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Made in fi
Locked in the Tower of Amareo





 Jidmah wrote:
tneva82 wrote:
Nora wrote:
One way to speed up playing with 100++ models is to use a app for rolling dice.


That runs into issue of opponent not neccessarily trusting computer's(or phone's) pseudo-random.


Especially when they know that you are a software developer and claim that you could have rigged the app yourself...

(And yes, that happened to me.)


Oh it would be dirt easy for me to do android dice roller that has say 13% of 1's, 20% of 6's etc. So it would still ROLL those bad results but would be slightly skewed in my favour...

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You could just have it automatically roll sixes when you hold the roll button slightly longer.

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 fi
Locked in the Tower of Amareo





 Jidmah wrote:
You could just have it automatically roll sixes when you hold the roll button slightly longer.


That would be easier to catch though. Cheating is no use if you get easily caught. You would need to manually AVOID doing that on crucial events or you would be caught pretty fast.

Casinos become filthy rich by having tiny unnoticable edge. If one were to create cheating dice roll bad idea would be to make it roll HUGELY different results or have suspicious looking triggers. Holding unusually long button on key rolls which then have habit of going good? Works for a while but somebody's bound to catch it and then you are out and likely have trouble entering ANY tournament...

This message was edited 1 time. Last update was at 2017/11/16 10:13:24


2024 painted/bought: 109/109 
   
Made in nl
Longtime Dakkanaut




tneva82 wrote:
 Jidmah wrote:
tneva82 wrote:
Nora wrote:
One way to speed up playing with 100++ models is to use a app for rolling dice.


That runs into issue of opponent not neccessarily trusting computer's(or phone's) pseudo-random.


Especially when they know that you are a software developer and claim that you could have rigged the app yourself...

(And yes, that happened to me.)


Oh it would be dirt easy for me to do android dice roller that has say 13% of 1's, 20% of 6's etc. So it would still ROLL those bad results but would be slightly skewed in my favour...


A smarter way would be to simply favour results of six over results of 3 and 4. Then both players could use the same app, but it would still benefit ork shooting and ork armour saving over space marine equivalents. But then again, it would be the reverse in close combat, and we do that quite a lot.

Or maybe the old trick of using dice loaded with a permanent magnet, rolling them on an electromagnetic table where you control the polarity with a foot-pedal.

"Rolling 40 1s again , huh? You really ARE unlucky. Oh well, lets see if my shootaboyz can down another landraider."
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
 Jidmah wrote:
You could just have it automatically roll sixes when you hold the roll button slightly longer.


That would be easier to catch though. Cheating is no use if you get easily caught. You would need to manually AVOID doing that on crucial events or you would be caught pretty fast.

Casinos become filthy rich by having tiny unnoticable edge. If one were to create cheating dice roll bad idea would be to make it roll HUGELY different results or have suspicious looking triggers. Holding unusually long button on key rolls which then have habit of going good? Works for a while but somebody's bound to catch it and then you are out and likely have trouble entering ANY tournament...


Eh, I used to play a lot of MtG tournaments, where a lot of cheating used to be going on. The amount of people I called out on cheating was baffling, but even more baffling was how many people did not catch those players. And I'm not talking about high-level cheats like slightly altering card backs or the like, but plain cheats like picking up your dice and readjusting your life total without reason, drawing a card when they assumed I was not looking and the like.

If I were actually interested in spending a weekend on a dice app to cheat, I would make sure I could roll whatever I wanted without you noticing it. A tap is hard to distinguish from a quick hold and release, you can react differently to multi-touch gestures, you could have different areas on your roll button for different results, you could even change behavior depending on at what angle your phone is held.

Usually only a few cheated dice are enough to tip balance in your favor. There is a huge difference between rolling for damage and your average 10.5. I managed to save pretty much an entire army of tau with a 5++ save on my dakka jet with regular dice, if I do the same with an app it might just be luck as well.

But this is going way off topic. Bottom line is, it's probably not easy for most people to build a dice rolling app and even less of those people are trying to cheat.
Still, the possibility exists, so it's pretty much the same as asking someone using casino dice to roll their dice properly, even if they have no clue about how to cheat with them.

This message was edited 1 time. Last update was at 2017/11/16 11:46:35


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 se
Growlin' Guntrukk Driver with Killacannon





Sweden

 Jidmah wrote:
tneva82 wrote:
 Jidmah wrote:
You could just have it automatically roll sixes when you hold the roll button slightly longer.


That would be easier to catch though. Cheating is no use if you get easily caught. You would need to manually AVOID doing that on crucial events or you would be caught pretty fast.

Casinos become filthy rich by having tiny unnoticable edge. If one were to create cheating dice roll bad idea would be to make it roll HUGELY different results or have suspicious looking triggers. Holding unusually long button on key rolls which then have habit of going good? Works for a while but somebody's bound to catch it and then you are out and likely have trouble entering ANY tournament...


Eh, I used to play a lot of MtG tournaments, where a lot of cheating used to be going on. The amount of people I called out on cheating was baffling, but even more baffling was how many people did not catch those players. And I'm not talking about high-level cheats like slightly altering card backs or the like, but plain cheats like picking up your dice and readjusting your life total without reason, drawing a card when they assumed I was not looking and the like.

If I were actually interested in spending a weekend on a dice app to cheat, I would make sure I could roll whatever I wanted without you noticing it. A tap is hard to distinguish from a quick hold and release, you can react differently to multi-touch gestures, you could have different areas on your roll button for different results, you could even change behavior depending on at what angle your phone is held.

Usually only a few cheated dice are enough to tip balance in your favor. There is a huge difference between rolling for damage and your average 10.5. I managed to save pretty much an entire army of tau with a 5++ save on my dakka jet with regular dice, if I do the same with an app it might just be luck as well.

But this is going way off topic. Bottom line is, it's probably not easy for most people to build a dice rolling app and even less of those people are trying to cheat.
Still, the possibility exists, so it's pretty much the same as asking someone using casino dice to roll their dice properly, even if they have no clue about how to cheat with them.


Is this what the ork tactics thread has boiled down to?
Best way to cheat, when all else fails...

This message was edited 1 time. Last update was at 2017/11/16 15:43:20


Brutal, but kunning!  
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Point difference notwithstanding, is there any reason to field a footslogging Warboss instead of Zhadsnark / Warboss on Bike? Bike gives a lot of manouverability and Zhadsnark's guaranteed 6" advance makes his threat radius pretty massive. (Edit: Oh yeah, Waaagh doesn't affect himself actually, bummer)

Sure you can Da Jump a Warboss on foot but I can't think of a situation where that would be a consideration... Or if you want to hide your pedestrian Warboss from snipers in a BW...

I'm ready to pull the trigger on Zhadsnark but I guess I just need affirmation that he's a good pick.

This message was edited 1 time. Last update was at 2017/11/16 16:15:43


7000+
3500
2000 
   
Made in nl
Longtime Dakkanaut




 Weazel wrote:
Point difference notwithstanding, is there any reason to field a footslogging Warboss instead of Zhadsnark / Warboss on Bike? Bike gives a lot of manouverability and Zhadsnark's guaranteed 6" advance makes his threat radius pretty massive. (Edit: Oh yeah, Waaagh doesn't affect himself actually, bummer)

Sure you can Da Jump a Warboss on foot but I can't think of a situation where that would be a consideration... Or if you want to hide your pedestrian Warboss from snipers in a BW...

I'm ready to pull the trigger on Zhadsnark but I guess I just need affirmation that he's a good pick.


Zhadsnark is okay. An ordinary Warboss on a warbike is also okay. I personally use footslogging Warbosses to save points, because you generally want them to be behind your infantry.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

pismakron wrote:
 Weazel wrote:
Point difference notwithstanding, is there any reason to field a footslogging Warboss instead of Zhadsnark / Warboss on Bike? Bike gives a lot of manouverability and Zhadsnark's guaranteed 6" advance makes his threat radius pretty massive. (Edit: Oh yeah, Waaagh doesn't affect himself actually, bummer)

Sure you can Da Jump a Warboss on foot but I can't think of a situation where that would be a consideration... Or if you want to hide your pedestrian Warboss from snipers in a BW...

I'm ready to pull the trigger on Zhadsnark but I guess I just need affirmation that he's a good pick.


Zhadsnark is okay. An ordinary Warboss on a warbike is also okay. I personally use footslogging Warbosses to save points, because you generally want them to be behind your infantry.


I found a slogging Warboss to be a bit of a waste of points leading from the back, I'd like to smash something with his Klaw but I found it doesn't really happen if there's a wall of Boyz in front. What I mean is if I don't get stuck in with him I consider him more or less wasted. With a Bike I could more easily work around the Boy blobs and choose his fights more freely... The price hike doesn't feel like a deal breaker to me.

7000+
3500
2000 
   
Made in nl
Longtime Dakkanaut




 Weazel wrote:
pismakron wrote:
 Weazel wrote:
Point difference notwithstanding, is there any reason to field a footslogging Warboss instead of Zhadsnark / Warboss on Bike? Bike gives a lot of manouverability and Zhadsnark's guaranteed 6" advance makes his threat radius pretty massive. (Edit: Oh yeah, Waaagh doesn't affect himself actually, bummer)

Sure you can Da Jump a Warboss on foot but I can't think of a situation where that would be a consideration... Or if you want to hide your pedestrian Warboss from snipers in a BW...

I'm ready to pull the trigger on Zhadsnark but I guess I just need affirmation that he's a good pick.


Zhadsnark is okay. An ordinary Warboss on a warbike is also okay. I personally use footslogging Warbosses to save points, because you generally want them to be behind your infantry.


I found a slogging Warboss to be a bit of a waste of points leading from the back, I'd like to smash something with his Klaw but I found it doesn't really happen if there's a wall of Boyz in front. What I mean is if I don't get stuck in with him I consider him more or less wasted. With a Bike I could more easily work around the Boy blobs and choose his fights more freely... The price hike doesn't feel like a deal breaker to me.



The most important point of a Warboss is his Waaaagh buff and the way he helps with failed morale checks. Those buffs are crucial. He is okay in combat with a big choppa, but a klaw is a waste of points.


Automatically Appended Next Post:
The klaw on Zhadsnark is okay though.

This message was edited 1 time. Last update was at 2017/11/16 17:32:36


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

pismakron wrote:
 Weazel wrote:
pismakron wrote:
 Weazel wrote:
Point difference notwithstanding, is there any reason to field a footslogging Warboss instead of Zhadsnark / Warboss on Bike? Bike gives a lot of manouverability and Zhadsnark's guaranteed 6" advance makes his threat radius pretty massive. (Edit: Oh yeah, Waaagh doesn't affect himself actually, bummer)

Sure you can Da Jump a Warboss on foot but I can't think of a situation where that would be a consideration... Or if you want to hide your pedestrian Warboss from snipers in a BW...

I'm ready to pull the trigger on Zhadsnark but I guess I just need affirmation that he's a good pick.


Zhadsnark is okay. An ordinary Warboss on a warbike is also okay. I personally use footslogging Warbosses to save points, because you generally want them to be behind your infantry.


I found a slogging Warboss to be a bit of a waste of points leading from the back, I'd like to smash something with his Klaw but I found it doesn't really happen if there's a wall of Boyz in front. What I mean is if I don't get stuck in with him I consider him more or less wasted. With a Bike I could more easily work around the Boy blobs and choose his fights more freely... The price hike doesn't feel like a deal breaker to me.



The most important point of a Warboss is his Waaaagh buff and the way he helps with failed morale checks. Those buffs are crucial. He is okay in combat with a big choppa, but a klaw is a waste of points.


Automatically Appended Next Post:
The klaw on Zhadsnark is okay though.


Okay thanks, didn't think about it that way. Maybe I'll just keep him cheap in the back and try to build conga lines to utilize his bubbles. Always thought the S12 Power Klaw was da bomb...

7000+
3500
2000 
   
Made in au
Regular Dakkanaut





 Weazel wrote:
Always thought the S12 Power Klaw was da bomb...


Trouble is in 8th there's virtually no difference between Str 10 and Str 12 because they both wound T7 and T8 on 3+ and T5 and below on 2+. T6 stuff is rare.

Str 16 is where things get really valuable.
   
Made in au
Flashy Flashgitz






https://docs.google.com/document/d/1mZAZzLB3k2F4C9xOB_zOiKpl81Cp7Bm7MmSB-N8gfpc/edit

Ork list that went 4-1, 9th in battle points overall in warzone atlanta. Theres a podcast of his battle experience: http://www.belloflostsouls.net/2017/11/orks-doing-well-at-warzone-atlanta-chapter-tactics-45.html

Giant squiggoth makes another return to form, Semper's kommandos are seeing some play, big trakks are a new performer, and KMK's making a statement again.

In fact, it's been a while since I've seen a 200+ boyz list do well.
   
Made in us
Feral Wildboy with Simple Club




Montreal

Azhday wrote:
Ashkayel wrote:
Game #2 (2000 pts):
My list: 6x 12 boyz w/ PK nob in trukk, 4x KMK, 3x min bike squad, 3x min kommando squad, Zhadsnark, 2x KFF bikermek
Went second, lost all my KMK on first turn but not a single trukk, made multiple charges (he had scouts, termies and Lysander in range, wasn't his best move), fought a lot, engaged as much as possible his razorbacks, etc. He conceded after turn 2. I had the relic and was locking in combat more and more stuff every turn.

Game #3 (1000 pts):
My list: 2x 5 nobz w/ runts and a warboss in a wagon, 5 tankbustas and 13 shootas in an OT wagon w/ big shootas, 1 kannon, 1 KFF bikermek
Went first, moved forward, eventually charged with the nobz, we had a good fight, shooty wagon was doing shooty stuff and was ready to jump in the fight. He conceded after turn 3, I was way ahead in objectives, and also a bit on the battlefield.


Thanks for this! I'm glad to see people having some success with stuff other then Green Tide and Smite spam.
Could you post your lists with a lil more detail (HQ's, Nob's, Boss Nob's, Trukk's and Battlewagon's equipment and so on) and a little more detailed thoughts on the game/battlerep?
Have you (or anyone else) had any ideas on improving those lists?

Sure, here are the detailed lists and additional thoughts. I've put the links to [very basic] batreps I did (in French, with orky comments in English). They were not meant to be posted here (I would have done them in English) but it will help you see the games. Disclaimer: Normally my batreps are more detailed than that, but since I had 3 to do, I went a bit quick on these ones. And as I said, keep in mind these were casual games.

List #2 - 2000 pts - 12 Command Points

2x BikerMek w/ KFF & Kustom Mega Slugga
1x Zhadsnark
6x 12 Choppa Boyz w/ PK Nob in Trukk w/ Wrecking Ball
3x 5 Kommandos w/ 2 Burnas & Nob
3x 3 Bikers w/ Nob
4x 1 KMK

Batrep: https://www.dropbox.com/s/i8ueo6kv2qglzu1/MartBatRep5%20-%202000%20vs%20Frad.pdf?dl=0

Additional thoughts:
- I got this one easy, he really gave me so many T1 charges. Still, this is a pretty tough and mobile army, even if 2-3 trukks would have been destroyed on his T2, I wouldn't have lost all my boys. Target saturation is the key, entire army was T5+ and 4+ or 5++ save.
- Kustom Mega Sluggas are useless, I had leftover points but I forgot you can't fire your dakkaguns at the same time...
- Gotta be careful with Zhadsnark (or any character), I charged the assault termies with him and 3 mobz of boyz, he attacked, termies counter-attacked and killed him. Dam3 with no invul is painful.
- Could not try my KMK, sadly, they died on T1.
- The only thing I wasn't satisfied with in this list was the kommandos, and even then, they acted as distraction units and would have been a lot better if they got their charge. You need these 3 elite units for the brigade, for only 135 pts, hard to find better than that. You could replace them with meks for the mek gunz or runtherds in trukks (10 boyz, 1 nob and 1 runtherd) to give additional punch! The only thing I would remove for another game would be the 6 wrecking balls + the 2 KMS, that gives me another 32 pts to work with.

List #3 - 1000 pts - 5 Command Points

1x BikerMek w/ KFF
1x Boss w/ PK and Attack Squig
1x 13 Shoota Boyz w/ BS & Nob
1x 5 Tankbustas w/ Nob & 2 Bomb Squigs
1x 5 Nobz w/ 1BC, 2PS & 5 Runts
1x 5 Nobz w/ 1BC, 2PS & 4 Runts
1x Battlewagon w/ Rolla & 'Ard Case
1x Battlewagon w/ 4BS
1x 1 Kannon

Batrep: https://www.dropbox.com/s/fkrzrj2oprdetly/MartBatRep6%20-%201000%20vs%20Frad.pdf?dl=0

Additional thoughts:
- Don't know if the "one wagon fights, one wagon shoots" is a good strategy, it worked that time, needs more games to verify.
- The shooty wagon is still pretty choppy (16 boyz 2 nobz).
- Need more power stabbas against marines. I should have traded 1 big choppa for 3 power stabbas. You already hit on 3+ most of the time. Of course, a BC or PK here and there always helps.
- I used the 2 nobz units as one (charged the same opponents), can't say if it was really worth it to split them, other than unlocking that vanguard detachment. I would have preferred to attack with 10 nobz before the centurions counter-attack.
- How to improve that list? I don't know. I'm not sure it was a really competitive list, we had a good game, though. I like mechanized lists so I might try it again for a 1000 pts game. We'll see.

   
Made in hr
Been Around the Block




Thanks!
   
Made in au
Regular Dakkanaut





hollow one wrote:
https://docs.google.com/document/d/1mZAZzLB3k2F4C9xOB_zOiKpl81Cp7Bm7MmSB-N8gfpc/edit

Ork list that went 4-1, 9th in battle points overall in warzone atlanta. Theres a podcast of his battle experience: http://www.belloflostsouls.net/2017/11/orks-doing-well-at-warzone-atlanta-chapter-tactics-45.html

Giant squiggoth makes another return to form, Semper's kommandos are seeing some play, big trakks are a new performer, and KMK's making a statement again.

In fact, it's been a while since I've seen a 200+ boyz list do well.


I had to do a double-take when I saw the Giant Squiggoth's point cost. You can field two for the price of a single Stompa. I know the Stompa is priced ludicrously but this really threw it into perspective.

Looking up its abilities, I think it's easy to see why it was the all-star in the list. It can take a lot of punishment with 35 wounds, and chucking the KFF on board for a 5++ invul is going to all but ensure it makes contact. But most of all it's a pretty reliable source of mortal wounds when it charges, so I'd expect it to do quite well against some of the lists you see out there.

One thing worth noting is that the guy fought 4 daemon armies, one of each god. Whether or not that meant he got some easy wins I don't know, but he might not have been fighting top tier lists all the time.
   
Made in au
Flashy Flashgitz






 Glane wrote:
hollow one wrote:
https://docs.google.com/document/d/1mZAZzLB3k2F4C9xOB_zOiKpl81Cp7Bm7MmSB-N8gfpc/edit

Ork list that went 4-1, 9th in battle points overall in warzone atlanta. Theres a podcast of his battle experience: http://www.belloflostsouls.net/2017/11/orks-doing-well-at-warzone-atlanta-chapter-tactics-45.html

Giant squiggoth makes another return to form, Semper's kommandos are seeing some play, big trakks are a new performer, and KMK's making a statement again.

In fact, it's been a while since I've seen a 200+ boyz list do well.


I had to do a double-take when I saw the Giant Squiggoth's point cost. You can field two for the price of a single Stompa. I know the Stompa is priced ludicrously but this really threw it into perspective.

Looking up its abilities, I think it's easy to see why it was the all-star in the list. It can take a lot of punishment with 35 wounds, and chucking the KFF on board for a 5++ invul is going to all but ensure it makes contact. But most of all it's a pretty reliable source of mortal wounds when it charges, so I'd expect it to do quite well against some of the lists you see out there.

One thing worth noting is that the guy fought 4 daemon armies, one of each god. Whether or not that meant he got some easy wins I don't know, but he might not have been fighting top tier lists all the time.


Yeah the Giant Squiggoth has some great rules too, he's putting those kommandos with burnas inside the squiggoth and allowing them to attack while it is in combat, measuring the flamer ranges from any point in the squiggoth, feels good. Huge mortal wound charge, flame everything between 1 and 9 inches away once inside combat. He has very low drops, often getting +1, or can have versatility and put the kommandos in reserve. He described some of the lists he was vsing, some felt a bit fluffy, but definitely still two armies that did extremely well and spammy (horrors + big bird, and a pox walker abuse list that apparently dominated). The list also has a great warlord, the golden grot, a unit that is nigh impossible to kill unless you get tabled. I'm definitely going to copy this strategy until we get a codex.
   
Made in it
Waaagh! Ork Warboss




Italy

Ashkayel wrote:


List #2 - 2000 pts - 12 Command Points

2x BikerMek w/ KFF & Kustom Mega Slugga
1x Zhadsnark
6x 12 Choppa Boyz w/ PK Nob in Trukk w/ Wrecking Ball
3x 5 Kommandos w/ 2 Burnas & Nob
3x 3 Bikers w/ Nob
4x 1 KMK


I love this list. I've played something similar, a T5 spam but with kans (big shootas) and a footslogging mek with KFF, since I only have one biker mek, couple of buggies, boyz' nobz all with choppas to save points, since in a 12 man squad the pk doesn't add much. I know, 7th oriented, but I don't like footsloggers

 
   
Made in us
Potent Possessed Daemonvessel





hollow one wrote:
 Glane wrote:
hollow one wrote:
https://docs.google.com/document/d/1mZAZzLB3k2F4C9xOB_zOiKpl81Cp7Bm7MmSB-N8gfpc/edit

Ork list that went 4-1, 9th in battle points overall in warzone atlanta. Theres a podcast of his battle experience: http://www.belloflostsouls.net/2017/11/orks-doing-well-at-warzone-atlanta-chapter-tactics-45.html

Giant squiggoth makes another return to form, Semper's kommandos are seeing some play, big trakks are a new performer, and KMK's making a statement again.

In fact, it's been a while since I've seen a 200+ boyz list do well.


I had to do a double-take when I saw the Giant Squiggoth's point cost. You can field two for the price of a single Stompa. I know the Stompa is priced ludicrously but this really threw it into perspective.

Looking up its abilities, I think it's easy to see why it was the all-star in the list. It can take a lot of punishment with 35 wounds, and chucking the KFF on board for a 5++ invul is going to all but ensure it makes contact. But most of all it's a pretty reliable source of mortal wounds when it charges, so I'd expect it to do quite well against some of the lists you see out there.

One thing worth noting is that the guy fought 4 daemon armies, one of each god. Whether or not that meant he got some easy wins I don't know, but he might not have been fighting top tier lists all the time.


Yeah the Giant Squiggoth has some great rules too, he's putting those kommandos with burnas inside the squiggoth and allowing them to attack while it is in combat, measuring the flamer ranges from any point in the squiggoth, feels good. Huge mortal wound charge, flame everything between 1 and 9 inches away once inside combat. He has very low drops, often getting +1, or can have versatility and put the kommandos in reserve. He described some of the lists he was vsing, some felt a bit fluffy, but definitely still two armies that did extremely well and spammy (horrors + big bird, and a pox walker abuse list that apparently dominated). The list also has a great warlord, the golden grot, a unit that is nigh impossible to kill unless you get tabled. I'm definitely going to copy this strategy until we get a codex.


I thought of the flamer idea, but you cannot target the units you are in combat with, so you would need to hope the charged units are close to other units. The embarked KFF is also somewhat contentious as to whether it works. I think RAI it does but the KFF rules say "the vehicle transporting...has a 5++" and the Squiggoth isn't a vehicle, so that is up to the TO discretion unless I'm missing an FAQ somewhere.
   
Made in us
Yellin' Yoof




United States

Breng77 wrote:
hollow one wrote:
 Glane wrote:
hollow one wrote:
https://docs.google.com/document/d/1mZAZzLB3k2F4C9xOB_zOiKpl81Cp7Bm7MmSB-N8gfpc/edit

Ork list that went 4-1, 9th in battle points overall in warzone atlanta. Theres a podcast of his battle experience: http://www.belloflostsouls.net/2017/11/orks-doing-well-at-warzone-atlanta-chapter-tactics-45.html

Giant squiggoth makes another return to form, Semper's kommandos are seeing some play, big trakks are a new performer, and KMK's making a statement again.

In fact, it's been a while since I've seen a 200+ boyz list do well.


I had to do a double-take when I saw the Giant Squiggoth's point cost. You can field two for the price of a single Stompa. I know the Stompa is priced ludicrously but this really threw it into perspective.

Looking up its abilities, I think it's easy to see why it was the all-star in the list. It can take a lot of punishment with 35 wounds, and chucking the KFF on board for a 5++ invul is going to all but ensure it makes contact. But most of all it's a pretty reliable source of mortal wounds when it charges, so I'd expect it to do quite well against some of the lists you see out there.

One thing worth noting is that the guy fought 4 daemon armies, one of each god. Whether or not that meant he got some easy wins I don't know, but he might not have been fighting top tier lists all the time.


Yeah the Giant Squiggoth has some great rules too, he's putting those kommandos with burnas inside the squiggoth and allowing them to attack while it is in combat, measuring the flamer ranges from any point in the squiggoth, feels good. Huge mortal wound charge, flame everything between 1 and 9 inches away once inside combat. He has very low drops, often getting +1, or can have versatility and put the kommandos in reserve. He described some of the lists he was vsing, some felt a bit fluffy, but definitely still two armies that did extremely well and spammy (horrors + big bird, and a pox walker abuse list that apparently dominated). The list also has a great warlord, the golden grot, a unit that is nigh impossible to kill unless you get tabled. I'm definitely going to copy this strategy until we get a codex.


I thought of the flamer idea, but you cannot target the units you are in combat with, so you would need to hope the charged units are close to other units. The embarked KFF is also somewhat contentious as to whether it works. I think RAI it does but the KFF rules say "the vehicle transporting...has a 5++" and the Squiggoth isn't a vehicle, so that is up to the TO discretion unless I'm missing an FAQ somewhere.


On the data sheet, the reference to the kff working while embarked doesn't use the vehicle keyword, and that didn't change with the faq. Unless they change it in the future, this reference to vehicles just means whatever the big men is embarked on.

Orkz is never beaten in battle. If we win, we win. If we did, we did fighting so it don't count. If we legz it, we just come back for annuver go, see? 
   
Made in us
Potent Possessed Daemonvessel





like I said it isn't clear, that is how I would rule it as a TO, but someone might argue elsewise.
   
Made in au
Flashy Flashgitz






The KFF thing is ambiguous I'll agree, but in the end the pilot of that army was saying that target priority vs his army should really be the Big Trakks first, which no one was doing. Those things have 24" flamers that shoot an average of 8 times each apparently. The squiggoth did work, but apparently the trakks were the deadly unit.
   
Made in us
Battlewagon Driver with Charged Engine





The G-squigg is an awesome model and I would
   
Made in us
Feral Wildboy with Simple Club




Montreal

 Blackie wrote:
Ashkayel wrote:
List #2 - 2000 pts - 12 Command Points

2x BikerMek w/ KFF & Kustom Mega Slugga
1x Zhadsnark
6x 12 Choppa Boyz w/ PK Nob in Trukk w/ Wrecking Ball
3x 5 Kommandos w/ 2 Burnas & Nob
3x 3 Bikers w/ Nob
4x 1 KMK


I love this list. I've played something similar, a T5 spam but with kans (big shootas) and a footslogging mek with KFF, since I only have one biker mek, couple of buggies, boyz' nobz all with choppas to save points, since in a 12 man squad the pk doesn't add much. I know, 7th oriented, but I don't like footsloggers

Personally I thought PK were worth it against marines. Yes they are expensive, but they add something. 6 PKs cost 150 pts, which is another trukk full of boyz with barebone nob (72 + 82 = 154 pts). What do I prefer, 6 PK trukks or 7 barebone trukks? Depends on the opponent, I guess.

   
Made in nl
Longtime Dakkanaut




If we get 41 point meganobz in chapter approved, will they become viable then?
   
Made in us
Longtime Dakkanaut




pismakron wrote:
If we get 41 point meganobz in chapter approved, will they become viable then?


No, they will still be cannon fodder for plasma and Las cannon spam. Honestly Lascannons are ludicrously under priced right now and if a predator annihilator shot at a unit of mega nobz it would make back its points in 2 turns.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

pismakron wrote:
If we get 41 point meganobz in chapter approved, will they become viable then?


If also trukks and battlewagons get significant points reductions then maybe. Since pks were nerfed and they can't be as killy as they were in previous editions, regardless of their cost, the combo meganobz + transport must be way more cheaper than now to be at least viable. 3 meganobz in a trukk for 160 points in total could be something decent. Or 5 of them in a battlewagon for 290 points. Otherwise they need some new rules that help them, maybe with the codex we'll get something that makes pks more effective.

 
   
Made in nl
Longtime Dakkanaut




 Blackie wrote:
pismakron wrote:
If we get 41 point meganobz in chapter approved, will they become viable then?


If also trukks and battlewagons get significant points reductions then maybe. Since pks were nerfed and they can't be as killy as they were in previous editions, regardless of their cost, the combo meganobz + transport must be way more cheaper than now to be at least viable. 3 meganobz in a trukk for 160 points in total could be something decent. Or 5 of them in a battlewagon for 290 points. Otherwise they need some new rules that help them, maybe with the codex we'll get something that makes pks more effective.


I don't think the transports will get a cut. But according to rumours all terminators will get a 5-point drop, and if PKs are dropped 8 pointd like PFists were, then stock MANZ will be 41 points with the kustom shoota. That is about 13 points per wound.
   
Made in us
Regular Dakkanaut




Is it a good idea to run a gorkanaut and a morkanaut at the same time?

The kit GW gave me was flawed and I told em so they're sending me a replacement so now I'm going to have a gorkanaut and a morkanaut.

What else should I play with them?

This message was edited 1 time. Last update was at 2017/11/18 19:22:05


 
   
Made in gb
Fully-charged Electropriest






Zomnivore wrote:
Is it a good idea to run a gorkanaut and a morkanaut at the same time?

The kit GW gave me was flawed and I told em so they're sending me a replacement so now I'm going to have a gorkanaut and a morkanaut.

What else should I play with them?


I guess it depends on what you usually play against. In theory using two seems like a good idea as it covers a bit of role redundancy and target saturation, but I've found that if your opponent wants them dead quickly that's exactly how they'll end up. I don't play in an overly competitive group and I've tried G/Morkanauts only a small handful of times, once with both units on the board, they've not yet made it into a combat or seen turn 3. It's a shame because I actually really like the models and when 8th edition was being slowly unfurled through the community website I thought they looked excellent and perhaps would be much more fun than they were last edition. They aren't as survivable or as dangerous as the models or their stats look, lascannons are just too plentiful for our overpriced vehicles to be very useful from my (limited) experience.
I don't want to seem overly negative as I think in the right situation a Gorkanaut could be really good and I sincerely hope you have more luck with them both.

Edit: one idea I've had around trying to make these beautiful brutes work in froendly ganes is two Gorkanauts running alongside Mek Boss Buzzgob, who comes with a KFF as well as two grot oilers for better fixing, and a Waaagh! banner Nob for improved to-hit rolls. Perhaps an 'ard case + deff rolla Battlewagon or two filled with boyz as well, if points allow.

This message was edited 1 time. Last update was at 2017/11/18 19:54:13


 
   
 
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