Switch Theme:

No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




Wichita, KS

Took Orks out to a tiny RTT. More successful than I expect.

My list:
Spoiler:
Bad Moons Battallion
Big Mek (KFF)
Wierdboy Psychic Powers: Fist of Gork

10 Gretchin
10 Gretchin
10 Gretchin

Painboy (PK)
9 Tankbustas + Nob (Rokkit)

15 Lootas

Bad Moons Battallion
Wierdboy Psychic Powers: Da Jump *Relic: Scorched Gitbonz
Wierdboy Psychic Powers: Warpath

10 Gretchin
10 Gretchin
10 Gretchin

Evil Suns Battallion
Warboss on Bike (PK, KS)
Warboss (PK, KS) *Relic: Dead Shiney Shoota
Warboss (PK, KS) *Relic: Da Killa Klaw *Warlord: Brutal But Kunnin

29 Boyz (Slugga/Choppa, 3 Tankbusta Bombs) + Nob (PK, Choppa)
29 Boyz (Shoota, 3 Tankbusta Bombs) + Nob (PK, Choppa)
9 Boyz (Slugga/Choppa, 1 Tankbusta Bombs) + Nob (PK, Choppa)

9 Kommandos (2 Burnas, 2 Tankbusta Bombs) + Nob (PK, Slugga)
9 Kommandos (2 Burnas, 2 Tankbusta Bombs) + Nob (PK, Slugga)
9 Kommandos (2 Burnas, 2 Tankbusta Bombs) + Nob (PK, Slugga)


Round 1 (Craftworld Eldar)
Spoiler:
This was a short game. Opponent deep struck Dark Reapers and Wraith guard, but deployed swooping Hawks. I got 1st turn (hammer and anvil). Mobbed up all the slugga choppa boyz and jumped them to kill the rangers, they fought twice and picked up the swooping hawks as well. Lootas do a little to a wave serpent, but don't kill it. He puts everything he has into the 40 boyz in his face. Gets them down to about 6. I use CP to auto pass. I teleport in the Tankbustas to kill a Night spinner, and my Kommandos get 1 Waveserpent, and hurt the other. He drops in Wraith Guard, and Dark Reapers. Thanks to grot shields they don't do much to my lootas, and the wraith guard kill a handful of boyz. My boyz and warbosses kill the wraith guard, and my lootas kill all but 1 dark reaper. Gretchin charge in but can't do it. My Kommandos wipe out most everything else. On his turn he's got a farseer and dark reaper left who are trapped in combat, and I kill them both. Tabling at the bottom of turn 3.


Round 2 (Tyranid Zoenthropes)
Spoiler:
This was a short game. Opponent deployed 18 Zoenthropes, and a few characters in a bubble with a malanthrope at the center, and some hive guard in terrain. I got 1st turn (Vanguard). Lootas shoot twice using More Dakka, and manage to kill 4 out of one squad of zoeys. Boyz mob up and teleport. Between shooting and assault they get 3 of those zoeys. He wants to quit, but I coax him to continue. He manages to kill about 25 of the boyz, and get the rest of his army hidden from lootas. On my turn I jump the other squad of boyz, and bring in the hive guard. Manage to kill just 1 zoenthrope, but kill all of his gants, and his broodlord. Kommandos get the Hive guard in CC. The most important thing is I've got him locked in his backfield, and he doesn't really have any prospect of breaking out, so he concedes at the top of turn 2. Honestly, he still had quite a bit left, but just had no way to hold more or counter my lootas.


Round 3 (Tyranids lots of gants)
Spoiler:
This was a really, really short game. Dawn of war. Opponent deployed all of his gants, his genestealers along his entire deployment line, and sprinkles neurothropes and Swarmlord throughout. Reserves a max unit of gargoyles. I kinda mirror him with gretchin up front. boyz in the center, and tankbusta on one flank with lootas on the other. He get's 1st turn, and moves up towards me using all the strats he can. Genestealers get in and kill 2 units of gretchen in front of my lootas, and pile into them. The gants shoot another 10 grots dead. So Grand total is 30 dead grots, and my entire army is in optimum killing position. So I jump lootas to the other flank where they kill the genesteaers and a unit of gants. Each unit of boyz kill a unit of gants. Tankbustas pop "More Stikkbombs", and actually all throw stickbombs. Between that and assault they kill a unit of gants. Warboss with relic klaw makes an assault into the warlord neurothrope, but he makes his saves. So I've killed 20 Genestealers, 60 Termagants, 90 Hormagants, and he's got 30 hormagants, swarmlord and 3 neurothropes left. He concedes at the bottom of turn 1.


Final thoughts.
- Jeezus. My local meta was completely geared up for knights, and nobody was ready to deal with hoards in the slightest.
- Evil suns Boyz put alot of pressure on people.
- Bad Moons Lootas might be a bit too spicy for the local meta. They drew alot of ire because of how showy they are when they roll dice.
- We were playing ITC missions. I played a total of 6 turns, but I held more on all 6, killed more on 5/6, and got the bonus on 4/6.
   
Made in ca
Krazed Killa Kan






Good batreps tag. Thanks for sharing

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 se
Rogue Grot Kannon Gunna






What would look like at competitive Speed Freaks army with gretchin as CP farm mixed with a BM detachment?
bikes and KBB+MSJ and lootas?

This message was edited 2 times. Last update was at 2018/11/25 20:20:35


 
   
Made in us
Regular Dakkanaut




Edmonds, WA

Stratagems and Timing for Orksezes, by Frowbakk, Duh Brain Boy.
<CLAN> is one of the most common limiting factors with Stratagems. For some reason an Evil Suns Painboy can't or won't heal a Bad Moons model, and vice versa. I will put other restrictions in the same <brackets> which will show the Keyword required to use the Stratagem.

For example: If you've been using the 3 CP - Get Stuck In Lads! in order to Fight a second time in the Fight Phase with anything other than <Infantry>, AND only at the End of the Fight Phase you've been using it wrong.

In Your Turn
Spoiler:

List Construction/Pre-game
1 CP/3CP - Extra Gubbinz
1 CP - Warphead
2 CP - 'Ard Boyz <May only Mob Up with other CLAN 'Ard Boyz>
1 CP - Skarboyz <Goff, May only Mob Up with other Goff Skarboyz>

Deployment
2 CP - Tellyporta <One unit under 20 PL>
1 CP/2 CP - <Blood Axe> Dead Sneaky < 1 CP = Blood Axe Infantry of 8 PL or less, 2 CP for Blood Axe Infantry of 9 PL or More>

Start of Battle Round
3 CP - Force Field Projeckta

Movement Phase
1 CP - Billowing Exhaust Clouds <At Start of Phase, Speed Freeks>
1 CP - Snagga Grapple <Deffkilla Wartrike, use when Falling Back before actually Moving>
1 CP - Mob Up <At End of Phase, CLAN> Mob Up'd units do NOT count as destroyed for any Victory Conditions
1 CP - Medi Squig <At End of Phase, CLAN Character <3" of CLAN Painboy>
3 CP - Unstoppable Green Tide <At End of Phase, Boyz Unit under half strength not previously Mob Up'd>
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability>

Psychic Phase (None Specific, but included here are the Stratagems able to be triggered at any time or at Start of any phase)
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability>
1 CP - Loot It! <If a Vehicle destroyed <3" or an embarked unit of Infantry on the destroyed vehicle>
1 CP - Monster Hunters <Snakebite , At Start of Phase target one model of 10 or more Wounds until End of Phase>
2 CP - Wreckers <Deathskulls, At Start of Phase target one Vehicle until End of Phase>
2 CP - Orks Is Never Beaten <Ork Character when Slain> Might apply if a Weirdboy is in Close Combat and Perils

Shooting Phase
1 CP - Extra Stikkbombz <At Start of Phase, Infantry>
1 CP - Long Uncontrolled Bursts <At Start of Phase and Ork Vehicle with Fly can target enemy units with Fly> More than one!
3 CP - Kill-Kroozer Broadside <Freebooterz, At Start of Phase, One use per battle>
2 CP - More Dakka! <Use before a unit shoots, lasts until the End of Shooting Phase>
2 CP - Showin' Off <Bad Moons Infantry, Use Immediately after the Infantry unit resolved shooting> You may choose a different target.
1 CP - Drive-By Krumpin' <Evil Suns Speed Freeks, At End of own Shooting Phase>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply.

Charge Phase
2 CP - Ramming Speed <Vehicle>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply..

Fight Phase
3 CP - Get Stuck In, Ladz! <Infantry, Use at End of Fight Phase, Select an Infantry Unit which has already fought and fight again>
1 CP - Boarding Action <At End of Phase, Target enemy Vehicle w/o Fly within 1" of Trukk or Battlewagon>
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Command Re-Roll & Also Monster Hunters, Wreckers, and Loot It! may apply..

Morale Phase
2 CP - Insane Bravery <Use Before rolling to automatically pass a Morale Test>
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability>
Loot It! may apply to larger units of Killa Kans removed due to a failed Morale Test


In Opponent's Turn
Spoiler:

Opponent's Start of Battle Round
2 CP - Prepared Positions <Use at Start of Game when going 2nd>
3 CP - Force Field Projeckta

Opponent's Movement Phase (Nothing)

Opponent's Psychic Phase
1 CP - Command Re-Roll <Any single dice not previously re-rolled by another ability> for a Deny The Witch test
1 CP - Loot It! <If a Vehicle destroyed <3"or an embarked unit of Infantry on the destroyed Vehicle>
2 CP - Orks Is Never Beaten <Ork Character when Slain>

Opponent's Shooting Phase
1 CP - Grot Shields <CLAN Infantry, Use when a Non-Gretchin Unit is Hit by a Ranged Weapon> No good vs. Psychic attacks, sorry.
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Command Re-Roll & Loot It! may also apply

Opponent's Charge Phase
2 CP - Showin' Off <Bad Moons Infantry, Use Immediately after the Infantry unit resolved shooting> for Overwatch
Command Re-Roll & Loot It! may also apply

Opponent's Fight Phase
2CP - Counter-Offensive <Use right after an Enemy that Charged has fought>
3 CP - Get Stuck In, Ladz! <Infantry, Select an Infantry Unit which has already fought, or at End of Fight Phase>
2 CP - Orks Is Never Beaten <Ork Character when Slain>
Command Re-Roll & Loot It! may also apply

Opponent's Morale Phase (Nothing)
But... Loot It! may apply if your opponent loses a <Vehicle> to a Morale Test <3".


Interesting thing while composing this list of Stratagems was More Dakka! was restricted to the Shooing Phase, while Showin' Off for Bad Moons Infantry was not... So that Bad Moons Index Big Mek with the Thunderbluss stuck onto the Komb-Skorcha with second Kombi-Skorcha for 4d6 S5, AP-1 Autohits in Overwatch twice for just 89 points.

You'd only ever get it off once, sad to say, before your opponents all Dread-socked you.

EDIT: I copied this over to my post on Page 1 of this thread in order to make it easier to find.

This message was edited 10 times. Last update was at 2018/11/25 22:43:38


 
   
Made in gb
Stabbin' Skarboy





crewe

 greggles wrote:
I, for some reason, just realized that the wartrike I'm running can be healed by my kff big Mek on bike! So a super cybork wartrike with the kff Mek nearby could be really survivable!


Sounds good on paper, but I've never had a warboss survive contact with the enemy. The warboss either is barely injured (if at all) or is dead. Very little in-between. Of course I throw him into the mix immediately, as he will kill WAY more then his points in units and characters, but will always die doing so.

deffrekka,
That's really interesting. I was actually considering dropping the dragsta and taking multiple megatrakks instead. I felt they'd do good at screen clearing with all their twin big shoota shots at 4+ now, then have the rokkits and MW + drill for dealing with vehicles.

Is it the extra AP that lets the shokk jump do its work?


It's a number of things, the extra AP really helps to begin with, especially vs vehicles/monsters with cover turn 1. Shooting a leman Russ for example that has a 5+ when benefiting from cover is so much better than that Rokkit giving him a 4+.

Then comes the damage roll with deathskulls. Having played against wave serpents twice the Rokkit only cause 2 damage.... but when your rerolling the dice for the kustom shokk rifle you get better odds of causing more damage than a mere 2 damage.

Also the added benefit of causing WS on 6's can't be ignore. Yes it's rare but I have often had 2 hits each time from the shokk rifle so 2 wounds rolls and a reroll. It has come Alot for me in my games.

The speed is just so much better, it has allowed me to nab objectives more often where the Scrapjet would struggle to reach.

Finally the 3+ to hit. I can't express how good this is. Having thought 3 armies with minus 1 to hit, I've still gotten hits where the Rokkit kannon just gets nothing with hitting on 6's.... hitting on a 4 with 2 shots and 1 reroll I have found to be quite reliable.

People experiences may differ but I can't leave home without 3 of my dragstas.

I've even had the holy Mork moment of getting 2 DDDs off, getting 4 hits with the shokk rifle and causing 4 wounds to a knight castellan who then failed 3 and I caused 14 wounds just from that one dragsta


Automatically Appended Next Post:
Mortal wounds*

This message was edited 2 times. Last update was at 2018/11/25 20:55:50


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in si
Foxy Wildborne







tag8833, why was your second battalion Bad Moonz? Could have gone Snakebites or Deffskullz for a better saveon those HQs.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Regular Dakkanaut




Edmonds, WA

 greggles wrote:
I, for some reason, just realized that the Wartrike I'm running can be healed by my KFF Big Mek on bike! So a super cybork wartrike with the KFF Big Mek nearby could be really survivable!


Not only that, but even with the 5+++ From Supa-Cybork Body (which disallows a Painboy's Dok's Tools), the Deffkilla Wartrike is a Character, and therefore eligible to be healed d3 MORE wounds by a Painboy from the same <CLAN> who is within 3" for 1 CP with a Medi-Squig.

So the Defkilla Wartike could regain 2d3 wounds at the End of the Movement phase.

Kinda makes the 4++ from the Bad Moons Warlord Trait - Da Best Armor Teef Can Buy all that more attractive...

... but that +1" to Charge range from Evil Sunz, though...

This message was edited 2 times. Last update was at 2018/11/25 21:11:17


 
   
Made in us
Longtime Dakkanaut




 greggles wrote:
I, for some reason, just realized that the wartrike I'm running can be healed by my kff big Mek on bike! So a super cybork wartrike with the kff Mek nearby could be really survivable!


Sounds good on paper, but I've never had a warboss survive contact with the enemy. The warboss either is barely injured (if at all) or is dead. Very little in-between. Of course I throw him into the mix immediately, as he will kill WAY more then his points in units and characters, but will always die doing so.

deffrekka,
That's really interesting. I was actually considering dropping the dragsta and taking multiple megatrakks instead. I felt they'd do good at screen clearing with all their twin big shoota shots at 4+ now, then have the rokkits and MW + drill for dealing with vehicles.

Is it the extra AP that lets the shokk jump do its work?

I’m with you greggled unless I decide to make the badmoons super Wartrike with 4++ warlord trait and super cyborg relic. Then he’s like a mini ghazskull.
   
Made in ca
Krazed Killa Kan






You can also use da fixer upper on the wartrike.

So you could conceivably heal him multiple times, from painboy, meks tools, da fixer upper, medisquig.

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 us
Longtime Dakkanaut




Wichita, KS

 lord_blackfang wrote:
tag8833, why was your second battalion Bad Moonz? Could have gone Snakebites or Deffskullz for a better saveon those HQs.
Extra grots to grot shield the lootas / tankbustas. Also, lets the painboy heal the weirdboyz when they perils. Only happened once.
   
Made in dk
Fresh-Faced New User




Unless I misunderstood something, the wartrike is neither a biker nor infantry, which are the only unit categories that Dok's Tools affect.
Interestingly, it is indeed still possible to use Medi-Squig on him.
   
Made in nl
Jovial Plaguebearer of Nurgle





So played my Orks again Saturday against a genestealer heavy Tyranid army. 3rd win a row with my codex! Main take a ways for me were: Prefer the deepstriking Bonebreaka over 3 Deff Dreads. 2 KMB each did not perform too well even as Death Skulls, and even with that load out 3 are still way more expansive than a Bonebreaka.
Really loving the Scrapjet so far, even as I haven't tried the other buggies. It has reasonable chaff clearing and those rokkits really put the hurt on big beasties and vehicles.
SAG meks are fun and I will field them in probably every list just for that alone but their potential is all over the place. To illustrate, I was lucky enough to get first turn and the first one immediately put 8 wounds on some flying beastie, the second flunked hard for 3 turns in a row.
Edit: not really related to Ork tactica but he was honestly taken aback by just how overloaded my Clan trait was. Rerolls, 6++ and objective secured. When I asked him what he got he just said: 'ere we go for nids.

This message was edited 1 time. Last update was at 2018/11/25 22:03:55


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Yeah, 2d6 will do that to you. But if you roll high you will deal some damage, especially if you run deathskulls.

This message was edited 1 time. Last update was at 2018/11/25 22:02:07


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
Stealthy Space Wolves Scout





Florida

 greggles wrote:
I, for some reason, just realized that the wartrike I'm running can be healed by my kff big Mek on bike! So a super cybork wartrike with the kff Mek nearby could be really survivable!


Sounds good on paper, but I've never had a warboss survive contact with the enemy. The warboss either is barely injured (if at all) or is dead. Very little in-between. Of course I throw him into the mix immediately, as he will kill WAY more then his points in units and characters, but will always die doing so.

deffrekka,
That's really interesting. I was actually considering dropping the dragsta and taking multiple megatrakks instead. I felt they'd do good at screen clearing with all their twin big shoota shots at 4+ now, then have the rokkits and MW + drill for dealing with vehicles.

Is it the extra AP that lets the shokk jump do its work?


Guess that depends on what you charge him into. I charged him into a Harlequin troupe master and squad of Harley's and he came out alive. Had I realized I could heal him I would have. He got shot down later when he got too far from the KFF Mek. Which was still helpful because my opponent focused on him and not my other units making him more valuable then 120pts.

This message was edited 1 time. Last update was at 2018/11/25 22:25:35


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Played a game a little while ago.

Tyranids
Spoiler:
++ Battalion Detachment +5CP (Tyranids) [94 PL, 1654pts] ++

+ No Force Org Slot +

Hive Fleet: Behemoth

+ HQ +

Hive Tyrant [11 PL, 204pts]: Monstrous Rending Claws, Power: Psychic Scream, Power: The Horror, Two Devourers with Brainleech Worms, Wings

Hive Tyrant [9 PL, 181pts]: Adrenal Glands, Monstrous Scything Talons, Power: Onslaught, Power: Paroxysm, Scythes of Tyran, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord

The Swarmlord [15 PL, 300pts]: Power: Paroxysm, Power: The Horror

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Hormagaunts [9 PL, 150pts]: 30x Hormagaunt

Termagants [9 PL, 120pts]: 30x Termagant (Fleshborer)

+ Elites +

Tyrant Guard [7 PL, 111pts]
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons

+ Fast Attack +

Gargoyles [9 PL, 180pts]: 30x Gargoyle

+ Heavy Support +

Trygon [9 PL, 168pts]: 3x Massive Scything Talons, Prehensile Pincer Tail

++ Battalion Detachment +5CP (Tyranids) [20 PL, 346pts] ++

+ No Force Org Slot +

Hive Fleet: Behemoth

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Catalyst

Neurothrope [4 PL, 70pts]: Power: Dominion

+ Troops +

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

+ Heavy Support +

Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks

++ Total: [114 PL, 2000pts] ++

Created with BattleScribe (https://battlescribe.net/)


Orkz
Spoiler:
++ Battalion Detachment +5CP (Orks) [20 PL, 422pts] ++

+ No Force Org Slot +

Clan Kultur: Goffs

+ HQ +

Warboss [4 PL, 90pts]: Attack Squig, Kombi-Rokkit, Power Klaw, Proper Killy, The Lucky Stick, Warlord

Weirdboy [3 PL, 62pts]: 3. Da Jump, 4. Fists of Gork, Warphead (1 CP)

+ Troops +

Boyz [11 PL, 210pts]: Skarboyz (1 CP), 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

++ Battalion Detachment +5CP (Orks) [33 PL, 692pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Weirdboy [3 PL, 62pts]: 2. Warpath, 5. Da Krunch, Warphead (1 CP)

Zhadsnark Da Ripper [7 PL, 120pts]
. Da Beast: 2x Big Shoota

+ Troops +

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Fast Attack +

Deff Kopta [5 PL, 120pts]
. DeffKopta: Twin Big Shoota
. DeffKopta: Twin Big Shoota
. DeffKopta: Twin Big Shoota

+ Heavy Support +

Deff Dread [15 PL, 300pts]
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Dread Saw
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Dread Saw
. Deff Dread: Dread Klaw, Dread Saw, Dread Saw, Dread Saw

++ Battalion Detachment +5CP (Orks) [43 PL, 886pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

Weirdboy [3 PL, 62pts]: 2. Warpath, 4. Fists of Gork, Warphead (1 CP)

+ Troops +

Gretchin [2 PL, 33pts]: 11x Gretchin

Gretchin [2 PL, 33pts]: 11x Gretchin

Gretchin [2 PL, 33pts]: 11x Gretchin

+ Elites +

Tankbustas [8 PL, 170pts]
. Boss Nob: Rokkit Launcha
. 9x Tankbusta: 9x Rokkit Launcha

+ Heavy Support +

Lootas [8 PL, 170pts]: 10x Loota

Lootas [8 PL, 170pts]: 10x Loota

Mek Gunz [6 PL, 135pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon
. Gun: Traktor Kannon

++ Total: [96 PL, 2000pts] ++

Created with BattleScribe (https://battlescribe.net/)


Deployment
Spoiler:
Seeing his lack of shooting, I went ahead and deployed everything to the field. He put his Gargoyles, 2 Ripper Swarms, the Trygon, and the Genestealers into reserves.His Hormies, Swarmlord, Tyrant Guards, and Flyrant were in the open, the Tyrant, Carnie, Termies, and Rippers were behind buildings, and his Neurothropes were hiding behind the Termies and Hormies. I placed 2 units of Grots and a Weirdboy behind cover and left the rest exposed. I made sure to spread the Grots out the stop Deepstrike (but apparently not well enough).


Turn 1
Spoiler:
I won the roll off and moved a couple Grot units up to Objectives, pushed my Infantry, Dreadz, and Koptaz up towards his front lines, and Mobbed Up my Lootaz. Lootaz, Mek Gunz, most Grots, and the Big Mek stayed put. Dropped Warpath on the Skarboyz and Fist of Gork on the Warboss, even though they were nowhere near combat. Didn't have any other options for Psyker phase. The Lootas and Traktor Kannons managed to wipe the Swarmlord and his Guards, and put a serious dent into the Flyrant, even with a lackluster Showing Off. On the Charge, Zhad put a dent in the Tyrant through a doorway, but didn't manage to take it down, and I got a couple of Koptaz into CC with the Hormies, and did basically nothing to them. Zhad took a bit of a beating in the fight-back and one of the Koptas went down.

During his turn, he moved his units up, getting his Carnie into charge range of the Dreadz, the Flyrant closer to my Bustas. Most of his units remained stationary. Psyker Phase, he dropped a bunch of Smites, throwing down some more damage but not really taking anything out. Shooting phase was lackluster for him, but he managed to wipe the Kopta that didn't make the charge and injured one of the Dreadz. And during the Fight Phase, he heavily injured another Dread with the Carnie, took out the last Kopta, and took out Zhad, but not before I used Orkz is never Beaten to take down the Tyrant.


Turn 2
Spoiler:
Infantry moved up again, and I moved a Dread into better charge position on the Carnie, to back up his pal. Warpath and Fists of Gork again on the Goffs, and dropping a few Smites, which got Denied. I used the Lootas and Bustas to take down the Flyrant, leaving him with only the Neurothropes left for Synapse. The Traktors hit the Hormies, but they ain't made for swarms. The rest of the shooting was bad, as per Orkz. Finished the Carnie off in the Fight Phase, missed a charge to the Termies with the last Dread.

After moving his Hormies up, he brings in his reserve units, dropping one of the Rippers near one Objective I held and the other by the Dreadz, assumingly to back up the Termies. The Trygon and Genestealers didn't have room to Deepstrike, so they went near the Hormies to stop the Goff advance, but I left just enough room in the back for him to get in his Gargoyles. A Smite managed to take out a Dread, but everyone else is sitting pretty. Shooting isn't great, and he forgets to shoot with the Gargoyles. He misses his Charge on some chaff Grots with the Genestealers, and somehow I manage to take out three on OW. The Gargoyles make it in and take out a unit and a half of Grots on the backside, after Morale sends them scurrying. His Hormies manage to take down 4 Skarboyz and get punished for it when I wipe the unit.


Turn 3
Spoiler:
Move Infantry again. A superb Da Krunch manages to take out 13 of the Gargoyles, while I get Fists, but not Warpath. Trygon goes down to the Traktors and Lootas (I kept gettings 1s on shots, even with Command Reroll) and the Neurothrope goes down to the Bustas (and a Smite). Fight phase has a Dread take down a Ripper Swarm, the Termies manage to take down the other on OW, and the Warboss makes it into CC (finally) with the Genestealers, taking a few out (I forgot the extra attacks and strength from Fists though). Morale has the rest of the Gargoyles flee, and left with a unit of Termies, a unit of Genestealers, a Ripper Swarm hiding on an Objective, and a single Neurothrope, he concedes the game.


He obviously wasn't running an optimal list, but I'm pretty proud of the victory none-the-less. The stars were obviously the Lootas and Traktor Kannons, but Zhad and the Dreadz did well too. Psyker Phase was a mixed bag, as I got Denied more often than not, but that Da Krunch was SOOOOO satisfying. I wish the Goff Battalion had performed a little better, but by the time they got up there, the fighting was basically done. My opponent's lack of long-range really hurt him in this match, since there wasn't really anything he could do to stop my Lootas and Traktors from wiping his HQs and Heavies.

This message was edited 1 time. Last update was at 2018/11/26 00:50:38


 
   
Made in us
Widowmaker






Chicago

Guys, can we talk about Spanner Boyz real quick? I built a couple of kits worth of lootas and burnas in anticipation of the new codex (RIP burnas), but I couldn't figure out what to do with the Spanner bits. Is there a reason to stick these guys with either lootas or burnas, even considering the options from the Index? Right now, I think my best options are either going KMB and using them as Meks or going rocket launcha and using them as tankbustas.

DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++

Elvis needs boats. 
   
Made in us
Wicked Warp Spider





 oomiestompa wrote:
Guys, can we talk about Spanner Boyz real quick? I built a couple of kits worth of lootas and burnas in anticipation of the new codex (RIP burnas), but I couldn't figure out what to do with the Spanner bits. Is there a reason to stick these guys with either lootas or burnas, even considering the options from the Index? Right now, I think my best options are either going KMB and using them as Meks or going rocket launcha and using them as tankbustas.

I guess moar Tankbustas is the safest bet.

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 fi
Locked in the Tower of Amareo





 Vineheart01 wrote:
there is a valid tactic of using the less optimal units in a list.

People have a bad habit of ignoring the subpar units, allowing them to perform above expectations. This is sorta the reason my killakanz own people locally, they all think "kanz suck i'd rather kill the 3 dreads or shoot at the wagon" and in the end those 6 kanz did an insane amount of damage...because they were ignored and nothing else really.

I imagine most people would, for the most part, ignore the BDSW the first couple turns in favor of killing that character-sniper SJD or the rokkit spammer MTSJ. Meanwhile the BDSW is just roaming freely killing things for longer than it feasibly should.

Generally when someone uses a lesser unit and it performs very well, this is why. Most of the time when i hear "Are you guys crazy i run X unit all the time and it owns!" its because its being ignored, not its amazing. Hell i ran 5x piranhas as tau in 6th/7th not because they were great but because they were JUST good enough for 200pts to royally piss people off and effectively waste their time removing them. Because if you ignored them, they'd still mulch your face, but if you didnt you often put more dakka into them than you'd like to admit using to remove them.


That's flawed logic. If they shoot at something else it's because that something else is more threatening. Their firepower doesnt' increase if you add more viable unit. If you add something that actually makes threat then what happens? Either they still don't shoot it or they direct fire from something else to that but that something else was already more threatenin gthan BDSW so rather than BDSW you now have something else MORE threatening unit free. In other words your overall damage output increased.


Automatically Appended Next Post:
TheunlikelyGamer wrote:
I had no intention of using both. A pain out can't heal a vehicle so I didn't even think of that.

So if the big FAQ 2 says that you can no longer use abilities that allow you to come in from ambush turn 1 then why did GW not change the wording of the ork codex before it was released in nov? I really want my kommandos to come in before turn 2 lol.


The no T1 deep strike is only for matched play...Codex needs to work for ALL game modes.


Automatically Appended Next Post:
 TedNugent wrote:
If only there was some kind of tellyporta strategem or a ramming speed strat that could just - make - combat easier to get into! There's gotta be a better way!


2CP for character is pretty expensive for one character. And if you put him on say battlewagon say hello to chaff surrounding that battlewagon which then gets blown and contents die. Putting up such an high priority target into soft battlewagon ready to be surrounded and contents killed like that is not all that good idea. You have better luck rushing in with BW regularly.


Automatically Appended Next Post:
 oomiestompa wrote:
Guys, can we talk about Spanner Boyz real quick? I built a couple of kits worth of lootas and burnas in anticipation of the new codex (RIP burnas), but I couldn't figure out what to do with the Spanner bits. Is there a reason to stick these guys with either lootas or burnas, even considering the options from the Index? Right now, I think my best options are either going KMB and using them as Meks or going rocket launcha and using them as tankbustas.


5 burnas with KMB spanner in deathskull colour in trukk with rokkit and 2 mek's with KMB's(if index allowed) would be 1 rokkit and 4 KMB's all with reroll to hit, wound and damage. That's main usage I can think of.

This message was edited 4 times. Last update was at 2018/11/26 08:02:52


2024 painted/bought: 109/109 
   
Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:
 greggles wrote:
I, for some reason, just realized that the wartrike I'm running can be healed by my kff big Mek on bike! So a super cybork wartrike with the kff Mek nearby could be really survivable!


Sounds good on paper, but I've never had a warboss survive contact with the enemy. The warboss either is barely injured (if at all) or is dead. Very little in-between. Of course I throw him into the mix immediately, as he will kill WAY more then his points in units and characters, but will always die doing so.

deffrekka,
That's really interesting. I was actually considering dropping the dragsta and taking multiple megatrakks instead. I felt they'd do good at screen clearing with all their twin big shoota shots at 4+ now, then have the rokkits and MW + drill for dealing with vehicles.

Is it the extra AP that lets the shokk jump do its work?

I’m with you greggled unless I decide to make the badmoons super Wartrike with 4++ warlord trait and super cyborg relic. Then he’s like a mini ghazskull.


He also needs fists of gork to be a mini ghaz. His melee weapon is quite weak for an ork boss without the weirdboy's buff.


Automatically Appended Next Post:
 oomiestompa wrote:
Guys, can we talk about Spanner Boyz real quick? I built a couple of kits worth of lootas and burnas in anticipation of the new codex (RIP burnas), but I couldn't figure out what to do with the Spanner bits. Is there a reason to stick these guys with either lootas or burnas, even considering the options from the Index? Right now, I think my best options are either going KMB and using them as Meks or going rocket launcha and using them as tankbustas.


If index's allowed use those spannerz as single meks with KMBs in a deathskulls detachment. Otherwise just run them as standard lootas. At the moment burnas are pretty bad, I'd take them only for kommandos as free upgrades.

This message was edited 1 time. Last update was at 2018/11/26 08:44:55


 
   
Made in nl
Dakka Veteran





Netherlands

 Frowbakk wrote:

Interesting thing while composing this list of Stratagems was More Dakka! was restricted to the Shooing Phase, while Showin' Off for Bad Moons Infantry was not... So that Bad Moons Index Big Mek with the Thunderbluss stuck onto the Komb-Skorcha with second Kombi-Skorcha for 4d6 S5, AP-1 Autohits in Overwatch twice for just 89 points.


Pardon me, how does this work?

Played a Great 1500+1500 vs 3000 game yesterday. Freetbootaz + Blood Axes vs Bad Moons. The Freebootaz klan culture was awesome and was a succes on every single turn. Flash Gitz were utterly awesome and, together with Badrukk they stopped a 30 men boys squad dead in its tracks before wiping it out: shooting, showing-off for another round of shooting and then charging in. The Smasha guns performed admirable but the Traktor cannon was an utter failure.

This message was edited 1 time. Last update was at 2018/11/26 08:59:56


   
Made in gb
Stabbin' Skarboy





crewe

 Singleton Mosby wrote:
 Frowbakk wrote:

Interesting thing while composing this list of Stratagems was More Dakka! was restricted to the Shooing Phase, while Showin' Off for Bad Moons Infantry was not... So that Bad Moons Index Big Mek with the Thunderbluss stuck onto the Komb-Skorcha with second Kombi-Skorcha for 4d6 S5, AP-1 Autohits in Overwatch twice for just 89 points.


Pardon me, how does this work?

Played a Great 1500+1500 vs 3000 game yesterday. Freetbootaz + Blood Axes vs Bad Moons. The Freebootaz klan culture was awesome and was a succes on every single turn. Flash Gitz were utterly awesome and, together with Badrukk they stopped a 30 men boys squad dead in its tracks before wiping it out: shooting, showing-off for another round of shooting and then charging in. The Smasha guns performed admirable but the Traktor cannon was an utter failure.


I came up with the idea haha it's just a index Big mek with 2 kombi skorchas and then the bad moon relic. 4d6 str 5 ap1 autohits. Double it with showin' off. Doesn't work for overwatch though, as it's shooting phase only

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in fi
Locked in the Tower of Amareo





 deffrekka wrote:
 Singleton Mosby wrote:
 Frowbakk wrote:

Interesting thing while composing this list of Stratagems was More Dakka! was restricted to the Shooing Phase, while Showin' Off for Bad Moons Infantry was not... So that Bad Moons Index Big Mek with the Thunderbluss stuck onto the Komb-Skorcha with second Kombi-Skorcha for 4d6 S5, AP-1 Autohits in Overwatch twice for just 89 points.


Pardon me, how does this work?

Played a Great 1500+1500 vs 3000 game yesterday. Freetbootaz + Blood Axes vs Bad Moons. The Freebootaz klan culture was awesome and was a succes on every single turn. Flash Gitz were utterly awesome and, together with Badrukk they stopped a 30 men boys squad dead in its tracks before wiping it out: shooting, showing-off for another round of shooting and then charging in. The Smasha guns performed admirable but the Traktor cannon was an utter failure.


I came up with the idea haha it's just a index Big mek with 2 kombi skorchas and then the bad moon relic. 4d6 str 5 ap1 autohits. Double it with showin' off. Doesn't work for overwatch though, as it's shooting phase only


Actually it's used after resolving shooting attack. No word about it being restricted to shooting phase. So Q is is overwatch shooting attack? If yes that's fair play

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





United States

I got a concede out of my BobbyG SM buddy at the bottom of turn one, before my shooting was even complete with two assaults looming. The codex Stratagems really have turned our volume up to 11. It seems straightforward, take three battalions and pump all the points into two or three strong elements in your list.

I only hope I got all the rules right.

I took a Wazbom Blastajet next to a Dakkajet, Wazbom jet is strong.

I used Showin' Off and Moar Dakka on the Dakkajet, it cleaned up almost two Dev squads which ultimately caused a rage quit.

The 15 Lootas I was going to use Showin off on had no LOS on a second target after killing five Hellblasters.

Hey guys, is it legal to consolidate within 1 inch of an enemy in the assault phase then use our Get Stuck In! Stratagem to fight again? Or does consolidation happen after it is legal to use that Stratagem?

I ask because among the many things that were not going well for my opponent I was exactly one pip from Da Jumping a Killa Klaw ES Warboss with Fists of Gork into a crazed kamikazee tank smashing party, provided he actually made his assault anyways.

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. 
   
Made in us
Regular Dakkanaut





The 15 Lootas I was going to use Showin off on had no LOS on a second target after killing five Hellblasters.


You can't use the same stratagem twice in a phase. (dunno if that was turn 2 or not)

Hey guys, is it legal to consolidate within 1 inch of an enemy in the assault phase then use our Get Stuck In! Stratagem to fight again? Or does consolidation happen after it is legal to use that Stratagem?


You have to have declared them as a target of the initial charge. If you are planning on using get stuck in lads, basically declare everything within possible range as a target when you charge. Otherwise you can pile in, and get them into combat, (and they can swing against you) but you can't swing against them.

   
Made in gb
Norn Queen






 greggles wrote:
The 15 Lootas I was going to use Showin off on had no LOS on a second target after killing five Hellblasters.


You can't use the same stratagem twice in a phase. (dunno if that was turn 2 or not)

Hey guys, is it legal to consolidate within 1 inch of an enemy in the assault phase then use our Get Stuck In! Stratagem to fight again? Or does consolidation happen after it is legal to use that Stratagem?


You have to have declared them as a target of the initial charge. If you are planning on using get stuck in lads, basically declare everything within possible range as a target when you charge. Otherwise you can pile in, and get them into combat, (and they can swing against you) but you can't swing against them.
1) Only in matched play. In Narrative you can use a stratagem multiple times a phase.

2) You're correct here. If you want to fight again after a consolidate, you can only do so against units you declared a charge against (and potentially suffered overwatch from). Just multicharge and suck up the overwatch, it's worth it to be able to get stuck in again.
   
Made in fr
Lead-Footed Trukkboy Driver





 flandarz wrote:
and took out Zhad, but not before I used Orkz is never Beaten to take down the Tyrant.

I don't have my codex in front of me but I *think* Orkz are never beaten only works on Infantry.

Deffskullz desert scavengers
Thousand Sons 
   
Made in gb
Been Around the Block




 greggles wrote:
The 15 Lootas I was going to use Showin off on had no LOS on a second target after killing five Hellblasters.


You can't use the same stratagem twice in a phase. (dunno if that was turn 2 or not)


Pretty sure he meant, his primary idea was to use 'Showin off' on the Lootas, but due to only having one target in LOS he chose to use it on his Dakkajet instead.

   
Made in gb
Norn Queen






 Nym wrote:
 flandarz wrote:
and took out Zhad, but not before I used Orkz is never Beaten to take down the Tyrant.

I don't have my codex in front of me but I *think* Orkz are never beaten only works on Infantry.
You're thinking of "GET STUCK IN, LADZ!". The only restriction on "ORKS IS NEVER BEATEN" is for the unit to be an ORK CHARACTER.
   
Made in gb
Fully-charged Electropriest






 Rismonite wrote:
I got a concede out of my BobbyG SM buddy at the bottom of turn one, before my shooting was even complete with two assaults looming. The codex Stratagems really have turned our volume up to 11. It seems straightforward, take three battalions and pump all the points into two or three strong elements in your list.

I only hope I got all the rules right.

I took a Wazbom Blastajet next to a Dakkajet, Wazbom jet is strong.

I used Showin' Off and Moar Dakka on the Dakkajet, it cleaned up almost two Dev squads which ultimately caused a rage quit.

The 15 Lootas I was going to use Showin off on had no LOS on a second target after killing five Hellblasters.

Hey guys, is it legal to consolidate within 1 inch of an enemy in the assault phase then use our Get Stuck In! Stratagem to fight again? Or does consolidation happen after it is legal to use that Stratagem?

I ask because among the many things that were not going well for my opponent I was exactly one pip from Da Jumping a Killa Klaw ES Warboss with Fists of Gork into a crazed kamikazee tank smashing party, provided he actually made his assault anyways.


You can only use Showin' Off on a Bad Moonz Infantry unit, so there's no shooting twice with a Dakkajet.
   
Made in si
Foxy Wildborne







Isn't Showing Off INFANTRY only too?

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
 
Forum Index » 40K General Discussion
Go to: