a battlewagon].
Well no need to randomly insult people.
To be fair, SemperMortis has been randomly insulting everyone ever since the rumor season for 8th started.
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.
2017/07/04 07:54:42
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
6 - Bubblechukkas + command point rerolls for the win. I think these will become target priorities as more play against them. Put the low die on AP and let the opponent squirm.
Since Mekguns are seperate units, you can only reroll a die for one Bubblechukka per turn.
Did you play it like this? Would it still be worth the command point then?
Another thing I have been wondering.
Since the crew of Big guns and Mekguns are seperate units and they have the 'Take Cover' rule (or whatever its called) where units can only shoot at them if they are the closest enemy unit.
If I have fx. 3 Kannons and my opponent deep stirkes something behind them, then they can only fire on one of the crews of 2 grots.
They can't split their fire on the different crew units, because they have to fire at the closest unit, so an enemy unit can never kill more than one unit of grot crew per turn.
This message was edited 1 time. Last update was at 2017/07/04 07:55:00
2017/07/04 08:28:59
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
6 - Bubblechukkas + command point rerolls for the win. I think these will become target priorities as more play against them. Put the low die on AP and let the opponent squirm.
Since Mekguns are seperate units, you can only reroll a die for one Bubblechukka per turn.
Did you play it like this? Would it still be worth the command point then?
Another thing I have been wondering.
Since the crew of Big guns and Mekguns are seperate units and they have the 'Take Cover' rule (or whatever its called) where units can only shoot at them if they are the closest enemy unit.
If I have fx. 3 Kannons and my opponent deep stirkes something behind them, then they can only fire on one of the crews of 2 grots.
They can't split their fire on the different crew units, because they have to fire at the closest unit, so an enemy unit can never kill more than one unit of grot crew per turn.
I think you'd only re-roll the bubblechukka if you had no where else worth using the rerolls (thinking about those large 15 man loota squads - whom the reroll is strong for).
You are correct in that they can only elect to shoot at the first grot crew, but your forgetting they can also shoot at the gunz themselves. So the likelihood is they will shoot 2 grots to smithereenns and a gun or two (depending on how big the unit arriving is).
So I have an issue;
My FW xenos book has the meka-dread without the rokkit-bomms (the built in lobba), its in the weapons list for the meka, but it cant take it as a wargear choice and its not costed in the back. Does anyone have a version where; it is either costed? or included in the wargear?/weapons? I really want to run mine and I have no idea how to cost it.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
You are correct in that they can only elect to shoot at the first grot crew, but your forgetting they can also shoot at the gunz themselves. So the likelihood is they will shoot 2 grots to smithereenns and a gun or two (depending on how big the unit arriving is).
Yes, that is true, but they will most likely waste some shots overkilling the grot unit, or maybe undercommit and end up not killing both grots, plus the guns are a lot harder to kill.
It is still pretty nice that thay can't just remove 5 Big guns by killing 10 grots in a single turn
2017/07/04 11:07:27
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
You are correct in that they can only elect to shoot at the first grot crew, but your forgetting they can also shoot at the gunz themselves. So the likelihood is they will shoot 2 grots to smithereenns and a gun or two (depending on how big the unit arriving is).
Yes, that is true, but they will most likely waste some shots overkilling the grot unit, or maybe undercommit and end up not killing both grots, plus the guns are a lot harder to kill.
It is still pretty nice that thay can't just remove 5 Big guns by killing 10 grots in a single turn
Oh yes definitely. I thought you were saying that the 'nearest unit' rule was forcing them to ONLY shoot at 1 two man grot unit. But yeh, all of your other grot units are protected.
Does anyone have any actual battle experience with how mek gunz and big gunz have fared against deepstrikers/flanking units?
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
You are correct in that they can only elect to shoot at the first grot crew, but your forgetting they can also shoot at the gunz themselves. So the likelihood is they will shoot 2 grots to smithereenns and a gun or two (depending on how big the unit arriving is).
Yes, that is true, but they will most likely waste some shots overkilling the grot unit, or maybe undercommit and end up not killing both grots, plus the guns are a lot harder to kill.
It is still pretty nice that thay can't just remove 5 Big guns by killing 10 grots in a single turn
Oh yes definitely. I thought you were saying that the 'nearest unit' rule was forcing them to ONLY shoot at 1 two man grot unit. But yeh, all of your other grot units are protected.
Does anyone have any actual battle experience with how mek gunz and big gunz have fared against deepstrikers/flanking units?
I had a game where my opponent charged my 3 lobbas with an assasin (forgot which one).
He got into combat with a lobba and 2 crews. He had quickly killed the crew after 2 rounds of combat, and was now locked in combat with the lobba which remained in game because the last grot crew was still in range of it.
It took him like 3 turns to take down the lobba.
Enemies have the same overkilling problem in the combat phase vs grot crew.
They have to choose how many attacks to assign to which unit and can end up overkilling one unit and completely whiffing thier attacks against another.
2017/07/04 11:43:54
Subject: Making Orks Competitive in 8th - Waaaagh!
because only a moron is going to take any heavy weapons on [a battlewagon].
Well no need to randomly insult people.
To be fair, SemperMortis has been randomly insulting everyone ever since the rumor season for 8th started.
To GreatGranpapy: Not a random insult, there is just no point to putting an over priced heavy weapon on a Battlewagon when it is hitting on 5s. The wagon needs to last 3 full turns before it is statistically likely to hit 1 time. You are better off saving those points for a Deff Rolla. If you feel insulted by that then I am sorry.
To Jidmah: I have not. I have been verbally sparring with about 3-4 of you who disagreed with my opinion that Orkz would be crap this edition. And while it is still far to early to claim I was right, the tournament results are starting to come in and its leaning towards my prediction. Which Might I remind you I am not happy about. I would have LOVED to have been wrong about Orkz because they are my only army.
The most ironic and comedic aspect of those sparring matches is when someone brought in the dude from FLG to try and prove that Orkz were amazing. He also seemed to think Killa Kanz were worth their points and that the stompa was the best thing since Hot Grox Buns. So far everyone of his predictions has been wrong and ALL of mine have been right.
But lets wait for the LVO and some other big tournaments before either side claims they were right. IN the meantime I would be fine with continuing to try and develop tactics that work.
For me I am using as many units of Kommandos as I can, teamed with Deff Koptas and a Blob of Boyz to deep strike. All of these distraction units drastically split my enemies fire power and he tends to waste far to much fire power taking out those handful of Kommandos to guarantee his units dont get charged.
I am also going to be testing a mass battery of Big Gunz armed with Kannonz this week to see if they are better then KMKs.
You are correct in that they can only elect to shoot at the first grot crew, but your forgetting they can also shoot at the gunz themselves. So the likelihood is they will shoot 2 grots to smithereenns and a gun or two (depending on how big the unit arriving is).
Yes, that is true, but they will most likely waste some shots overkilling the grot unit, or maybe undercommit and end up not killing both grots, plus the guns are a lot harder to kill.
It is still pretty nice that thay can't just remove 5 Big guns by killing 10 grots in a single turn
Oh yes definitely. I thought you were saying that the 'nearest unit' rule was forcing them to ONLY shoot at 1 two man grot unit. But yeh, all of your other grot units are protected.
Does anyone have any actual battle experience with how mek gunz and big gunz have fared against deepstrikers/flanking units?
I had a game where my opponent charged my 3 lobbas with an assasin (forgot which one).
He got into combat with a lobba and 2 crews. He had quickly killed the crew after 2 rounds of combat, and was now locked in combat with the lobba which remained in game because the last grot crew was still in range of it.
It took him like 3 turns to take down the lobba.
Enemies have the same overkilling problem in the combat phase vs grot crew.
They have to choose how many attacks to assign to which unit and can end up overkilling one unit and completely whiffing thier attacks against another.
How would he charge 3 units with a single model?
I would assume your two grot crew units are pretty close together? and with a lobba? Would you have felt you'd have done better had your grot crews been a little further apart?
Also, can grot crews man as many guns as they like as long as they are in range?
SemperMortis wrote:
For me I am using as many units of Kommandos as I can, teamed with Deff Koptas and a Blob of Boyz to deep strike. All of these distraction units drastically split my enemies fire power and he tends to waste far to much fire power taking out those handful of Kommandos to guarantee his units dont get charged.
I am also going to be testing a mass battery of Big Gunz armed with Kannonz this week to see if they are better then KMKs.
Thats my thoughts, mass cheap units. I think split fire is going to be the downfall of people, as this is a dice game, their are going to be those times where those 2 shots they thought would be enough and isn't. Let us know how the kannons work out. I loved KMK's last edition because of the re-roll and blast. Not sure what I think about the D6 shots. As with our BS your still not looking at many hits, apart from those occasions where you roll 's and flatten stuff
This message was edited 2 times. Last update was at 2017/07/04 12:14:22
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
6 - Bubblechukkas + command point rerolls for the win. I think these will become target priorities as more play against them. Put the low die on AP and let the opponent squirm.
Since Mekguns are seperate units, you can only reroll a die for one Bubblechukka per turn.
Did you play it like this? Would it still be worth the command point then?
Another thing I have been wondering.
Since the crew of Big guns and Mekguns are seperate units and they have the 'Take Cover' rule (or whatever its called) where units can only shoot at them if they are the closest enemy unit.
If I have fx. 3 Kannons and my opponent deep stirkes something behind them, then they can only fire on one of the crews of 2 grots.
They can't split their fire on the different crew units, because they have to fire at the closest unit, so an enemy unit can never kill more than one unit of grot crew per turn.
I think you'd only re-roll the bubblechukka if you had no where else worth using the rerolls (thinking about those large 15 man loota squads - whom the reroll is strong for).
You are correct in that they can only elect to shoot at the first grot crew, but your forgetting they can also shoot at the gunz themselves. So the likelihood is they will shoot 2 grots to smithereenns and a gun or two (depending on how big the unit arriving is).
So I have an issue;
My FW xenos book has the meka-dread without the rokkit-bomms (the built in lobba), its in the weapons list for the meka, but it cant take it as a wargear choice and its not costed in the back. Does anyone have a version where; it is either costed? or included in the wargear?/weapons? I really want to run mine and I have no idea how to cost it.
in the Ork point section, wargear, rack of rokkit bombs 13points....its worth the cost of you want the cheap lobba.. I don't think rack of rokkit bombs are a choice for any othe Ork unit so it inevitably has to be a weapon choice for a meka dread.
because only a moron is going to take any heavy weapons on [a battlewagon].
Well no need to randomly insult people.
To be fair, SemperMortis has been randomly insulting everyone ever since the rumor season for 8th started.
To GreatGranpapy: Not a random insult, there is just no point to putting an over priced heavy weapon on a Battlewagon when it is hitting on 5s. The wagon needs to last 3 full turns before it is statistically likely to hit 1 time. You are better off saving those points for a Deff Rolla. If you feel insulted by that then I am sorry.
To Jidmah: I have not. I have been verbally sparring with about 3-4 of you who disagreed with my opinion that Orkz would be crap this edition. And while it is still far to early to claim I was right, the tournament results are starting to come in and its leaning towards my prediction. Which Might I remind you I am not happy about. I would have LOVED to have been wrong about Orkz because they are my only army.
The most ironic and comedic aspect of those sparring matches is when someone brought in the dude from FLG to try and prove that Orkz were amazing. He also seemed to think Killa Kanz were worth their points and that the stompa was the best thing since Hot Grox Buns. So far everyone of his predictions has been wrong and ALL of mine have been right.
But lets wait for the LVO and some other big tournaments before either side claims they were right. IN the meantime I would be fine with continuing to try and develop tactics that work.
For me I am using as many units of Kommandos as I can, teamed with Deff Koptas and a Blob of Boyz to deep strike. All of these distraction units drastically split my enemies fire power and he tends to waste far to much fire power taking out those handful of Kommandos to guarantee his units dont get charged.
I am also going to be testing a mass battery of Big Gunz armed with Kannonz this week to see if they are better then KMKs.
lvo isn't till next year. The bao is the next large grand tournament and it means nothing. The fact is the itc hasn't and isn't updating thier mission packet until after the bao and without a tiered mission packet and just using the awful rule book missions. I'll tell you right now what will win is the triple stormraven list which is already winning many tournaments as they are super durable and throw out a ridiculous amount of shots. However with the typical mission packs this list will lose because it can not claim objectives properly. Furthermore orks are not beating the top ~5 current lists. Scion/taurox spam, stormraven spam, conscript spam, tau commander spam, guilliman circle of death, and I think ynnari. Orks hordes however are right behind that tier and do well against necrons, khorne assault, Gsc genestealer cult with conscripts and every other second tier list. The top seeded Tournament results have never been an indication of how balanced an army is.
This message was edited 2 times. Last update was at 2017/07/04 12:43:49
2017/07/04 12:45:21
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
How would he charge 3 units with a single model?
I would assume your two grot crew units are pretty close together? and with a lobba? Would you have felt you'd have done better had your grot crews been a little further apart?
Also, can grot crews man as many guns as they like as long as they are in range?
Yes, my lobbas were close together hiding behind LOS blocking terrain so he was able to get within 1'' of 2 crews and a lobba.
I could have posittioned them better so he couldn't charge more than a single crew with one model.
The grots can only fire one gun each and it doesn't have to be their original gun so if you have a single crew of 2 grots left, you can still fire 2 guns.
Wierdly enough the guns are only remove from combat "if all grot gunners within 6'' are slain", so if you move your last grot crew more than 6'' away from then guns, the guns won't be removed if the grots die (but also cannot shoot)
2017/07/04 13:42:12
Subject: Making Orks Competitive in 8th - Waaaagh!
gungo wrote:in the Ork point section, wargear, rack of rokkit bombs 13points....its worth the cost of you want the cheap lobba.. I don't think rack of rokkit bombs are a choice for any othe Ork unit so it inevitably has to be a weapon choice for a meka dread.
Ah, ok, For some reason I must have read it wrong. I thought I couldn't see it, I checked a few times. Il check again. But yeh, if its only 13 pts then who wouldnt!?
How would he charge 3 units with a single model?
I would assume your two grot crew units are pretty close together? and with a lobba? Would you have felt you'd have done better had your grot crews been a little further apart?
Also, can grot crews man as many guns as they like as long as they are in range?
Yes, my lobbas were close together hiding behind LOS blocking terrain so he was able to get within 1'' of 2 crews and a lobba.
I could have posittioned them better so he couldn't charge more than a single crew with one model.
The grots can only fire one gun each and it doesn't have to be their original gun so if you have a single crew of 2 grots left, you can still fire 2 guns.
Wierdly enough the guns are only remove from combat "if all grot gunners within 6'' are slain", so if you move your last grot crew more than 6'' away from then guns, the guns won't be removed if the grots die (but also cannot shoot)
Interesting. Yeh I think I will often be ensuring its difficult to charge multiple units, as otherwise they are going to be tied into combat. Plus if they kill 1 lobba the other 4 can now simply wreck the DS unit, as they are no longer blast and you dont need to worry about hitting yourself. Would be funny to watch if you moved some grots away from a gun locked in combat. But don't think it really provides anything
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
I know the discussion has been that Flash Gitz aren't competitive. However I'm finally assembling some and haven't got the Xenos Index yet. Do they have any specific wargear options that are different from our last codex?
I need to know how to model them, or go off the previous codex entry for equipping them! Cheers guys! Hope to join in the 8th Edition Party when I next get paid!
We need MOAR Dakka!
2017/07/04 15:07:18
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Beatonator wrote: I know the discussion has been that Flash Gitz aren't competitive. However I'm finally assembling some and haven't got the Xenos Index yet. Do they have any specific wargear options that are different from our last codex?
I need to know how to model them, or go off the previous codex entry for equipping them! Cheers guys! Hope to join in the 8th Edition Party when I next get paid!
Ammo Runt is an essential equip now, it can provide a Flash Git with his first wound which makes those points worth a fraction of the flash git model. Other than that, it is about knowing that flash gitz get to wound 3+ on t4 and with a respectable AP modifier. S5 shooting does not drop off until after T8, which makes them respectable vs Land Raiders.
They do themselves no mathmatical favors vs the bulk of t6 t7 vehicles. They are, in fact, ignorable by smart opponents who should see boyz or your vehicles as a larger threat
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
2017/07/04 16:09:29
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Beatonator wrote: I know the discussion has been that Flash Gitz aren't competitive. However I'm finally assembling some and haven't got the Xenos Index yet. Do they have any specific wargear options that are different from our last codex?
I need to know how to model them, or go off the previous codex entry for equipping them! Cheers guys! Hope to join in the 8th Edition Party when I next get paid!
Save yourself the pain and just throw away the sprues.
Atleast leave the backbanners off since apparently even the tiniest fraction visible will leave them open to fire from across the board (yes i am bitter).
2017/07/04 16:47:56
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Beatonator wrote: I know the discussion has been that Flash Gitz aren't competitive. However I'm finally assembling some and haven't got the Xenos Index yet. Do they have any specific wargear options that are different from our last codex?
I need to know how to model them, or go off the previous codex entry for equipping them! Cheers guys! Hope to join in the 8th Edition Party when I next get paid!
Flash Gitz don't have many wargear choices, the unit contains 4-9 Flash Gitz and 1 Kaptin, all of which are equipped with a snazzgun and stikkbombs. Each model can take an Ammo Runt and the Kaptin can take a slugga or a choppa, both of which are free but choppa is probably the best choice. Bosspoles don't exist in the rules any more so feel free to not add them to the models if you don't want to.
2017/07/04 17:49:43
Subject: Making Orks Competitive in 8th - Waaaagh!
6 - Bubblechukkas + command point rerolls for the win. I think these will become target priorities as more play against them. Put the low die on AP and let the opponent squirm.
Since Mekguns are seperate units, you can only reroll a die for one Bubblechukka per turn.
Did you play it like this? Would it still be worth the command point then?
Yes, that's how I played it. with multiple chukkas you will get some decent rolls all by themselves, but there is a good chance of a roll with 2 low and 2 high...reroll the low and you have a decent chance at multiple damage.
2017/07/04 19:11:43
Subject: Making Orks Competitive in 8th - Waaaagh!
If you have 3 bubble chukkas do you have to roll the four dice and pick for each gun?? Or one time for the unit??
Also how does the wrecking ball and da vulchas klaws work?? For example, da vulchas klaws.. do I take the 3 attacks allowed for he klaws out of zaggy's 6 total Attacks?? Can I attack with both the choppa and da klaws??
This message was edited 1 time. Last update was at 2017/07/04 19:19:57
2017/07/04 19:44:18
Subject: Making Orks Competitive in 8th - Waaaagh!
4 dice seperate for each bubble chukka
Vulcha klaws and wrecking ball count as an atk from thier base stats.
For example zag gets only 2 vulcha klaw base atks but 5 choppa atks (4 base plus 1 extra from choppa)
The wrecking ball allows you to do a max of 3 atks and the trukk has max 3 atks so all atks are w wrecking ball.
This message was edited 1 time. Last update was at 2017/07/04 19:45:44
2017/07/04 20:12:30
Subject: Making Orks Competitive in 8th - Waaaagh!