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2018/11/15 04:03:48
Subject: CODEX ORKS -strategies and tactics in 8th.
Trimarius wrote: What happens when your mounted Freeboota unit shoots at a Raven Guard unit? How do you measure if they're within 18"?
It says to measure distances from the vehicle hull when shooting; otherwise, even with infinite range they would never be in range to shoot anything.
That was part of my point. The vehicle is what's important, the passengers almost become equipment for it. So if the vehicle is getting the Freeboota +1 to hit, the boyz inside are too (otherwise the game falls apart).
I can't think of a way to give non-Freeboota models the +1 (since transports are klan locked besides the already Freeboota Flash Gitz), but you do run into some silly situations where you can give transported Gretchin the +1 or a unit in a Chinork a +1 to hit flyers with the flying vehicle only strat Long, Uncontrolled Bursts (again, only the transport matters, it passes modifiers on to the payload, however counter-intuitive that might be). Though I did just notice that Flash Gitz can't get into another clan's transports if they have any Ammo Runts, funnily enough, as the grots don't have the Flash Gitz tag, only the Freeboota tag. I guess everyone else is afraid the runts are incontinent?
It gets really awkward when you have to define what "modifiers" means, though. Obviously +/- to a roll is pretty straightforward, but what about rerolls? More Dakka? I'd definitely say they modify the result of the action, but should they count? Now we're into contentious territory.
-Edit-
CaptainO - No, the boyz basically don't exist while inside a transport. They wouldn't even count if they were embarked in the same transport, as there's nothing to measure to. Kaptain Badrukk doesn't let Flash Gitz he's riding with reroll 1s, for example, even though they're presumably rubbing shoulders in that trukk.
Thank you for rules lawyering with me/all of us! The Long Uncontrolled Bursts stratagem is very clever with chinorks transporting Tankbustaz against any vehicles with the FLY keyword. The TO has agreed that this stratagem will definitely affect embarked units as per Open Topped saying “ANY modifiers” that affect the transport affect the units embarked. The problem with the freebooterz kultur seems to hinge on it being an “aura ability.” There is an faq in the Battle Primer errata, under the Transports section, that specifically mentions Open Topped and says that “aura abilities” do not affect embarked units, so my main questions now are: “what is an ability?” and “what is an aura?” To me, an ability is something listed on a Datasheet between the weapons profiles and the keywords. A kultur is something separate from that. I’m very likely wrong on this point. And then based on the dictionary definition (I can’t find a 40k definition) an aura emanates from something/a unit (from which the buff is measured) to affect another unit (the end point of that measurement). However, the wording on freebooterz kultur specifies that the unit receiving the buff is the starting point for the measurement, which is technically the same thing as measuring from the buffing unit for measurement purposes, but it is very different from how auras are normally worded (i.e. “units with x inches of the buffing unit receive the buff”); freebooterz kultur says “Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24” has destroyed an enemy unit this phase,” so the point of measurement is reversed. Does any of this matter?
2018/11/15 08:09:17
Subject: CODEX ORKS -strategies and tactics in 8th.
A modifier is actually undefined in the rulebook, but generally seen as +/- X effects that are applied to dice.
Aura abilities are defined as "abilities that affect certainmodels within a given range".
-
The problem with the current situation I'm having is that "Long Uncontrolled Bursts" is a modifier, that is in effect when the model shoots a unit with FLY - so far, this is all fine; Open Topped transfer this.
"Freebooterz Kultur" is ALSO a modifier, which is triggered if a unit within 24" (of the vehicle) has killed a unit during the round.
-
My take is that;
The "Freebooterz Kultur" does NOT effect the unit that is embarked inside the vehicle; since they're "not affected by auras", and you physically can't measure to "within' 24" - HOWEVER, the Kultur DOES affect the vehicle - who, per Open Topped rules, would transfer it to the passengers.
I am seeing a lot of chatter on what models in an open topped transport can and can't do.
If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it
2018/11/15 11:18:35
Subject: CODEX ORKS -strategies and tactics in 8th.
karandrasss wrote: A competitively viable list with no boyz, only gretchins to fill your battalions - is it possible, and how will it look like?
Don't know how viable this one will be but I'm planning on testing it out on Saturday:
Batallion
Smashboss
Weirdboy
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
15 Tankbustas
10 x Grots
10 x Grots
10 x Grots
3 Smasha Gunz
Battlewagon, Kannon, Wreckin' Ball
Spearhead
Deffkilla Wartrike
Big Mek on Warbike w/PK
Bonecrusha, Kannon
Bonecrusha, Kannon
Bonecrusha
Whole thing has Deffskull Kultur.
BW probably goes in Tellyporta with Tankbustas, the Bonecrushas and bike bosses just charge forward turn 1, possible turn 1 charges, Nobz, Boss and Weirdboy get out next turn and beat face. Grots hold objectives and cheer.
2018/11/15 11:22:56
Subject: CODEX ORKS -strategies and tactics in 8th.
Elfric wrote: I am seeing a lot of chatter on what models in an open topped transport can and can't do.
If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it
That's incorrect, as those Flash Gitz are not within 6" of Kaptin Badrukk, so they do not get re-rolls.
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.
2018/11/15 11:24:30
Subject: CODEX ORKS -strategies and tactics in 8th.
Elfric wrote: I am seeing a lot of chatter on what models in an open topped transport can and can't do.
If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it
That's incorrect, as those Flash Gitz are not within 6" of Kaptin Badrukk, so they do not get re-rolls.
I really hope they change that when it comes to open topped, because that's just dumb tbh
2018/11/15 11:25:58
Subject: CODEX ORKS -strategies and tactics in 8th.
CaptainO wrote: do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?
No, they do not. Don't forget Power of the Waaaagh! was heavily nerfed, it now doesn't count Gretchin and is capped to +3.
I think that is overstated. +3 to cast is fine most of the time, and now weirdboyz perils less often. Plus now there is no need to count and argue about how many models are within x number of inches.
I agree. The +3 is right about at the sweet spot.
Just noticed something...Warpheads still can only make one Deny the Witch roll per turn, correct?
That is correct.
2018/11/15 11:39:53
Subject: CODEX ORKS -strategies and tactics in 8th.
That's not uncommon though. Most psykers can cast two powers and deny one.
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.
2018/11/15 12:35:21
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
Thanks to all those for clarifying the +1 to psychic tests for me.
1 game 1 win Vrs Astra Militarum. I understand when people say we're reliant on stratagems to be good but damn, they sure make us good. I've literally written out a check list for the strats I'm going to use. I'm running a evil sunz Brigade and I'm taking the "follow me ladz" warlord trait to eek out that extra CP for a total of 16 CP.
Pre game I spend
2 CP: telaporta gorkanaut with 5 Nobz inside (wait out on the errata to see if this us legal)
2 CP: Ardboyz to make a 30 man squad 5+(to be "da jumped" T1)
2 CP for prepared position if I go second (I'm down to 12 drops so I might even get a +1 to role (I play guard and orks...I never normally get this) Obviously if I go first I can use this
T1 i then use
1 CP Loot it to be used on ardboyz particularly if I'm going second resulting in my 30 man blob have a 3+ save (combined with prepared position) This is especially ridiculous when combined with
1 CP grot shield giving an additional 2+ save after losing a wound (If I deploy my pain boy outside his battle wagon there will even be a 6+ FNP before the 2+ grot shield save)
3 CP get stuck in (probably used on my 30 man Ardboy unit once they get, "da jumped" ideally with a 4+ save (a la 3rd edition ork ard boyz) to mitigate overwatch
3 CP unstopable green tide on 30 ardboyz (we'll see in the erratta if they keep their 5+ save but I'm not holding my breath) still 30 bonus boyz who only need an 8" charge deepstriking is awesome
If in the statistically likely event I actually get to go first I won't need prepared positions, no need to use grot shield and unable to use loot it so I'll have 2 to 4 "spare" CPs remaining which would be situationally dependent although I'm keen to hear opinions.
2 CP More dakka on teleporting gorkanaut (This would definitely be used if the proposed target had a -1 to hit)
2 CP Orks never die on my biker boss with killa klaw (used if the boss is in cc with a Knight or big bastard)
2 CP on ramming speed either on the deep striking gorkanaut to guarantee a successful charge (8" on 3D6 & "ere we go") or on of my "starting on board" battlewagons in a hope to get a T1 charge, especially if the 30 da jumped boyz fail their 8" charge (no "ere we go" for the battlewagon though)
I can lob up my battlescribe list if people are curious.
I'm also tempted to run the 30 Ard boyz as shootas as once they "da jumped" the 18" assault range could have touch a lot of units behind the inevitable screen. The sluggas 12" range means they could only shoot the unit they wanted to charge resulting in the possibility of the cc targets taking away closest models and increasing the required charge. As a 20+ unit they get 3 attacks each anyway which can take care of most targets (especially if "get stuck in" is used). Statistically they'll actually forces more S4 wounds too (if I didn't shoot the sluggas). Thanks to DDD 60 shootas result in 23.33 (60 x 1/3 + 10 x 1/3) s4 wound roles versus 30 additional cc attacks (30 x 2/3) which would result in only 20 s4 wound roles.
A complete lack of Ranged weapons is my "major issue" but the plan is to get my guys into as much cc as possible.
Anyway I'm always interested in peoples thoughts
2018/11/15 13:03:38
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
CaptainO wrote: Thanks to all those for clarifying the +1 to psychic tests for me.
1 game 1 win Vrs Astra Militarum. I understand when people say we're reliant on stratagems to be good but damn, they sure make us good. I've literally written out a check list for the strats I'm going to use. I'm running a evil sunz Brigade and I'm taking the "follow me ladz" warlord trait to eek out that extra CP for a total of 16 CP.
Pre game I spend
2 CP: telaporta gorkanaut with 5 Nobz inside (wait out on the errata to see if this us legal)
2 CP: Ardboyz to make a 30 man squad 5+(to be "da jumped" T1)
2 CP for prepared position if I go second (I'm down to 12 drops so I might even get a +1 to role (I play guard and orks...I never normally get this) Obviously if I go first I can use this
T1 i then use
1 CP Loot it to be used on ardboyz particularly if I'm going second resulting in my 30 man blob have a 3+ save (combined with prepared position) This is especially ridiculous when combined with
1 CP grot shield giving an additional 2+ save after losing a wound (If I deploy my pain boy outside his battle wagon there will even be a 6+ FNP before the 2+ grot shield save)
3 CP get stuck in (probably used on my 30 man Ardboy unit once they get, "da jumped" ideally with a 4+ save (a la 3rd edition ork ard boyz) to mitigate overwatch
3 CP unstopable green tide on 30 ardboyz (we'll see in the erratta if they keep their 5+ save but I'm not holding my breath) still 30 bonus boyz who only need an 8" charge deepstriking is awesome
If in the statistically likely event I actually get to go first I won't need prepared positions, no need to use grot shield and unable to use loot it so I'll have 2 to 4 "spare" CPs remaining which would be situationally dependent although I'm keen to hear opinions.
2 CP More dakka on teleporting gorkanaut (This would definitely be used if the proposed target had a -1 to hit)
2 CP Orks never die on my biker boss with killa klaw (used if the boss is in cc with a Knight or big bastard)
2 CP on ramming speed either on the deep striking gorkanaut to guarantee a successful charge (8" on 3D6 & "ere we go") or on of my "starting on board" battlewagons in a hope to get a T1 charge, especially if the 30 da jumped boyz fail their 8" charge (no "ere we go" for the battlewagon though)
I can lob up my battlescribe list if people are curious.
I'm also tempted to run the 30 Ard boyz as shootas as once they "da jumped" the 18" assault range could have touch a lot of units behind the inevitable screen. The sluggas 12" range means they could only shoot the unit they wanted to charge resulting in the possibility of the cc targets taking away closest models and increasing the required charge. As a 20+ unit they get 3 attacks each anyway which can take care of most targets (especially if "get stuck in" is used). Statistically they'll actually forces more S4 wounds too (if I didn't shoot the sluggas). Thanks to DDD 60 shootas result in 23.33 (60 x 1/3 + 10 x 1/3) s4 wound roles versus 30 additional cc attacks (30 x 2/3) which would result in only 20 s4 wound roles.
A complete lack of Ranged weapons is my "major issue" but the plan is to get my guys into as much cc as possible.
Anyway I'm always interested in peoples thoughts
I think you're heavily overinvesting in those boyz tbh. My normal lists start with either 13 or 15 CP (usually 13, double batt is just much more flexible than brigade I've found and the extra 2 is rarely a game changer) and I typically spend
2CP - teleport something threatening. Gorka or triple deff dreads or 5-ish manz. So far I've liked the triple dreads, because you dilute the odds and it doesn't feel like you're betting your whole turn 2 tempo on not getting 2 unlucky 2d6 rolls.
'Ard boyz, Prepared positions - never. Waste of CP when I can spend a relatively small amount of points on a KFF that will protect almost everything my opponent is likely to target. The wazboom jet is becoming one of my favorite units in the codex because of this: it combines the protection of the KFF with an added layer of being a relatively durable fire magnet my opponent will try and take off the board first, usually unsuccessfully.
typically I spend 1cp to Mob Up a unit of 10 boyz with a unit of 30 boyz to da jump them. That adds more durability than 'ard boyz does, costs half the CP, and lets me fill two troops slots with my boyz distraction carnifex rather than 1. I will Loot it with those boyz if my opponent goes first and pops a vehicle of some sort, but so far I haven't done so.
some games I have spent 1cp to upgrade a weirdboy to a warphead. Getting Fists of Gork on the table is typically worthwhile but IMO not worth 62 points. It depends if my opponent has a big threat on the table that I want to missile the killa klawboss into, like a solo knight I'm not going to be able to down with my shooting.
So I spend about 3-4 CP on my setup, and unless I get the perfect hail-mary into the enemy lines with minimum casualties to my boyz I probably won't dump 3CP on fighting twice. So far the stratagems I've gotten the most value out of have been Long Uncontrolled Bursts on the wazboom to take down enemy flyers, More Dakka on tankbustas who have the +1BS freeboota kultur popped, and Ramming Speed to guarantee a charge out of deep strike with some mortal wounds. I don't usually run dry on CP until turn 3.
"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!"
2018/11/15 13:11:41
Subject: CODEX ORKS -strategies and tactics in 8th.
Elfric wrote: I am seeing a lot of chatter on what models in an open topped transport can and can't do.
If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it
That's incorrect, as those Flash Gitz are not within 6" of Kaptin Badrukk, so they do not get re-rolls.
That's ridiculous because if they are technically not on the board then neither are their snazz gunz
2018/11/15 14:11:45
Subject: CODEX ORKS -strategies and tactics in 8th.
Core Rules wrote:Embarked units cannot normally do anything or be affected in any way whilst they are embarked.
Open Topped wrote:Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers;...
The rule may be ridiculous, but it seems to me to be pretty clear. Open-topped allows those "off the board" snazz guns to fire with a specific exemption to the transport rules, but does not offer a similar exemption to allow the flash gits to be affected by auras. If the transport itself were affected by the aura, and the aura gives the transport a "modifier" or "restriction", then I would argue that the embarked unit is also affected by that modifier or restriction. If the aura grants an ability, though (such as reroll 1's), I would argue that RAW it does not propagate to the embarked unit (much like mobile fortress doesn't propagate per the faq).
2018/11/15 14:33:34
Subject: CODEX ORKS -strategies and tactics in 8th.
Core Rules wrote:Embarked units cannot normally do anything or be affected in any way whilst they are embarked.
Open Topped wrote:Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers;...
The rule may be ridiculous, but it seems to me to be pretty clear. Open-topped allows those "off the board" snazz guns to fire with a specific exemption to the transport rules, but does not offer a similar exemption to allow the flash gits to be affected by auras. If the transport itself were affected by the aura, and the aura gives the transport a "modifier" or "restriction", then I would argue that the embarked unit is also affected by that modifier or restriction. If the aura grants an ability, though (such as reroll 1's), I would argue that RAW it does not propagate to the embarked unit (much like mobile fortress doesn't propagate per the faq).
There is a specific FAQ/errata response preventing embarked units from being affected by any character's aura ability.
I would pretty strongly argue though that the existence of a distance measurement does not make the Freeboota +1 to hit an "aura" instead of a "modifier" because of the same example mentioned above: Raven Guard/Alaitoc tactics. If you were playing against Raven Guard, you would measure from the trukk to the target, and if the distance is over 12", the trukk gets a -1 to hit modifier, which transfers to the passengers.
In exactly the same way, if you're playing as freebootas, you measure from the trukk to the allied unit that destroyed an enemy unit that phase, if the distance is under 24", the trukk gets +1 to hit modifier, which transfers to the passengers.
A unit within an open topped transport clearly retains any abilities that the unit has natively (this is explicitly called out in the Harlequins codex, where in the Open topped rule in their transports there's a parenthetical that tells players to remember that embarked harlequins can still shoot if the transport falls back, because of an ability that the infantry have to do that.) Because detachment rules are worded as "All <subfaction> units gain the following ability" that applies to subfaction abilities as well as abilities that appear on the datasheet of the embarked unit. Additionally, they are affected by shooting modifiers that apply to the transport - in this case, a +1 to hit modifier applied by an ally, in other cases, -1 to hit modifiers applied by enemies.
"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!"
2018/11/15 14:35:51
Subject: CODEX ORKS -strategies and tactics in 8th.
karandrasss wrote: A competitively viable list with no boyz, only gretchins to fill your battalions - is it possible, and how will it look like?
Don't know how viable this one will be but I'm planning on testing it out on Saturday:
Batallion
Smashboss
Weirdboy
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
15 Tankbustas
10 x Grots
10 x Grots
10 x Grots
3 Smasha Gunz
Battlewagon, Kannon, Wreckin' Ball
Spearhead
Deffkilla Wartrike
Big Mek on Warbike w/PK
Bonecrusha, Kannon
Bonecrusha, Kannon
Bonecrusha
Whole thing has Deffskull Kultur.
BW probably goes in Tellyporta with Tankbustas, the Bonecrushas and bike bosses just charge forward turn 1, possible turn 1 charges, Nobz, Boss and Weirdboy get out next turn and beat face. Grots hold objectives and cheer.
You've managed to put together an ork list that is going to be hard pressed to remove screens that will bog you down. I would do away with the tellyportad TB BW, if you want you should just deepstrike them on foot. Invest in something to deal with screens, dakkajet would do if you're specifically avoiding dajumped Boyz, though being evil sunz they would be really neat to open up the board for your bonebreakers. Also what's the point of a big mek on bike or you're not going to take KFF! Take a KFF and your BBBWs are now 5++ .
This message was edited 1 time. Last update was at 2018/11/15 14:36:30
2018/11/15 15:24:19
Subject: CODEX ORKS -strategies and tactics in 8th.
Blood Axe Ard Boyz with prepared positions have +3 Armor turn 1, and could be 2+ if you lose a vehicle near them. All that armor save could be used with Grot screens the first time a bucket of dice goes for your Orkmarines
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.
2018/11/15 15:26:33
Subject: CODEX ORKS -strategies and tactics in 8th.
Rismonite wrote: Blood Axe Ard Boyz with prepared positions have +3 Armor turn 1, and could be 2+ if you lose a vehicle near them. All that armor save could be used with Grot screens the first time a bucket of dice goes for your Orkmarines
Wrong, prepared positions does not increase your save by 1, it places all of your units into cover. Which is exactly what the blood axe trait gives you. So they don't stack.
2018/11/15 15:39:21
Subject: CODEX ORKS -strategies and tactics in 8th.
Rismonite wrote: Blood Axe Ard Boyz with prepared positions have +3 Armor turn 1, and could be 2+ if you lose a vehicle near them. All that armor save could be used with Grot screens the first time a bucket of dice goes for your Orkmarines
Wrong, prepared positions does not increase your save by 1, it places all of your units into cover. Which is exactly what the blood axe trait gives you. So they don't stack.
Lol damn someone got me before I fixed it
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.
2018/11/15 15:42:27
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
CaptainO wrote: Thanks to all those for clarifying the +1 to psychic tests for me.
1 game 1 win Vrs Astra Militarum. I understand when people say we're reliant on stratagems to be good but damn, they sure make us good. I've literally written out a check list for the strats I'm going to use. I'm running a evil sunz Brigade and I'm taking the "follow me ladz" warlord trait to eek out that extra CP for a total of 16 CP.
Pre game I spend
2 CP: telaporta gorkanaut with 5 Nobz inside (wait out on the errata to see if this us legal)
2 CP: Ardboyz to make a 30 man squad 5+(to be "da jumped" T1)
2 CP for prepared position if I go second (I'm down to 12 drops so I might even get a +1 to role (I play guard and orks...I never normally get this) Obviously if I go first I can use this
T1 i then use
1 CP Loot it to be used on ardboyz particularly if I'm going second resulting in my 30 man blob have a 3+ save (combined with prepared position) This is especially ridiculous when combined with
1 CP grot shield giving an additional 2+ save after losing a wound (If I deploy my pain boy outside his battle wagon there will even be a 6+ FNP before the 2+ grot shield save)
3 CP get stuck in (probably used on my 30 man Ardboy unit once they get, "da jumped" ideally with a 4+ save (a la 3rd edition ork ard boyz) to mitigate overwatch
3 CP unstopable green tide on 30 ardboyz (we'll see in the erratta if they keep their 5+ save but I'm not holding my breath) still 30 bonus boyz who only need an 8" charge deepstriking is awesome
If in the statistically likely event I actually get to go first I won't need prepared positions, no need to use grot shield and unable to use loot it so I'll have 2 to 4 "spare" CPs remaining which would be situationally dependent although I'm keen to hear opinions.
2 CP More dakka on teleporting gorkanaut (This would definitely be used if the proposed target had a -1 to hit)
2 CP Orks never die on my biker boss with killa klaw (used if the boss is in cc with a Knight or big bastard)
2 CP on ramming speed either on the deep striking gorkanaut to guarantee a successful charge (8" on 3D6 & "ere we go") or on of my "starting on board" battlewagons in a hope to get a T1 charge, especially if the 30 da jumped boyz fail their 8" charge (no "ere we go" for the battlewagon though)
I can lob up my battlescribe list if people are curious.
I'm also tempted to run the 30 Ard boyz as shootas as once they "da jumped" the 18" assault range could have touch a lot of units behind the inevitable screen. The sluggas 12" range means they could only shoot the unit they wanted to charge resulting in the possibility of the cc targets taking away closest models and increasing the required charge. As a 20+ unit they get 3 attacks each anyway which can take care of most targets (especially if "get stuck in" is used). Statistically they'll actually forces more S4 wounds too (if I didn't shoot the sluggas). Thanks to DDD 60 shootas result in 23.33 (60 x 1/3 + 10 x 1/3) s4 wound roles versus 30 additional cc attacks (30 x 2/3) which would result in only 20 s4 wound roles.
A complete lack of Ranged weapons is my "major issue" but the plan is to get my guys into as much cc as possible.
Anyway I'm always interested in peoples thoughts
I think you're heavily overinvesting in those boyz tbh. My normal lists start with either 13 or 15 CP (usually 13, double batt is just much more flexible than brigade I've found and the extra 2 is rarely a game changer) and I typically spend
2CP - teleport something threatening. Gorka or triple deff dreads or 5-ish manz. So far I've liked the triple dreads, because you dilute the odds and it doesn't feel like you're betting your whole turn 2 tempo on not getting 2 unlucky 2d6 rolls.
'Ard boyz, Prepared positions - never. Waste of CP when I can spend a relatively small amount of points on a KFF that will protect almost everything my opponent is likely to target. The wazboom jet is becoming one of my favorite units in the codex because of this: it combines the protection of the KFF with an added layer of being a relatively durable fire magnet my opponent will try and take off the board first, usually unsuccessfully.
typically I spend 1cp to Mob Up a unit of 10 boyz with a unit of 30 boyz to da jump them. That adds more durability than 'ard boyz does, costs half the CP, and lets me fill two troops slots with my boyz distraction carnifex rather than 1. I will Loot it with those boyz if my opponent goes first and pops a vehicle of some sort, but so far I haven't done so.
some games I have spent 1cp to upgrade a weirdboy to a warphead. Getting Fists of Gork on the table is typically worthwhile but IMO not worth 62 points. It depends if my opponent has a big threat on the table that I want to missile the killa klawboss into, like a solo knight I'm not going to be able to down with my shooting.
So I spend about 3-4 CP on my setup, and unless I get the perfect hail-mary into the enemy lines with minimum casualties to my boyz I probably won't dump 3CP on fighting twice. So far the stratagems I've gotten the most value out of have been Long Uncontrolled Bursts on the wazboom to take down enemy flyers, More Dakka on tankbustas who have the +1BS freeboota kultur popped, and Ramming Speed to guarantee a charge out of deep strike with some mortal wounds. I don't usually run dry on CP until turn 3.
Cheers dude thats useful stuff. My list is below:
Spoiler:
Clan Kultur: Evil Sunz
+ HQ [19 PL, 356pts] +
Big Mek (Index) [5 PL, 75pts]: Choppa, Follow me Ladz!, Kustom Force Field [20pts], Warlord
Deffkilla Wartrike [6 PL, 120pts]: Snagga Klaw
Warboss on Warbike (index) [5 PL, 99pts]: Da Killa Klaw, Power Klaw [13pts]
Weirdboy [3 PL, 62pts]
+ Troops [28 PL, 552pts] +
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 29x Ork Boy W/ Shoota [203pts]
Boyz [7 PL, 126pts]: Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 17x Ork Boy W/ Shoota [119pts]
Boyz [7 PL, 126pts]: Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 17x Ork Boy W/ Shoota [119pts]
Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]
Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]
Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]
+ Elites [14 PL, 212pts] +
Nob with Waaagh! Banner [4 PL, 77pts]: Kustom Shoota [2pts]
Based off the last game the plan is deploy in this order (I've found that with "horde" armies a clear plan on the order of deployment saves valuable time for ITC games):
Spoiler:
1)Battlewagon with weirdboy and nob waagh banner
2)Grots
3)grots
4)grots
5)30 boyz
6)big mek
7)Battlewagon with pain boy
8)wartrike
9) bikes
10)bikes
11)bikes
12)bike boss
The prepared position strat is actually more for the two battlewagons and the 3 squads of bikes bringing both their saves to 3+. They'll all start under the KFF too.
I've never looked into the Wazboom before... Now I want one. Thanks for that. I'd be able to replace the Big Mek (losing the ability to repair the battlewagons though) with KFF with the Wazboom with a KFF if I found points elsewhere. The prepped position would make it a 3+ too...
Mobbing up to 40 boyz would ensure they get into combat with the 20+ needed for the +1 attack. An extra 10 man sqaud will cost 70pts so its whether I can justify paying that to free up 1 CP. CPs are like gold dust though. Those 10 boyz result in an additional drop. It would be interesting info if ITC or equivalent stated what the average number of drops currently is.
I used the 30 boyz to charge and tie up the bubble in front. 30 boyz strung out in a line 9" away with the aim of engaging as many AM infantry as possible. Obviously 0Ap lasguns helped but the eavy armour meant they only took like 1 casualty.
Do you run sluggas or Shootas?
2018/11/15 15:48:55
Subject: CODEX ORKS -strategies and tactics in 8th.
vindicare0412 wrote: I've been seeing a lot of love for duel choppa nobs. But is it that much better then paying 5pts for one less attack and going BC Choppa?
It does bump the points up from 14 to 19 and dilutes the unit's role a bit IMO. those choppa attacks aren't gonna do much if you're sending them against vehicles or 2W elites.
"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!"
2018/11/15 16:46:16
Subject: CODEX ORKS -strategies and tactics in 8th.
imo, bigchoppas help a ton but are hardly mandatory.
5 S5 attacks each (3+2 choppa) or 3 S7 +1 S5 (Bigchop + chop). Large majority of things theyre gonna hit is T4 anyway, both strength values wound them on 3s.
I'd take bigchoppas if you expect your nobz to collide with T5+ stuff, where then it would start showing a difference.
Have to admit though the idea of 10 chopchop nobz swinging 60 S5 dice sounds very amusing (Warpath for 6th attack)
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2018/11/15 17:08:50
Subject: Re:CODEX ORKS -strategies and tactics in 8th.
So I have a game against dark angels tonight. Plan is to quickly engage plasma units and vehicles and Krump em. Than tailor plan from there. Deep striking the dread move advance and charge everything else. Any specific thoughts on tactics vs dark angels?
CP spending
Ork pregame
1cp Telly porta
1 cp warphead
1 cp extra gubbins
In game
2cp ramming speed
1 cp billowing exhaust
3cp Attack again
2cp Attack after death
List