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Made in us
Battlewagon Driver with Charged Engine





 Rismonite wrote:
What are the best solutions for removing a small screen before we Da Jump on turn 1?

I got a psyker spell, burna bomma bomm, Kopta bomb

What would you choose? I am talking about removing 5 scouts in my movement or pyshic phase.
It is very difficult, unless the scouts are close. If so, Smite is probably your best, especially if you can get the +3 for being near 30 boyz. Try doing that with 3 weirdboyz and there is a good chance at least one of them will get the D6 smite, on which you might burn a re-roll. If you can get off 3 smites they are probably dead.
   
Made in us
Regular Dakkanaut





What's the best thing to put in chinorks these days? I was wondering about 10 lootas and keep to the fringes of the battlefield leveraging that 48" range, but most loota advice seems to involve stratagems.
   
Made in fi
Locked in the Tower of Amareo





What chinork would give to lootas? Chinork would have to stay still and no strategems on passengers.

Burnas, tankbustas or nobs would be my choices

2024 painted/bought: 109/109 
   
Made in gb
Nasty Nob





UK

Coh Magnussen wrote:
What's the best thing to put in chinorks these days? I was wondering about 10 lootas and keep to the fringes of the battlefield leveraging that 48" range, but most loota advice seems to involve stratagems.


I'd suggest Deathskulls Shoota Boyz, with rokkit, tankbusta bomb and a kmb mek.

Cheap, re-rollable high str and damage weaponry with shoota chaff clearance, highly mobile (all assault weapons except deffguns) and cheap (173pts with chinork), all without using strategems or cp.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in it
Waaagh! Ork Warboss




Italy

 Vineheart01 wrote:
on note of the banner, only reason i dont use it is the same reason i have issues with painboy/bosses on the assault: since theres no rule for a character to "join the charge" like there is for "join the unit that GOT charged" its super easy for them to fail the charge and leave the boyz alone.

Really, really wish if a unit within 3" charged, the character can follow.


I don't use it anymore because it costs like a warboss. It should be 50-60 points. I consider the banner nob highly overrated. It could be of great value in a Goff army, since the extra hit rolls generated by the kultur could be brutal if hitting on 2s with basic weapons and on 3s with pks, but otherwise it doesn't add that much.

 
   
Made in ru
Regular Dakkanaut





Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS
   
Made in gb
Mekboy on Kustom Deth Kopta






 JawRippa wrote:
Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS

Yes. I think this is exactly what it's for.
   
Made in ru
Regular Dakkanaut





OH SWEET MORK YES

I just find it weird that they've specifically called it a thunderbuss, when it is clearly closer to heavy flamethrower. Oh well. Shame that combining Gitstoppa shells and Gobshot is illegal. I don't really understand the point of gitstoppa shells on their own.
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

 JawRippa wrote:
OH SWEET MORK YES

I just find it weird that they've specifically called it a thunderbuss, when it is clearly closer to heavy flamethrower. Oh well. Shame that combining Gitstoppa shells and Gobshot is illegal. I don't really understand the point of gitstoppa shells on their own.

gitstoppa shells are basically just for shooting primaris marines

as for the thunderbuss...I imagine that to be some huge, flared-barrelled scatter-shot gun, like a big cartoony shotgun/cannon...you could probably even model it with a killa kan grotzooka

This message was edited 1 time. Last update was at 2018/11/21 08:53:54


...it's good to be green!  
   
Made in gb
Ork Boy Hangin' off a Trukk





1) does the index biker boss benefit from "SpeedFreaks"?
2) if you dajumped a previously stationary unit with a heavy gun, does it shoot with a -1? If it had moved prior to dajump, does that change the result?

Putting together a list for a local tourney and these questions are bugging me. Cheers
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 JawRippa wrote:
Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS


Yep, it only replaces the shoota part.
So you can have a Thunderbuss-Skorcha combi weapon.

I don't like the Bad Moons trait, but the relic and strat is pretty good.


Automatically Appended Next Post:
 JawRippa wrote:
OH SWEET MORK YES

I just find it weird that they've specifically called it a thunderbuss, when it is clearly closer to heavy flamethrower. Oh well. Shame that combining Gitstoppa shells and Gobshot is illegal. I don't really understand the point of gitstoppa shells on their own.


One is faction locked, the other isn't.
Its so you can have a kombi shoota upgrade without being badmoons.

This message was edited 2 times. Last update was at 2018/11/21 11:47:52


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 gb
Stabbin' Skarboy





crewe

 JawRippa wrote:
Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS


Im doing it with a index big mek on foot with 2 kombi-skorchas and the gobshot. Thats 4d6 - 8d6 str 5 ap 1 autohits on a 89pt Character


Automatically Appended Next Post:
Sluggaloo wrote:
1) does the index biker boss benefit from "SpeedFreaks"?
2) if you dajumped a previously stationary unit with a heavy gun, does it shoot with a -1? If it had moved prior to dajump, does that change the result?

Putting together a list for a local tourney and these questions are bugging me. Cheers


Sadly no, he doesnt have the Speedfreaks or DDD rule and they count as moving.

This message was edited 1 time. Last update was at 2018/11/21 11:49:36


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





Im curious though, does the regular ugly as sin kopta GW still sells for some reason have a KMB model or something? All i have are AOBR koptas and i thought the nonAOBR had bigshootas with no options. Kinda curious why it has KMB access yet kanz/babymeks dont.


The deff kopta can take both KMB's, and Big Bombs from the index wargear. Both Kans and Meks can take KMB's from the index wargear list.

Geemoney,

The only issue with your argument, is that choppa boyz wanna chop, so a lot of times those rokkits will in combat unable to fire. I'd say my boyz mobs get to fire about 2 rounds a game. (If I'm lucky)

Reworking your list ever so slightly (just taking 3 deff choptas), means you could run a full brigade.

This message was edited 2 times. Last update was at 2018/11/21 11:54:43


   
Made in ru
Regular Dakkanaut





 deffrekka wrote:
 JawRippa wrote:
Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS


Im doing it with a index big mek on foot with 2 kombi-skorchas and the gobshot. Thats 4d6 - 8d6 str 5 ap 1 autohits on a 89pt Character


I'm not sure that having 2 kombi-skorchas on the same guy is legal
   
Made in gb
Stabbin' Skarboy





crewe

 JawRippa wrote:
 deffrekka wrote:
 JawRippa wrote:
Is it legal to have Gobshot Thunderbuss with skorcha combi part for a warboss? Because if the answer is yes, then this means that I can legally field a pyromaniac boss or even Arch-Arsonist of Charadon himself! Mechanically Gobshot is very similar to a beefed up flamethrower, and combined with skorcha that is 3D6 of S5 AP-1 autohitting goodness at 8"... That can fire twice for 2CP.

BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer’s kustom shoota or shoota profile with the following profile:

12" Heavy 2D6 S5 AP-1 D1 ; This weapon AUTOHITS


Im doing it with a index big mek on foot with 2 kombi-skorchas and the gobshot. Thats 4d6 - 8d6 str 5 ap 1 autohits on a 89pt Character


I'm not sure that having 2 kombi-skorchas on the same guy is legal


Reading the Index Big Mek datasheet and the Souped-Up Weapons list there is nothing stating that he can't have 2 items from that list. He can replace his slugga for one aslong as he doesn't take a KFF or SAG and he can replace his choppa for one aslong as he doesn't take a killsaw.

I haven't seen an Xenos 2 FAQ that states that this combination is not allowed. if anyone can show me where it says he can't take two I'd be very thankful. But as per reading the index it is very much allowed.

This message was edited 1 time. Last update was at 2018/11/21 12:51:25


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in au
Ork Boy Hangin' off a Trukk





I just gave Deathskulls Deff Dreads with kustom mega blastas a go in a low points game. Just a fun game, so not competitive. I can say that they got a lot done. I did 2x Klaws and 2x KMB's. I found against most targets I was consistently getting at least 1 wound through, and dealing 3 or more damage with each unsaved wound.

I tried using the tellyporta strat to deepstrike them but had mixed results. Three Deff Dreads has a really awkward footprint and it's hard to place them even without your opponent properly screening. In both games I played they would of been better off if I deployed them normally and advanced them at least once.
I found that in both cases at best one or two of the Deff Dreads were within a 9" charge range and the other(s) was/were ~12" away from any target. You practically guarantee 1 charge with ramming speed but by that point you've spent 4 CP to get a turn 2 charge.
I also think that losing the first turn of shooting is a deal breaker. The shooting output is too reliable to waste! I'm tempted to experiment with three KMB's but I suspect two will be the correct number.

I was contemplating using the Tellyporta on Evil Sunz Deff Dreads but I think turn 2 charges, and sometimes turn 1 charges, would be a lot easier to achieve via the klan kultur and use of a wartrike. These would swap out the KMB's for more melee or either 1-3 big shootas or skorchas.

So the tl;dr of it is: Deathskulls trait is great on KMB Deff Dreads. Tellyporta stratagem on Deff Dreads is a red herring and can easily be denied any value.

This message was edited 1 time. Last update was at 2018/11/21 13:07:55


Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 Rismonite wrote:
What are the best solutions for removing a small screen before we Da Jump on turn 1?

I got a psyker spell, burna bomma bomm, Kopta bomb

What would you choose? I am talking about removing 5 scouts in my movement or pyshic phase.


warbikers. they are fast, can shoot a bunch of str 5 shots, and charge in to finish off the screen if need be. bad moons for extra fire power, evil suns is probably going to be more useful though for the extra speed.
   
Made in fi
Locked in the Tower of Amareo





 Sal4m4nd3r wrote:
 Rismonite wrote:
What are the best solutions for removing a small screen before we Da Jump on turn 1?

I got a psyker spell, burna bomma bomm, Kopta bomb

What would you choose? I am talking about removing 5 scouts in my movement or pyshic phase.


warbikers. they are fast, can shoot a bunch of str 5 shots, and charge in to finish off the screen if need be. bad moons for extra fire power, evil suns is probably going to be more useful though for the extra speed.


Fails on his requirements. They are clearing at most at shooting phase of T1. That's AFTER da jump on T1

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





Quackzo,
Agree. I tried doing a teleporter of 3 deff dreads, and they got into each others way. 2 worked a bit better, but at that point, might be better to just save the cp and walk/advance them with the trike as an additional table threat.

Getting the triple deff dread teleporta to work properly requires careful clearing of their incoming deep strike zone, something that is difficult to do given their overall size. (and still have all three within charge range)

This message was edited 1 time. Last update was at 2018/11/21 13:54:16


   
Made in gb
Been Around the Block




Tagging on to the 3*DeffDread Tellyporta discussion. How about dropping 2*4CC weps. Commit these to the best positions for getting a charge off and 1*4ranged weps. Could even do 4*BigShoota if you think there will be more chaff to clear or KMBs if you want to sit there and plink away at something tougher. Either hoping the rest of your army will keep enemy tied up In CC, or if they do charge it then its probably a decent distraction fex even without any real CC threat.

This message was edited 1 time. Last update was at 2018/11/21 14:05:07


 
   
Made in es
Krazy Grot Kutta Driva




Played 3 deffkoptas last match, deepstrike turn 2 and shoot dreadnought, 6 wounds, didn't die next round, ran far away into another fight and did too much damage too. I will keep playing them, they are fun and deal decent damage. With deepstrike+speedfreaks they can be everywhere.

This message was edited 1 time. Last update was at 2018/11/21 14:08:15


Orks 5000p 
   
Made in us
Shadowy Grot Kommittee Memba






Kebabcito wrote:
Played 3 deffkoptas last match, deepstrike turn 2 and shoot dreadnought, 6 wounds, didn't die next round, ran far away into another fight and did too much damage too. I will keep playing them, they are fun and deal decent damage. With deepstrike+speedfreaks they can be everywhere.


You bothered to deepstrike deffcoptas? I've found it's almost impossible for them to not be in range of what I want them to be turn 2.

"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
Battlewagon Driver with Charged Engine




Kebabcito wrote:
Played 3 deffkoptas last match, deepstrike turn 2 and shoot dreadnought, 6 wounds, didn't die next round, ran far away into another fight and did too much damage too. I will keep playing them, they are fun and deal decent damage. With deepstrike+speedfreaks they can be everywhere.

If you're playing evil sunz, is it even worth deepstriking them.? I'd try and hide them out of LoS as they have fly and move 23"

Edit: Beaten to the krump

This message was edited 2 times. Last update was at 2018/11/21 14:41:57


 
   
Made in es
Krazy Grot Kutta Driva




the_scotsman wrote:
Kebabcito wrote:
Played 3 deffkoptas last match, deepstrike turn 2 and shoot dreadnought, 6 wounds, didn't die next round, ran far away into another fight and did too much damage too. I will keep playing them, they are fun and deal decent damage. With deepstrike+speedfreaks they can be everywhere.


You bothered to deepstrike deffcoptas? I've found it's almost impossible for them to not be in range of what I want them to be turn 2.

Avoid turn 1 damage and makes them unexpectable

Orks 5000p 
   
Made in us
Battlewagon Driver with Charged Engine




By the way, now that stormboyz have deepstrike, has anyone tried out just a cheapo basic 5-man unit? I'm rarely playing games with kill points and since deepstrike is T2 at the earliest giving up first blood is unlikely. 45 points for some quick deepstrikers that have potential to just tie up stuff behind enemy lines could have some potential, no?

Obviously they'll die to a somewhat stiff breeze but they could make their points back with some clutch charges. Also since I play evil sunz the charge is only 8" in a best case scenario..
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Stormboyz are just too fragile imo.

I'd only use them if fliers were more popular in my area purely for the image of them charging a flier lol, thats it though.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Norn Queen






Da Jump turn 1 has lost a lot of luster due to Tellyporta. You're better off clearing screens turn 1 first, then tellyportaing your bombs turn 2
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

So question regarding opentopped...

What the heck do we have access to that DOES transfer its bonus to the occupants? Feels like literally everything except Freeboota bonus explicitly says "Nope, doesnt work on opentopped"

The heck else does work?

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Norn Queen






 Vineheart01 wrote:
So question regarding opentopped...

What the heck do we have access to that DOES transfer its bonus to the occupants? Feels like literally everything except Freeboota bonus explicitly says "Nope, doesnt work on opentopped"

The heck else does work?
-1 to hit abilities, like Rangers
   
Made in us
Shadowy Grot Kommittee Memba






Warlord trait analysis, including the results of my comparison of the 4 direct-damage combat traits:

Spoiler:
Warlord Trait Analysis

‘Ard as Nails – Unviable

I guess the question here is just – why? You could make a T7 Deffkilla with it, but having a slightly tougher warlord really doesn’t have much of a shine to it compared to the massive, massive damage output we can get out of other traits.

Big Killa Boss, Brutal But Kunnin, Might is Right, Proper Killy

It makes sense to analyze these together, because they are all in direct competition with one another. This direct competition means that it’s pretty easy to narrow down which one is best in most situations.

I’ve evaluated the average damage output of four characters that I would consider you likely to want to improve with a combat-oriented warlord trait: A Deffkilla Wartrike, a Warboss with Killa Klaw+Attack Squig, and a Painboy with Killa Klaw (primarily to analyze the effect on a character who does not hit on 2s.) I pit them against three different targets: A standard T7 3+ vehicle, a Knight-equivalent T8 3+ vehicle, and a “scary character with invuln” using the custode biker T6 3++ statline.

The analysis shows that right off the bat, Big Killa Boss provides the least benefit in all three instances. Since it’s also conditional (vehicle/monster only) it should pretty much be disregarded.

The other two conditional traits, Proper Killy and Brutal But Kunnin (both only on the charge/when charged), took second and first place overall in terms of damage improvement. Because they are mutually exclusive, unless you soup Goffs and Blood Axes to get both on the table with the Thinkin’ Cap, Proper Killy should be disregarded for Brutal But Kunnin unless you are forced to take Proper Killy (Ghazghull as a warlord.)
Might is Right actually works the best of all four traits against the high-invuln character. If you’re facing daemon princes or custode biker captains and you want to go this route, Might is Right will actually allow a warboss or deffkilla with the Killa Klaw to one-round one of those characters on average with two rounds of combat (Get Stuck In or Orks is Never Beaten). While this is a positive trade for you pointswise you are giving up a warlord kill, and orks do have lots of efficient high-volume melee attacks and low-AP-high-damage ranged weapons that would probably be better solutions. The non-conditional nature of Might is Right doesn’t do much for me, because BBK allows you to one-round pretty much any standard vehicle target with one of these beatstick characters, and in the case of fighting a knight, your odds of surviving more than one round are fairly astronomical, and it’s most likely that you’d rather deal your 18 wounds on average with BBK and Orks is Never Beaten if you’re using your boss as a suicide missile against knights.
With that explanation, I’m ranking Might is Right and Brutal but Kunnin as “Good”, Proper Killy as “Situational (Ghazghull)” and Big Killa Boss as “Unviable” because it is never good better than BBK.

Follow Me, Ladz: Situational

This trait is quite good if you want to avoid running a warboss in a list where you could use his aura. Deffskullz like it a LOT because the value of Big Meks (with their kustom mega blastas) is hugely increased and it is essentially a freebie with the Thinkin’ Kap relic, as this trait grants you 1 CP. For other clans it might be handy to save points, say slapping it on a KFF big mek to make a Snakebites green tide list extra points efficient – you’re Snakebites so you save on a Painboy AND you save on needing a Warboss, while still getting their effects. Those point savings make up for the 1pt nerf on 155 boyz, if you don’t like having your green tide list from the index nerfed.

Kunnin But Brutal: Situational

I have had access to this trait in several of my codexes, and I haven’t much loved it there, either. The best case use of this is to stick your Warlord in a transport (so you can auto-scoop that one) and then select your D3 units from DIFFERENT transports, which can be full of units. A mounted up list can easily redeploy everything they start on the board, which can be funny, but given the pace of 8th I’m not sure how impactful that is versus the cost of deploying all your eggs in just a couple baskets.

Da Best Armor Teef Can Buy (Bad Moonz): Good

I’m kind of in love with this one. Combine with the Supa-Cybork and you’ve got yourself nearly a completely new beast in the deffkilla wartrike- almost like a Sheeld Kaptin’ On Wazzy Jetbike! In fact, the Deffkilla with this trait and relic combo takes more shots to kill with any weapon that has AP-1 or more than the ubiquitous bike captain with 3++ relic. And he’s got an always-on 5+ save vs mortal wounds and a 1cp stratagem to make him -1 to hit for the whole turn! Huehuehuehue.

I’ve got a Plan, Ladz! (Blood Axes): Situational

THERE’S the CP regeneration trait! It’s fine. Strictly a worse version of DE Labyrinthine Cunning, and our Hqs have a habit of not standing around in the backfield staying alive all game. But if you like CPs, and of course you do. Unfortunately Orks do have a lot of more than 1cp stratagems and pregame stratagems we’ll want to be using, and you won’t get to roll for those with this trait.

Opportunist (Deathskullz): Good

This trait jives wonderfully with the kinds of HQs Deathskullz like to bring. Slap it on a KMB/Tellyport Blasta mega armor big mek if you want maximum hilarity, but feel free to just slap it on a regular KMB mek and it’ll still provide solid value. And hey – it’s the clan that can bring more than one warlord trait, too!

Speed Freek(Evil Sunz): Good

The second half of this trait is really the impactful one, letting your Evil Sunz bikers and vehicles cheerfully charge again and again, bopping into targets as their hearts desire. Tends to be less crazy potent than you expect, but still nice enough that I’ve taken it over combat traits several times and never not gotten good use out of it.

Killa Reputation (Freebootas): Good

If you’re taking a Freebootas non-soup list, this trait is 100% your go-to. If you’re souping Freebootas in and just taking them as a shooty half of another list, then take something else. Giving a Captain (Kaptin) buff for combat is about as good as it sounds if your list isn’t entirely shooting focused, but it gets even crazier when you consider the gulf between 2+ and 2+ rerollable to hit, which is exactly where most of your orks will be going when you pop that freeboota kultur in the fight phase.

Surly As a Squiggoth (Snakebites): Situational

The second half of this trait is really what you’re looking at. The situation you want is “Do I want Killa Kanz in my list? If the answer is yes, then you probably don’t want to leave home without this trait.


TlDR: Most subfaction traits are really quite good. Brutal But Kunnin is usually the best trait for combat.

"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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