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![[Post New]](/s/i/i.gif) 2018/11/04 21:22:02
Subject: CODEX ORKS -strategies and tactics in 8th.
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Norn Queen
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Javadog wrote:I just noticed in the warlord traits section that the clan specific warlord trait for Goffs is objectively worse than the standard Might is Right trait. One gives +1 attack and +1 strength while the other just gives +1 attack. Kinda a shame that Goffs don't get something cooler to work with.
Because Ghaz is a Goff. GW Logic at its finest.
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![[Post New]](/s/i/i.gif) 2018/11/04 21:23:51
Subject: CODEX ORKS -strategies and tactics in 8th.
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!!Goffik Rocker!!
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geargutz wrote:tneva82 wrote:
Ah yes the team with "Stompas are awesome" or "Grethin are orks' best unit" or lol lol "Necrons are powerful".
i already reported him for trying to derail the thread. lets not get carried away with trying to respond to him.
as far as defdreds go i realy like the 4 claws/saws and is important for good melee, but i would only pay for those if you tellyport the dredd. infact i would never footslog a dredd again as long as it has access to the tellyport.
ive traditionally run dredmobs and telyport is great for me. and while killakans didnt get access to it ive found a good replacement are meganobz.
There are situations where you want footslogging though. Like when you face a melle alpha strike yourself. Or armies with access to extra shooting vs deepstrikers. Deepstrikung dreads in front of 10 helblasters with azrael is basically giving them away for free.
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![[Post New]](/s/i/i.gif) 2018/11/04 21:24:56
Subject: CODEX ORKS -strategies and tactics in 8th.
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Bonkers Buggy Driver with Rockets
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Javadog wrote:I just noticed in the warlord traits section that the clan specific warlord trait for Goffs is objectively worse than the standard Might is Right trait. One gives +1 attack and +1 strength while the other just gives +1 attack. Kinda a shame that Goffs don't get something cooler to work with.
i think thats meant to be more or less so that ghazgull's specific warlord trait (as he has to take it if hes your warlord), thats why its worse then the general one, becasue ghazgull is more of a beat stick and only would need a slight buff.
at least thats how i imagine GW justified it. Automatically Appended Next Post: koooaei wrote:
There are situations where you want footslogging though. Like when you face a melle alpha strike yourself. Or armies with access to extra shooting vs deepstrikers. Deepstrikung dreads in front of 10 helblasters with azrael is basically giving them away for free.
good point. my main opponents for the longest time were guard and tau, so my thinking is always "how do i get closer to combat".
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This message was edited 1 time. Last update was at 2018/11/04 21:26:36
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2018/11/04 21:28:21
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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PiƱaColada wrote:Overall I'm really happy with the 'dex after flipping through it. I am however disappointed that spanners are now 1 for every 5 models instead of simply up to 3.
Tankhammers have also been nerfed in that regard, now you can only have 1 for every 5 models instead of 2 for every 5. That basically makes them useless IMO since the majority of the unit doesn't want to be in CC even if you give the nob a power klaw. Shame
I imagine it's just how the Loota/Burna kit is built so makes sense. Does suck though, walking three Meks behind a Stompa was fun.
Tankbustas are still great even with the nerf.
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Personally I'm undecided on where to rebuild my Waaagh! Got the Deffkilla Wartrakk and Mek Shop as I love both kits. Will probably get a buggy at some point.
Overall, liking the Codex so far. Seems fun, strong and yet, not OP.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2018/11/04 21:29:24
Subject: CODEX ORKS -strategies and tactics in 8th.
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!!Goffik Rocker!!
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What do you guyz think about the snazzwagon?
Also, is an index biker boss with a codex relic legal?
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![[Post New]](/s/i/i.gif) 2018/11/04 21:32:20
Subject: CODEX ORKS -strategies and tactics in 8th.
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Krazed Killa Kan
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koooaei wrote:geargutz wrote:tneva82 wrote:
Ah yes the team with "Stompas are awesome" or "Grethin are orks' best unit" or lol lol "Necrons are powerful".
i already reported him for trying to derail the thread. lets not get carried away with trying to respond to him.
as far as defdreds go i realy like the 4 claws/saws and is important for good melee, but i would only pay for those if you tellyport the dredd. infact i would never footslog a dredd again as long as it has access to the tellyport.
ive traditionally run dredmobs and telyport is great for me. and while killakans didnt get access to it ive found a good replacement are meganobz.
There are situations where you want footslogging though. Like when you face a melle alpha strike yourself. Or armies with access to extra shooting vs deepstrikers. Deepstrikung dreads in front of 10 helblasters with azrael is basically giving them away for free.
If you deepstrike 1. Hellblasta with Azrael can only target one dread.
And they would severely overkill it.
Azrael plus hellblasters is an enormous number of wounds. You would want to target a knight or a tank or vehicle squadron with that. It's also around 400 points for that blob.
Deepstriking 3-6 dreads is probably the best thing you could do. High probability of combat and target saturation.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2018/11/04 21:34:33
Subject: CODEX ORKS -strategies and tactics in 8th.
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Norn Queen
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koooaei wrote:What do you guyz think about the snazzwagon?
Also, is an index biker boss with a codex relic legal?
As long as there isn't a house rule saying otherwise, yes, it's legal as long as it's a CHARACTER and your warlord meets the criteria.
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![[Post New]](/s/i/i.gif) 2018/11/04 21:39:50
Subject: CODEX ORKS -strategies and tactics in 8th.
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!!Goffik Rocker!!
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TedNugent wrote: koooaei wrote:geargutz wrote:tneva82 wrote:
Ah yes the team with "Stompas are awesome" or "Grethin are orks' best unit" or lol lol "Necrons are powerful".
i already reported him for trying to derail the thread. lets not get carried away with trying to respond to him.
as far as defdreds go i realy like the 4 claws/saws and is important for good melee, but i would only pay for those if you tellyport the dredd. infact i would never footslog a dredd again as long as it has access to the tellyport.
ive traditionally run dredmobs and telyport is great for me. and while killakans didnt get access to it ive found a good replacement are meganobz.
There are situations where you want footslogging though. Like when you face a melle alpha strike yourself. Or armies with access to extra shooting vs deepstrikers. Deepstrikung dreads in front of 10 helblasters with azrael is basically giving them away for free.
If you deepstrike 1. Hellblasta with Azrael can only target one dread.
And they would severely overkill it.
Azrael plus hellblasters is an enormous number of wounds. You would want to target a knight or a tank or vehicle squadron with that. It's also around 400 points for that blob.
Deepstriking 3-6 dreads is probably the best thing you could do. High probability of combat and target saturation.
I'm puting my money on the blob killing every single dread on overwatch one by one. Half the squad would certainly die in the process though. Automatically Appended Next Post: Has anyone tried a gunwagon and our new shooty biggies yet?
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This message was edited 1 time. Last update was at 2018/11/04 21:40:59
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![[Post New]](/s/i/i.gif) 2018/11/04 21:43:02
Subject: CODEX ORKS -strategies and tactics in 8th.
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Bonkers Buggy Driver with Rockets
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BaconCatBug wrote:As long as there isn't a house rule saying otherwise, yes, it's legal as long as it's a CHARACTER and your warlord meets the criteria.
im gonna use my index characters as long as i can. they are pretty much better then what we still have leftover, the bike characters were essential for any list.
now with our current options? i think i will run the warttrike and zhadnsnark...but i have problems justifying any other character we currently have with some price increases across the board for them and lack of war gear options.
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"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2018/11/04 21:55:18
Subject: CODEX ORKS -strategies and tactics in 8th.
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Waaagh! Warbiker
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Using the Port strat. Can I port 3 Dreads from the same dread mob using the strat only once?
Gorknaut is still prety pricy and im just as eagar to use dreads as the naut.
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![[Post New]](/s/i/i.gif) 2018/11/04 21:56:47
Subject: CODEX ORKS -strategies and tactics in 8th.
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Bonkers Buggy Driver with Rockets
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Dr.Duck wrote:Using the Port strat. Can I port 3 Dreads from the same dread mob using the strat only once?
Gorknaut is still prety pricy and im just as eagar to use dreads as the naut.
defdredds only split when they hit the field. so fill that telyportah with full squads of dredds for ultimate kromping.
also the gorkanaut might be more expsnive but is still a very durable platform to come out of tellyport. ramming speed is better for vehicle squads/big vehicles. so while deffdredds sp[lit once they hit the board its not very efficient to ramming speed only one of them. gorkanauts pretty much get guaranteed charges with ramming speed.
and of course run them all as evil sunz for sprinting walkers.
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This message was edited 1 time. Last update was at 2018/11/04 21:59:10
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2018/11/04 22:06:24
Subject: CODEX ORKS -strategies and tactics in 8th.
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Waaagh! Warbiker
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geargutz wrote: Dr.Duck wrote:Using the Port strat. Can I port 3 Dreads from the same dread mob using the strat only once?
Gorknaut is still prety pricy and im just as eagar to use dreads as the naut.
defdredds only split when they hit the field. so fill that telyportah with full squads of dredds for ultimate kromping.
also the gorkanaut might be more expsnive but is still a very durable platform to come out of tellyport. ramming speed is better for vehicle squads/big vehicles. so while deffdredds sp[lit once they hit the board its not very efficient to ramming speed only one of them. gorkanauts pretty much get guaranteed charges with ramming speed.
and of course run them all as evil sunz for sprinting walkers.
If suns 8 on 2 dice with rerolls isnt too bad but I agree with you. I like the versitility of spreading out the damage more with the dreads. Can engage potentillay multiple units and tie them up etc.
I might end up doing both in a few games and feel it out. Its only about a thrid of the list anyway and is a huge alpha strike and distruption.
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![[Post New]](/s/i/i.gif) 2018/11/04 22:07:23
Subject: CODEX ORKS -strategies and tactics in 8th.
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Nasty Nob
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Dr.Duck wrote:geargutz wrote: Dr.Duck wrote:Using the Port strat. Can I port 3 Dreads from the same dread mob using the strat only once?
Gorknaut is still prety pricy and im just as eagar to use dreads as the naut.
defdredds only split when they hit the field. so fill that telyportah with full squads of dredds for ultimate kromping.
also the gorkanaut might be more expsnive but is still a very durable platform to come out of tellyport. ramming speed is better for vehicle squads/big vehicles. so while deffdredds sp[lit once they hit the board its not very efficient to ramming speed only one of them. gorkanauts pretty much get guaranteed charges with ramming speed.
and of course run them all as evil sunz for sprinting walkers.
If suns 8 on 2 dice with rerolls isnt too bad but I agree with you. I like the versitility of spreading out the damage more with the dreads. Can engage potentillay multiple units and tie them up etc.
I might end up doing both in a few games and feel it out. Its only about a thrid of the list anyway and is a huge alpha strike and distruption.
Both
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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. |
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![[Post New]](/s/i/i.gif) 2018/11/04 22:24:58
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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I want a wagon or two filled with...stuff, a trio or so of scrapjets, a real plane or two and some mechanised squads led by a wartrike and maybe some bikes backed up by mek gunz and maybe some walkers. Kommandos, why not?! What would be best used to fill those transports? I like the burna/loota models, I have a decent amount of Nobs and boys, I could always get Meganobs or tankbustas and more painboyz/meks etc as needed.
Or talk me out of it
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Looking for a Skaven Doomwheel banner to repair my Nurgle knights. |
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![[Post New]](/s/i/i.gif) 2018/11/04 22:26:47
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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koooaei wrote:As for stompa, haven't tried it yet but it does still look too fragile for pts. It is like 3 times killier than it used to be though. I'd probably say from it's stats and pure antiknight experience thst a stompa is like 150-200 pt overpriced for competitive gaming. But it is good for more relaxed games.
To put some math to it, here is a calculation of some best case scenarios for various units:
As you can see the Stompa is probably most comparable to the Knight Crusader when it comes to Shooting. The Crusader out performs it substantially in shooting, but It swings substantially harder in CC, and has transport capacity, so lets say it should run about 100 pts more than the Crusader. Also, I think the Crusader is about 75 points undercosted. So I would say that a fair costing of a stompa is about 720 points. AKA roughly 200 points less than it is.
The biggest flaw of the Stompa is the Castellan. It won't usually one-shot it, but it will statistically take it down to it's lowest tier, and should have no issues killing it in 2 rounds of shooting. As long as the Castellan is in the meta in a big way (and comically undercosted), the Stompa isn't going to be effectively viable for Orks.
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![[Post New]](/s/i/i.gif) 2018/11/04 22:32:39
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
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Regular Dakkanaut
England
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Hey guys I ran a list over the weekend with a Battalion Detachment of Evil Sunz and a Battalion of Freeboota's.
I think Flashgitz are devastating now. I took 2 units of 5 FG, and they were accompanied by Badrukk, a Weirdboy a unit of shoota boyz, a unit of Grotz, and a unit of 10 boyz. I stuck the Flashgitz and shootaboyz in a battlewagon with four big shootaz, moved them to the middle of the battle field turn 1, and moved Badrukk up next to the battlewagon.
They were amazing. DDD is godlike on them, and re-rolling 1's for Badrukk is also amazing. If I am reading the army trait right, if a Freeboota unit kills an enemy within 24 inches of other freebootas, they all get plus 1 to hit in that phase? So a big squad of Shoota boyz or a BM SAG kills a unit, then all the FG get +1 to hit within 24' of that friendly unit. So if they stood still for a turn, Flashgitz are hitting on 3's?? And Kaptin get plus to hit for gitfinda, so if he also stood still for a turn and benefited from a friendly kill, does gitfinda and the army trait stack? Because he would be on BS 2 then..
I am thinking Badrukk, BM with a SAG, 3 x Shootaboyz, 3 x Flashgitz for a powerful list.
While I don't have them, 6 x Traktor Kannons is 270pts that auto hits. That kind of firepower is going to be killing Knights, and the auto hit gets round that Ion Shield stratagem. Those gunz will also completely wreck Aeldari/Quins/Drukhari army.
I think the triple Deff Dread bomb is going to be a thing as well.
Good times to be an Ork player
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This message was edited 1 time. Last update was at 2018/11/04 22:38:39
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![[Post New]](/s/i/i.gif) 2018/11/04 22:56:41
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
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Bonkers Buggy Driver with Rockets
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im not sure how to use the morkanaut this edition. ill have to try some games.
its not a good as the gorkanaut in combat, but its shooting looks better (especially with its mega wpns getting more damage).
so maybe telyport this with kff to allow its large kff bubble to cover another gork and defdredds?
also, target priority. Mork wants to shoot vehicles and knights, but charge chaff units since with its fewer attacks you would want to always use the smash profile.
its like the opposite of the gork, where you want to shoot the chaff and charge the big vehicles/etc.
edit
maybe its better for keeping on the board, so it can shoot. keep it with your shooting units to give them KFF support and to charge anything that threatens said gunline. will have to test it out.
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This message was edited 1 time. Last update was at 2018/11/04 23:01:36
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2018/11/04 22:58:44
Subject: CODEX ORKS -strategies and tactics in 8th.
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Battlefortress Driver with Krusha Wheel
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So anybody had any success from actually games this weeken?
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![[Post New]](/s/i/i.gif) 2018/11/04 23:03:40
Subject: CODEX ORKS -strategies and tactics in 8th.
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Nasty Nob
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No, but I put my Deffkilla Wartrike together
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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. |
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![[Post New]](/s/i/i.gif) 2018/11/04 23:04:34
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
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Furious Raptor
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Hey guys how about a turn 2 bomb that includes:
2, 10 man squads of tankbustas in a battlewagon, use telleport, then use more dakka on a squad, followed by the showin off strategum, thats 20 rokkit shots all of them re roll to hit, 6's explode, re roll 1's one squads dakkadakkadakka rule goes off on a 5 and 6, then 1 squad fires again. I dont know the math but im thinking thats a lot of damage.
To go with this wagon is the Gorkanaut using ramming speed
Furthermore you can jump in da boys, you could run some Bonebreaka's and scrapjets with the wartrike for an obvious T2 charge, fill in the army with dakkajets... seems like top strategies to me.
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"There is no escape from chaos, it marks us all."
"Only i can hear your prayers here my friend, and i'm afraid i will not answer them."
"It must be magnificent to see a planet writhe and scream to feel it compulse beneath your own feet, witness it dying with living eyes such marvelous spectacle, the skulls are my gift, in time perhaps i will share this gift with every living soul in the galaxy."
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![[Post New]](/s/i/i.gif) 2018/11/04 23:04:43
Subject: CODEX ORKS -strategies and tactics in 8th.
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Bonkers Buggy Driver with Rockets
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i had a game against a not very competitive tau list, and we didnt have the time to finish it, but my opponent said i would've won if it continued. eventually i would've bashed the rest of his force away from the objective.
its is the 1st post on this page
https://www.dakkadakka.com/dakkaforum/posts/list/120/766225.page#10216841
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"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2018/11/04 23:04:50
Subject: CODEX ORKS -strategies and tactics in 8th.
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Big Mek in Kustom Dragster with Soopa-Gun
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i find it amusing the grot shield strat must be spent after an ork unit gets hit by the attack, but the wounds dont shift over until theyre actually suffered by the orks.
Which means you can actually double-down on painboy rolls. Boy rolls, fails, on a 2+ it goes to a grot as a mortal wound. Mortal wounds are FNP'able. Best part, doesnt last for that attack it lasts for the phase...
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2018/11/04 23:10:40
Subject: CODEX ORKS -strategies and tactics in 8th.
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Regular Dakkanaut
England
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I played 2000pt game, Maelstrom of war, Dawn of War Deployment. My opponent was Blood Angels and Grey Knights and I used a battalion each of Evil Sunz and Freebootas. I ended up winning 14-9.
I did run Ghazghul as my Warlord, but thinking back, is that legal or do i need to take a Goff Detachment to include him? He was absolutely beastly and was only brought down at the end by a Smash Captain. IMO you have to take a Weirdboy/Warphead to get the most out of Ghaz.
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![[Post New]](/s/i/i.gif) 2018/11/04 23:12:55
Subject: CODEX ORKS -strategies and tactics in 8th.
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Dakka Veteran
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Flashgits sound great; but without RR1's (BadMoonz) or "Shoot Twice" (BadMoonz); they just seem like you could get more value out of other units.
Yeah, Kaptin Badrukk is a thing - but, how many points are you paying for that combination? Don't forget that you need to add in the transport to make sure they get in range/survivability. I just would think that, for the points invested (150+(~90)+90/120); so roughtly 350/360 - you might be able to get stronger, shootier, options. I'm curious how the mathhammer works out regarding all our options.
That said, yes, they'd get +1 to hit if a friendly Freebooterz unit killed an enemy during the round. They'd also be hitting on 3's if they managed to stay still.
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This message was edited 1 time. Last update was at 2018/11/04 23:13:55
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![[Post New]](/s/i/i.gif) 2018/11/04 23:15:44
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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Vineheart01 wrote:i find it amusing the grot shield strat must be spent after an ork unit gets hit by the attack, but the wounds dont shift over until theyre actually suffered by the orks.
Which means you can actually double-down on painboy rolls. Boy rolls, fails, on a 2+ it goes to a grot as a mortal wound. Mortal wounds are FNP'able. Best part, doesnt last for that attack it lasts for the phase...
It doesn't goes to grots as a mortal wound. It goes to grots as "One model in the Gretchin unit (your choice) is slain."
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![[Post New]](/s/i/i.gif) 2018/11/04 23:30:46
Subject: CODEX ORKS -strategies and tactics in 8th.
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Nasty Nob
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tag8833 wrote: Vineheart01 wrote:i find it amusing the grot shield strat must be spent after an ork unit gets hit by the attack, but the wounds dont shift over until theyre actually suffered by the orks.
Which means you can actually double-down on painboy rolls. Boy rolls, fails, on a 2+ it goes to a grot as a mortal wound. Mortal wounds are FNP'able. Best part, doesnt last for that attack it lasts for the phase...
It doesn't goes to grots as a mortal wound. It goes to grots as "One model in the Gretchin unit (your choice) is slain."
Still though, not having to take the loss until you know a boy will die is kinda sweet.
Grotsx30, grotsx10, Skarboyzx30 repeat. Goff Greentide could be pretty mean, str5 attacks in such number are nice. Any amount of jumping some speedfreak boyz or maybe some ramming speed Deff Dreadz in addition to the footslog mob is really a combination of things in assault that orkz thrive at.
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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. |
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![[Post New]](/s/i/i.gif) 2018/11/04 23:48:40
Subject: CODEX ORKS -strategies and tactics in 8th.
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Regular Dakkanaut
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Dont know if it's been said but,
Da Lukky Stick relic says "Goff Model Only"
A Gorkanaut can be a goff model. Add a nob with Waaagh! Banner in and the gork has exploding 6s hitting on 2's rerolling hits and wounds.
I like those odds.
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![[Post New]](/s/i/i.gif) 2018/11/04 23:52:34
Subject: CODEX ORKS -strategies and tactics in 8th.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Bigdoza wrote:Dont know if it's been said but,
Da Lukky Stick relic says "Goff Model Only"
A Gorkanaut can be a goff model. Add a nob with Waaagh! Banner in and the gork has exploding 6s hitting on 2's rerolling hits and wounds.
I like those odds.
Relics must go on characters, da lukky stikk's aura also affects only characters.
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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. |
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![[Post New]](/s/i/i.gif) 2018/11/04 23:54:44
Subject: CODEX ORKS -strategies and tactics in 8th.
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Battlewagon Driver with Charged Engine
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Bigdoza wrote:Dont know if it's been said but,
Da Lukky Stick relic says "Goff Model Only"
A Gorkanaut can be a goff model. Add a nob with Waaagh! Banner in and the gork has exploding 6s hitting on 2's rerolling hits and wounds.
I like those odds.
Relics can only go to characters, so no gork.
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![[Post New]](/s/i/i.gif) 2018/11/04 23:58:45
Subject: CODEX ORKS -strategies and tactics in 8th.
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Bonkers Buggy Driver with Rockets
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Bigdoza wrote:Dont know if it's been said but, Da Lukky Stick relic says "Goff Model Only" A Gorkanaut can be a goff model. Add a nob with Waaagh! Banner in and the gork has exploding 6s hitting on 2's rerolling hits and wounds. I like those odds.
only goff characters gain the benefits of the lucky stick. lol, ninja'd
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This message was edited 2 times. Last update was at 2018/11/05 00:12:45
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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