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2018/11/06 19:25:56
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
Sal4m4nd3r wrote:Nobz can take double sluggas?? LOL I want to make a couple.. just for the sheer joy of double pistol tootin nobz. Cowboy hats, handkerchiefs and all.
Vineheart01 wrote:that....that is an EPIC conversion idea.
They'd be complete crap as they'd have no melee and sluggas suck but it would be epic to see a bunch of nobz in a cowboy hat and leather hide vests/chaps.
However its worth noting the base footboss has two sluggas on top of the other stuff....
Sal4m4nd3r wrote:Nobz can take double sluggas?? LOL I want to make a couple.. just for the sheer joy of double pistol tootin nobz. Cowboy hats, handkerchiefs and all.
I wanna say Spellcrow has six shooters in ork scale
CaffeineIsGood wrote: Hi excited for getting back into orks with my Freebooters, maybe I could get a few opinions on loadouts though
Dead-Shiny Shoota
What unit does this go best on?
I've got a little minigun I'm itching to stick on something :p It's probably not optimal but the idea of an Assault 12 shoota appeals to me
Part of me think death skull warlord for lulz. 12 shot character sniping. Wish gun was bit better or bs better!
2024 painted/bought: 109/109
2018/11/06 19:28:52
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
CaffeineIsGood wrote: Hi excited for getting back into orks with my Freebooters, maybe I could get a few opinions on loadouts though
Dead-Shiny Shoota
What unit does this go best on?
I've got a little minigun I'm itching to stick on something :p It's probably not optimal but the idea of an Assault 12 shoota appeals to me
Part of me think death skull warlord for lulz. 12 shot character sniping. Wish gun was bit better or bs better!
It can maybe work with more dakka on anything but a SM but you are probably still rolling hot dice.
2018/11/06 19:31:07
Subject: CODEX ORKS -strategies and tactics in 8th.
So what do you guys think of this list? My main opponent is tyranids so without trying to completly tailor to him this is what I came up with. I really wanna try Bone breakers since everyone is talking about how amazing they are. I also wanted to try out Deepstriking a gorkanaut and probably the meganobz (but I might just Jump them instead). The wartrikes are for getting the BWs up the board (with the KFF bike behind them all for the 5++) and the other wartrike will probably flank up the side to hopefully take out HG. Foot warboss warlord riding in one of the BWs
Best I can do... this list should be 100% legal in ITC and warhamer world
(35xboys da jump and warpath turn 1)
They are there to eat the screen and overwatch for
A bike star of painboy on bike, Wartrike, warboss on bike, zhardsnark And 3 scrapjets
Turn 2 25x more Boyz (warpath and dajump)
and meka dread w 30x grot screen arrive (grots go for objectives)
As well as 2x saw dreads (from deep strike) and 12x burna kommandos
Smasha guns taking shots where they can!
Warphead can start jumping himself around and sniping key units w smite...
Most have a 5++, 5+++, and 2+ grot screen turn 1
15cps (1xwarphead, 1xmob up, 2xtellyporta, 1xtra gubbins)
You still have 10x cp for battle
19 drops for first turn bid..
And much of it is tougher then it appears
CaffeineIsGood wrote: Hi excited for getting back into orks with my Freebooters, maybe I could get a few opinions on loadouts though
Dead-Shiny Shoota
What unit does this go best on?
I've got a little minigun I'm itching to stick on something :p It's probably not optimal but the idea of an Assault 12 shoota appeals to me
A warboss is way better with a melee relic so I'd avoid the Shoota on him, unless you want to field three of them and three relics. I'd like to try it on a waaagh banner nob so he could do something more than buffing melee units. Maybe on a Big mek in megarmor could work as well if you like the model's profile.
Meganobz
What sort of loadout is ideal here? How many saws to klaws, and how many skorchas?
Also do you teleport them, footslog them with grot-fodder, or drive them in something?
A unit of 4-5 dudes, all with dual killsaws, that arrives thanks to the Tellyporta stratagem. Their shooting is bad and kombi weapons are utterly overcosted, for +8 points than the standard version you get +1A and -1AP if you chose the killsaws, IMHO the only loadout worth taking. Gretchins can shield them but they're really too slow to walk from the ork lines and they probably won't reach combat if deployed on foot. Maybe they could work if embarked on a transport but the bonebreaka is already a good anti tank, I think it's better to fill it with something cheap or with an anti infantry role like nobz.
Nobz (Trukk)
What sort of loadout is ideal here? Specifically the ratio of Big-Choppa, Kustom-Shoota (1 handed two points?), and Skorcha (two handed?)
Nobz are better with a full anti infantry loadout. A max unit of 10 dudes, all with double choppa and a couple of ammo runts to soak multidamage shots. A unit with Big choppas or a mix with choppas/big choppa are also competitive choices. But I'm still not completely sold on nobz since 10 of them with two choppas have the same damage output than 20 boyz. 50 S5 attacks vs 76 S4 and 6 S5 attacks are basically the same, even with a casualty on the boyz' side they'd still have 57 S4 and 5 S5 attacks. Since they're anti infantry they may clash against T3 models and S4 or S5 would be the same. Way more durable than boyz for sure, but not troops, which are needed for CPs. I'm planning on trying a unit of 10 dual choppas nobz and two runts embarked on a bonebreaka in a list with three of those vehicles.
Big-Gunz (Kannons)
How are they comparing now to Mek-Gunz vs MEQ, do they still get an independent krew of grots?
The tracktor is obviously a go to vs eldar now, but are kannons ranking any higher against KMK?
Kannonz are index only now, they out from the codex. They should have the old rules, which means independent crew of grot gunners. If they're allowed they're still decent.
2018/11/06 20:15:47
Subject: CODEX ORKS -strategies and tactics in 8th.
10 CP only (didn’t wanna cp farm, tried lot of lists doin that)
3 base, 5 battalion, 1 from second detachment, 1 from warlord their
Battalion + one of the Cp detachments.
1 wagon full of gits
1 bonebreaka nob/hq deathstar
1 tank busta trukk
1 boys trukk
30 boys on teleport pad (edit I forgot I dropped them to 27 )
One of kff meks is warlord with follow me lads
Tank busta truck rides close to flash git wagon with badrukk inside, kff mek with kmb and flag hang out back there to bubble them and shoot, room for him to ride In The gits wagon when they need to
Boys trukk pushes up with bonebreaka full of nobs, warbiaa, banner nob, and a kff mek (mek sfands between trukk and wagon t1 to bubble both?)
30 boys deepstrike and do boy things
Hoping with badrukk, 2 shooty meks, the small units ... can trigger the +1 to hit kulture ability often enough. Could buff the boys up before game, mob up the two hits squad and have them loot somethin and be 3+ save or 2+ in cover if their wagon dies.. have banner to use for critical morale turn...
Think that would work? Feels a little light on cp but... also I know I should run double chop as on nobs but I have a couple with Choppa slugs and don’t wanna have to chop them up.
This message was edited 1 time. Last update was at 2018/11/06 20:45:14
CaffeineIsGood wrote: Hi excited for getting back into orks with my Freebooters, maybe I could get a few opinions on loadouts though
Dead-Shiny Shoota
What unit does this go best on?
I've got a little minigun I'm itching to stick on something :p It's probably not optimal but the idea of an Assault 12 shoota appeals to me
A warboss is way better with a melee relic so I'd avoid the Shoota on him, unless you want to field three of them and three relics. I'd like to try it on a waaagh banner nob so he could do something more than buffing melee units. Maybe on a Big mek in megarmor could work as well if you like the model's profile.
Relics on the Waaagh banner nob... that's genius! I could even give him the bloodaxe thinking cap and give him the Waaagh! and splittin' heads auras, saving myself a warboss.
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.
2018/11/06 20:50:11
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
CaffeineIsGood wrote: Hi excited for getting back into orks with my Freebooters, maybe I could get a few opinions on loadouts though
Dead-Shiny Shoota
What unit does this go best on?
I've got a little minigun I'm itching to stick on something :p It's probably not optimal but the idea of an Assault 12 shoota appeals to me
A warboss is way better with a melee relic so I'd avoid the Shoota on him, unless you want to field three of them and three relics. I'd like to try it on a waaagh banner nob so he could do something more than buffing melee units. Maybe on a Big mek in megarmor could work as well if you like the model's profile.
Relics on the Waaagh banner nob... that's genius! I could even give him the bloodaxe thinking cap and give him the Waaagh! and splittin' heads auras, saving myself a warboss.
Yeah I was pretty close to putting the dead shiny shoota, or git stoppa shells on the banner nob but was thinking if I run 2 kff then maybe the meks are more durable choices for the gubbins?
Edit: I could see argument for letting the kff mek fight with his PK and 2+ over the nob fighting, and just letting the nob hang back and shoot stuff while buffing and not getting punched
This message was edited 1 time. Last update was at 2018/11/06 20:52:17
I doubt someone would be sniping the banner over KFF meks.
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.
2018/11/06 20:52:37
Subject: CODEX ORKS -strategies and tactics in 8th.
So while building my list I had a question.
Deff dreads allow you to mix and match saws and klaws
Each one gives you an additional attack.
Is there any point to taking more then 1 klaw (15pts)
And just taking 3 saws (10pts) and using the klaw profile for all attacks?
2018/11/06 20:56:50
Subject: CODEX ORKS -strategies and tactics in 8th.
Jidmah wrote: I doubt someone would be sniping the banner over KFF meks.
Wasn’t thinking necessarily sniping, just durability if one is targeted. Sure the kff is more likely to be focused down, unless your opponent is massing no ap attacks or something and doesn’t care about it, and cares more about the +1 to hit? Idk maybe rare, was just thinking out loud :p
gungo wrote: So while building my list I had a question.
Deff dreads allow you to mix and match saws and klaws
Each one gives you an additional attack.
Is there any point to taking more then 1 klaw (15pts)
And just taking 3 saws (10pts) and using the klaw profile for all attacks?
The extra attacks are with the weapon that grants it, so you cant take 1 Klaw and 3 Saws and make 6 Klaw attacks. You could make 3 (base 2 of whatever weapon + 1 for having a klaw) and 3 saws
gungo wrote: So while building my list I had a question.
Deff dreads allow you to mix and match saws and klaws
Each one gives you an additional attack.
Is there any point to taking more then 1 klaw (15pts)
And just taking 3 saws (10pts) and using the klaw profile for all attacks?
Pretty sure that you still need to attack with the 1 klaw.
Live Ork, Be Ork. or D'Ork!
2018/11/06 21:10:00
Subject: CODEX ORKS -strategies and tactics in 8th.
Okay here's report of my first game with codex. WAAAAGH! I was up against necrons whose vault+destroyers+immortals+doomsday arks had ANNIHILATED my mechanised orks last time. This time was up against quite different kind of list. Not sure how good necron list this is though necrons are among weaker codexes to begin with. My list was:
Spoiler:
Evil sun bat:
trike HQ, super cybork body, brutal but kunning
warboss with power klaw
2x30 boyz(one had 19 choppas and power big choppa, other had 29 choppas and power klaw)
12xgretchin
gorkanaut
6xbikes(power klaw)
Death skull battallion:
2xweirdboy(fist of gork, da jump)
30xboyz(19xshoota, big choppa)
2x30 gretchin
15xlootas
2xtraktor kannon
He had spearhead and fast attack detachments I think:
HQ in skyboard like thing I think, command barge, 2x9 tomb blade(one of both weapons), 6 wraiths, 2 doomsday ark, transcendant c'tan, nightshard.
That's...small. Lots of flying units. Annoyingly his flying vehicles are quantum shielded so traktor guns are facing 3++ or better 55% times. Guess those won't be priority target...
Nobody had any book with scenarios so we took 6 objectives, 3 maelstrom card per simple scenario. I got to pick my side so took one with one objective near deployment zone. Rest were fairly center.
As I had 3 units to teleport and gretchins and he had just 9 drops he got most of his army before I got to real stuff. However realized my first deathskull gretchin blop was in bad spot for lootas if I want to shoot toward the tomb blades that went to my left. Warbikes and trike went to my left, on left were also behind grot screen lootas and mek guns, on right I had basically just death skull boys and in ruin 12 gretchins. His doomsday arks, 2 c'tans and command barge were on my left(which is why my stuff went left figuring those aren't good targets. Hell I won't be even able to charge the doomsday arks ever if he doesn't want to allow me do it...)
I rolled 6 for 1st turn and was dreaming glory of 1st turn(been months since I last went first in 40k....) but he rolled 6 and I failed to seize. Drat. Was dreaming of blasting one tomb blade unit with lootas and 1st turn charging others with bikes+trike...I used prepared position.
Necron 1:
He moved forward with almost everything bar doomsday arks. C'tan powers mortal wounded plenty of stuff. Shooting. Tesla tomb blades had got into range with grots and simply deleted them with something like 37 wounds. Yep yep. 4 wounds to bikes. One doomsday ark fired at traktor gun hitting 5 times. I was saying bye bye's to it but then he rolled 3 1's...Well 2d6 damage vs 6 wounds. 1 and 2. He rerolled 1(and by now was down to 2) and got 4 so dead traktor gun. Other was still alive. Wraiths used strategem to try and charge after advance(down to 1) and failed. Note to self: Prepared position bad idea. Tomb blades ignore cover. So I got 1 save from something to bikes that worked. Expensive save with 2 CP... He scored 2 and got first blood discarding last.
Ork 1:
WAAAAAAGH! Trike and warbikes had jolly easy time moving front of gaus tomb blades. I kicked on dust cloud on trike figuring bikes are very likely to die so want -1 to hit for my HQ. Not much else to move. My plan with da jump was in tatters. Wraiths in my face, grot screen from lootas dead and other gretchin squad too far. Change of plans. Boys move forward into ruin. In magic fist of gork toward trike failed(Drat) and I da jumped gretchins into front of lootas. Mind you in some other times I might have da jumped+more dakka lootas to other side but as I was where I had LOS to the tomb blades with tesla's of "delete unit" with nobody else able to deal with them(2nd floor ruins so couldn't assault ever) it was up to lootas.
Shooting. Holal balla! More dakka for lootas. D3 for shots. 1. Drat. Reroll. 3. That's better! 45 shots hitting on 5+(take that -1 to hit tomb blades) and extra shots on 5+ resulted in whopping 26 hits. Okay that's better than average. This resulted in 8 dead tomb blade. I also forgot deth skull bonus. However I realized I had screwed up as mek gun didn't have LOS to last one. Should have started with it. Shot against wraith binged off. Trike HQ tried to finish that tomb blade but failed but bikes succeeded. That was big. There was 4+ RP providing character nearby so denying reanimation was HUGE. Assault. Bikes into tomb blades and lost 2 more but HQ got into combat safely. Death skull boys charged into wraiths but failed to even kill a 1 with their shooting phase and combat phase combined taking hefty casualties. Trike HQ killed 5 tomb blades and nob one more but my remaining regular bike legged it from morale.
My objectives had been kingslayer, defend 3 which was covered by c'tans, doomsday ark and command barge(discarded this one) and another equally impossible to score. Yep yep.
Down to 1 CP...
Necron 2:
Wraiths fell back and charged back to death skulls vaporizing the squad. Tomb blades got 4 out of 6 dead back. They fell out of combat(damn flying shooters). C'tans keep moving forward and mortal wounds galore. Shooting he had to spend some serious firepower to kill nob from bike squad eventually having to resort to doomsday ark at full strenght(lol). This opened up trike to the tomb blades and I took 6 wounds. Good thing I had super cybork! They then charged with the HQ guy(who was the warlord) but T6 and 5+++ kept me going strong. I dropped HQ to 1 wound(ARGH!). Deathskull nob legged to morale(well like 17 casualties. No wonder)
Ork 2:
Objective cards again useless crap. Only card I could score was kingslayer from last round.
Waaghdom strikes back. One boy mob went left to help trike HQ. Another prepared to charge wraiths. Gorkanaut was issue. Didn't feel either needed it. Couldn't do anything to the doomsday arks except shoot as they were in tall places(taller than 1" from gorkanaut base anyway). So don't come or try heading into c'tans...Aaah what the hell. To transcendant c'tan!
Not much else moving. Magic smited wraiths and tomb blades(why didn't I fist of gork though...). Shooting. 13 lootas(c'tan powers) fired up 3 shots each and blew out the nearest doomsday ark. HAH! Take that. Lootas rock against quantum shield vehicles. Can I take 2?(too bad grot strategem only helps 1). As traktor gun had died during his turn I was pretty much out of shooting except evil suns fired at wraiths binking 4 wounds killing wounded one and another. Gorkanaut shot at transcendant causing 2 wounds. Then charges. Against tomb blades easy peasy. I got 108 attacks and no surprise opponent didn't mind me using dice app. Killed whole bunch but still 3 left...ARGH! Gorkanaut left transcendant down to 2 wounds. Command barge had heroic intervened(should have declared that as target and try to kill it) and all in all took 7 wounds. Trike killed the HQ. I forgot it had 1 wound so didn't split attacks. Should have gone 3-3. This was overkill. Feel no pain again saved wound. twice in a row.
Necron 3:
C'tan and command barge were about to fall back but by now I remembered no fall back and charge with flyers so they stayed and nightbringer floated around. Tomb blades(no RP succeeded now with 5+. Plenty of 4's....). C'tans dropped 3 more lootas. Shooting saw trike HQ STILL survive(4 5+++ in a row). Nightbringer caused 4 hits, needing 5+ to wound caused 4 wounds and 4d6 resulted in 14 wounds. Whoops.
Ork 3:
Running stuff to do. Evil sun boyz and trike HQ finished off tomb blades. My lootas had now nothing to shoot so I opted to da jump them to my right with LOS to the doomsday ark. I had still 1 CP but not enough for more dakka(drat) so only got 8 wounds to the thing. Should probably have shot at the command barge. Evil sun mob shot at the transcendant killing the thing with 2 wounds left and then charged the nightbringer. This combat continued until next round at which point nightbringer died as well. I started to score 2 point objectives.
Necron 4:
Command barge went and charged at lootas. 10 lootas shot 3 shots each AGAIN and got 8 hits but 4++ saved his ass. Ah well.
By then ork 4 would be last turn. He had doomsday ark and command barge. I'm not likely killing either of them anymore. We checked what I could get on my 4th. 2 more objectives leading to 12-10 for necrons. Turns 5-6 would be fairly bloodless(I would hide trike HQ from doomsday ark and he wouldn't likely dare to come for me either) so it would have been on card luck whether I could overtake him.
Lootas great(though I was rolling like god with them), trike HQ awesome, boyz need that teleport to be useful, lootas great. Orks are super CP hungry. Don't use prepared position against army whose main shooting ignores cover anyway.
Photo is after his 1st turn shooting. Note the big hole on my left side front of lootas. That's where 30 grots USED to exists before being vaporized in one go with "point and click delete infantry unit" tomb blades. Yikes. Those shoot scary amount of dakka.
Automatically Appended Next Post: Yey. Found out the box of orks I had bought recently(something like 1000e worth of orks for 380e though buying from UK would reduce discount gain and 2nd stompa was useless...) included 8 lootas. I already had 1 loota in bad moon colours so get box more and I have 13 bad moon loota as well as the 15 death skull ones I have.
===============
Edit: Another list to ponder for the competive tournament.
Evil sun battallion:
trike HQ weirdboy
2x10 grot
29xboys(all choppas, big choppa)
3xdeff dread(skorcha, 3xccw all. Again skorchas are prebuilt)
Also trukk and 10 tank bustas. Which of the klan they would be best at? Thinking death skulls look to be best.
1999 pts
What I feel this one would enjoy would be at least some bikes for trike HQ but guess it can be used for counter punch usage if I don't feel like going all havoc. Also would be nice to have mek guns but well points always run short somewhere. Need some mobile elements for objective grabbing etc so can't drop evil sun boyz or dreadnoughts really.
This message was edited 3 times. Last update was at 2018/11/06 21:29:07
2024 painted/bought: 109/109
2018/11/06 21:25:43
Subject: CODEX ORKS -strategies and tactics in 8th.
gungo wrote: So while building my list I had a question.
Deff dreads allow you to mix and match saws and klaws
Each one gives you an additional attack.
Is there any point to taking more then 1 klaw (15pts)
And just taking 3 saws (10pts) and using the klaw profile for all attacks?
The extra attacks are with the weapon that grants it, so you cant take 1 Klaw and 3 Saws and make 6 Klaw attacks. You could make 3 (base 2 of whatever weapon + 1 for having a klaw) and 3 saws
Thanks answered my question and that’s a good idea to save 30pts.
2018/11/06 21:29:25
Subject: CODEX ORKS -strategies and tactics in 8th.
gungo wrote: So while building my list I had a question.
Deff dreads allow you to mix and match saws and klaws
Each one gives you an additional attack.
Is there any point to taking more then 1 klaw (15pts)
And just taking 3 saws (10pts) and using the klaw profile for all attacks?
The extra attacks are with the weapon that grants it, so you cant take 1 Klaw and 3 Saws and make 6 Klaw attacks. You could make 3 (base 2 of whatever weapon + 1 for having a klaw) and 3 saws
Thanks answered my question and that’s a good idea to save 30pts.
No problem. The exact wording is " Each time the bearer fights, you can make 1 additional attack with each dread klaw (or saw) it is equipped with". So the base 2 attacks can be made with any weapon it has, and any bonus attacks would need to be made with the weapon that grants that additional attack. Im debating between Klaws and Saws myself.
Another discovery from the pile of bought orks. Would this be kill kannon or reqular kannon? And kill kannon wagon which klan...that's the question. Leaning toward deathskulls
2024 painted/bought: 109/109
2018/11/06 22:31:30
Subject: CODEX ORKS -strategies and tactics in 8th.
thats a regular kannon. Killkannons are a bit wider/longer.
Also Gunwagon kinda needs to be Bad Moonz imo. Yeah, it doesnt get the reroll to wound but it gets rerolls on all its dakka, which it has a lot of. Mek Gunz only really fire a few shots, by comparison.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2018/11/06 22:35:33
Subject: CODEX ORKS -strategies and tactics in 8th.
Not sold on other guns for gun wagon. 18 pts for mortar is pricey for BS5+ and ditto for big shootas. Hitting on 5+ isn't that hot. Fun seems to be shooting twice with the vehicle busting kill kannon. Could be wrong though. But the for kill kannon one reroll of anything is fairly identical to the reroll 1's.
But drat. Was hoping there's kill kannon for me.
2024 painted/bought: 109/109
2018/11/06 22:38:40
Subject: CODEX ORKS -strategies and tactics in 8th.
I'm warming to the idea of a full squad of 10 nobz now they are cheaper pt for pt 10 = 20 sluggas its the same wounds but ye getting s5 and a 4+ ... half they attacks though.
Thinking 10, 3 klaws couple of big choppas, 180ish pts. Da jump them turn 1 with evil sunz... should make a dent in a lot of stuff?
Also been toying with painboy ideas. Keep one near ye warboss and with the 1cp strat ye can get 2d3 wounds back a turn which is pretty tastey.
2018/11/06 22:42:16
Subject: CODEX ORKS -strategies and tactics in 8th.
Latro_ wrote: Also been toying with painboy ideas. Keep one near ye warboss and with the 1cp strat ye can get 2d3 wounds back a turn which is pretty tastey.
Issue with that is that warboss are fairly soft. No inv save means those 6 wounds tend to vaporize when enemy looks at them :-/ Painboy seems to suffer from codex as units it would be good tend to be waaay off distance. Very expensive. Best use could be for stuff like lootas(especially if you have 2 squads)
2024 painted/bought: 109/109
2018/11/06 22:44:01
Subject: CODEX ORKS -strategies and tactics in 8th.
2xweirdboy(fist of gork, da jump)
30xboyz(19xshoota, big choppa)
2x30 gretchin
15xlootas
2xtraktor kannon
Out of curosity for the second batt why did you go for Deathskulls over Bad Moons? For the lootas specifically re-rolling 1's synergises nicely with 'more dakka' and if you'd saved an extra command point you could have had another turn of shooting with them at full force (with 'more dakka' still present) mitigating some of the damage you'd recieve turn 2.
Good to hear lootas performing well overall though.
2018/11/06 22:51:20
Subject: CODEX ORKS -strategies and tactics in 8th.
2xweirdboy(fist of gork, da jump)
30xboyz(19xshoota, big choppa)
2x30 gretchin
15xlootas
2xtraktor kannon
Out of curosity for the second batt why did you go for Deathskulls over Bad Moons? For the lootas specifically re-rolling 1's synergises nicely with 'more dakka' and if you'd saved an extra command point you could have had another turn of shooting with them at full force (with 'more dakka' still present) mitigating some of the damage you'd recieve turn 2.
Good to hear lootas performing well overall though.
Main reason: They were already painted deth skulls! That's what you get when you paint your army for fluff and then GW introduces freebie rules that don't even represent fluff so we end up with goffs not really hot on nobs(when goffs are traditionally the ones using more nobs than others...) and lootas, archetypical death skull unit, not really benefitting that much from death skull trait. Though strategem could have been helpful vs vehicles except I ran out of CP's. I'm in for some serious repainting. Meganobz? They are goff colour. Need to be evil sun. 60 stormboyz in goff colour, again time for evil sun. 25 stormboyz in blood axe...I don't even have anyting else for legal blood axe so they need repainting as well! Grumble grumble. At least I hadn't painted any choppa&slugga bad moons. I feel pity for those(and I know there are bad moon players with choppa&slugga boys...)
Though if you are thinking of shooting again with show off...Problem then was that they actually had very little in sight! The super fast necrons were so that there was no way real way for me to keep them safe AND have good LOS. I could have got better LOS situation with da jump but that would have put them into more dangerous spot.
So basically for 2nd round I could have shot...That lone tomb blade survivor and...that's about it. MAYBE the doomsday ark they blew up when it moved closer but that didn't do that much damage(think it took out the traktor kannon) so it wouldn't have been that big of a deal. For reducing damage I would have needed to be able to shoot at the 2nd tomb blade squad but that was safely out of LOS from loota squad.
But main issue: Death skull colours. I will however get loota squad with bad moon colours so I can use either one or both. Will be at 13 strong for a while but...This time I didn't a) know I had those unpainted lootas yet b) haven't bought yet box of lootas c) wanted to keep unpainted to that trike HQ.
This message was edited 2 times. Last update was at 2018/11/06 22:55:31
2024 painted/bought: 109/109
2018/11/07 00:20:17
Subject: CODEX ORKS -strategies and tactics in 8th.
Coh Magnussen wrote: Is it just me or is the battlescribe file missing some characters, like snikrot and grotsnik?
You probably have the wrong Kultur. Battlescribe automatically assumes you're making a legal matched play detachment that benefits from a Kultur. If you set the Kultur to one that doesn't match the Named Characters one it hides it. To show all characters you need to set it to the correct Kultur.
As usual the authors forgot that you can take them or not take a Kultur. I'll make a mention of it again on their github. To their credit they fixed the problem for CSM when I brought it up so lets hope they do the same for Orks.
Edit: It's already been fixed. Make sure your Orks file is at v29 or higher.
This message was edited 4 times. Last update was at 2018/11/07 00:32:40
2018/11/07 00:43:12
Subject: CODEX ORKS -strategies and tactics in 8th.