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Made in us
Dakka Veteran




Invul wrote:
Wait wait wait, choppa nobz is legal? 5-attack dudes for 14 points?


As written, yes; that appears to be the case.

Intentional? Hard to say - we'll have to wait for the FAQ to know for sure.
   
Made in us
Waaagh! Warbiker





fe40k wrote:
Invul wrote:
Wait wait wait, choppa nobz is legal? 5-attack dudes for 14 points?


As written, yes; that appears to be the case.

Intentional? Hard to say - we'll have to wait for the FAQ to know for sure.

I don’t see why not SMs can do with vets
   
Made in au
Ork Boy Hangin' off a Trukk





Anyone experimented with Killa Kans yet? I'm playing a game tomorrow and it'll have a mob of 6 kans + banner nob + deffkilla wartrike. The kans all have big shootas and buzzsaws. I've got a weirdboy with warpath to buff their number of attacks to a total of 6. I'm half expecting the kans to trip over themselves, I've even modelled them like that, but I am hoping that I'll have an excuse to run them on the table again.

fe40k wrote:
Invul wrote:
Wait wait wait, choppa nobz is legal? 5-attack dudes for 14 points?


As written, yes; that appears to be the case.

Intentional? Hard to say - we'll have to wait for the FAQ to know for sure.


I think it's intentional, I feel like if they didn't want you doing that they'd specify that they must be different. I had a look at the space marine codex and they had a few similarly worded wargear choices, when I looked up the FAQ they didn't specify they must be different.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in au
Fresh-Faced New User




My head is still swimming with this dex and I can't wait to build an army I'm just having so much trouble putting together a list, so far I have

Deathskulls:
Big mek with SAG
Weirdboy

3x10 gretchin

10x tankbustas in a BW

Gorkanaut on tellyporta

3x Traktor
3x Smasha

Dakkajet

EvilSunz

Wartrike

3x Scrapjets

3x Deff Dreads on tellyporta

I'm just worried I don't have enough anti-infantry dakka, I think I'm ok with anti-vehicle though. Trying to make a fun list with a bunch of units and models that I like but can still hold its own.
   
Made in us
Longtime Dakkanaut




Is anyone else running into the problem that our units are kind of crap without CP? I Feel like I am forced to take grotz to fill out a brigade or a 2nd/3rd battalion in order to get the CP i need to make my army decent.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Regular Dakkanaut





For my Balloon Brigade, I'm thinking stormboyz, deffkoptas, and a chinork or two, but what should I put in the chinork?
   
Made in us
Battlewagon Driver with Charged Engine





tneva82 wrote:
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.
How were lootas hitting on 5s against -1 to hit? Or were you shooting at something else?


Automatically Appended Next Post:
fe40k wrote:
Invul wrote:
Wait wait wait, choppa nobz is legal? 5-attack dudes for 14 points?


As written, yes; that appears to be the case.

Intentional? Hard to say - we'll have to wait for the FAQ to know for sure.
We don't know that the choppa +1 attack stacks with itself yet...I'd wait for the FAQ personally before playing it on people you like.

This message was edited 1 time. Last update was at 2018/11/07 03:11:09


 
   
Made in us
Longtime Dakkanaut




Oklahoma City

What are y’all equipping pk nobs with? BattleScribe showing they can take a pk and Choppa so they would do base attacks with PK and +1 attack with Choppa (or could do vice versa if he wanted?)

Was thinking of doing some double power stabbas as well? Mainly cuz it would look neat.

Shame about all the nobs I have with Kustom shootas, Except proxy or modify them. I could run index ones I suppose

http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Longtime Dakkanaut




Again I suggest if anyone wants our faq to be anywhere near decent send feedback too. 40KFAQ@gwplc.com

I’m going to touch on a few topics
Usually points are out on these FAQs but I’m going to address the stompa.
Kommando nob I want the big choppa option as the kommando upgrade sprue from fw has the option.
Goff warlord trait is just flat out worse then generic trait.
Mobile fortress doesn’t have the index faq yet...intentional?
Are nobs allowed to have 2 choppas? And do the additional hits they provide stack
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I think the Stompa would be well priced if it came with a 4++, like
some other LoWs.
   
Made in gb
Norn Queen






 JimOnMars wrote:
We don't know that the choppa +1 attack stacks with itself yet...I'd wait for the FAQ personally before playing it on people you like.
Yes, we do. In addition to being RaW, it was FAQed for Chainswords that have the exact same rule to do so.

Honestly I will never understand this mentality of "I don't like what the rules say therefore if you play by the rules you're a bad person."

2xChoppa Nobz are not even that good to be quite honest. Boyz are always a better option and Skarboyz make Nobz so hilariously redundant it's not even funny.
skyfi wrote:
What are y’all equipping pk nobs with? BattleScribe showing they can take a pk and Choppa so they would do base attacks with PK and +1 attack with Choppa (or could do vice versa if he wanted?
You can do all base attacks with either the PK or Choppa split as you like, plus one bonus one with the Choppa.


Automatically Appended Next Post:
SemperMortis wrote:
Is anyone else running into the problem that our units are kind of crap without CP? I Feel like I am forced to take grotz to fill out a brigade or a 2nd/3rd battalion in order to get the CP i need to make my army decent.
Welcome to 8th edition. It's no different for anyone else so why should it be different for Orks.

Keep in mind you have to rely on Index Big Meks if you want to get the cheapest battalion, otherwise slapping in two Weirdboyz is your next best bet (and you'll want 2 Weirdboyz anyway as they are by far the least bad HQ).

This message was edited 3 times. Last update was at 2018/11/07 03:46:14


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Here's a silly thought.

Kommandos are better played as Evil Suns. They deep strike in an +1" on the charge is way more important than leave combat and charge.
Warbikers are better played as Blood Axes. They are a shooty unit that has durability problems (Cover helps that), and being able to leave combat and still shoot or charge is a big deal for a unit like them, lots of situations where that would come up.
   
Made in us
Nasty Nob





United States

tag8833 wrote:
Here's a silly thought.

Kommandos are better played as Evil Suns. They deep strike in an +1" on the charge is way more important than leave combat and charge.
Warbikers are better played as Blood Axes. They are a shooty unit that has durability problems (Cover helps that), and being able to leave combat and still shoot or charge is a big deal for a unit like them, lots of situations where that would come up.


The cover only workz at 18 inches though right? like the same range as their guns?

EDIT; I just feel like that sets you up for enemies to move in and fire away

This message was edited 1 time. Last update was at 2018/11/07 04:38:39


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. 
   
Made in us
Longtime Dakkanaut




The cover tactic should really be 12in or more if it was going to be anything. 18in is just so restrictive
   
Made in ru
!!Goffik Rocker!!






If you want extra durability, go for snakebite boar riders. I mean warbikers. But you'll still use boar riders, i'm sure.

This message was edited 1 time. Last update was at 2018/11/07 05:27:45


 
   
Made in us
Discriminating Deathmark Assassin






Looking at converting an Orruk Megaboss into a Warboss. He already has a huge axe, so I'd prefer to use that rather than try to give him a klaw. How viable is Headwoppa's Killchoppa compared to Da Killa Klaw? Worth using?
Also, suggestions on his other arm since I can build more or less any weapon to go there? Kombi-skorcha, since he's planning on getting into gits' faces anyway? Kustom Shoota to save on points since he's mostly melee anyway?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

The Cover Tactics would work well for Lootas, Flash Gitz, and other long-range Boyz, but I agree that it just isn't worth bothering with when you got so many other great options. Maybe if you wanna dedicate a Detachment just for your Lootas and Gitz, it might be fine. But I think you'd be happier just screening them with Grots and going with Bad Moonz for the +1 to Hit.
   
Made in ru
!!Goffik Rocker!!






Flash gitz can't have anything other than freeboota tactics.
   
Made in ca
Waaagh! Warbiker





 JimOnMars wrote:
tneva82 wrote:
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.
How were lootas hitting on 5s against -1 to hit? Or were you shooting at something else?


Automatically Appended Next Post:
fe40k wrote:
Invul wrote:
Wait wait wait, choppa nobz is legal? 5-attack dudes for 14 points?


As written, yes; that appears to be the case.

Intentional? Hard to say - we'll have to wait for the FAQ to know for sure.
We don't know that the choppa +1 attack stacks with itself yet...I'd wait for the FAQ personally before playing it on people you like.


Dakka Dakka Dakka states that you always hit on 6s and 6s generate additional shots. More Dakka makes Dakka Dakka Dakka proc on 5s and 6s thus you always hit on 5s.
   
Made in us
Krazed Killa Kan






State of Jefferson

gungo wrote:
Again I suggest if anyone wants our faq to be anywhere near decent send feedback too. 40KFAQ@gwplc.com
.
Goff warlord trait is just flat out worse then generic trait.



Thanks for doing that, but please use the word "than" instead of "then". They are writers and will be grammar sticklers. They will ignore everything you say if you stomp on their craft. Not trying to be rude. Just trying to help you help me with our codex.
   
Made in us
Battlewagon Driver with Charged Engine





 Dr.Duck wrote:
Dakka Dakka Dakka states that you always hit on 6s and 6s generate additional shots. More Dakka makes Dakka Dakka Dakka proc on 5s and 6s thus you always hit on 5s.
Sweet...missed that. I thought it was just exploding 5s.

Best use (as always) is on tankbustas, shooting planes.

ETA: Wow. 18 Tankbustas with DDD5 get 15.55 hits against vehicles. That's about BS 1-5/6 +.

Never thought orks could ever get better than 2+ shooting. Not counting the squiggs.

Has anyone done the mathhammer on 15 tankbustas with 6 squiggs, with DDD5, shoot again and extra stikkbombs, all against T8 Vehicles? I think we are erasing multiple knights with this one.

Challenge: What is the most absurd 2000 point list possible with brigades of grots and hyper-shooting TBs?

This message was edited 1 time. Last update was at 2018/11/07 06:16:33


 
   
Made in fi
Locked in the Tower of Amareo





 JimOnMars wrote:
tneva82 wrote:
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.
How were lootas hitting on 5s against -1 to hit? Or were you shooting at something else?


More dakka. Unmodified 5+ to hit. Bit pricey with 2CP but more than doubling firepower vs -1 to hit.

We don't know that the choppa +1 attack stacks with itself yet...I'd wait for the FAQ personally before playing it on people you like.


It's pronounced same as chainsword which is clarified in FAQ yes you get +2 attacks.


Automatically Appended Next Post:
SemperMortis wrote:
Is anyone else running into the problem that our units are kind of crap without CP? I Feel like I am forced to take grotz to fill out a brigade or a 2nd/3rd battalion in order to get the CP i need to make my army decent.


Welcome to 8th edition. And yes grots are basically mandatory. Good thing they have always been good and now they even got boosted in more than 1 ways so it's not that bad to have to take them.


Automatically Appended Next Post:
 Rismonite wrote:
tag8833 wrote:
Here's a silly thought.

Kommandos are better played as Evil Suns. They deep strike in an +1" on the charge is way more important than leave combat and charge.
Warbikers are better played as Blood Axes. They are a shooty unit that has durability problems (Cover helps that), and being able to leave combat and still shoot or charge is a big deal for a unit like them, lots of situations where that would come up.


The cover only workz at 18 inches though right? like the same range as their guns?

EDIT; I just feel like that sets you up for enemies to move in and fire away


It would be biggest help for 1st turn I guess. Though prepared position can do that for whole army.


Automatically Appended Next Post:
 doktor_g wrote:
gungo wrote:
Again I suggest if anyone wants our faq to be anywhere near decent send feedback too. 40KFAQ@gwplc.com
.
Goff warlord trait is just flat out worse then generic trait.



Thanks for doing that, but please use the word "than" instead of "then". They are writers and will be grammar sticklers. They will ignore everything you say if you stomp on their craft. Not trying to be rude. Just trying to help you help me with our codex.


They better not to do that seeing GW has least moral authority about grammar seeing how incompetent writers they are!

This message was edited 3 times. Last update was at 2018/11/07 06:26:05


2024 painted/bought: 109/109 
   
Made in ca
Waaagh! Warbiker





 JimOnMars wrote:
 Dr.Duck wrote:
Dakka Dakka Dakka states that you always hit on 6s and 6s generate additional shots. More Dakka makes Dakka Dakka Dakka proc on 5s and 6s thus you always hit on 5s.
Sweet...missed that. I thought it was just exploding 5s.

Best use (as always) is on tankbustas, shooting planes.

ETA: Wow. 18 Tankbustas with DDD5 get 15.55 hits against vehicles. That's about BS 1-5/6 +.

Never thought orks could ever get better than 2+ shooting. Not counting the squiggs.

Has anyone done the mathhammer on 15 tankbustas with 6 squiggs, with DDD5, shoot again and extra stikkbombs, all against T8 Vehicles? I think we are erasing multiple knights with this one.

Challenge: What is the most absurd 2000 point list possible with brigades of grots and hyper-shooting TBs?



Thinking bout it more is getting me hard hnnnngh.....
If I do end up running a grottaion I might have to make it bad moons so I can fit a single unit of 15 bustas taht I can port in.More Dakka with Show Offs might drop two full knights in a single turn. sure its a 6Cp investment but holy crap who can boast that kinda damage.

CITIES DROP AROUND THESE MUTHAS
   
Made in fi
Locked in the Tower of Amareo





Heh. Local game groups reserve player is considering challenging me one day with his Tzeentch flying circuit with tzaangors by bucketloads and Magnus. Thing is he's normally reserve player and I have time limit so we usually cannot play but if I one day specially take car or someone else is willing to take reserve player we could play. Thing is I was calculating odds of killing Magnus.

So. 15 lootas, bad moon, more dakka, show off. If it has 4++ inv save(I think Magnus could buff to 3++ or was it -1 to hit(which we ignore)? But I think he needed first turn for that) it's basically 3.8888888 wounds per shot so with showoff anywhere from 7.77 to 23.33(kill!). 5 would give you averaging 19.44 so while not automatic it's not outside realm of possibility(and of course it will be in practice 18/20 wounds so it will be basically on one 4++ will he die or not)

With 3++ it would be 2.59 per one shot(as in d3 shots is 1) so with 3 shots for both rounds 15.55 average. Not enough to kill but close.

With tank bustas it's just 5.18 per round with 3++ or 7.77 with 4++ so very unlikely to kill it.

But still. Even possibility of one shotting Magnus is fun


Automatically Appended Next Post:
 Dr.Duck wrote:
Thinking bout it more is getting me hard hnnnngh.....
If I do end up running a grottaion I might have to make it bad moons so I can fit a single unit of 15 bustas taht I can port in.More Dakka with Show Offs might drop two full knights in a single turn. sure its a 6Cp investment but holy crap who can boast that kinda damage.

CITIES DROP AROUND THESE MUTHAS


Very unlikely to cause 2 knights in single turn. 15 more dakka tank bustas=11.11 hits which results in 5.55 wounds and if opponent is kind enough to not use RIS 3.7 so 8-12 damage per round. So you in average do 22 damage though the way flat damages work you will likely end up with knight with 4 wounds or dead.

Still pretty nice result.

Oh and 5CP. Show off=3, more dakka=2

This message was edited 1 time. Last update was at 2018/11/07 06:51:28


2024 painted/bought: 109/109 
   
Made in ca
Waaagh! Warbiker





tneva82 wrote:



Automatically Appended Next Post:
 Dr.Duck wrote:
Thinking bout it more is getting me hard hnnnngh.....
If I do end up running a grottaion I might have to make it bad moons so I can fit a single unit of 15 bustas taht I can port in.More Dakka with Show Offs might drop two full knights in a single turn. sure its a 6Cp investment but holy crap who can boast that kinda damage.

CITIES DROP AROUND THESE MUTHAS


Very unlikely to cause 2 knights in single turn. 15 more dakka tank bustas=11.11 hits which results in 5.55 wounds and if opponent is kind enough to not use RIS 3.7 so 8-12 damage per round. So you in average do 22 damage though the way flat damages work you will likely end up with knight with 4 wounds or dead.

Still pretty nice result.

Oh and 5CP. Show off=3, more dakka=2


Show off is 2 and Dakka is another 2 I think. I was porting them in to facilitate the alpha, so 6 total. You get tons more damage if you can get them withing nade range which is the puzzle. How do you deliver 15 bustas within 6", surely no one is gonna allow that. Easiest way is to port them in. Another potential plan is to tie up as much as possilbe in charges T1 to facilitate the nades T2.

This message was edited 1 time. Last update was at 2018/11/07 06:56:48


 
   
Made in fi
Locked in the Tower of Amareo





 Dr.Duck wrote:
Show off is 2 and Dakka is another 2 I think. I was porting them in to facilitate the alpha. You get tons more damage if you can get them withing nade range which is the puzzle. How do you deliver 15 bustas within 6", surely no one is gonna allow that. Easiest way is to port them in. Another potential plan is to tie up as much as possilbe in charges T1 to facilitate the nades T2.


Da Jump.

Good thing GW didn't touch that spell. Too bad it can be only cast once per turn! If I could would have 3 weirdboys casting it!

2024 painted/bought: 109/109 
   
Made in ca
Waaagh! Warbiker





tneva82 wrote:
 Dr.Duck wrote:
Show off is 2 and Dakka is another 2 I think. I was porting them in to facilitate the alpha. You get tons more damage if you can get them withing nade range which is the puzzle. How do you deliver 15 bustas within 6", surely no one is gonna allow that. Easiest way is to port them in. Another potential plan is to tie up as much as possilbe in charges T1 to facilitate the nades T2.


Da Jump.

Good thing GW didn't touch that spell. Too bad it can be only cast once per turn! If I could would have 3 weirdboys casting it!


But I cant Jump within 6 to be able to throw nades, same problem as Port.

I NEED TO LIVE THE DREAM

This message was edited 1 time. Last update was at 2018/11/07 07:01:41


 
   
Made in fi
Locked in the Tower of Amareo





 Dr.Duck wrote:
tneva82 wrote:
 Dr.Duck wrote:
Show off is 2 and Dakka is another 2 I think. I was porting them in to facilitate the alpha. You get tons more damage if you can get them withing nade range which is the puzzle. How do you deliver 15 bustas within 6", surely no one is gonna allow that. Easiest way is to port them in. Another potential plan is to tie up as much as possilbe in charges T1 to facilitate the nades T2.


Da Jump.

Good thing GW didn't touch that spell. Too bad it can be only cast once per turn! If I could would have 3 weirdboys casting it!


But I cant Jump within 6 to be able to throw nades, same problem as Port.

I NEED TO LIVE THE DREAM


Aa right for tank busta bombs. I was thinking just rokkits. Well then best bet is swarm with battlewagon(maybe multiple units) and hope for best

2024 painted/bought: 109/109 
   
Made in ca
Waaagh! Warbiker





tneva82 wrote:
 Dr.Duck wrote:
tneva82 wrote:
 Dr.Duck wrote:
Show off is 2 and Dakka is another 2 I think. I was porting them in to facilitate the alpha. You get tons more damage if you can get them withing nade range which is the puzzle. How do you deliver 15 bustas within 6", surely no one is gonna allow that. Easiest way is to port them in. Another potential plan is to tie up as much as possilbe in charges T1 to facilitate the nades T2.


Da Jump.

Good thing GW didn't touch that spell. Too bad it can be only cast once per turn! If I could would have 3 weirdboys casting it!


But I cant Jump within 6 to be able to throw nades, same problem as Port.

I NEED TO LIVE THE DREAM


Aa right for tank busta bombs. I was thinking just rokkits. Well then best bet is swarm with battlewagon(maybe multiple units) and hope for best


Ya just dropping 1 knight is not gonna be good enough.

Deployment: Hide Bustas
T1: Jump Bustas and flood enemy deployment
T2: Profit.
   
Made in ru
!!Goffik Rocker!!






So, do you guyz feel it's time to start painting the usefullness colors for orks? A lot more things have gone up the spectre.

'Ere we go. Stuff that i've tried allready.

Green:
Boyz. Still green. Still mean. Still needed for footslogging lists and still questionable for mech. They've become more expensive which is noticeable when you spam them. However, clan traits and strategems have made them, at very least, not worse than before. Though, the numbers of boyz will definitely go down in an average ork list.

Grots. Orks are super cp thirsty now. And what better way do we have of getting cp other than spamming grots? They still do nothing in terms of killing stuff but this cp are invaluable. The grot shield strategem is also a game changer. And besides, with the nerf to grot crews you'll need more backfield scoring and deepstrike denial. Another plus for grots.

Meganobz. Now that's a huge comeback from red to green. 35 pts for a basic meganob. Access to deepstrike. Able to go up to 72% success rate when making a charge out of deepstrike with Evil Sunz clan trait. Boom. Top tier unit right there. Drop 10 manz in your opponent's face. Fight twice. Dead stuff all around. Statystically killing a knight outright. All for 350 pts and...5cp. Yeah, remember we told you about needing a lot of grots? Besides those grots can 'look out boss' the wounds away from the manz if the stars are right.

Wierdboy. Our go-to hq unit. The cheapest. Always useful. Oh-so fragile. But you need them. All the existing powers have gotten a buff to range wgich is very nice. And we got one extra good power to buff our bosses with +2 attacks and strength. This combo is brutal with the relic warboss. Other new powers are questionable. -1 ld for stuff around...hard to think of situations when it's worth the effort over smite. A horde smasher power is also super situational.

Warboss. Still green despite going up in price. Not as spammable though. But relics and a wierdboy buff make them super killy. A relik klaw warboss with a wierdboy buff and fight twice/fight after death strategem will have decent odds of bringing down an unharmed knight. If this guy is your warlord with +1 damage or +1 attack+str, the knight should better hide. All for 78 pts(min). Who else can do it. Though a non-relik non-buffed boss has become a bit worse with a price hike. But the relik + buffed option is so killy, you can forgive his less lucky cousin.

Index bikerboss. Still green. Has become even better with the reliks.

Tankbustas. Great if you run them as bad moonz with a shoot twice strategem. This, however, will require an extra detachment most of the time. Good news is bad moon relik is nice. Now you can hide tankbustas in deepstrike if you don't want them t1. Don't be cheap and give them at least a trukk though. Tankbustas are really expensive. And you want to shoot at least a couple turns to make their points back. Or use grot shield strategem. Or better both.

Teal:
Smasha gunz. Relatively killy. Not super fragile. Lost grot crew as a separate unit. The gun's still good but not as good as kmk used to be in the index.

Trukk. Cheaper now. Can be used as a gun platform for bustas and stuff.Has a sittuational use tying things up and dealing mw with ramming speed strategem. Though, a wagon is much better at it. You never know, though.

Yellow:
Deffkoptas. Have gone from red to yellow. They're still not amazing but not bad to have to score and probably even tie things up. 40 pts for a tl bigshoota one is probably still a bit too much but it's much better than what they used to be. Lost the bombs though (correct me if i'm wrong). Can be used to fill up fast attack slots. Besides, everyone has at least a couple blackreach koptas someehere on the shelf.

Lil meks. Have become more expensive and lost a bunch of options. But you can still run them with a kmb cause they had access to it in index. Deffskullz for extra killiness. Can still be nice to score the backfield, fill up detachments or even be used as a relatively reliable lazcannon if run as deff skullz.

This message was edited 3 times. Last update was at 2018/11/07 07:41:55


 
   
 
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