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2017/07/19 11:40:50
Subject: Making Orks Competitive in 8th - Waaaagh!
gungo wrote:
I wouldn't buy models around the big trakk w supa skorcha yet. I'm hoping the mega dread retains the supa skorcha it had and allows us to take double supa skorchas and the mega charga. Even at 260-270pts that's a huge threat range.
Firstly, we don't even know if the mega dread will be coming back (unless I missed something?)
Secondly, Thats just wishlisting
Personally I would prefer to build a list around a unit I have an actual datasheet for, that I can use and that I have. So please dont tell me to wait for a hypothetical unicorn Im leaning towards burna boyz, I feel the Ghazz buff could actually make them a decent murder unit. The AP of the burna means they could (on the charge) deal decent damage against elite units with weight of attacks. I can then stick a mek in each bigtrakk for the repairs.
koooaei wrote:Cover save is pretty irrelevant for kommandoes. You either don't get it at all cause you're trying to charge something - and there's generally no cover left near the opponent - he has allready occupied it - or you intentionally avoid deploying in cover to not get -2 to your charge distance.
All good it usually does is add a tiiiiny bit of durability when you want to just grab a remote object.
Yeh this is the real issue. Great for camping on an objective miles away, but there's almost on use for the cover save when trying to get into combat.
Maybe the Klan tactic could be that they get a bonus to charges into cover
You missed something.....
Grot bomb
Mega dread and
Battlefortress are having dataslates put on the fw website it is in the current fwFAQ.
Secondly that is the 6th/7th edition profile not wishlisting
Less snark this isn't a hypothetical unicorn this is you missing the post. The mega dread is actually being placed on fw site in the next week or so.
This message was edited 3 times. Last update was at 2017/07/19 11:46:46
2017/07/19 11:57:57
Subject: Making Orks Competitive in 8th - Waaaagh!
gungo wrote:
I wouldn't buy models around the big trakk w supa skorcha yet. I'm hoping the mega dread retains the supa skorcha it had and allows us to take double supa skorchas and the mega charga. Even at 260-270pts that's a huge threat range.
Firstly, we don't even know if the mega dread will be coming back (unless I missed something?)
Secondly, Thats just wishlisting
Personally I would prefer to build a list around a unit I have an actual datasheet for, that I can use and that I have. So please dont tell me to wait for a hypothetical unicorn Im leaning towards burna boyz, I feel the Ghazz buff could actually make them a decent murder unit. The AP of the burna means they could (on the charge) deal decent damage against elite units with weight of attacks. I can then stick a mek in each bigtrakk for the repairs.
koooaei wrote:Cover save is pretty irrelevant for kommandoes. You either don't get it at all cause you're trying to charge something - and there's generally no cover left near the opponent - he has allready occupied it - or you intentionally avoid deploying in cover to not get -2 to your charge distance.
All good it usually does is add a tiiiiny bit of durability when you want to just grab a remote object.
Yeh this is the real issue. Great for camping on an objective miles away, but there's almost on use for the cover save when trying to get into combat.
Maybe the Klan tactic could be that they get a bonus to charges into cover
You missed something.....
Grot bomb
Mega dread and
Battlefortress are having dataslates put on the fw website it is in the current fwFAQ.
Secondly that is the 6th/7th edition profile not wishlisting
Less snark this isn't a hypothetical unicorn this is you missing the post. The mega dread is actually being placed on fw site in the next week or so.
well I actually had a look for the FWFAQ before i posted... but I cant access any sites related to gaming when at work, so it was a little difficult. I checked the GW community site but it wasn't there, where I assumed it would be, considering at the end of the GWFAQ it said 'next week FWFAQ'.
Secondly, I havent seen the FWFAQ mentioned here, no one linked it or said about it (that I can recall and I read 95% of posts).
Finally.
YOU DIDNT EVEN ANSWER MY QUESTION. Other than to tell me "nah, dont do that, dont even bother looking at that".
So sorry if you dont like the snark, I just dont like it when I spend time thinking about a post , write it out, ask for opinions about what im thinking, only to have someone to quote me, and ignore me.
I even 'tried' to make it a little more lighthearted, by asking if I had missed something. and sticking an emoji at the end.
So **** off in the politest way possible
EDIT: Atleast, the snark got you to give me a response to the question i asked;
(have i missed something?) you replied to that and gave me all the information I needed. Maybe snark is the way forward. It appears logically to do so, if you take into consideration the 2 posts between us.
BOOM
/snark
---------------------------------------------------------------------------------------------------------------------
The meka having to pick between the rokkit-rack/kff/mega charger seems meh.
I was hoping the rokkit-racks were simply an extra you could add on. Thats a shame, as it added a nice bit of shooting for the kff variant. But alas not to be. I will have to pull the rokkit-racks off mine, as I want it for a KFF variant. but it might even be worth turning the whole model into a mega. we shall see.
This message was edited 2 times. Last update was at 2017/07/19 12:18:33
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
I linked the post about it before on this thread (you missed that too on page 49 and then people discussed it into pg50). I was also stating it isn't worth picking up a big trakk just for a skorcha because it should have a cheaper and better profile for the supa skorcha. I'm sorry you didn't like the post but it did address your point. As I myself was going to pick up a new fw order but am waiting for the actual dataslates to be released.
The mega dread is generally close to the same profile of the meka w/o a kff option and likely 5+bs.
Instead of the rattler cannon it has a killkannon (still sold), instead of zzap gun it has a supa skorcha, and instead of shunta it has a killsaw (still sold). They both had mega chargas in 6th. With bs 5+ it's only worth taking the saw/klaw and supa skorcha.
We already know the supa skorcha only costs 28pts and the mega dread was actually cheaper last edition then the meka.
Your entire post was about how effective two supa skorcha traks would be at 600 pts. When you can likely take a single mega charga mega dread with at least 1 arm possibly 2 for ~260. And this unit can move 8+8 with a 24in range supa skorcha. It should be a cheaper and better option. The fact I told you to wait like I was doing until that data sheet came out before you spent $60 x2 for big trakk a that cost more points to do what you wanted to do for half the point costs wasn't irrelevant.
So because you missed several posts and completely missed the FAQ then decided to cry about it feel free to piss off.
This message was edited 6 times. Last update was at 2017/07/19 12:48:21
2017/07/19 12:36:37
Subject: Making Orks Competitive in 8th - Waaaagh!
If Goffs get +1 str on the charge... holy balls. I would super charge a unit of boyz with ghazzy and warpath and greentide. 6 attacks a piece. And a banner nob nearby??
180 attacks hitting on 2s and wounding MEQ on 3s. LOL Would be 101 wounds to save hahahah.
2017/07/19 12:49:54
Subject: Making Orks Competitive in 8th - Waaaagh!
Sal4m4nd3r wrote: If Goffs get +1 str on the charge... holy balls. I would super charge a unit of boyz with ghazzy and warpath and greentide. 6 attacks a piece. And a banner nob nearby??
180 attacks hitting on 2s and wounding MEQ on 3s. LOL Would be 101 wounds to save hahahah.
You can technically get to 6 attacks but only for 1 squad.
2 base
1 choppa
1 warpath (1 unit only and got to manifest and not get denied)
1 ghaz (within aura range, 6' iirc)
1 greentide (20+ models)
I'm not aware of any other possible additional attacks atm.
Still, it's a hellton of attacks for points. And it's quite possible to get. However, greentide +1a is pretty easy to deny for your opponent. So, 4-5 attacks are more realistic. And now, in 8-th even this number of attacks doesn't go to waste - especially vs vehicles, tough monsters and with all those multicharges.
If ork boyz somehow manage to get s5 and bigchoppa nobz s8, it's gona be our answer to t8 vehicles. Which is good on one hand but makes a lot of other stuff in the book - especially shooty stuff - even more redundand.
This message was edited 2 times. Last update was at 2017/07/19 12:54:27
2017/07/19 12:50:47
Subject: Making Orks Competitive in 8th - Waaaagh!
Sal4m4nd3r wrote: If Goffs get +1 str on the charge... holy balls. I would super charge a unit of boyz with ghazzy and warpath and greentide. 6 attacks a piece. And a banner nob nearby??
180 attacks hitting on 2s and wounding MEQ on 3s. LOL Would be 101 wounds to save hahahah.
It's wishful thinking but goffs were the stronger boy blob army and many of the space marine tactics folllowed thier lore.
To be fair tactics are just free bonuses (and all look fairly strong) and whichever army gets thier codex first is just getting more powerful for free.
+1 str is ok this edition it allows us to wound toughness 4 (such as meq) on a 3+ instead of 4+ and biker type units toughness 5 on a 4+ instead of 5+. And we can wound toughness 8/9 on a 5+ instead of 6+ (This is big and needed since we lack anti tank). But thier isn't a whole lot of toughness 5 units. but again this is just wishful thinking as the ork codex isn't out anytime soon.
This message was edited 2 times. Last update was at 2017/07/19 12:58:47
2017/07/19 13:12:08
Subject: Making Orks Competitive in 8th - Waaaagh!
EDIT: Atleast, the snark got you to give me a response to the question i asked;
(have i missed something?) you replied to that and gave me all the information I needed. Maybe snark is the way forward. It appears logically to do so, if you take into consideration the 2 posts between us.
BOOM
/snark
RULE #1 is the actual way forward.
IF you think a post breaks any of the few rules we have here, just report it using the Mod Alert button.
This message was edited 1 time. Last update was at 2017/07/20 02:16:52
2017/07/19 14:04:09
Subject: Making Orks Competitive in 8th - Waaaagh!
Does anyone know how effective Nob bikers are in 8th?
"The space marine officer was waving and yelling to his men on the wall unaware he was leading the Squiggoth on. Stompy (the squiggoth) headbutted its way through the wall and gave chase to the terrified commander as he ran up seven tiers of the fortress, trying to close gates behind him and ordering men to cover his fight. In the end, stompy cornered and pulverised the officer in the heart of the citadel as thousands of orks poured through the breaches he had left behind."
2017/07/19 14:23:43
Subject: Making Orks Competitive in 8th - Waaaagh!
Badly. Nobz can take powa stabbas, which gives them 50% more attacks than burnas, +1 S (so about 33% better than burnas vs. T 4) and the same AP, for a total cost of just 20 points, so they are twice as effective for only about 50% more cost. They also have 4+ saves and 2 wounds, so they are up to four times as hard to kill.
To add insult to injury, nobz with kombi-skorchas are also better at shooting than burna boyz.
gungo wrote:I linked the post about it before on this thread (you missed that too on page 49 and then people discussed it into pg50). I was also stating it isn't worth picking up a big trakk just for a skorcha because it should have a cheaper and better profile for the supa skorcha. I'm sorry you didn't like the post but it did address your point. As I myself was going to pick up a new fw order but am waiting for the actual dataslates to be released.
The mega dread is generally close to the same profile of the meka w/o a kff option and likely 5+bs.
Instead of the rattler cannon it has a killkannon (still sold), instead of zzap gun it has a supa skorcha, and instead of shunta it has a killsaw (still sold). They both had mega chargas in 6th. With bs 5+ it's only worth taking the saw/klaw and supa skorcha.
We already know the supa skorcha only costs 28pts and the mega dread was actually cheaper last edition then the meka.
Your entire post was about how effective two supa skorcha traks would be at 600 pts. When you can likely take a single mega charga mega dread with at least 1 arm possibly 2 for ~260. And this unit can move 8+8 with a 24in range supa skorcha. It should be a cheaper and better option. The fact I told you to wait like I was doing until that data sheet came out before you spent $60 x2 for big trakk a that cost more points to do what you wanted to do for half the point costs wasn't irrelevant.
So because you missed several posts and completely missed the FAQ then decided to cry about it feel free to piss off.
I feel my sense of humour has been lost here. Most of what I was sayin' was intended as a semi-lighthearted joke mixed with observation. If you thought I was crying then sadly you are mistaken Anyways! Back to Krumpin'!
Indeed. The mega will likely be T7 like the meka, +1 attack I am hoping, or if gork is really shining on us it will have the Gorkanaut weapon profile, but I doubt it. I really like the gorka's two profile melee's, shame its like 360 points.
Vs the Bigtrakk you gain better melee potential on a cheaper base, but you cant transport anything, it also doesn't have grot riggers (although how good a 6+ regen is debateable) and is harder to get a cover save for (potentially). The Bigtrakk may still be a better options for getting into the enemy and dealing damage.
loaded with a kommandos unit at 47 points isn't much of a tax for the additional charge protection and the ability for a 5 man unit to go and take an objective. If the mega charged a unit on an objective it needs (afaik) to completely wipe them for it to outnumber them and cap the objective. whereas a bigtrakk with kommandos can unload the unit and (assuming its something like a tac squad or a small sized squad), it only needs to reduce the number of models to less than 5 for the kommandos to be capable of scoring the points. But thats all subjective. Also, if the mega advances it can't charge (unless it gets the mega charger, which gives it 1 turn of that option). So its not really of comparable mobility to the Bigtrakk. Although with a 32" threat range anyway it may not need that extra mobility.
Can someone confirm; Ramshackle monster, "Each time a Meka-Dread loses a wound from any weapon, roll a D6 – on a roll of 4+, the wound is ignored. The first time this roll is failed, the result needed is reduced to a 5+, and so on until the roll fails on a 6+ and this ability may no longer be used."
So if im hit by a D6 damage weapon, I roll this after it wounds, but before its D6 damage?
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Sal4m4nd3r wrote: You dont think orks come out as one of the 6 unknown codecs before Christmas? Orktober? T'august? Nidvember?
I wish and I think we need it.
We know we have a few models waiting for release based on comments from Hastings. He stated orks have new buggy/war trakk model already completed late last year.
It's just a matter of when they are released.
Ramshackle is after the d6... it will prevent about 4 wounds if you use a cp reroll on the 4+ when it fails.
Take a meka with kff and mega with mega charga; move both 8, mega charga the mega and he's still in 9in kff range. Fire your supa skorcha and then charge the mega dread. dreads still have ere we go so reroll charges. You can reliably pull off a 8-9in charge for a 24-25 assault threat range first turn.
Add zhardsnark and a few blobs of boys including the a warpath and da jump shoota boy squad and you have decent turn 1 assault threat range. And the mega assault can help fix our lack of anti armor.
The question is if t7 16w with 5++ vs shooting and a degrading 4+ fnp enough to keep those dreads alive?
I'd probably add a big mek on bike w kff to stay with the boy blobs and he can fix the dreads as well.
This message was edited 6 times. Last update was at 2017/07/19 15:09:30
2017/07/19 15:07:13
Subject: Making Orks Competitive in 8th - Waaaagh!
someone mentioned a super unit of Burna boyz and Ghazzy for the +1 attack.
I changed it up a bit to give you a better unit, but here is how it plays out.
15 Burna boyz with Ghaz nearby have 45attacks which will hit 30 times and against T4 they will wound 15 times at -2AP. Against a 3+ save that will inflict about 10wounds, enough to kill a MEQ squad. Again TEQ it does about 7 wounds.
Now if you want to REALLY mess with them, you can make a Mega unit that will draw literally ALL The firepower on the table at you.
Ghaz, Weirdboy with Warpath, Big Mek with KFF, Painboy, Banner Nob, 14 Burna Boyz and a Battlewagon w/Rolla. Grand total? 886pts. Why do this?
14 Burna boyz with Ghaz and Weirdboy = 56 attacks hitting on 2s for 45ish hits wounding T4 22.5 times or T5-7 15 times Or T8+ 7.5 times with -2 AP.
Of course you could do the exact same with just Boyz and use footsloggin instead of a wagon and do more for less but hey you asked.
Cobra66 wrote: Does anyone know how effective Nob bikers are in 8th?
They're better than regular Warbikers, that's for sure. They're more survivable, and they can deal a lot of damage in close combat. I've been using a squad of 3-5 to accompany a Biker Warboss in a few of my games of 8th so far, and while expensive, they do make for a pretty deathstar squad, with reasonable volumes of shooting, a lot of close combat damage, and good mobility. Probably too expensive for WAAC lists, but in regular games they're reasonable.
Cobra66 wrote: Does anyone know how effective Nob bikers are in 8th?
They're better than regular Warbikers, that's for sure. They're more survivable, and they can deal a lot of damage in close combat. I've been using a squad of 3-5 to accompany a Biker Warboss in a few of my games of 8th so far, and while expensive, they do make for a pretty deathstar squad, with reasonable volumes of shooting, a lot of close combat damage, and good mobility. Probably too expensive for WAAC lists, but in regular games they're reasonable.
I think the opposite. Bikers are designed to be shooty only in this edition since they lost one attack and thanks to their speed it's difficult to give them some buffs from other characters. Nob bikers cost a lot of points and with the same budget you can field more nobz in a trukk that are more durable and effective. I'd take bikers only for their S5 shooting. Nobz only have +1W compared to regular bikers which means they go down almost as easily but a nob biker is 42 plus a big choppa or a p.klaw since no one field nobz with choppas, while a single biker is 26 points. A nob with big choppa is 51 points and has 3 wounds, two bikers are 52 points and have 4 wounds in total, not to mention their 12 shots instead of 6.
If I want a fast unit full of p.klaws I'd go with meganobz in a trukk. Still suboptimal but certainly more effective than biker nobz. 5-6 nobz with big choppas in a trukk are better IMHO and they can also share the transport with a min squad of tankbustas.
This message was edited 1 time. Last update was at 2017/07/19 20:06:18
2017/07/19 21:48:09
Subject: Making Orks Competitive in 8th - Waaaagh!
Blackie wrote: I think the opposite. Bikers are designed to be shooty only in this edition since they lost one attack and thanks to their speed it's difficult to give them some buffs from other characters.
I assure you that bikers have been a shooty unit in 5th, 6th and 7th. They were never a good assault unit since their damage output has always been the same as choppa boyz for many more points. Depending on the edition they were good for MSU scoring units, jinking hard to kill targets or for attacking weak backfield units at high speed.
In combat they never had more to show than 1 wound, a choppa, T5 and a 4+ save, striking last against almost anything. Arguably, they have never been as good in combat as they are now.
Nob bikers cost a lot of points and with the same budget you can field more nobz in a trukk that are more durable and effective. I'd take bikers only for their S5 shooting. Nobz only have +1W compared to regular bikers which means they go down almost as easily but a nob biker is 42 plus a big choppa or a p.klaw since no one field nobz with choppas, while a single biker is 26 points. A nob with big choppa is 51 points and has 3 wounds, two bikers are 52 points and have 4 wounds in total, not to mention their 12 shots instead of 6.
Nob bikers can take combi-skorchas though, allowing them to shoot 6 S5 shots and 2 S4 shots at 18" and 6 S5 shots, d6 S5 AP-2 hits and 2 S4 shots with 6+ bs at 8". With their speed they actually have the means to bring skorchas to where they are 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.
2017/07/19 22:04:34
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Hopefully running my Skorcha Nobs list <3 soon! Imputing some of my mass amount of thinking on this issue, I found warping HQ units would put 2 rows of biker bases in front of a back line of skorchas. However, shooting out of the 8th edition vehicle ARC. (along with 5 nobs, 5 ammo runts, and painboy/waaagh banner nob. fitting in trucks very well. Depending on what you think your opponent might or might not shoot at, a mix of trucks full of BC/skorcha nobs and warbikers/HQ's (on bikes) will remove anything besides T8, where I hope Kill-saws to be quite effective.... No boys looks very vulnerable so let us pray it hits hard enough...
2017/07/20 00:52:29
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
The Nobz get;
-D6x10 more automatic hits at 8 inches for shooting and overwatch (roughly 35 more automatic hits)
-Str 5 in CC, which effectively gets them 3+ instead of 4+ vs T4 and 5+ instead of 6+ vs t8.
-20 Shoota shots, around 3 wounds vs t4, becomes half inside of 8" when using skorcha.
The Warbikers have;
-60 more shots between 8 and 18 inches, becomes mute inside of 8 inches when Nob Skorcha becomes effective.
-54 str4 CC attacks vs 32 str5 CC attacks, which is a little bit up to a sizeable amount more in most toughness values
-12 more wounds.
-Ten more models
It's certainly a tough comparison. I don't want to assault 35 automatic s5 hits except with something t6 with an armor save. But when my opponent points some high damage shooting at it I would cringe. You could certainly keep the lower model count in a KFF to help.
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.
2017/07/20 01:09:46
Subject: Making Orks Competitive in 8th - Waaaagh!
Frozocrone wrote: Do Bomb Squigs and Ammo Runts count for transport capacity?
Niggling suspicion they do which puts a damper on my Rokkit Trukk.
Have you tried bomb squigs?? The more you can field the better!! They basically auto hit (2+ with reroll) and can do huge damage! Can I ask why you think they diminish the rocket trukks potency?
2017/07/20 03:32:35
Subject: Making Orks Competitive in 8th - Waaaagh!
Which do you think would be better for transporting boyz, massive amounts of trukks or slightly less amounts of battlewagons?
"The space marine officer was waving and yelling to his men on the wall unaware he was leading the Squiggoth on. Stompy (the squiggoth) headbutted its way through the wall and gave chase to the terrified commander as he ran up seven tiers of the fortress, trying to close gates behind him and ordering men to cover his fight. In the end, stompy cornered and pulverised the officer in the heart of the citadel as thousands of orks poured through the breaches he had left behind."
2017/07/20 04:46:44
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Has anyone tried taking fortifications? A firestorm redoubt would give you good anti air weapons and a safe cozy spot for your lootas to sit and gun things down since you have to kill the building to get to them.
Add in a kustom force field shokk attack gun big Mek and it now has a 5++ and an extra gun thrown down range.
Could be the kind of backfield support that Orks are really missing right now...
Frozocrone wrote: Do Bomb Squigs and Ammo Runts count for transport capacity?
Niggling suspicion they do which puts a damper on my Rokkit Trukk.
Have you tried bomb squigs?? The more you can field the better!! They basically auto hit (2+ with reroll) and can do huge damage! Can I ask why you think they diminish the rocket trukks potency?
I think they mean just that they count as transport capacity units, thus for example a trukk can only carry 6 nobz if they all have ammo runts. Which they do. But you are right about the bomb squigs! think of them as even better busta's!
I feel like a 2/3 Nobz to ammo runt is the best way forward, as you have re-rolls, the ablative wounds, but still enough Nobz for murderising.
Cobra66 wrote:Which do you think would be better for transporting boyz, massive amounts of trukks or slightly less amounts of battlewagons?
If you have a huge number of boyz, then maybe BW's?
You can make them T8, they also can carry 20, so assuming you manage to get to the enemy in one piece the unit still has the +1 attack. Trukks give you more targets, but you can only ever carry 12. Barebones BW's with hardcases and rolla's/melee stuff, sounds good to me.
Lythrandire Biehrellian wrote:Has anyone tried taking fortifications? A firestorm redoubt would give you good anti air weapons and a safe cozy spot for your lootas to sit and gun things down since you have to kill the building to get to them.
Add in a kustom force field shokk attack gun big Mek and it now has a 5++ and an extra gun thrown down range.
Could be the kind of backfield support that Orks are really missing right now...
I think the Big Mek and KFF/Shokk are probably overkill. You've just bought 1 unit of lootas a fortification and protection at quite a large cost. I could see it working if somehow your list was built around lootas and you had them all in the fort. But otherwise I would take the fortification alone and stick a big loota unit on it.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Frozocrone wrote: Do Bomb Squigs and Ammo Runts count for transport capacity?
Niggling suspicion they do which puts a damper on my Rokkit Trukk.
Have you tried bomb squigs?? The more you can field the better!! They basically auto hit (2+ with reroll) and can do huge damage! Can I ask why you think they diminish the rocket trukks potency?
I was hoping to field 12 Tankbustas and 4 Squigs. But one can only fit in two Squigs.
Squigs are amazing. Best AT in my opinion.
YMDC = nightmare
2017/07/20 08:03:39
Subject: Making Orks Competitive in 8th - Waaaagh!
Frozocrone wrote: Do Bomb Squigs and Ammo Runts count for transport capacity?
Niggling suspicion they do which puts a damper on my Rokkit Trukk.
Have you tried bomb squigs?? The more you can field the better!! They basically auto hit (2+ with reroll) and can do huge damage! Can I ask why you think they diminish the rocket trukks potency?
I think they mean just that they count as transport capacity units, thus for example a trukk can only carry 6 nobz if they all have ammo runts. Which they do. But you are right about the bomb squigs! think of them as even better busta's!
I feel like a 2/3 Nobz to ammo runt is the best way forward, as you have re-rolls, the ablative wounds, but still enough Nobz for murderising.
Spoiler:
Cobra66 wrote:Which do you think would be better for transporting boyz, massive amounts of trukks or slightly less amounts of battlewagons?
If you have a huge number of boyz, then maybe BW's?
You can make them T8, they also can carry 20, so assuming you manage to get to the enemy in one piece the unit still has the +1 attack. Trukks give you more targets, but you can only ever carry 12. Barebones BW's with hardcases and rolla's/melee stuff, sounds good to me.
Lythrandire Biehrellian wrote:Has anyone tried taking fortifications? A firestorm redoubt would give you good anti air weapons and a safe cozy spot for your lootas to sit and gun things down since you have to kill the building to get to them.
Add in a kustom force field shokk attack gun big Mek and it now has a 5++ and an extra gun thrown down range.
Could be the kind of backfield support that Orks are really missing right now...
I think the Big Mek and KFF/Shokk are probably overkill. You've just bought 1 unit of lootas a fortification and protection at quite a large cost. I could see it working if somehow your list was built around lootas and you had them all in the fort. But otherwise I would take the fortification alone and stick a big loota unit on it.
Having just 3 Ammo Runts allows you to have three wounds before you have to decide which Nob you are going to start killing first. It's important because once a model has lost a wound it has to have any other wounds allocated to it. A squad of 5 Nobz could have five wounds to chew through before it means anything to the squad. High Damage shot? Consume an Ammo Runt. AP -2 or greater? Consume a Runt. You effectively don't have to take vanilla nobz just to protect your weapon weilders.
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.