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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Vineheart01 wrote:
Burnas being D3 attacks kills them imo. Kinda bs that our flamers are D3 because "they have an ap in melee" wtf do i care they have a t-shirt save anyway, they die to a stiff breeze!


Eh, they can be brutal on the charge. That AP mod is a bit of a surprise to most opponents.
What they really need is ignore cover. You should not get cover saves against flame throwers.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Wicked Warp Spider





Can Burnas benefit from being in large units?
Can such large Burna units be used in combination with a Waagh banner?
Can the unit benefit from being Bad Moons and fire twice? They could be used in a double detachment army, perhaps?
Could the unit be placed in a BW and used as KMB platform?

Just throwing in ideas, probably is just better to use some other unit, but for those that have the models...

This message was edited 2 times. Last update was at 2018/11/20 16:03:28


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! 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Kaiyanwang wrote:
Can Burnas benefit from being in large units?
Can such large Burna units be used in conjucntion with a Waagh banner?
Can the unit benefit from being Bad Moons and fire twice? They could be used in a double detachment army, perhaps?
Could the units be placed in a BW and used as KMB platform?

Just throwing in ideas, probably is just better to use some other unit, but for those that have the models...


Yes to the first. Much like lootas, having more in the unit will mean more shots, as the D3 applies to the whole unit. They are cheaper than lootas too

The Waagh banner would benefit them as it adds +1 in the fight phase, and the only requirement is that the unit has to be in 6". You don't need to cover the whole unit

Bad Moons would not work well. The Burnas are auto-hit. The strat could be used though to try to get them to attack a third time, but that's more of a gimmick than a legit tactic.

Yes to the last. Unlike Lootas, you do want to take spannas as they aren't overpriced and their weapon options do add something. Deathskulls or Badmoons would work here, if only to stop overheats. Evil Suns could probably work as well, as you can close the distance faster and still shoot at full BS due to their trait.

This message was edited 2 times. Last update was at 2018/11/20 16:13:08


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Mekboy on Kustom Deth Kopta






tilds wrote:
Gitdakka wrote:
... Then put them all in trukks (with rokkit) and drive around. ...


Trukks can't take rokkits anymore :/


index options are still options

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Longtime Dakkanaut




Burnas are only good on kommandos with a BC nob to deepstrike and charge and clear out ruin campers exploiting the fact most vehicles and monsterous creatures and bikes can’t hit them on the second floor of ruins. Make them evil suns so they actually make the charge.

Ignore thier separate data slate it’s useless. Even the kommandos +1 to wound in ruins helps them more then the burna dataslate ability.
   
Made in us
Regular Dakkanaut





Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?
   
Made in fi
Locked in the Tower of Amareo





Coh Magnussen wrote:
Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?


No clan bonus but strategems and relics are fair play so they aim to use those

2024 painted/bought: 109/109 
   
Made in gb
Norn Queen






G00fySmiley wrote:index options are still options
Technically, yes. But we all know that Indexes will be removed from Matched Play at some point in the future.
Coh Magnussen wrote:Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?

Having a single clan detachment means you benefit from a Kultur. Mixed clan (other than Flash Gitz) means no Kultur. It's the same as any other faction with a codex now, you want to isolate your to gain extra special rules.

This message was edited 1 time. Last update was at 2018/11/20 17:07:00


 
   
Made in us
Lead-Footed Trukkboy Driver






MT

So here are some controversial opinions.

Mek Gunz are overrated. This is because they are so easy to kill, a helvrin will kill two a turn by itself. So when taken in large numbers they can become a liability. Also in ITC land it can be difficult to win the "Kill More" objective. Pre codex I ran 10 in every list just because they were our best gun...now most lists I make don't have any.

I think this is shown in the fact that the guy who brought 15 Trakktors did not place well.

I have been sticking a mek gun in list just so my lootas can loot when it explodes. 4+ save in cover!!

I also think spending 2 CP on More Dakka is only worth when it there is a -1 to hit in play. Otherwise just save your command points.



Here is list concept that I think will kill 1 maybe 2 knights in a turn roll hot...assuming they are 24" away. The only CP sink are the lootas.
Spoiler:

Deathskullz Battalion
Big Mek (index) , KFF, Kustom Mega Blasta
Warboss, Big Choppa, Kombi Rokkit
Big Mek w/ Shokk Attack Gun, WL: Big Killa Boss (+1 to wound vehicles and monsters)

30 boyz, 3 Rokkits, 3 tankbusta bombs, Nob w/ Kombi Rokkit,
30 boyz, 3 Rokkits, 3 tankbusta bombs, Nob w/ Kombi Rokkit,
30 boyz, 3 Rokkits, 3 tankbusta bombs, Nob w/ Kombi Rokkit,

Painboy

Deathskullz Vangaurd
Big Mek (index) , KFF, Kustom Mega Blasta

5 Kommandos, 2 Rokkits, 1 Tankbusta bomb
5 Kommandos, 2 Rokkits, 1 Tankbusta bomb
5 Kommandos, 2 Rokkits, 1 Tankbusta bomb

Bad Moonz Battilion

Weirdboy
Weirdboy

10 Gretchin
10 Gretchin
10 Gretchin

10 Lootaz
15 Lootaz




orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Shadowy Grot Kommittee Memba






Coh Magnussen wrote:
Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?


for my jokey list, I just wanted to have access to both the snakebite relic and the bad moon relic. I didn't care about losing the bad moon kultur because all my weapons were autohit anyway. I just wanted to make a pure autohit ork army for SnGs

"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!"  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

easy to kill? one of the complaints about them is theyre so durable for the price.
Its not that theyre so tough they cant be hurt like some high save T8 things that shall remain nameless *cough* knights *cough* its that theyre moderately tough for pennies.

A couple things at their durability isnt hard to remove, 10+ is. Thats what ive noticed when i spam walkers/buggies, a few of them go up in smoke pretty quick but then the rest are practically unscathed because by then i had killed what was killing me reliably.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




 BaconCatBug wrote:
G00fySmiley wrote:index options are still options
Technically, yes. But we all know that Indexes will be removed from Matched Play at some point in the future.
Coh Magnussen wrote:Quick question -- I keep seeing "mixed clan" detachments. What effect does having a homogenous clanned detachment have? What effect does having a mixed clan detachment have?

Having a single clan detachment means you benefit from a Kultur. Mixed clan (other than Flash Gitz) means no Kultur. It's the same as any other faction with a codex now, you want to isolate your to gain extra special rules.

Once again index was just updated with a big faq.
There are to many GW models where the rules are only available in the index.
They literally clarified by the rules team how to use the index recently.
Once sisters, gene cults, inquisitors/assassins/agents of imperium/ khorne and all the still made models have codex rules I expect the index to go power level only that’s not happening until chapter approved 2019 and frankly at that point9th edition can’t be far off.

I have no doubt the index will be completely fine throughout 2019. Which is long time for Gw.

This message was edited 1 time. Last update was at 2018/11/20 17:26:24


 
   
Made in us
Lead-Footed Trukkboy Driver






MT

 Vineheart01 wrote:
easy to kill? one of the complaints about them is theyre so durable for the price.
Its not that theyre so tough they cant be hurt like some high save T8 things that shall remain nameless *cough* knights *cough* its that theyre moderately tough for pennies.

A couple things at their durability isnt hard to remove, 10+ is. Thats what ive noticed when i spam walkers/buggies, a few of them go up in smoke pretty quick but then the rest are practically unscathed because by then i had killed what was killing me reliably.


That has not been my experience recently. 3 Helvrins will kill 6 of the 10 mek gunz on the table at 48" I don't know what else to tell you.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Longtime Dakkanaut





 Geemoney wrote:
 Vineheart01 wrote:
easy to kill? one of the complaints about them is theyre so durable for the price.
Its not that theyre so tough they cant be hurt like some high save T8 things that shall remain nameless *cough* knights *cough* its that theyre moderately tough for pennies.

A couple things at their durability isnt hard to remove, 10+ is. Thats what ive noticed when i spam walkers/buggies, a few of them go up in smoke pretty quick but then the rest are practically unscathed because by then i had killed what was killing me reliably.


That has not been my experience recently. 3 Helvrins will kill 6 of the 10 mek gunz on the table at 48" I don't know what else to tell you.

That's also 522 points worth of shooting going into 186 points of mek gunz ( assuming smasha gunz). That's not a bad damage soak for those points. I'd be willing to bet the mek gunz would trade upward in a shootout.

This message was edited 1 time. Last update was at 2018/11/20 17:51:09


 
   
Made in us
Lead-Footed Trukkboy Driver






MT

Well hopefully you have something else in your army that can deal with them then....

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in fr
Lead-Footed Trukkboy Driver





 Geemoney wrote:

That has not been my experience recently. 3 Helvrins will kill 6 of the 10 mek gunz on the table at 48" I don't know what else to tell you.

1 Helverin deals 8.8 wounds to Mek Gunz. If you've had 3 Helverin kill 6 Mek Gunz consistently, it just proves that you've been consistently unlucky. You should've lost 4 and a half, or 140pts of Smasha Gunz. That's not what I'd call fragile.

Equivalent points of Smasha Gunz destroy 2 Helverins or 348pts. Mek Gunz are therefore 2.5 times better at Killing Helverins than Helverins are at killing Mek Gunz.

This message was edited 3 times. Last update was at 2018/11/20 18:03:27


Deffskullz desert scavengers
Thousand Sons 
   
Made in us
Longtime Dakkanaut





 Geemoney wrote:
Well hopefully you have something else in your army that can deal with them then....


Probably the other 12 smasha guns lol or the 18 of them if the ork goes first.

 
   
Made in fi
Locked in the Tower of Amareo





gungo wrote:
Once again index was just updated with a big faq.
There are to many GW models where the rules are only available in the index.
They literally clarified by the rules team how to use the index recently.
Once sisters, gene cults, inquisitors/assassins/agents of imperium/ khorne and all the still made models have codex rules I expect the index to go power level only that’s not happening until chapter approved 2019 and frankly at that point9th edition can’t be far off.

I have no doubt the index will be completely fine throughout 2019. Which is long time for Gw.


Something you forgot. Index is ALREADY banned for many.

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
gungo wrote:
Once again index was just updated with a big faq.
There are to many GW models where the rules are only available in the index.
They literally clarified by the rules team how to use the index recently.
Once sisters, gene cults, inquisitors/assassins/agents of imperium/ khorne and all the still made models have codex rules I expect the index to go power level only that’s not happening until chapter approved 2019 and frankly at that point9th edition can’t be far off.

I have no doubt the index will be completely fine throughout 2019. Which is long time for Gw.


Something you forgot. Index is ALREADY banned for many.
just for a few who follow etc rules. Not ITC or warhammer world or England and a bunch of people posted how they use etc but index allowed posted in this forum too. Sounds like a small subset of etc is I forgeworld no index.
   
Made in fi
Locked in the Tower of Amareo





Not just for people who follow ETC. That's false statement.

2024 painted/bought: 109/109 
   
Made in gb
Stabbin' Skarboy





crewe

Coh Magnussen wrote:
How do you get 2 kombi-weapons with skorchas on the big meks? I thought both index and codex limited you to a single kombi? (granted, I've been wrong on almost everything else I thought, so keep a grain of salt handy)


In the Index it says the following for the big mek: "This model may replace its slugga with one item from the Souped Up Weapons or Choppy Weapons lists or either take a kustom force field or a shokk attack gun.

"This model may replace its choppa with one item from the Souped Up Weapons or Choppy Weapons lists or either take a kustom force field or a killsaw."

This two me looks like the index Big Mek on foot and on warbike can get 2 souped up weapons as long as he doesnt take a KFF or a SAG

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Regular Dakkanaut





Cool, thanks deffrekka! That's some scorchy goodness right there...
   
Made in us
Shadowy Grot Kommittee Memba






Coh Magnussen wrote:
Cool, thanks deffrekka! That's some scorchy goodness right there...


I'd like to take this moment of silence to honor the glorious kitbash possibilities cut short in their prime of double skorcha warbike big meks.

You were taken from us so soon not for powergaming abuse, nor for fluff violation, but for the vagaries of a hideous and cruel legalistic rules policy.

RIP in pepperonis, Arch-Arsonist Big Mek Build.

"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!"  
   
Made in se
Fresh-Faced New User




Hi lads,

I am thinking of running a unit of 15 tankbustas with 6 bomb squigs as bad moons since my local meta is very vehicle heavy. It is a bit of a suicide squad but my intension is to jump this up the table to a convenient location using more dakka and shoot twice, espeically with 6 bomb squigs who hits on +2 will kill almost anything or several things depending what you are shooting at. If I dont get first they can easily be deployed out of sight and with grots to protect them, This will ofc hold the 30 blob boyz for 1 turn but you can instead kill key targets and overwhelm enemy turn 2. This strategy is quite CP thristy but could be worth it for 4 CPS.

Since the FAQ clearly states no stratagems on embarked units I found this to be a suitable use for bustas in theory. Let me know what you think
   
Made in gb
Norn Queen






While you really want to be within 6" for Tankbustas so you can Extra Stikkbombs, I agree the most reliable method of delivery is going to be the Tellyporta and hope they survive the shooting they will attract.

This message was edited 1 time. Last update was at 2018/11/20 19:31:10


 
   
Made in fi
Locked in the Tower of Amareo





Average 31.5" range not enough? I would use that range(well inch less to ensure grots are ahead) and have grots in front. That way they are less of a suicide squad, more of persistent annoyance to the enemy,.

2024 painted/bought: 109/109 
   
Made in se
Fresh-Faced New User




I agree, the extra stikkbombs is just mental. The squig bombs is 18" so you can easily stay out of potential auspex scans etc. You do not need to da jump too deep but just position yourself 18" needed or even snip some mispositioned character.

If tellyport I will need to hold this strategy to turn 2 but that is also a very good idea


Automatically Appended Next Post:
tneva82 wrote:
Average 31.5" range not enough? I would use that range(well inch less to ensure grots are ahead) and have grots in front. That way they are less of a suicide squad, more of persistent annoyance to the enemy,.


The big risk with this is that if the terrain is not in your favour and you lose first the bustas will be focused and killed easily I think.

Edit: This could also work well with just walking up as you said! The good part is what you can actually chose to footslog or jump when its your turn to act, how you deploy shuld not matter that much if you have screening grots

This message was edited 3 times. Last update was at 2018/11/20 19:42:27


 
   
Made in us
Battlewagon Driver with Charged Engine





 Geemoney wrote:
I have been sticking a mek gun in list just so my lootas can loot when it explodes. 4+ save in cover!!
I hadn't thought of that, thank you!

Now I'll put my mek guns around my loota blob (with the grots out to the sides as free screens) and just dare somebody to shoot one of them! Once they kill one, the lootas get tougher, possibly for free. Bazinga!
   
Made in us
Regular Dakkanaut





Bryten wrote:
The big risk with this is that if the terrain is not in your favour and you lose first the bustas will be focused and killed easily I think.


Does this situation warrant giving up a killy warlord trait in favor of Kunnin' but Brutal, or are the killy traits just too killy to not take?
   
Made in se
Fresh-Faced New User




Coh Magnussen wrote:
Bryten wrote:
The big risk with this is that if the terrain is not in your favour and you lose first the bustas will be focused and killed easily I think.


Does this situation warrant giving up a killy warlord trait in favor of Kunnin' but Brutal, or are the killy traits just too killy to not take?


I am not sure I know what you mean. What does the warlord trait have to do with bustas?

This message was edited 1 time. Last update was at 2018/11/20 20:15:41


 
   
 
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