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![[Post New]](/s/i/i.gif) 2018/11/07 18:52:50
Subject: CODEX ORKS -strategies and tactics in 8th.
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Big Mek in Kustom Dragster with Soopa-Gun
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Dragsta is probably my favorite aesthetically so the fact that it isnt Squigbuggy level of trash pleases me on its own.
Im torn between getting more of them or just kitbashing some Delorkeans Back To The Future meets Mad Max style
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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) 2018/11/07 18:56:01
Subject: CODEX ORKS -strategies and tactics in 8th.
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Waaagh! Warbiker
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I’m curious why y’all like the Scrapjet over the dragster.
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![[Post New]](/s/i/i.gif) 2018/11/07 18:59:00
Subject: CODEX ORKS -strategies and tactics in 8th.
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Dakka Veteran
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Dr.Duck wrote:I’m curious why y’all like the Scrapjet over the dragster.
It doesn't require you to buy a 150 dollar box to get one?
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![[Post New]](/s/i/i.gif) 2018/11/07 19:02:27
Subject: CODEX ORKS -strategies and tactics in 8th.
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Battlewagon Driver with Charged Engine
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I like both (as datasheets, haven't had time to run either yet)
The megatrakk is a bit weird though, do you want in CC if you're not sure it kills its target? The CC (and mortal wounds) are good additions, but surely the shooting is where its at?
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![[Post New]](/s/i/i.gif) 2018/11/07 19:04:21
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
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Stabbin' Skarboy
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Im going a team event in Feb 2019 and ive decided to crack my orkz back out. This is a rough list im going for, im on the fence with warbikers atm. I keep adding them and then taking them out of the army list. Im going full mad max/speed waaagh! with this one.
Its and ETC event that allows index options and this is what i have come up with, the glaring weaknesses i see are ruin campers as i have no way to assault them at all. My main goal is to use my speed and mass str 8 shooting to punch a hole through a flank or key unit of my opponent. The 4 Deathskulls SJDs are there to chip away at vehicles and monsters whilst i Da Jump turn 1 15 tankbustas and pop moar dakka and showin off, dividing the shoots where needed between wounded vehicles to ensure killing blows.
The 3 big trakks are my anti infantry element, yes they wont kill hordes of infantry but they wil damage MEQs and other heavy infantry. I made this choice mainly because of the prepared posistions strategem, guardsmen will be on a 4+ save vs the AP - of the warbikers so i think i prefer negating any over benefits armies will get.
The 3 traktor kannons are there to threaten anything with fly and plink wounds off ready for the busta barrage. Grots do what grots do, and zhadsnark and the biker boss with relic klaw will go make friends as soon as possible with any target i want dead. With it having joint Maelstrom and Eternal War missions i think i have the speed to go grab objectives and control board space. My worries is survivability.....
Tell me your thoughts guys!!!  im currently over the 2k limited so i need some help!!!
++ Evil Sunz Spearhead Detachment 738pts ++
+ HQ +
Zhadsnark Da Rippa with 2 big shootas, slugga, stikkbombs and Da Pain Klaw
Warboss on Warbike with dakkaguns, powerklaw, attack squig, and stikkbombs
+ Heavy Support +
Big Trakk with supa-skorcha and 2 big shootas
Big Trakk with supa-skorcha and 2 big shootas
Big Trakk with supa-skorcha and 2 big shootas
++ Deathskulls Outrider Detachment 677pts ++
+ HQ +
Weirdboy with weirdboy staff
+ Fast Attack +
2 Shokkjump Dragstas with kustom shokk rifles, rokkit launchas and sawblades
Shokkjump Dragsta with kustom shokk rifle 0pts, rokkit launcha and sawblades
Shokkjump Dragsta with kustom shokk rifle 0pts, rokkit launcha and sawblades
+ Heavy Support +
3 Mek Gunz with traktor kannons
++ Badmoons Battalion Detachment 671pts ++
+ HQ +
Bigmek on Warbike with 2 dakkaguns, shoota, choppa, stikkbombs and kustom force field
Weirdboy with weirdboy staff
+ Troops +
10 Gretchin with grot blastas
10 Gretchin with grot blastas
10 Gretchin with grot blastas
+ Elites +
15 Tankbustas with rokkit launchas and 15 tankbusta bombs
+ Flyers +
Wazbom Blastajet with 2 wazbom mega-kannons, smasha gun and 2 supa shootas
Total 2083pts Command Points 10
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This message was edited 1 time. Last update was at 2018/11/07 19:10:58
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2018/11/07 19:05:41
Subject: CODEX ORKS -strategies and tactics in 8th.
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Big Mek in Kustom Dragster with Soopa-Gun
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eh theres no way thats going to stay that way. Its not an "Easy Assemble" model and those are the ones that never get their own box. I'd be surprised to see the Boosta/Dragsta remain in that box forever. I prefer the Scrapjet over the Dragsta because its 10pts less, 1 more wound, and has 2D3 +1 Rokkits (the +1 being the Vehicle +1 to hit otherwise -1 to hit rokkit). 12 Bigshoota shots isnt exactly bad either (i swear this is a datasheet mixup, wheres the 2nd twinbigshoota?) Dragsta is way more accurate with its 2 KustumMega shots but its only 2, and we all know how D6 damage works (rolls a 6 against you, but you roll a 1-2). Dragsta is literally only firing 3 shots for 120pts Scrapjet also can melee better, being S8 vs S7, AP-2 vs AP-1, D3D vs 1D, and the whole Spiked Ram thing. Shokk Tunnel is technically kinda pointless though its a hilarious ability. Its fast enough to not need it.
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This message was edited 2 times. Last update was at 2018/11/07 19:07:50
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) 2018/11/07 19:05:50
Subject: CODEX ORKS -strategies and tactics in 8th.
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Waaagh! Warbiker
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PiñaColada wrote:I like both (as datasheets, haven't had time to run either yet)
The megatrakk is a bit weird though, do you want in CC if you're not sure it kills its target? The CC (and mortal wounds) are good additions, but surely the shooting is where its at?
Ya like I’m really on the fence on which to pick up more of. The dragster is much more reliable but the scrap has a lot of shots/Attacks. Will definitely need to play test but was hoping someone else had some sound reasoning
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![[Post New]](/s/i/i.gif) 2018/11/07 19:10:11
Subject: CODEX ORKS -strategies and tactics in 8th.
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Battlewagon Driver with Charged Engine
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Vineheart01 wrote:eh theres no way thats going to stay that way. Its not an "Easy Assemble" model and those are the ones that never get their own box. I'd be surprised to see the Boosta/Dragsta remain in that box forever.
I prefer the Scrapjet over the Dragsta because its 10pts less, 1 more wound, and has 2D3 +1 Rokkits (the +1 being the Vehicle +1 to hit otherwise -1 to hit rokkit). 12 Bigshoota shots isnt exactly bad either (i swear this is a datasheet mixup, wheres the 2nd twinbigshoota?)
Dragsta is way more accurate with its 2 KustumMega shots but its only 2, and we all know how D6 damage works (rolls a 6 against you, but you roll a 1-2). Dragsta is literally only firing 3 shots for 120pts
Scrapjet also can melee better, being S8 vs S7, AP-2 vs AP-1, D3D vs 1D, and the whole Spiked Ram thing.
Shokk Tunnel is technically kinda pointless though its a hilarious ability. Its fast enough to not need it.
It's not a mistake. It has a twin big shoota in the front and a twin big shoota in the back. Check out the 360 degree image GW product page
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![[Post New]](/s/i/i.gif) 2018/11/07 19:12:07
Subject: CODEX ORKS -strategies and tactics in 8th.
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Waaagh! Ork Warboss
Italy
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Vineheart01 wrote:
Wagon with 'Ard Case would be noticably durable, but except the Bonebreaka nobody uses 'Ardcase because you cant shoot now with the passengers. And if were comparing BW to Trukk, were talking transporting dakkateams not melee teams.
I disagree as I think there's no reason at all to bring T7 BWs. They can be good with 'ard case if they carry 19 boyz and a character or 20 skarboyz.
I want to play lists with units embarked and I need to carry 2-3 HQs since I don't use the index anymore and I don't like the deffkilla stats. Even if I could use the index biker characters are not cheap, only the boss could be and with 3 T8 transports the KFF is not needed. 1 Bonebreaka with 10 nobz or even 10 boyz plus 2 BWs with 19 boyz plus a character each seems to work for goffs. 3x bonebreakas are also good but then you need some serious anti infantry tool if you want your rollas to hit something valuable. But no one has more than 10 stock nobz and 10-12 boyz are too weak. We don't have efficient ranged anti tank. So, T8 BWs with 20 boyz are something because those 15-20 more bodies could matter.
It's the T7 version that shouldn't be brought to battle at all because it's not significantly more tough than a trukk and filling it with shooters means putting all the eggs in the same basket which is always wrong. Automatically Appended Next Post: Vineheart01 wrote:eh theres no way thats going to stay that way. Its not an "Easy Assemble" model and those are the ones that never get their own box. I'd be surprised to see the Boosta/Dragsta remain in that box forever.
I prefer the Scrapjet over the Dragsta because its 10pts less, 1 more wound, and has 2D3 +1 Rokkits (the +1 being the Vehicle +1 to hit otherwise -1 to hit rokkit). 12 Bigshoota shots isnt exactly bad either (i swear this is a datasheet mixup, wheres the 2nd twinbigshoota?)
Dragsta is way more accurate with its 2 KustumMega shots but its only 2, and we all know how D6 damage works (rolls a 6 against you, but you roll a 1-2). Dragsta is literally only firing 3 shots for 120pts
Scrapjet also can melee better, being S8 vs S7, AP-2 vs AP-1, D3D vs 1D, and the whole Spiked Ram thing.
Shokk Tunnel is technically kinda pointless though its a hilarious ability. Its fast enough to not need it.
Scrapjets are by fare the most effective choice among the new buggies.
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This message was edited 1 time. Last update was at 2018/11/07 19:14:11
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![[Post New]](/s/i/i.gif) 2018/11/07 19:15:57
Subject: CODEX ORKS -strategies and tactics in 8th.
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Stabbin' Skarboy
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Vineheart01 wrote:eh theres no way thats going to stay that way. Its not an "Easy Assemble" model and those are the ones that never get their own box. I'd be surprised to see the Boosta/Dragsta remain in that box forever.
I prefer the Scrapjet over the Dragsta because its 10pts less, 1 more wound, and has 2D3 +1 Rokkits (the +1 being the Vehicle +1 to hit otherwise -1 to hit rokkit). 12 Bigshoota shots isnt exactly bad either (i swear this is a datasheet mixup, wheres the 2nd twinbigshoota?)
Dragsta is way more accurate with its 2 KustumMega shots but its only 2, and we all know how D6 damage works (rolls a 6 against you, but you roll a 1-2). Dragsta is literally only firing 3 shots for 120pts
Scrapjet also can melee better, being S8 vs S7, AP-2 vs AP-1, D3D vs 1D, and the whole Spiked Ram thing.
Shokk Tunnel is technically kinda pointless though its a hilarious ability. Its fast enough to not need it.
2nd twin is on the rear of the model, it has a grot shooting it but doesnt have the grots bs for some reason
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2018/11/07 19:19:14
Subject: CODEX ORKS -strategies and tactics in 8th.
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Big Mek in Kustom Dragster with Soopa-Gun
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tbh i completely forgot about that grot back there.
Yeah, that is weird, no grot bonus to hit.
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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) 2018/11/07 19:43:07
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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You need to drop 83 points
Take 3 scrapjets instead of dragsta (+30)
Drop powerklaw (unless ur taking relic klaw) on bike boss take BC and relic BC...(+8)
Make weirdboy a warphead it’s more points effcient
Unless you know ur facing heavy amount of flyers take 2x smasha guns 1x tractor. (14x2=+28)
Drop 2x tankbustas and take 2x bomb squigs (7x2=+14)
You are now at 2003 points
You got to play with it. Something like that...
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This message was edited 2 times. Last update was at 2018/11/07 19:47:56
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![[Post New]](/s/i/i.gif) 2018/11/07 19:45:05
Subject: CODEX ORKS -strategies and tactics in 8th.
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Foxy Wildborne
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Don't forget how much Dragsta benefits from Deffskull kultur tho. Two plasma shots on 3+ that will re-roll the inevitable 1 to hit, the inevitable 1 to wound and the 1 for damage. That's good dakka.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2018/11/07 19:50:15
Subject: CODEX ORKS -strategies and tactics in 8th.
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Regular Dakkanaut
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Don't discount the dragster, it's ability to deep strike any movement phase makes it a premiere warlord killer. Mine's got three warlord kills and two character kills under its belt, and I've only been using it a week (and in one tournament on Saturday). It dishes out horrific damage, and can easily position to get shots on a warlord when your opponents screen is otherwise engaged. (Running death skullz)
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This message was edited 1 time. Last update was at 2018/11/07 19:52:24
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![[Post New]](/s/i/i.gif) 2018/11/07 19:51:34
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
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Stabbin' Skarboy
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The start of my shokk jump dragsta conversions! the third one will be made from a kustom boosta blasta. I have ordered 3 shokk rifles to add to these buggies and the first buggy i have taken off the armour, exchanged the exhausts and changed out the engine for the mek shop one! Hope they inspire you
Automatically Appended Next Post:
cant remember how to post images....
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This message was edited 5 times. Last update was at 2018/11/07 20:00:34
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2018/11/07 19:57:01
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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greggles wrote:Don't discount the dragster, it's ability to deep strike any movement phase makes it a premiere warlord killer. Mine's got three warlord kills and two character kills under its belt, and I've only been using it a week (and in one tournament on Saturday). It dishes out horrific damage, and can easily position to get shots on a warlord when your opponents screen is otherwise engaged. (Running death skullz)
It’s really good as a deathskull because it makes its weaknesses such as low shots and random damage less of an issue.
The Scrapjet is just really good as an evil sun or even badmoons unit.
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![[Post New]](/s/i/i.gif) 2018/11/07 20:08:43
Subject: CODEX ORKS -strategies and tactics in 8th.
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Big Mek in Kustom Dragster with Soopa-Gun
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True the Dragsta can definitely be a character sniper
Guess im just used to characters being in a ball of infantry.
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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) 2018/11/07 20:10:15
Subject: CODEX ORKS -strategies and tactics in 8th.
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Stabbin' Skarboy
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gungo wrote:You need to drop 83 points
Take 3 scrapjets instead of dragsta (+30)
Drop powerklaw (unless ur taking relic klaw) on bike boss take BC and relic BC...(+8)
Make weirdboy a warphead it’s more points effcient
Unless you know ur facing heavy amount of flyers take 2x smasha guns 1x tractor. (14x2=+28)
Drop 2x tankbustas and take 2x bomb squigs (7x2=+14)
You are now at 2003 points
You got to play with it. Something like that...
Thanks for the reply Gungo  Im taking Da Killa Klaw on the biker boss, im tempted by the warphead but that will mean i will only have 9CP left to begin with... Im not really fond of the smasha guns... but the traktor guns will be good vs all eldar variants and tau vehicles. I could try out the smasha guns. though. And I rate the SJDs more than the Scrapjets. They are 4" quicker, have a chance to teleport which is amazing for late game objectives/line breaker/reaching units that are hiding behind LOS blocking terrain, its more accurate compared to the Scrapjet and the deathskulls kulture really shines with it.
Yeah the scrapjet gets more shots (2d3 at bs 5 and 1 at bs 4 vs vehicles rokkits and 12 bs 5 big shoota shots), an amazing CC weapon and spiked ram and is tougher but i want more reliable shooting in the form of the SJD.
I can be wrong with all the math hammer but with the bs 3 and ap 3 (and chance of a MW) it just seems more likely to connect and do damage than around 5 rokkits from the Scrapets...
Good point on the bustas!! Automatically Appended Next Post: Vineheart01 wrote:True the Dragsta can definitely be a character sniper
Guess im just used to characters being in a ball of infantry.
Check out my post above for my SJD conversions  ive got kustom shokk rifles on the way and im working on the crew for the second buggy!
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This message was edited 1 time. Last update was at 2018/11/07 20:16:24
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2018/11/07 20:31:35
Subject: CODEX ORKS -strategies and tactics in 8th.
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!!Goffik Rocker!!
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Plenty of groups disallow fw. And some even ban low models.
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![[Post New]](/s/i/i.gif) 2018/11/07 20:46:34
Subject: CODEX ORKS -strategies and tactics in 8th.
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Shadowy Grot Kommittee Memba
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Dragsta vs Skrapjet on standard vehicle:
Rokkits from Skrapjet deal 2.44 damage, melee deals 2.77 (with one mortal wound on average from the ram). Ignoring the big shootas since they would most likely be shooting chaff.
Kustom Blasta and rokkits from dragsta deal 3.03 damage, and its melee deals .5 (so, presumably you wouldn't bother with melee with it).
So I would say the dragsta offers the safe and high mobility option, while the skrapjet offers the high risk high reward option.
I'd probably rate the skrapjet higher myself. But I dont think the dragsta is particularly useless.
I don't rate the squigbuggy at all, the boomdakka is at least not offensive due to its lower cost, but not inspiring either.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2018/11/07 21:14:48
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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smasha guns seem ridiculously good for their points?
4+ bs re roll 1s to hit for bad moons
4+ bs reroll like crazy for deffskulls
4+ bs and chance to go down to 3+ bs if freeboota
D3 shots 48” -4 ap, d6 dmg for 31 points. Roll 2d6 and if you roll over target toughness it wounds
Really consisting running a couple of them, and a couple traktor kannons. Hopefully traktors can kill something before the smasha fires for +1 to hit.
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![[Post New]](/s/i/i.gif) 2018/11/07 21:19:15
Subject: CODEX ORKS -strategies and tactics in 8th.
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Foxy Wildborne
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Mek Gunz are gretchin, so they don't get Kultur benefits (although they would trigger the Freeboota bonus for other units if they kill something)
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2018/11/07 21:19:32
Subject: CODEX ORKS -strategies and tactics in 8th.
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Big Mek in Kustom Dragster with Soopa-Gun
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Mekgunz do not get kulture benefits, no rerolls.
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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) 2018/11/07 21:26:52
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
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This message was edited 1 time. Last update was at 2018/11/07 21:43:09
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![[Post New]](/s/i/i.gif) 2018/11/07 22:03:23
Subject: CODEX ORKS -strategies and tactics in 8th.
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Battlewagon Driver with Charged Engine
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skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Heavy mek gun spam benefits everyone. They are Green (gold?) even without kulture.
With kulture they would be Unobtanium because you have have no friends.
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![[Post New]](/s/i/i.gif) 2018/11/07 22:04:39
Subject: CODEX ORKS -strategies and tactics in 8th.
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Sneaky Kommando
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skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Yeah, in the new codex there aren't separate keywords on the datasheet for the gun and the crew, so every model in the unit has the "Gretchin" keyword.
Triggering the Freebooter +1 to hit bonus for other units seems to be the only interaction with klan kultur that they have (though they don't benefit from it themselves, nor can stratagems be used on them). There might be some play in taking a Freebooter battalion with Mek Guns and Flash Gits, and using the grots to screen the gits with the Grot Shield stratagem. At first glance it seems less efficient at its job than Bad Moon Lootas, but if you want to run Flash Gitz (and I really, really do because the models are amazing) this might be the best way to do it.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2018/11/07 22:06:27
Subject: CODEX ORKS -strategies and tactics in 8th.
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Battlewagon Driver with Charged Engine
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JimOnMars wrote:skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Heavy mek gun spam benefits everyone. They are Green (gold?) even without kulture.
With kulture they would be Unobtanium because you have have no friends.
Agree. I'm still wondering if they're going to survive the FAQ. The traktor kannon is an easy fix should they want to, just state that they only autohit fliers. The smasha gun however, is amazing because it's basically free. Like it's dumb cheap. 31 points for that when the rukkatrukk squigbuggy is 140? GW works in mysterious ways
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![[Post New]](/s/i/i.gif) 2018/11/07 22:07:58
Subject: CODEX ORKS -strategies and tactics in 8th.
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Longtime Dakkanaut
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office_waaagh wrote:skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Yeah, in the new codex there aren't separate keywords on the datasheet for the gun and the crew, so every model in the unit has the "Gretchin" keyword.
Triggering the Freebooter +1 to hit bonus for other units seems to be the only interaction with klan kultur that they have (though they don't benefit from it themselves, nor can stratagems be used on them). There might be some play in taking a Freebooter battalion with Mek Guns and Flash Gits, and using the grots to screen the gits with the Grot Shield stratagem. At first glance it seems less efficient at its job than Bad Moon Lootas, but if you want to run Flash Gitz (and I really, really do because the models are amazing) this might be the best way to do it.
Yeah I keep thinking how ineffecienr for points flashgits are as a shooty option then remind myself they are 3A nobs still? Using them with Grot Shields is smart. They are really apples and oranges to lootas with their acceptable melee prowess? I keep Making same comparison..
30 attacks on a 3+ or 2+ if kulture honus or banner nearby.. at s5! If they shoot then assault, they be out of a boat and the badrukk buff help their aim while moving.. hopefully have the buff up that turn so you’ll be shooting on 4+ reroll 1s then 30 attacks on 3+ or 2+ on charge (plus extra fromkapt and badrukk swings)
Just seems like they freebooters are very much about balancing for this combo, benefitial in melee and shooting.. opposed to bad moons being shooting only. Seems like Mek guns will help get those kills for minimal investment before flash gits etc shoot, then can use ws2+ boys from banner to get a kill and buff your units too far from banner to 2+ WS (or have lots of 2+ Ws PK near banner )
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This message was edited 1 time. Last update was at 2018/11/07 22:16:03
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![[Post New]](/s/i/i.gif) 2018/11/07 22:08:22
Subject: CODEX ORKS -strategies and tactics in 8th.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Anything that has the GRETCHIN keyword does not get benefit from cultures, unless there are models in that unit which do not have the GRETCHIN keyword, like nobz and ammo runts or big meks and grot oilers.
Or, in short, gretchin, kanz and mek guns don't benefit from cultures. Fun fact: big guns do benefit, as the artillery pieces are not GRETCHIN, thus making them a mixed unit. Automatically Appended Next Post: PiñaColada wrote: JimOnMars wrote:skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Heavy mek gun spam benefits everyone. They are Green (gold?) even without kulture.
With kulture they would be Unobtanium because you have have no friends.
Agree. I'm still wondering if they're going to survive the FAQ. The traktor kannon is an easy fix should they want to, just state that they only autohit fliers. The smasha gun however, is amazing because it's basically free. Like it's dumb cheap. 31 points for that when the rukkatrukk squigbuggy is 140? GW works in mysterious ways
The tractor cannon is roughly in the area of lascannon devs, it just seems so awesome because orks never had a gun like that
In perspective, the difference between auto-hitting and BS 3+ with re-roll is about 11 additional hits in 100 shots, roughly as much as DDD and evil suns trait combined gain on a BS5+ model.
It's still S8 AP-2, even when auto-hitting you still need to wound and get past armor with your one shot.
So unless you are ignoring a bunch of -1 to hit modifiers the traktor cannon is just a good gun, no where near broken territory.
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This message was edited 1 time. Last update was at 2018/11/07 22:15:59
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) 2018/11/07 22:20:25
Subject: CODEX ORKS -strategies and tactics in 8th.
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Waaagh! Warbiker
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Jidmah wrote:skyfi wrote:Ughh I thought they were mixed units and benefited. I thought only units compromised of only “grots” didn’t get the benefits. My apologies.
Nice to know they still will provide benefits for other freebooters. Heavy mekgun spam seems to favor freebooters. Hmm
Anything that has the GRETCHIN keyword does not get benefit from cultures, unless there are models in that unit which do not have the GRETCHIN keyword, like nobz and ammo runts or big meks and grot oilers.
Or, in short, gretchin, kanz and mek guns don't benefit from cultures. Fun fact: big guns do benefit, as the artillery pieces are not GRETCHIN, thus making them a mixed unit.
Yo but dont mek guns also have artillery keyword?
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