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2018/11/12 22:33:44
Subject: CODEX ORKS -strategies and tactics in 8th.
Jidmah wrote: I'm still not convinced that mek guns get the Freeboota aura.
While the guns themselves don't benefit from the Kultur, if you give them FREEBOOTAZ as a <CLAN> they still get to buff other units by destroying things.
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the ‘Grot Shields’ Stratagem).
Adding to the destroyed count that other units benefit from is not benefiting from the Clan Kultur. Gretchin units still have the Kultur, they just don't benefit from it. Neither the "Grots" or the Kultur itself prevents the unit being destroyed from being destroyed by a FREEBOOTAZ unit.
I think what will happen is that this will be FAQed and you will have another link in your signature.
Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis!
2018/11/12 23:04:19
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
The plan is to Pray I get turn 1, and if not use the new stratagem to hopefully keep something alive. Use Grot Shields to protect my Skarboyz.
Deployment: Warlord uses the Trait to better reposition. Deff Dread goes into the Tellyporta.
Turn 1: Movement: Mob up the two Skarboyz. Rush up and Advance the Wartrike, flanked by the 3 Boomdakka Snazzwagons and the 6 Boosta Blastas. Psychic: Use the Warpath Weirdboy to Warpath the Skarboyz (Needs a 4+ due to Waaagh! energy nerf. I don't use the CP re-roll here because I must minimise the risk of failing Da Jump). Da Jump the Skarboyz (needs a 3+ thanks to Gitbones). If there happens to be infiltrators or anything else within 18", cast Smite (if a small unit) or Da Krunch (if a large unit). Shooting: Unleash all the Dakka Wot I Gotz On Dem Gitz to try and burst the bubble wrap. Charge: Use the Vehicles to try and soak up overwatch from the nasty things, then charge the Skarboyz in. I'm not decided whether 57% chance with S5 exploding attacks (Goff Skarboyz) is better than 72.5% chance with S4 normal attacks (Evil Sunz) is better. Remember to multicharge ALL THE THINGS so I can Get Stuck In, Ladz! Fight: Assuming I manage to get at least 2 units into combat, I will fight with the Skarboyz first, then fight again with Get Stuck In, Ladz! Morale: Use my fearsome haha just kidding the morale phase doesn't matter.
Turn 2: Tellyport in the Deff Dread and Ramming Speed it. Generally do more killy things.
Any thoughts? The Runtherd is there to fill out points more than anything else. Deffskullz for the Runtherd and WeirdBoyz for ObjSec and 6++. Red Sunz for the Vehicles (obviously) and Big Meks as the HQ tax.
This message was edited 1 time. Last update was at 2018/11/12 23:05:41
2018/11/12 23:23:58
Subject: CODEX ORKS -strategies and tactics in 8th.
Jidmah wrote: I'm still not convinced that mek guns get the Freeboota aura.
While the guns themselves don't benefit from the Kultur, if you give them FREEBOOTAZ as a <CLAN> they still get to buff other units by destroying things.
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the ‘Grot Shields’ Stratagem).
Adding to the destroyed count that other units benefit from is not benefiting from the Clan Kultur. Gretchin units still have the Kultur, they just don't benefit from it. Neither the "Grots" or the Kultur itself prevents the unit being destroyed from being destroyed by a FREEBOOTAZ unit.
I really don't see how this is still in contention. Every codex works this way. Faction keywords and faction abilities aren't the same thing. FREEBOOTERZ Mek Gunz are FREEBOOTERZ units. They just don't get the Kultur special rules. Just like a WHITE SCARS tank doesn't get Lightning Assault but that doesn't stop it from being a WHITE SCARS model.
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins.
2018/11/12 23:28:33
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
So played first game with new codex vs my mates knight army of the big boy one and loads of Helverns and choppy ones. I ran 40 grots 60 shootas 20 tank bustas in truks 15 storm boys 10 Nobs war boss weird boy kff mek some koptas and a pain boy in a brigade some points:
Tank busta bombs are gold dust just 7 tank bustas after they got mauled and with the grenade strat did 15 wounds Insta killing a helverin! Making sure you remember them in normal boys units is a must!
My two truks of tank bustas with a kff bike nob and a couple of koptas was pretty decent as a AT wing. Died pretty quick but he had a knights army so... with more dakka strat etc tank bustas are auto include now
For me convinced evil suns is the way to go the movement is too good especially with the run and fire assault weps plus making deep strike charging easier. On the whole the army just feels more dynamic even thou I had like 140 infantry I was teleporting Nobs running shootas and getting of crazy shots deep striking storm boys and ofc da jump.
Killa klaw and the damage and reroll wl trait is nasty his big knight charged my war boss killed him easily but ofc orks is never beaten strat and I took 12! Wounds off him.
Shoota boys were great for me in this game even in combat they just took down the smaller knights with weight of attacks. The fight again strat is actually tricky it's a lot of cp but omg is it useful for that time you need to finish something off.
Speaking of cp the grenade strat more dakka teleport etc I don't think you can get by with anything less than a brigade. I spent all 15 cp by turn 3 or 4 the strats really are the key to making your army amazing more so than I have seen in any other book.
Traktor cannons were a bit meh for me easily killed and one shot ain't all that. I'm thinking more koptas might be better for my army.
Some cool stuff what happend:
Helverin first turn wounds a boy... pain boy rolls a triple 6 for the 3 damage
Turn 2 grots took the last wound off a helverin in combat hah
Boy lobbed a single tank busta bomb at big boy knight wounds... 6 damage ka splat!
Some pics
2018/11/12 23:34:40
Subject: CODEX ORKS -strategies and tactics in 8th.
The negativity parade is pretty hilarious here tbh.
"Oh no, orks have multiple anti elite/anti tank shooting options that work in different situations feth you gw!"
Yeah, kaptin badrukk is not amazing for the best way to run gits - he's sure not terrible, basically if you wanted a Character KMK with the freeboota kultur and when you pop your gits out of the trukk he gives em a buff.
Tankbustas are good in freebootas in transports, or in bad moons deep striking with Cp overload.
Mek gunz are great shooting support for any clan.
Lootas are the only one I'm not convinced on, but sitting backfield with Grot shield support they could also be handy.
I think people are getting blinded by the pure math behind mek gunz and ignoring some of the power that the units that get kulturs bring. Ork shooting is perfectly fine.
"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!"
2018/11/12 23:43:40
Subject: CODEX ORKS -strategies and tactics in 8th.
Lootas are still underpowered and overcosted, even when factoring in the 48" range. The only reason to take them is if you think you won't make a round of shooting with Tankbustas.
2018/11/13 04:34:34
Subject: CODEX ORKS -strategies and tactics in 8th.
Played A fairly competitive Eldar list, soulbursting 20 dark reapers, bikes, named HQ's, rangers, etc. He was so scared of the kannons, he used most of his shooting at them T1. (I rolled well on my KFF saves and 2 survived!) He conceded after I T2 charged and picked up almost everything that was not on the 2nd floor of ruins.
Another game was against dark angel terminators with storm shield and thunder hammers on everyone, he deep struck 15 of them so they were not there to meet my bikes and boys on T1 who chewed on some marines and hellblasters. T2 my killa-klaw charged and got 5 terminators and another 3 with never beaten (was buffed the whole time!) Some more stickbombs on the tank bustas and the remaining 7 were gone, we could have gone another turn but with first blood, both middle points, warlord, soon to be contested back point and line breaker we called it, Orks is back!
WAAGAHHGAHHHG!!
- List from both for reference -
- 2,000 points orks - 15 CP - Battalion detachment - + 5 CP (Bad-Moons) -
- HQ -
- Lv 2 Weird boy - 62 pts
(Da-Jump/Fist of gork)
- Big mek - 55 pts - KFF - 20 pts
- Elite -
- Tanbustas x 10 - 170 pts - 2 x Squigs - 20 pts
- Tanbustas x 10 - 170 pts - 2 x Squigs -20 pts
- Transports -
- Truck - 59 pts - Rokit - 12 pts
- Truck - 59 pts - Rokit - 12 pts
- Troop -
- Grechin x 10 - 30 pts
- Grechin x 10 - 30 pts
- Grechin x 10 - 30 pts
- Heavy -
- Smasha Guns x 5 - 155 pts
- Battalion detachment - + 5 CP (Evil-Sunz) -
- HQ -
- Warboss on bike - 86 pts - PK/KS - 15 pts
(Killa-klaw)
- DeffKilla War-trike - 120 pts
(Warlord/Might is right)
- Big Mek on Bike - 81 pts - KFF - 20 pts
- Troop -
- Grechin x 10 - 30 pts
- Boyz x 10 - 70 pts - Nob BC - 5 pts
- Boyz x 30 - 210 pts - Nob BC - 5 pts
- Elites -
- Nobs x 10 - 148 pts - 10 x BC's - 50 pts
(2 x Runt)
- Fast Attack -
- Warbikers x 4 - 92 pts - Nob BC - 5 pts
- Heavy -
- Bonebreaker - 140 pts - Death -R - 19 pts
This message was edited 4 times. Last update was at 2018/11/13 05:06:39
2018/11/13 05:08:36
Subject: CODEX ORKS -strategies and tactics in 8th.
Coh Magnussen wrote: I see lots of multi-battalion lists, is there any point in a brigade?
I think yes, because now we will often field tankbustas, buggies, mek guns and grots anyway. 3 HQs are pretty much an ork staple, so why not collect the CP?
Currently I'm torn. My Brigade / Battalion list ("briks n bats") did pretty well with the index. I never used all of the 20 CP, but It's harder now with boyz at 7 points, just when I really need it...I don't have enough grots! I might just drop the Battalion and go straight brigade.
2018/11/13 05:47:29
Subject: CODEX ORKS -strategies and tactics in 8th.
Coh Magnussen wrote: I see lots of multi-battalion lists, is there any point in a brigade?
I think yes, because now we will often field tankbustas, buggies, mek guns and grots anyway. 3 HQs are pretty much an ork staple, so why not collect the CP?
Currently I'm torn. My Brigade / Battalion list ("briks n bats") did pretty well with the index. I never used all of the 20 CP, but It's harder now with boyz at 7 points, just when I really need it...I don't have enough grots! I might just drop the Battalion and go straight brigade.
Fa is less ideal though and mixing clans is huge. Tank bustas etc don't really gain from evil suns. Boys want to be evil suns. Shooty units to shooty clan, choppy units to choppy clan.
2024 painted/bought: 109/109
2018/11/13 06:51:53
Subject: CODEX ORKS -strategies and tactics in 8th.
Coh Magnussen wrote: I see lots of multi-battalion lists, is there any point in a brigade?
I think yes, because now we will often field tankbustas, buggies, mek guns and grots anyway. 3 HQs are pretty much an ork staple, so why not collect the CP?
Currently I'm torn. My Brigade / Battalion list ("briks n bats") did pretty well with the index. I never used all of the 20 CP, but It's harder now with boyz at 7 points, just when I really need it...I don't have enough grots! I might just drop the Battalion and go straight brigade.
Fa is less ideal though and mixing clans is huge. Tank bustas etc don't really gain from evil suns. Boys want to be evil suns. Shooty units to shooty clan, choppy units to choppy clan.
I could see an Evil Sunz Brigade that starts looking like this. It has issues though like Lootas would want access to Showin Off. But if you were down with reserving Stormboyz, Jumping some boyz, and Telleporting Dreadz and a Wagon with some Tankbustas this might be fun.
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.
2018/11/13 06:56:30
Subject: CODEX ORKS -strategies and tactics in 8th.
I could see an Evil Sunz Brigade that starts looking like this. It has issues though like Lootas would want access to Showin Off. But if you were down with reserving Stormboyz, Jumping some boyz, and Telleporting Dreadz and a Wagon with some Tankbustas this might be fun.
Might be fun but would bad moon lootas and tank bustas be even better? Shooty stuff to shooty clans, choppy stuff to choppy klans. Stormboyz also suffer if index isn't allowed in that there's no good character for them to allow advance+charge as foot warbosses can't even keep up. And can't avoid casualties anymore like in index
2024 painted/bought: 109/109
2018/11/13 07:19:22
Subject: CODEX ORKS -strategies and tactics in 8th.
I could see an Evil Sunz Brigade that starts looking like this. It has issues though like Lootas would want access to Showin Off. But if you were down with reserving Stormboyz, Jumping some boyz, and Telleporting Dreadz and a Wagon with some Tankbustas this might be fun.
Might be fun but would bad moon lootas and tank bustas be even better? Shooty stuff to shooty clans, choppy stuff to choppy klans. Stormboyz also suffer if index isn't allowed in that there's no good character for them to allow advance+charge as foot warbosses can't even keep up. And can't avoid casualties anymore like in index
I certainly agree, I was simply plotting an example with a brigade. I would definately want TB and Lootas in a Bad Moons scheme in a dual Battalion. I also could feel like I maximized the two elements I want instead of including a thirdwheel FA, Elite, or HS choice.
This message was edited 1 time. Last update was at 2018/11/13 07:26:26
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.
2018/11/13 07:54:29
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
Singleton Mosby wrote: I bought a Boomdakka Snazzwagon and a Kustom Boom Blasta. Haven't used either of them yet. Is it wise to model both as a KBB?
And another question: do they need to be placed on the bases or are those only for Speed Freeks?
They come with bases so should be put on them. Seeing it's nerf to have them on base not putting them on will expose you to modeling for advantage accusations.
2024 painted/bought: 109/109
2018/11/13 08:19:44
Subject: CODEX ORKS -strategies and tactics in 8th.
lord_blackfang wrote: I'm at work so here's my latest 2k from memory. Going to a game day, probably facing mid to high tier Tau, Knights, Drukhari and other lists.
Deffskulls brigade
3x KMB Minimek
I'm not feeling great about the grot tax but I want to play around with massive cp for my first few games, see if they're worth it.
OK so I was super hyped when i saw what you wanted to do with the "mini" meks but unfortunately you can't kives them a propa KMB, you are stuck with their 12 inch range kustom gun... Unless you were thinking index ? I think index days are soon over, and they already are for most tourneys around where i live anyway so...
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2018/11/13 09:24:52
Subject: CODEX ORKS -strategies and tactics in 8th.
What's the consensus about the Tellyporta melee bomb: 9 Meganobz (kustom shoota and PKs) or 3 Deff Dreads (2 Klaws and 2 Saws)?
Megenobz:
Average of 13-14 hits with S10 AP-3 DamageD3 in combat plus 12 S4 shots no AP. 27W T4 2+ save, 9 bodies, single unit. Movement 4''.
Deff Dreads:
Average of 8 hits at S10 AP-3 Damage3 and 4 S9 AP-2 Damage2 in combat, no shooting. 24W T7 3+ save, 3 bodies but also three different units. Movement 6''.
Kultur bonuses not considered, but it's usually Evil Sunz to increase the odds to get a successful charge or Goffs to add some extra punch in combat. What do you prefer? I play lists with T5-6-8 spam mostly.
I could see an Evil Sunz Brigade that starts looking like this. It has issues though like Lootas would want access to Showin Off. But if you were down with reserving Stormboyz, Jumping some boyz, and Telleporting Dreadz and a Wagon with some Tankbustas this might be fun.
Might be fun but would bad moon lootas and tank bustas be even better? Shooty stuff to shooty clans, choppy stuff to choppy klans. Stormboyz also suffer if index isn't allowed in that there's no good character for them to allow advance+charge as foot warbosses can't even keep up. And can't avoid casualties anymore like in index
I certainly agree, I was simply plotting an example with a brigade. I would definately want TB and Lootas in a Bad Moons scheme in a dual Battalion. I also could feel like I maximized the two elements I want instead of including a thirdwheel FA, Elite, or HS choice.
Just bring Mek Gunz as shooty Heavy Support option in Evil Sunz brigades. A unit of bustas in a trukk work decently even without the Bad Moon strategem if you field a list with many vehicles.
This message was edited 1 time. Last update was at 2018/11/13 09:27:34
2018/11/13 09:28:02
Subject: CODEX ORKS -strategies and tactics in 8th.
Do both and then when the Deff Dreads die you can loot it to make your Meganobz 2++
I actually think the Meganobz are a better option with Evil Sunz. If you can somehow Da Jump a Nob with Warbanner next to them, they'd be even more killy.
2018/11/13 09:41:33
Subject: CODEX ORKS -strategies and tactics in 8th.
BaconCatBug wrote: Do both and then when the Deff Dreads die you can loot it to make your Meganobz 2++
I actually think the Meganobz are a better option with Evil Sunz. If you can somehow Da Jump a Nob with Warbanner next to them, they'd be even more killy.
Turning 'Ard Boyz into a block of gitz with 4+ is pretty trolltastic too.
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.
2018/11/13 09:57:13
Subject: CODEX ORKS -strategies and tactics in 8th.
Koptas seem great, i can't wait to try out my 7-8 out. I'll be trying out 2 squadrons of 3 koptas. Each squadron will have 2 koptas with big shootas and one with the pricey double rokkit launcher. Deathskull they will be, as the rest of the brigad is deathskull
Dunno how effiicient or durable those total 3*4=12 wounds will be, but it really doesn't seem bad.
Jidmah wrote: I'm still not convinced that mek guns get the Freeboota aura.
While the guns themselves don't benefit from the Kultur, if you give them FREEBOOTAZ as a <CLAN> they still get to buff other units by destroying things.
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the ‘Grot Shields’ Stratagem).
Adding to the destroyed count that other units benefit from is not benefiting from the Clan Kultur. Gretchin units still have the Kultur, they just don't benefit from it. Neither the "Grots" or the Kultur itself prevents the unit being destroyed from being destroyed by a FREEBOOTAZ unit.
I'd argue that providing +1 to hit to other models is benefiting from a kulture.
This message was edited 1 time. Last update was at 2018/11/13 11:30:08
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.
2018/11/13 11:49:57
Subject: CODEX ORKS -strategies and tactics in 8th.
Jidmah wrote: I'm still not convinced that mek guns get the Freeboota aura.
While the guns themselves don't benefit from the Kultur, if you give them FREEBOOTAZ as a <CLAN> they still get to buff other units by destroying things.
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the ‘Grot Shields’ Stratagem).
Adding to the destroyed count that other units benefit from is not benefiting from the Clan Kultur. Gretchin units still have the Kultur, they just don't benefit from it. Neither the "Grots" or the Kultur itself prevents the unit being destroyed from being destroyed by a FREEBOOTAZ unit.
I'd argue that providing +1 to hit to other models is benefiting from a kulture.
The Mek Gunz don't benefit. The Grots rule doesn't stop other units benefiting.
2018/11/13 12:01:45
Subject: CODEX ORKS -strategies and tactics in 8th.
Am i right in thinking that when you activate the Grot Shield Strat, that you can take grot casulties from multiple grot units that are within 6" (and closer)? So if a squad of 10 is wiped out you can start taking them from the next squad nearby?
2018/11/13 12:52:48
Subject: CODEX ORKS -strategies and tactics in 8th.
So I'm building an Evil Sunz bike star for kicks and I cant decide how to go about building my warlord. Im bringing Wartrike, Warboss on bike with killa klaw, and Zhadsnark with some small bike squads and a pain boy on bike. Ive been going back and forth on this one. I wanted to give my wartrike the might is right trait to make him S8 and 6 attacks then buff him with fists of gork from weirdboy who da jumped himself. making him S10 8 attacks. However I read into the brutal but kunnin trait. I could make him reroll hits, and be d3+1 damage and still buff his strength with the weirdboy. I feel the math may work in my favor though with rerolling everything and +1 dmg more than the extra attack and S. Im not great at math so maybe someone else can provide exact numbers. To be honest im not sure it matters that much who gets the MIR trait when S12 and S9 both wound T8 on 3s, hitting on 2s. I plan on using them for hunting big nasty things. I don't want to make the Killa boss on bike the warlord because I want to spread the killyness around a bit in case they get separated. Thoughts on what trait would be best for the warlord etc?
This message was edited 1 time. Last update was at 2018/11/13 12:53:32
2018/11/13 12:56:36
Subject: CODEX ORKS -strategies and tactics in 8th.
TheunlikelyGamer wrote: So I'm building an Evil Sunz bike star for kicks and I cant decide how to go about building my warlord. Im bringing Wartrike, Warboss on bike with killa klaw, and Zhadsnark with some small bike squads and a pain boy on bike. Ive been going back and forth on this one. I wanted to give my wartrike the might is right trait to make him S8 and 6 attacks then buff him with fists of gork from weirdboy who da jumped himself. making him S10 8 attacks. However I read into the brutal but kunnin trait. I could make him reroll hits, and be d3+1 damage and still buff his strength with the weirdboy. I feel the math may work in my favor though with rerolling everything and +1 dmg more than the extra attack and S. Im not great at math so maybe someone else can provide exact numbers. To be honest im not sure it matters that much who gets the MIR trait when S12 and S9 both wound T8 on 3s, hitting on 2s. I plan on using them for hunting big nasty things. I don't want to make the Killa boss on bike the warlord because I want to spread the killyness around a bit in case they get separated. Thoughts on what trait would be best for the warlord etc?
I actually am starting to lean toward kunning but brutal allowing to reposition vulnerable shooty units into either into good LOS spot(here there's decent terrain so LOS everywhere isn't quaranteed) or out of sight if I lose 1st turn ready to be da jumped+more dakka. Especially useful if you have 2 shooty infantry units as grot shield covers only one of them. Also for me the warbosses are already killy enough.
But if I want either of those 2 I would go with brutal but kunning. Reroll everything is fun. I'm basically slicing and dicing 6 wounds to be saved per combat phase. Especially if I get fist of gork.
2024 painted/bought: 109/109
2018/11/13 13:12:26
Subject: CODEX ORKS -strategies and tactics in 8th.
Coh Magnussen wrote: I see lots of multi-battalion lists, is there any point in a brigade?
I think yes, because now we will often field tankbustas, buggies, mek guns and grots anyway. 3 HQs are pretty much an ork staple, so why not collect the CP?
Currently I'm torn. My Brigade / Battalion list ("briks n bats") did pretty well with the index. I never used all of the 20 CP, but It's harder now with boyz at 7 points, just when I really need it...I don't have enough grots! I might just drop the Battalion and go straight brigade.
Fa is less ideal though and mixing clans is huge. Tank bustas etc don't really gain from evil suns. Boys want to be evil suns. Shooty units to shooty clan, choppy units to choppy clan.
I think you could make a pretty ideal, cheap brigade+batt list.
Evil sunz brigade
You got your klawboss trikeboss KFF mek
You got your 2 mob combine+da jump boyz unit +4x gretchins
Min Kommandos with burnas for elite
Min stormboyz with big choppas for fast
Mek Gunz for heavy
Anything else batt
double weirdboy
3x gretchins
1250 points for 20cps with extremely minimal, arguably no tax. Minimum deep strike squads that get into combat 75% of the time?
"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!"
2018/11/13 13:30:56
Subject: CODEX ORKS -strategies and tactics in 8th.
Levski wrote: Am i right in thinking that when you activate the Grot Shield Strat, that you can take grot casulties from multiple grot units that are within 6" (and closer)? So if a squad of 10 is wiped out you can start taking them from the next squad nearby?
Correct. The stratagem affects 1 non-gretchin unit and allows any unit of gretchin that meet the criteria to act as meatshields. You could choose to use all of a gretchin unit before moving to another, or choose to alternate between them, etc.