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Made in us
Battlewagon Driver with Charged Engine




 CthuluIsSpy wrote:
I just had a thought about the Squigbuggy - what if we are using the wrong metric?

We've been comparing it to the KBB, but what if they fulfil 2 completely different roles?

It could be that where the KBB is intended to be a front line assault unit, the buggy is intended to be a backline fire support unit.

There are several facts to support this -

1) Movespeed
The Squigbuggy has the lowest move of the new vehicles. Whilst this is bad for a front line unit, its fine for a back line unit, that's supposed to stay behind the main army.

2) Loadout
The buggy has the longest ranged weapons of all of the new vehicles. The KBB also has a 36" gun, but it only has 1 of them. This means that the buggy can just stay back and bombard the enemy from range. Its different ammo types means that it can finish off whatever the rest of the army failed to kill.
The saws are to engage the enemy in combat if they flank around and are about to get linebreaker or attack artillery.

3) Mines
The mines are tricky to use offensively, but as a defensive option, to stop the enemy from deepstriking in behind you or flanking? Much more useful

4) Fluff
As I said before, I was disappointed that there was no food rule. But what if that fluff was actually meant to be a hint on how to use it? You don't lead the charge with your supply vehicles, after all.

Look, you're trying very hard to find some sort of upside with it. That's probably a good idea but this thing is just hot junk IMO. If you allow me to be a bit unfair and reductionist you're basically saying it's better because it's slower.

It has the worst durability per point of all the buggies, it's one of the slowest buggies out there. Its guns are mediocre at best against any target and its one good feature, the mine, is one use only and can only be placed, not fired. Even if you knock 30 points off it it still wouldn't be good. Maybe if it had a stratagem tied to the food truck aspect, granting a FnP or immunity to morale it might have some more uses. What it really needed is for all the random shots to be maxed out instead so the 2d6 turns to 12 etc.

Edit: I think you're right about its intended role, it just stinks at it

This message was edited 1 time. Last update was at 2018/11/22 18:57:42


 
   
Made in us
Krazed Killa Kan






Big mek with a shokk attack gun is not better than a warboss. Run the math on that gun. It is horrible for the points. It should cost less than 50.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Norn Queen






 TedNugent wrote:
Big mek with a shokk attack gun is not better than a warboss. Run the math on that gun. It is horrible for the points. It should cost less than 50.
"60% of the time, it works every time."

Big Mek with SAG is there only if you can't take any more Weirdboyz due to Organised Play restrictions, otherwise you have no reason to use anything but Weirdboyz.
   
Made in nl
Crazed Spirit of the Defiler




Do Nob Bikers really deserve to be in the red bracket? I can't help but think they're kinda decent... I'm going to compare PK bikers to the Skrapjet which I think is the closest equivalent (2 PK Nob Bikers is roughly 1 Skrapjet in points):

Shooting: Bikers bring 4 Dakkaguns total, Skrapjet 2 twin big shoota's (1 of them hitting on 4s), the Rokkit Kannon and Wing Rokkits. Well, this ones' no contest, Skrapjet easily wins.

Melee: Here's where it gets interesting as the Bikers significantly outperform the Jet. 6 PK attacks at S10 AP-3 Dd3 vs. 4 drill attacks at S8 AP-2 Dd3. S10 allows for 2+ to wound vs. S5 and 3+ vs. T8, both commonly found in the game, and the extra point of AP is very nice too. Then they also get 2 extra choppa attacks at S5 AP0 D1. Will not add that much since their main CC targets are tanks, monsters and TEQ but they're free so you're gonna take them anyway. Of course the Jet deals an additional D3 mortal wounds on a 4+ on the charge and can make use of the Ramming Speed stratagem, but still I think the Bikers win out here.

Resilience: This one goes the Skrapjet as well beating out the Bikers by 3W and 1T and not degrading over time. On the other hand, the bikers' wounds are spread over more models meaning that D6 weapons are less effective against them (not a very big advantahe but still).

Mobility: IMO this ones' a biggy, especially in Evil Sunz lists as Bikers have a significantly higher chance to make a T1 charge (at least without spending 2 CP on Ramming Speed). Those 4 extra inches of movement can make a pretty big difference.

All in all, I think the Skrapjet is the better option in most situations, but I don't think the Nob Bikers deserve to be at the bottom of the barrel in such illustrous company as the Stompa and Squigbuggy. Especially in ES lists I think they can have a niche in threatening a T1 charge, even if that just forces your opponent to deploy slightly differently.

 CthuluIsSpy wrote:
I just had a thought about the Squigbuggy - what if we are using the wrong metric?

We've been comparing it to the KBB, but what if they fulfil 2 completely different roles?

It could be that where the KBB is intended to be a front line assault unit, the buggy is intended to be a backline fire support unit.

There are several facts to support this -

1) Movespeed
The Squigbuggy has the lowest move of the new vehicles. Whilst this is bad for a front line unit, its fine for a back line unit, that's supposed to stay behind the main army.

2) Loadout
The buggy has the longest ranged weapons of all of the new vehicles. The KBB also has a 36" gun, but it only has 1 of them. This means that the buggy can just stay back and bombard the enemy from range. Its different ammo types means that it can finish off whatever the rest of the army failed to kill.
The saws are to engage the enemy in combat if they flank around and are about to get linebreaker or attack artillery.

3) Mines
The mines are tricky to use offensively, but as a defensive option, to stop the enemy from deepstriking in behind you or flanking? Much more useful

4) Fluff
As I said before, I was disappointed that there was no food rule. But what if that fluff was actually meant to be a hint on how to use it? You don't lead the charge with your supply vehicles, after all.


The big problem is the price. If you compare them on a model-to-model basis the Squigbuggy is roughly equal to the other buggies but costs 30-40 points more (20 in case of the Dragsta). Really can't wrap my head around why the hell it's so muc more expensive than the others. Would probably be blue if it simply had the sensible price of 100 points.

This message was edited 2 times. Last update was at 2018/11/22 19:25:14


 
   
Made in gb
Grovelin' Grot





PiñaColada wrote:
I mean, you can't perform a heroic intervention in your own turn can you? So I fail to see how this is even a combo. If you could, then why would you ever charge and be subject to overwatch with your characters?

The rulebook states: "After a player has moved all their charging models, the other players can attempt to perform Heroic Interventions in an order decided by the player whose turn it is [...]"
Emphasis mine, page 270


The combo I see happening is something like this

Charge bikerboss/trike into enemy in your turn and if the enemy stays in combat until, their turn, use the drive by krumpin strat at the end of the enemies shooting phase (the strat isn’t specific as to who’s turn to use it on) fall back 3” leaving them with the option of either charging the warboss or you are going to heroically intervene into them

This just occurred to me while typing this....

If you could shield bikerboss from shooting on enemies turn for safety but with a path to some juicy targets use drive by krumpin to torpedo him forward within heroic intervention range and hulk smash some stuff. The worst that could happen is they will change you and get their attacks off first, but I think this is where the Feel no pain trait could come in useful.

Torpedo biker boss for the win!!!
   
Made in gb
Infiltrating Broodlord






this thread is looking great, I hope it becomes the definitive one, rather than the one I saw earlier with a load of useless gubbinz in the first post.

   
Made in gb
Grovelin' Grot





 Marklarr wrote:
PiñaColada wrote:
I mean, you can't perform a heroic intervention in your own turn can you? So I fail to see how this is even a combo. If you could, then why would you ever charge and be subject to overwatch with your characters?

The rulebook states: "After a player has moved all their charging models, the other players can attempt to perform Heroic Interventions in an order decided by the player whose turn it is [...]"
Emphasis mine, page 270


The combo I see happening is something like this

Charge bikerboss/trike into enemy in your turn and if the enemy stays in combat until, their turn, use the drive by krumpin strat at the end of the enemies shooting phase (the strat isn’t specific as to who’s turn to use it on) fall back 3” leaving them with the option of either charging the warboss or you are going to heroically intervene into them

This just occurred to me while typing this....

If you could shield bikerboss from shooting on enemies turn for safety but with a path to some juicy targets use drive by krumpin to torpedo him forward within heroic intervention range and hulk smash some stuff. The worst that could happen is they will change you and get their attacks off first, but I think this is where the Feel no pain trait could come in useful.

Torpedo biker boss for the win!!!


Just wanted to add that I’m not trying to be gamey with the rules with this, it just seems that’s the way it’s intended and to me a super fluffy waboss wanting to get in on the action first.
   
Made in us
Battlewagon Driver with Charged Engine




 Marklarr wrote:


Just wanted to add that I’m not trying to be gamey with the rules with this, it just seems that’s the way it’s intended and to me a super fluffy waboss wanting to get in on the action first.

They literally state you cannot use drive-by krumpin' in your opponents phase in the FAQ
   
Made in gb
Mekboy on Kustom Deth Kopta






 CthuluIsSpy wrote:
I just had a thought about the Squigbuggy - what if we are using the wrong metric?

We've been comparing it to the KBB, but what if they fulfil 2 completely different roles?

It could be that where the KBB is intended to be a front line assault unit, the buggy is intended to be a backline fire support unit.

There are several facts to support this -

1) Movespeed
The Squigbuggy has the lowest move of the new vehicles. Whilst this is bad for a front line unit, its fine for a back line unit, that's supposed to stay behind the main army.

2) Loadout
The buggy has the longest ranged weapons of all of the new vehicles. The KBB also has a 36" gun, but it only has 1 of them. This means that the buggy can just stay back and bombard the enemy from range. Its different ammo types means that it can finish off whatever the rest of the army failed to kill.
The saws are to engage the enemy in combat if they flank around and are about to get linebreaker or attack artillery.

3) Mines
The mines are tricky to use offensively, but as a defensive option, to stop the enemy from deepstriking in behind you or flanking? Much more useful

4) Fluff
As I said before, I was disappointed that there was no food rule. But what if that fluff was actually meant to be a hint on how to use it? You don't lead the charge with your supply vehicles, after all.

I mean the Squig Buggy is the same price as a Deff Rolla Battlewagon.

That just seems insane to me. The units fulfil very different roles sure but I’m really struggling to see what possible reason it has to be so many points. Squig bombs aren’t even that great. I can’t think of many units that are terrified of up to 3 (but likely less) mortal wounds. Especially if there’s a objective to be taken.

At 100-110 the Squig Buggy might be worth it for fun games.

Of all the overcosted buggies, and they’re all overcosted for what they do relative to other factions’ equivalent units, the Squig Buggy is the most vastly overcosted.
   
Made in gb
Norn Queen






Anyone think it's worth buffing a Weirdboy Multiple times so you can deny all the powers Eldar inevitably bring?
   
Made in us
Battlewagon Driver with Charged Engine




 BaconCatBug wrote:
Anyone think it's worth buffing a Weirdboy Multiple times so you can deny all the powers Eldar inevitably bring?

Even as warpheads they only still have one deny each
   
Made in gb
Norn Queen






PiñaColada wrote:
 BaconCatBug wrote:
Anyone think it's worth buffing a Weirdboy Multiple times so you can deny all the powers Eldar inevitably bring?

Even as warpheads they only still have one deny each
So they do, my bad.
   
Made in us
Battlewagon Driver with Charged Engine




 BaconCatBug wrote:
PiñaColada wrote:
 BaconCatBug wrote:
Anyone think it's worth buffing a Weirdboy Multiple times so you can deny all the powers Eldar inevitably bring?

Even as warpheads they only still have one deny each
So they do, my bad.

Unfortunately I share the same problem with Eldar so I have already been disappointed by that. What I wouldn't do for an Orky culexus assassin
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 An Actual Englishman wrote:
 CthuluIsSpy wrote:
I just had a thought about the Squigbuggy - what if we are using the wrong metric?

We've been comparing it to the KBB, but what if they fulfil 2 completely different roles?

It could be that where the KBB is intended to be a front line assault unit, the buggy is intended to be a backline fire support unit.

There are several facts to support this -

1) Movespeed
The Squigbuggy has the lowest move of the new vehicles. Whilst this is bad for a front line unit, its fine for a back line unit, that's supposed to stay behind the main army.

2) Loadout
The buggy has the longest ranged weapons of all of the new vehicles. The KBB also has a 36" gun, but it only has 1 of them. This means that the buggy can just stay back and bombard the enemy from range. Its different ammo types means that it can finish off whatever the rest of the army failed to kill.
The saws are to engage the enemy in combat if they flank around and are about to get linebreaker or attack artillery.

3) Mines
The mines are tricky to use offensively, but as a defensive option, to stop the enemy from deepstriking in behind you or flanking? Much more useful

4) Fluff
As I said before, I was disappointed that there was no food rule. But what if that fluff was actually meant to be a hint on how to use it? You don't lead the charge with your supply vehicles, after all.

I mean the Squig Buggy is the same price as a Deff Rolla Battlewagon.

That just seems insane to me. The units fulfil very different roles sure but I’m really struggling to see what possible reason it has to be so many points. Squig bombs aren’t even that great. I can’t think of many units that are terrified of up to 3 (but likely less) mortal wounds. Especially if there’s a objective to be taken.

At 100-110 the Squig Buggy might be worth it for fun games.

Of all the overcosted buggies, and they’re all overcosted for what they do relative to other factions’ equivalent units, the Squig Buggy is the most vastly overcosted.


I think its because of the mine.
I don't think its worth 140 points either, but I do see a use for it.
Basically, while the rest of your army is in your opponent's face, the buggy will be hanging back, throwing out squigs and making sure nothing deepstrikes in to threaten your lootas and mek gunz. The mine is to make deep striking a little more dangerous.
That's the idea, at least. Will it work in practice or is it cost effective? Idk. It depends on if your opponent has something that can threaten your backline, or that it stops the enemy from wrecking your long range damage dealers.
I mean, if it can stop a unit from tying up your mek guns and lootas for multiple turns without having to redirect forces from the front line, then it did its job, right?

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

For just over the cost of the buggy, you could just get 5 MSUs of Gretchin and deny Deepstrike through lack of space. With good spacing, you could probably do it with 2-3, letting you use the other two for Objective camping, or Grot Shielding.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 flandarz wrote:
For just over the cost of the buggy, you could just get 5 MSUs of Gretchin and deny Deepstrike through lack of space. With good spacing, you could probably do it with 2-3, letting you use the other two for Objective camping, or Grot Shielding.


You could do that, but where are you going to deploy the rest of your army?
What are they going to do if your opponent does get in your back line?

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 fi
Locked in the Tower of Amareo





 CthuluIsSpy wrote:

I mean, if it can stop a unit from tying up your mek guns and lootas for multiple turns without having to redirect forces from the front line, then it did its job, right?


That's d3 mortal wounds. I think opponents will take that d3 rather than leave mek guns alive.

Though on rulewise...Wouldn't the mine actually cause the 9" bubble. Though even for that simply more grots is better.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
 flandarz wrote:
For just over the cost of the buggy, you could just get 5 MSUs of Gretchin and deny Deepstrike through lack of space. With good spacing, you could probably do it with 2-3, letting you use the other two for Objective camping, or Grot Shielding.


You could do that, but where are you going to deploy the rest of your army?
What are they going to do if your opponent does get in your back line?


The front of gretchins? Seeing boy swarm died deployment space is plentifull. And the d3 mortal wounds aren't scaring anybody in backfields either.

Oh and 30 grots will basically block your entire backfield spaced to max and will even end up blocking suffering ~25 casualties with sneaky casualty removal. Couple smaller squads to sides and space wolves aren't coming anywhere until they clear one of those units.

This message was edited 1 time. Last update was at 2018/11/22 20:55:51


2024 painted/bought: 109/109 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, you don't gotta worry much about DS denial on T1, so they'd be squished into the rear alongside your Mek Gunz and Lootas and such. And if the opponent still manages to get there, they'll do what Grots are for: screen.


That said, the Buggy is pretty bad at DS denial too. It only gets 1 Mine, which doesn't even count as a model, so they don't have to be 9" away from it. Sure, it has better Dakka than the Grots, but you're leaving your backfield open to use it. I'd rather just surround my Gunz with Grots than bank on someone DSing onto a Mine.



Automatically Appended Next Post:
The rule, in case anyone was wondering:

Squig Mine: Once per battle, in the Movement phase, this
model can deploy a squig mine. At any point during this
model’s move, place the squig mine within 1" of it and
more than 3" from any enemy models. The squig mine is
represented by the squig mine model, but does not count as
a model for any rules purposes. From the start of the next
phase, that squig mine is detonated if any unit (friend or foe)
moves within 3" of it. Resolve the detonation after the unit
that detonated it has ended its move. When a squig mine
is detonated, roll a D6: on a 2-3 it inflicts 1 mortal wound
on the unit that detonated it; on a 4-5 it inflicts D3 mortal
wounds on the unit that detonated it; and on a 6 it inflicts 3
mortal wounds on the unit that detonated it. The squig mine
is then removed from the battlefield.

This message was edited 1 time. Last update was at 2018/11/22 20:58:55


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

The squig mine does not count as a wound for any rules purposes, so it does not create a 9" bubble.
Its not just the mine, you still have the buggy. Enemy tries to engage the guns, the buggy moves to intercept.

The question is though, will the buggy kill the enemy before they get to the gunz?

The grots thing could work, if there's space for everyone.
Even if your opponent shoots at them, that's still fire power being directed towards them and not towards something more important. The only thing they can't stop is something that physically moves up the table.

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, if your opponent DS's, then there's a fair possibility you won't be able to intercept. Plenty of Strats out there to improve charges. Like I said, I'd rather they just... not DS at all.

You should be able to fit 30 Grots into the backfield with plenty of space for everyone else. Even 50 won't take up too much space, unless you're playing a small map. And if you're playing a small map, you might not even need DS denial, if you space your Gunz and Lootaz correctly.
   
Made in gb
Ork Boy Hangin' off a Trukk





 Marklarr wrote:
PiñaColada wrote:
I mean, you can't perform a heroic intervention in your own turn can you? So I fail to see how this is even a combo. If you could, then why would you ever charge and be subject to overwatch with your characters?

The rulebook states: "After a player has moved all their charging models, the other players can attempt to perform Heroic Interventions in an order decided by the player whose turn it is [...]"
Emphasis mine, page 270


The combo I see happening is something like this

Charge bikerboss/trike into enemy in your turn and if the enemy stays in combat until, their turn, use the drive by krumpin strat at the end of the enemies shooting phase (the strat isn’t specific as to who’s turn to use it on) fall back 3” leaving them with the option of either charging the warboss or you are going to heroically intervene into them

This just occurred to me while typing this....

If you could shield bikerboss from shooting on enemies turn for safety but with a path to some juicy targets use drive by krumpin to torpedo him forward within heroic intervention range and hulk smash some stuff. The worst that could happen is they will change you and get their attacks off first, but I think this is where the Feel no pain trait could come in useful.

Torpedo biker boss for the win!!!


Seem to remember drivebykrumpin being clarified in the FAQ to not work on the enemies shooting phase

This message was edited 1 time. Last update was at 2018/11/22 21:15:46


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Hmm I see, that does make the buggy's role in that respect questionable.
That is probably why they have in mind, but if there are better alternatives, then its not that good for the price. It does provide some firepower, at least, but is it worth 140?
Probably not.

Perhaps they should have made it into more of a support vehicle then. Like, it has its squig launchers and the squig mine, but it also has access to heal squigs (FNP), smoke squigs (grants cover), beer squigs (morale increase), etc.
That would increase its utility somewhat.
It would also be hilarious.

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 fi
Locked in the Tower of Amareo





 CthuluIsSpy wrote:
The squig mine does not count as a wound for any rules purposes, so it does not create a 9" bubble.
Its not just the mine, you still have the buggy. Enemy tries to engage the guns, the buggy moves to intercept.


So even worse than that as grots will be usable to block entire backscreen. Orks is faction that's one of the hardest to get anywhere near.

Oh and generally when deep strikers hit they are either guns or they charge reliably like bloodletters and their 3d6" charges etc. In either case buggy isn't intercepting anything. More like it provides another soft target for enemy to destroy along the mek guns.


The question is though, will the buggy kill the enemy before they get to the gunz?


Enemy shoots or charges mek guns before buggy does anything. That's thus easy answer.


2024 painted/bought: 109/109 
   
Made in gb
Mekboy on Kustom Deth Kopta






CthuluIsSpy 767149 10239939 6c5bf3950e5bdacfd6e45daa99eb592a wrote:

I think its because of the mine.
I don't think its worth 140 points either, but I do see a use for it.
Basically, while the rest of your army is in your opponent's face, the buggy will be hanging back, throwing out squigs and making sure nothing deepstrikes in to threaten your lootas and mek gunz. The mine is to make deep striking a little more dangerous.
That's the idea, at least. Will it work in practice or is it cost effective? Idk. It depends on if your opponent has something that can threaten your backline, or that it stops the enemy from wrecking your long range damage dealers.
I mean, if it can stop a unit from tying up your mek guns and lootas for multiple turns without having to redirect forces from the front line, then it did its job, right?


Yea dude if you’re desperate to run one I’m sure you’ll find a place for it. It’s just one of those things that has better equivalents throughout. The other Buggies are all superior, both as a distraction Carnifex type unit and as an area denial tool.

140 pts is 20 Boyz. 20 T4 Wounds with an admittedly weak 6+ save but also with a ton of bodies that can be put in cover or spread over the backfield for deep strike denial. They will also crush things in combat.

Aren’t the humble shoota Boyz in Trukk better than the Squig Buggy lol? Both in terms of damage output and survivability?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Eh, I think the buggy does better against 2w models, but I'm not sure. The guns probably need more shots though.

Not sure why the dakkajet is so high on the list. Isn't it possible to kill flyers just by pushing them off the table?

This message was edited 2 times. Last update was at 2018/11/22 21:50:53


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
Been Around the Block





Perhaps yourself, or an equally active member of the community, would be willing to contribute towards similarly color-coded list of Forge-World options hosted in a "spoiler" section, or simply denoted in the current list with a "(FW)"?
As someone with a couple of FW toys who rarely gets to play, I love reading the thoughts of more active players on the current meta.

I understand FW products can be unpopular, but if index options are being included, options like the chinnork (which had its moment) and the garg-squiggoth (which "was" the best transport if you could afford it) still feel worth mentioning. And options like grot-tanks, big-squiggoths, etc, are going to be popular and receive questions over the duration of this thread's life-span, more especially given people's access to their rulesets through battlescribe, and converted/3rd-party/pre-owned models.

It's a nice list to work with as it stands though, I'm just greedy for more
   
Made in nl
Longtime Dakkanaut




 BaconCatBug wrote:
Anyone think it's worth buffing a Weirdboy Multiple times so you can deny all the powers Eldar inevitably bring?


If you need lots of deny just bring multiple weirdboyz. They are cheap, they fill out HQ slots, and they can be quite useful both for smiting and using powers, even though we only have three good power (and smite)
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I dunno. I think Da Krunch ain't terrible, if you're up against a blob army. Can potentially wipe the whole unit with some (admittedly unlikely) good rolls.

In any case, with rule of three, the best you can do with Orkz is 3 denies. Not awful, but it'd be better if we could, at least, get Waagh Energy bonus to the Deny attempt.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

The C'tan have a power that's basically Da Crunch, but there's no casting value. It isn't great. You'll most likely kill 5 models, and that's against a 30 model blob.

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

That's still better than the average on a Smite. Not saying it's better than Da Jump or Fist of Gork, but I wouldn't put it as low as Roar of Mork and 'Eadbanga.


Automatically Appended Next Post:
Also, Da Krunch can target any unit within 18", instead of just the closest, so it has a bit more utility when it comes to positioning.

This message was edited 1 time. Last update was at 2018/11/22 23:00:57


 
   
 
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