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Made in us
Longtime Dakkanaut




the_scotsman wrote:


The original post I responded to about this was talking about scout sentinels, presumably because scout sentinels have a reason to exist. Armored Sentinels are (even at equal points) totally outclassed by Scout Sentinels simply because Scouts can do the 9" move pregame to push back the deep strike bubble.

Incorrect, the original comment was this
SemperMortis wrote:
 Grimskul wrote:
Dread WAAAGH! was one of my hopes for Kanz to be semi-viable. Whelp, guess I was wrong. I would be ecstatic for GW to FAQ it to work for them, but until then, RAW, it doesn't. Pay F to pay respectz, boyz.


Hell even if it did work for them they would still suck. The fact is that a fething Imperial Guard Sentinel is a better Walker than the KillaKan. Cheaper, more durable, better weapons and faster. GW just needs to unfeth themselves.
So nowhere did I say "Scout" but again, miscommunication that is fine. So scout sentinels are better than Armored sentinels because they get 9' free movement before the game starts and have a worse save/T/W. That is your opinion, and since I don't play IG i'll just leave it at that. My point though, in fact, the original point, was that Killakanz are worse than Armored sentinels. You seem hellbent on denying that.

the_scotsman wrote:
That's what they do. That's the entirety of what they do. If you think a 35-point model that puts out 3 S6 AP- shots is in any way usable on its own merits, I'm not sure what to say to you. Scout sentinels have a point in competitive lists because they are a cheap fast attack slot model that grants a minor advantage against armies that use top of turn 1 deep strike alpha strikes.
And going back to the main point, Killakanz SUCK because every ARMORED sentinels are better in every which way except CC. So nothing here disputes that point. Killakanz are worse than IG Armored Sentinels.

the_scotsman wrote:
The reason armored sentinels are pointless is honestly the same reason that killa kanz are pointless: Their job is done infinitely better by a HUGE number of alternative units within the Guard codex. The only reason Scouts are seen at all is that unlike killa kanz, those competitors are not in the same slot as them. "long range heavy weapon toting vehicles that can't move and must be screened to keep working" is something Guard has in droves, and "distraction carnifex that shoots a bit while it advances up the field" is something that Orks have in abundance.
K. ?

the_scotsman wrote:
Comparing the two units in a vacuum is asinine, because the usefulness of both is heavily affected by the codex they're in, but I absolutely disagree with you that an armored sentinel in a vacuum is in any way better than a killa kan. you have a unit that provides absolutely no pressure, no reason at all for any opponent to give a gak about it, that can be effortlessly invalidated by any unit down to and including gretchins, brimstones, etc because it can't fall back and shoot, and packs almost no weaponry capable of making its points back. 1 BS4 lascannon is not worth 50 points. 1 bs4 multilaser at 35 is laughable. If a killa kan was just a rokkit, it'd be worthless as well, but the very fact that you do lose yours points to the one thing that it is effective at doing, and that's absorbing firepower. Those 4 BS3+ lascannon shots it takes to kill that killa kan didn't go into a more valuable vehicle. Kanz are elevated from terrible to mediocre for the same reason Guard go from decent to drop-dead amazing: They die relatively slowly for their cost. 3+ T5 is a very efficient defensive statline if you can get your opponent to target it, which Armored Sentinels cant do, but kanz can.
And now we have an actual point to debate. Scotsman says Armored sentinels are not better than Kanz. Your point though is completely invalidated by your own admission for why Kanz are better. It takes 3 Lascannons to kill a Kan and therefore kanz serve a purpose as a distraction carnifex. Well that Distraction Carnifex costs 10pts more that the Armored Sentinel with a S6 gun, and 5pts less if it has a Lascannon instead. And 1 lascannon isn't worth 50pts? why not? A devestator squad gets a Lascannon for 33pts I believe and is significantly less durable than the Armored Sentinel. And it will never earn its points back? The simple Scatter laser in 5 game turns has 15 shots and 7-8 hits, vs just ork boyz that is 5 - 6 wounds and 4-5 dead ork boyz. 5 dead ork boyz = 35pts so yeah, it can make its points back without even having to roll above average, and as you said, if someone kills it, that means its distracting from better units just like that silly Kan is.

Again, Armored Sentinels are tougher, faster, more durable and have better dakka


Automatically Appended Next Post:
tneva82 wrote:
In terms of mek guns good way to get them cheaper(in money) is use trukk kit in conjugation. With mek gun kit, trukk kit and some spare bits you can easily build one of each mek gun(albeit bubblechukka is of limited value). Makes it bit more easy to wallet if you aren't opposed to fielding 2-3 different types.
I just did this, I got 4 Mek Gunz out of a Trukk and a single Mek Gun purchase, which brings the net cost of each Mek gun from $46 each to $21 a piece.

Also, if you are like me, and keep every extra bit you have and pickup spare bitz from people who don't want them you will have a couple extra random big weapons laying about, I used a couple kannonz and Zzap gunz from my battlewagonz and modified them a bit to fit into my Trukk bashed gun carriages.



Automatically Appended Next Post:
 Emicrania wrote:
Why you guys prefer double Choppa nobz over BC ?
My mathematics tells me that BC nobz are better vs everything.
5-6 of them in a G-NAUT are gonna have to do some hard cleaning T3, by than all the chaffs should be already gone. No?


because they are cheap, and with orkz more bodies is better than less bodies. Also a BC nob costs 19pts each, so for 3 of them you can take 4 Nobz with double choppas and each choppa nob has 2 more attacks than the BC nob so 9 attacks at S7 -1AP 2damage vs 20 S5 attacks.

So against chaff units and even standard Space Marines, Double choppa wins. (9 BC attacks = 6 hits, 5 wounds and 2-3 dead Marines, 20 DC attacks = 14 hits and about 10 wounds for 5 dead Marines)

This message was edited 3 times. Last update was at 2018/12/15 18:19:02


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Waaagh! Warbiker





Kinda stunned that the wagon is more expensive than a Russ. Am I right? in PL and points I think.
   
Made in fi
Locked in the Tower of Amareo





PiñaColada wrote:
The deffkannon (the stock option on a kustom stompa) is 0 points in FW Index Xenos and the mega-gatler is a new 'un as far as I know.

I'm just sad that Orks don't have a baneblade type chassis in the codex, the Kill Tank from FW sort of fits the bill but it needs an updated points cost IMO


That deffkannon 0 doesn't help here though as it's 0 only because nobody that can have it have any options where it matters. Obviously weapon is worth more than 0 but the cost is built into the vehicle itself...


Automatically Appended Next Post:
SemperMortis wrote:

because they are cheap, and with orkz more bodies is better than less bodies. Also a BC nob costs 19pts each, so for 3 of them you can take 4 Nobz with double choppas and each choppa nob has 2 more attacks than the BC nob so 9 attacks at S7 -1AP 2damage vs 20 S5 attacks.


Actually double choppa nob has only 1 attack more. BC has 3 S7 -1 D2 attacks AND 1 S5 attack from his choppa. You take 2 weapons. Big choppa+choppa is legal combo.

So we are looking at 9 S7 -1 D2 and 3 S5 attacks vs 20 S5 attacks.

This message was edited 1 time. Last update was at 2018/12/15 20:51:22


2024 painted/bought: 109/109 
   
Made in us
Battlewagon Driver with Charged Engine




Umm, yeah that's my point. I obviously don't think GW thinks that weapon should be free, problem is that there's no way of telling how much they think it should be.

I merely said that it does exist in FW Xenos but the immediate follow up question would be how much it costs there if I didn't also write down that info.

Point is, you might be able to play the Kart & Wagon with some kustom points in a lax matched play game between friends, the Battle fortress requires some real guesswork (and will end up at a too high point cost anyway most likely)
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

How the hell do you get 5 dead Marines from 10 wounds? Did Choppas hit AP-1 while I was gone?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Norn Queen






 JNAProductions wrote:
How the hell do you get 5 dead Marines from 10 wounds? Did Choppas hit AP-1 while I was gone?
Big Choppa's are AP-1. /ShakesFist back in my Day they were AP-2 against Terminators
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 BaconCatBug wrote:
 JNAProductions wrote:
How the hell do you get 5 dead Marines from 10 wounds? Did Choppas hit AP-1 while I was gone?
Big Choppa's are AP-1. /ShakesFist back in my Day they were AP-2 against Terminators


He got 10 wounds from Choppas-not big ones-and said that'd lead to 5 dead Marines.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fi
Locked in the Tower of Amareo





Yep. More accurate numbers would be(he had some other errors as well):

9BC attacks=2 dead marines(he also calculated 5 wounds from 6 hits...They are S7 aka wound on 3+). 3 choppa attacks=0.44 more so 2.44 for 3 BC nobz.

Then 4 double choppa nobz. 20 attacks 2.96 dead marines.

So yeah point to point against marines double choppas win. You are paying for ability to give better dent vs 2+ save stuff and anything with W2. If you don't expect to be facing 2 wound stuff then go with double choppa. But of course primaris marines are around there with their 2 wounds and so on. Also makes better dent against vehicles. Regular nobz will struggle to take down even rhino requiring 32 nobz. 12 big choppa nobz meanwhile takes that one down.

This message was edited 1 time. Last update was at 2018/12/16 08:33:56


2024 painted/bought: 109/109 
   
Made in si
Foxy Wildborne







PiñaColada wrote:
Have you guys seen the Looted wagon rules?

BoLS has an article up about it.
http://www.belloflostsouls.net/2018/12/40k-breaking-ork-looted-wagon-rules-arrive.html

Shame something like the battle fortress didn't make it into the 'dex I feel..


I knew it would be Open Play only and therefore useless, but readign CA now I am actually incensed that they even published this lazy garbage.

They're literally just Rhino (which can swap in enough small arms to be a Chimera), Russ and Baneblade with imperial guns swapped out for Ork guns one one random D3 table. They even go as far as typing out the entirety of the Dakka! Dakka! Dakka! rule in full on each of the 3 datasheets just to fill up white space.

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in au
Regular Dakkanaut





 Dr.Duck wrote:
Kinda stunned that the wagon is more expensive than a Russ. Am I right? in PL and points I think.


Basic Russ is 152, Gunwagon with Killkannon is 155.

They're surprisingly equal though on paper. Battlecannon is D6 Str 8 Ap-2 Dmg D3, whilst the Killkannon is D6 Str 8 Ap-2 Dmg 2. That's virtually identical. The huge difference is in the range; 24" vs 72". The Russ gets an advantage there.

But the Wagon has 4 more wounds and 2" more movement. The Russ has BS4+ to the Wagon's 5+, but the Russ degrades to 5+ after taking 6 wounds, whereas the Wagon's BS never degrades. The Wagon gets a 12-man transport capacity to the Russ's none. The Wagon gets 6 attacks at WS5+ whilst the Russ gets 3 at WS6+, so the Wagon is better at CC, not that you'd ever want the thing in CC in the first place, which is something of a problem. Somewhat bizarrely, when the Wagon dies it explodes on a 4+, which together with the reduced range, transport capacity and better CC ability makes me think the developers intended the Wagon to be a close-range hybrid unit that gets up next to the enemy and delivers a cargo before exploding and taking out a few enemy troops.

Trouble is of course, that it doesn't really work. Leman Russes work because you can take 3 in a slot and gain orders and much better stratagems than anything we have for Gunwagons. 40K punishes hybrid units badly thanks to inflated points costs, so we end up with a unit that does everything poorly. If you want something that gets up close, dumps off some units and charges in, you'd just take a Bonebreaker. Missing out on a few shots isn't going to bother you too much.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 lord_blackfang wrote:
PiñaColada wrote:
Have you guys seen the Looted wagon rules?

BoLS has an article up about it.
http://www.belloflostsouls.net/2018/12/40k-breaking-ork-looted-wagon-rules-arrive.html

Shame something like the battle fortress didn't make it into the 'dex I feel..


I knew it would be Open Play only and therefore useless, but readign CA now I am actually incensed that they even published this lazy garbage.

They're literally just Rhino (which can swap in enough small arms to be a Chimera), Russ and Baneblade with imperial guns swapped out for Ork guns one one random D3 table. They even go as far as typing out the entirety of the Dakka! Dakka! Dakka! rule in full on each of the 3 datasheets just to fill up white space.


Looted wagons have not been more than that since third edition. And before that it was "take imperial vehicle, replace WS with 5+", which wouldn't have been better outside of broken edge cases.

I don't know what you expected.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in fi
Locked in the Tower of Amareo





 lord_blackfang wrote:
PiñaColada wrote:
Have you guys seen the Looted wagon rules?

BoLS has an article up about it.
http://www.belloflostsouls.net/2018/12/40k-breaking-ork-looted-wagon-rules-arrive.html

Shame something like the battle fortress didn't make it into the 'dex I feel..


I knew it would be Open Play only and therefore useless, but readign CA now I am actually incensed that they even published this lazy garbage.

They're literally just Rhino (which can swap in enough small arms to be a Chimera), Russ and Baneblade with imperial guns swapped out for Ork guns one one random D3 table. They even go as far as typing out the entirety of the Dakka! Dakka! Dakka! rule in full on each of the 3 datasheets just to fill up white space.


Ah yes useless indeed. So useless I already had game with them. Yep. Real useless.

2024 painted/bought: 109/109 
   
Made in au
Flashy Flashgitz






PSA: no major events the past two weekends, but occasionally an Ork list is winning small events or coming top 3. Steve Pampreen took the same list to great success.

The trend is clear. 90 boyz and 22-25 lootas + grots. That feels pretty locked in as a solid choice right now, but LVO and Cancon will lock that in through Jan.

If you were on the fence re: Loota star, it's getting results and is worth considering seriously.
   
Made in fi
Locked in the Tower of Amareo





 hollow one wrote:
PSA: no major events the past two weekends, but occasionally an Ork list is winning small events or coming top 3. Steve Pampreen took the same list to great success.

The trend is clear. 90 boyz and 22-25 lootas + grots. That feels pretty locked in as a solid choice right now, but LVO and Cancon will lock that in through Jan.

If you were on the fence re: Loota star, it's getting results and is worth considering seriously.


Not surprising. Loota star was clear winner in the codex.

Have smasha guns been doing any good though or is the issue that they are providing nice targets for AT guns(and $$$) hindering them?

2024 painted/bought: 109/109 
   
Made in ru
!!Goffik Rocker!!






 Blackie wrote:
I hate deathstars and always avoid the massive investment on single units, so no 10 man meganobz for me, even if they're my favorite models and used to bring 15 in 7th edition . Lootas were an exception, but got already tired of playing the list centered around them, and I've already shelved them.

I usualy bring 5-6 stock meganobz deployed by tellyporta. Evil sunz or goffs, but I also tried them in a deathskulls brigade and the re-rolls make them powerful as the goffs ones. 6+++ and obj secured tipycally don't matter but still free bonuses that could be helpful sometimes. When goffs they usually get warpath and the banner nob aura.

I use them as a back up for my 3x vehicles with deff rollas full of boyz and joined by the biker boss. For the same amount of points invested in 6 meganobz you could field 12 nobz in a trukk with 2 ammo runts, this option competed with meganobz in many of my games but I love both solutions and I alternate them.

If you want a single unbuffed unit that does a lot of stuff on its own go for the 10 meganobz but find a way to clear screeners. Sometimes 40 shots (46-47 actually, since DDD) with the kustom shootas can be enough, most of the times they don't.


The great part is that they are not a huge investment now.

350 pt gets you. What? Like 1.5 boy squads.
   
Made in se
Rogue Grot Kannon Gunna






I have a question about the lootas bomb. I am playing against it as I am painting my Ork army, so my and my friend found ourselves in a bit of a misunderstanding.
I dug out with my trygon+26 devourer t-gant and used the shoot again stratagem. That's 156 S4 4+ reroll one to hit shots. That gak hurts. If you are gonna play that you really need to make it impossible to shoot to bits for at least 3 turns
Anyway the problem arose when I declared to shoot the grots AND the lootas at the same time. Let's say I decided to shoot the grots first and I wipe them out . Than I proceed to shoot the lootas and he wanna use the grot shield stratagem; now there are no grots left, but i shoot both unit at the same time. He claimed that would result in the loss of the shielded Wounds on grots, I thought it was possible but not sure, so I resolved into shooting the lootas first instead and let him use the stratagem as he wanted.
Can anybody clear what it is the correct way to play grot Shields in a similar situation?
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Emicrania wrote:
I have a question about the lootas bomb. I am playing against it as I am painting my Ork army, so my and my friend found ourselves in a bit of a misunderstanding.
I dug out with my trygon+26 devourer t-gant and used the shoot again stratagem. That's 156 S4 4+ reroll one to hit shots. That gak hurts. If you are gonna play that you really need to make it impossible to shoot to bits for at least 3 turns
Anyway the problem arose when I declared to shoot the grots AND the lootas at the same time. Let's say I decided to shoot the grots first and I wipe them out . Than I proceed to shoot the lootas and he wanna use the grot shield stratagem; now there are no grots left, but i shoot both unit at the same time. He claimed that would result in the loss of the shielded Wounds on grots, I thought it was possible but not sure, so I resolved into shooting the lootas first instead and let him use the stratagem as he wanted.
Can anybody clear what it is the correct way to play grot Shields in a similar situation?


The rules for splitting shots says "declare how you will split the shooting unit’s shots before any dice are rolled, and resolve all the shots against one target before moving on to the next." p179. So if you shoot the grots first, they will be gone when it's time to resolve the shooting against the lootas. So no grot shields available.
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

 Emicrania wrote:
I have a question about the lootas bomb. I am playing against it as I am painting my Ork army, so my and my friend found ourselves in a bit of a misunderstanding.
I dug out with my trygon+26 devourer t-gant and used the shoot again stratagem. That's 156 S4 4+ reroll one to hit shots. That gak hurts. If you are gonna play that you really need to make it impossible to shoot to bits for at least 3 turns
Anyway the problem arose when I declared to shoot the grots AND the lootas at the same time. Let's say I decided to shoot the grots first and I wipe them out . Than I proceed to shoot the lootas and he wanna use the grot shield stratagem; now there are no grots left, but i shoot both unit at the same time. He claimed that would result in the loss of the shielded Wounds on grots, I thought it was possible but not sure, so I resolved into shooting the lootas first instead and let him use the stratagem as he wanted.
Can anybody clear what it is the correct way to play grot Shields in a similar situation?


If you split fire then you (the shooter) choose the order in wich they are resolved. You resolve one target entirely before moving on to next. This would mean that if you resolve the grots first and then move on to the lootas, they might not have any grots left to use the strategem on.

Edit: Damn mellon beat me to it!

This message was edited 1 time. Last update was at 2018/12/17 08:42:50


Brutal, but kunning!  
   
Made in fi
Locked in the Tower of Amareo





 Emicrania wrote:
I have a question about the lootas bomb. I am playing against it as I am painting my Ork army, so my and my friend found ourselves in a bit of a misunderstanding.
I dug out with my trygon+26 devourer t-gant and used the shoot again stratagem. That's 156 S4 4+ reroll one to hit shots. That gak hurts. If you are gonna play that you really need to make it impossible to shoot to bits for at least 3 turns
Anyway the problem arose when I declared to shoot the grots AND the lootas at the same time. Let's say I decided to shoot the grots first and I wipe them out . Than I proceed to shoot the lootas and he wanna use the grot shield stratagem; now there are no grots left, but i shoot both unit at the same time. He claimed that would result in the loss of the shielded Wounds on grots, I thought it was possible but not sure, so I resolved into shooting the lootas first instead and let him use the stratagem as he wanted.
Can anybody clear what it is the correct way to play grot Shields in a similar situation?


As already noted shots are split when declared and you decide order. If you shoot grots first those count. If there's no grots left too bad. Similarly if there's just 5 grots then 5 lootas is max saved.

One way to deal with that star though in your case might be actually unneeded. 156 shots so you average 91 shots. If you shoot at lootas that's 45.5 wounds. If he has 30 grots around that's pretty everybody dead ANYWAY. He gets 7.5 past grots anyway, remaining 38 kills say the 30 grots and then 8 more so 15 wounds to the lootas anyway). Though albeit firing half the shots into grots would be faster anyway. That results in 30 dead grots and remaining averages 22 saves to lootas. You might want to downgrade grot shooting bit to ensure some grots are left just to tempt him to waste CP though.

Other is if you get first turn and can get to shoot is start shooting at 10 strong unit(if he has the 15+10). He likely will let you shoot as if he triggers then you can switch to 15 and kill that. And if you still manage to lose 1 ork then all opponent needs to do is kill 6 from now grot-screenlessness 15 squad and no mobbing up.

This message was edited 1 time. Last update was at 2018/12/17 08:50:19


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






Worth noting that you need to declare how many ranged weapons you are throwing into grots and how many into Lootas in advance.

You can't keep rolling dice until grots are all dead then kill Lootas. You need to say something like: "56 shots into Grots, 100 into Lootas." Then roll out the results in the order of your choosing (presumably starting with grots).
   
Made in fi
Locked in the Tower of Amareo





Though with shoot again strategem he can do 50 to grots, 28 to lootas and then after those are resolved(phew) decide once more how to split his attacks(aaaand here we go again...)

2024 painted/bought: 109/109 
   
Made in se
Rogue Grot Kannon Gunna






Thanks for clearing that out, protect your Lootas!
   
Made in it
Waaagh! Ork Warboss




Italy

 koooaei wrote:
 Blackie wrote:
I hate deathstars and always avoid the massive investment on single units, so no 10 man meganobz for me, even if they're my favorite models and used to bring 15 in 7th edition . Lootas were an exception, but got already tired of playing the list centered around them, and I've already shelved them.

I usualy bring 5-6 stock meganobz deployed by tellyporta. Evil sunz or goffs, but I also tried them in a deathskulls brigade and the re-rolls make them powerful as the goffs ones. 6+++ and obj secured tipycally don't matter but still free bonuses that could be helpful sometimes. When goffs they usually get warpath and the banner nob aura.

I use them as a back up for my 3x vehicles with deff rollas full of boyz and joined by the biker boss. For the same amount of points invested in 6 meganobz you could field 12 nobz in a trukk with 2 ammo runts, this option competed with meganobz in many of my games but I love both solutions and I alternate them.

If you want a single unbuffed unit that does a lot of stuff on its own go for the 10 meganobz but find a way to clear screeners. Sometimes 40 shots (46-47 actually, since DDD) with the kustom shootas can be enough, most of the times they don't.


The great part is that they are not a huge investment now.

350 pt gets you. What? Like 1.5 boy squads.


Yeah I don't play blobs of 30 boyz tipycally, just 18-20 in BWs or 10-11 in a trukk or Bonebreaka. For how I like to play 350 points and 2CP pre-game on a single unit is a massive investment. I also avoid Ghaz for the same reason, even if I mostly play goffs. 30 boyz are quite expensive IMHO

But that's entirely subjective since someone could argue that transport+boyz+character are one single drop and even more expensive that 10 meganobz. I see them as 3 different units instead

 
   
Made in fr
Mekboy Hammerin' Somethin'






 Emicrania wrote:
Thanks for clearing that out, protect your Lootas!


In a similar fashion, if you split shots against venomthropes and (an)other target(s), you start by shooting the venomthropes so that your other shots on the other(s) target(s) don't get the minus one to hit. The rules are clear, but one must not forget the right target order for dakka

This message was edited 3 times. Last update was at 2018/12/17 10:58:36


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in fi
Locked in the Tower of Amareo





 Emicrania wrote:
Thanks for clearing that out, protect your Lootas!


For that: Don't put 10 grots front of lootas and 10 behind. Why is this bad? Enemy can move something like flyer to back and then shoot with others the unit from back. Hey presto flyer can shoot freely.

10 strong units are also weaker against h2h attacks as you have less freedom on where to remove casualties. If you have 30 grots in one line you can remove from where h2h units aren't. 3 units of 10 and he can blow hole much easier. Ditto for 30 doing circle around the lootas.

2024 painted/bought: 109/109 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 Dojo wrote:
I think i wanna try my Meganobz again, so cool and now i can teleport them in and charge. What are people doing with them? small distraction squad or like an anti knight team at like 20PL


I bring 10 bare bones MANz, tellyport them down to battlefield turn 2 or 3. They come down where I NEED something to die. And they kill it dead. Usually bring them as evil sunz for the +1 charge so an 8" charge with full re-roll is pretty good odds (I think in the mid 80s). Usually by turn 2 or 3 there are multiple holes in the enemy lines for you to get a charge on a juicy target, as opposed to DA JUMP where you are mostly hitting chaff or low impact units.
   
Made in fi
Locked in the Tower of Amareo





 Sal4m4nd3r wrote:
 Dojo wrote:
I think i wanna try my Meganobz again, so cool and now i can teleport them in and charge. What are people doing with them? small distraction squad or like an anti knight team at like 20PL


I bring 10 bare bones MANz, tellyport them down to battlefield turn 2 or 3. They come down where I NEED something to die. And they kill it dead. Usually bring them as evil sunz for the +1 charge so an 8" charge with full re-roll is pretty good odds (I think in the mid 80s). Usually by turn 2 or 3 there are multiple holes in the enemy lines for you to get a charge on a juicy target, as opposed to DA JUMP where you are mostly hitting chaff or low impact units.


78% actually so 1 out of 5 you fail

2024 painted/bought: 109/109 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

tneva82 wrote:
 Sal4m4nd3r wrote:
 Dojo wrote:
I think i wanna try my Meganobz again, so cool and now i can teleport them in and charge. What are people doing with them? small distraction squad or like an anti knight team at like 20PL


I bring 10 bare bones MANz, tellyport them down to battlefield turn 2 or 3. They come down where I NEED something to die. And they kill it dead. Usually bring them as evil sunz for the +1 charge so an 8" charge with full re-roll is pretty good odds (I think in the mid 80s). Usually by turn 2 or 3 there are multiple holes in the enemy lines for you to get a charge on a juicy target, as opposed to DA JUMP where you are mostly hitting chaff or low impact units.


78% actually so 1 out of 5 you fail


Thanks for that. Yeah so its a damn reliable charge. pretty easy to toss all deepstrikers (deff dreads, MANZ, kommandos, BW) into evil suns battalion, and have your main battalion for fluff/fun/paint scheme. I go with Goff/Evil Suns battalions.
   
Made in se
Ork Boy Hangin' off a Trukk





tneva82 wrote:

Actually double choppa nob has only 1 attack more. BC has 3 S7 -1 D2 attacks AND 1 S5 attack from his choppa. You take 2 weapons. Big choppa+choppa is legal combo.

So we are looking at 9 S7 -1 D2 and 3 S5 attacks vs 20 S5 attacks.


Shout out to tneva for having the sharpest kunnin' analysis from our whole mob, you're dead sneaky and really look at things closely

As for the whole conversation regarding tping transports, I just reckon people need to count the tellyporta as a form of transport on it's own. If you've already paid the points for a transport, make use of it's increased mobility from turn one! I advocate saving the tp for units you're not planning on putting inside a transport. I've used that word all too much now. Transport.
   
Made in fi
Locked in the Tower of Amareo





 Sluggaloo wrote:
tneva82 wrote:

Actually double choppa nob has only 1 attack more. BC has 3 S7 -1 D2 attacks AND 1 S5 attack from his choppa. You take 2 weapons. Big choppa+choppa is legal combo.

So we are looking at 9 S7 -1 D2 and 3 S5 attacks vs 20 S5 attacks.


Shout out to tneva for having the sharpest kunnin' analysis from our whole mob, you're dead sneaky and really look at things closely

As for the whole conversation regarding tping transports, I just reckon people need to count the tellyporta as a form of transport on it's own. If you've already paid the points for a transport, make use of it's increased mobility from turn one! I advocate saving the tp for units you're not planning on putting inside a transport. I've used that word all too much now. Transport.


Dunno if reading this thread makes me sneaky this thread is where i found out it's even legal.

Biggest reason to tp transport would be to have 2-3 supporting characters along rather than slog it around like warboss and banner, maybe painboy. Obviously means nobz rather than boyz. Does make for tempting target to surround and kill so unlike'y to be tournament winner

2024 painted/bought: 109/109 
   
 
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