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Made in de
Krazy Grot Kutta Driva




Nickin' 'ur stuff

 Emicrania wrote:
 An Actual Englishman wrote:
Spoiler:
PiñaColada wrote:
Yeah, you're the only other purist ES speed freeks player I know so we're bound to run into the same sort of issues. Namely bikes and buggies folding like damp tissue paper to plasma and lascannons etc. The bike KFF mek is probably the best way to go about it but I don't really use index options so I'm down to mega armoured meks (too slow/expensive) or the morkanaut or wazboms. Wazbom just fit thematically better IMO, has a decent amount of dakka (and can use the strat as noted by Jidmah), plus they keep up with the rest of the forces. The one wazbom I have already does decent work but I'm a bit hamstrung by trying to keep things in the bubble, so another one is something I'm looking into. But I decided my burna bomba needed some freehanded flames painted on it (in white) so now I'm regretting that haha. Mostly because I'm terrible at freehanding and I hate painting white so I don't know what I was thinking..

I've just decided to revisit my Dakkajet lol! I started the magnetized bombs today and to be fair they don't look bad. I might have to magnetise a KFF to it though if I want to go as a Wazbom.

I reckon with 2 Wazboms we can do decent coverage and protect our precious buggies and bikes, especially on turn 2 when they're most vulnerable. After that who cares? They'll probably be dead anyway lol.

 Singleton Mosby wrote:
I am currently building an army around a (single) Wazzbomm, Dakkajet and three Chinorks as well as buggies. The Wazzbom and tankbustat's in the Chinorks can deal well with armor. The Chinorks are easily shot from the sky but there are methods of working with that, such as deepstrike T2 with the Chiorks and bringing your flying KFF over for some cover. Not tested it yet and I have to say I don't expect very much from them....apart form a lot of fun and mayhem.


Hmm this intrigues me but I'll struggle to fit the Chinorks and Tankbustas into my lists. They are my fall back if the buggies and Wazbom just don't cut it though.

 Emicrania wrote:
Is there any "competitive" freebootas army out there ?
Yea, Ben Jurek is running an interesting list (probably the most interesting Ork list atm) that's all Freebootas. It has a 2 Gorkanauts and a Morkanaut too, chaos.



That sounds crazy, and fun! Care to link? I could onöy find a link to a podcast



I'll just jump in (I asked the actual Englishman in a PM and he kindly provided me with the link):

https://spikeybits.com/2019/01/orks-gsc-break-into-top-40k-army-lists-at-athoria-gt.html

Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend. 
   
Made in fi
Locked in the Tower of Amareo





Wonder what the freeboota in battallion is supposed to do. There's not much h2h in that list apart from boyz and naughts. Is he really planning to count on getting 2+ of those in combat same turn and have that bonus? If he's da jumpin ginfantry ahead like article says those will be killed after that. Battallion meanwhile neither provides nor benefits shooty elements.

Flyers + nauts as freeboota make sense. Boyz for freeboota seems odd one.

2024 painted/bought: 109/109 
   
Made in de
Krazy Grot Kutta Driva




Nickin' 'ur stuff

tneva82 wrote:
Wonder what the freeboota in battallion is supposed to do. There's not much h2h in that list apart from boyz and naughts. Is he really planning to count on getting 2+ of those in combat same turn and have that bonus? If he's da jumpin ginfantry ahead like article says those will be killed after that. Battallion meanwhile neither provides nor benefits shooty elements.

Flyers + nauts as freeboota make sense. Boyz for freeboota seems odd one.


I think most of the boyz are shootaz as well, or am I missreading something? So no h2h at all

Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 An Actual Englishman wrote:
 Emicrania wrote:

That sounds crazy, and fun! Care to link? I could onöy find a link to a podcast


Yea its in this article.
https://spikeybits.com/2019/01/orks-gsc-break-into-top-40k-army-lists-at-athoria-gt.html


Can someone turn that picture into text? I'd add it to the first post then.

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 se
Rogue Grot Kannon Gunna






That list is.... Insane! I Love it!

Thanks man


Automatically Appended Next Post:
 Jidmah wrote:
 An Actual Englishman wrote:
 Emicrania wrote:

That sounds crazy, and fun! Care to link? I could onöy find a link to a podcast


Yea its in this article.
https://spikeybits.com/2019/01/orks-gsc-break-into-top-40k-army-lists-at-athoria-gt.html


Can someone turn that picture into text? I'd add it to the first post then.


Is this ok?


++ Battalion Detachment +5CP (Orks) [23 PL, 445pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ HQ +

Warboss in Mega Armour (index) [7 PL, 122pts]: Kustom Shoota, Power Klaw, Warlord

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 201pts]: 2x Tankbusta Bombs
. . Boss Nob: Big Choppa, Slugga
. . 19x Ork Boy W/ Shoota
. . 8x Ork Boy W/ Slugga & Choppa

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

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

++ Spearhead Detachment +1CP (Orks) [52 PL, -1CP, 1078pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun

Weirdboy [3 PL, 62pts]

+ Heavy Support +

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Morkanaut [15 PL, 310pts]: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Air Wing Detachment +1CP (Orks) [22 PL, 475pts] ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Wazbom Blastajet [8 PL, 179pts]: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun, 2x Supa Shoota

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

This message was edited 1 time. Last update was at 2019/02/20 10:41:01


 
   
Made in gb
Regular Dakkanaut




Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.

This message was edited 1 time. Last update was at 2019/02/20 11:06:56


 
   
Made in se
Rogue Grot Kannon Gunna






Bone txt would be

Freebooterz
+++Flyer+++
Wazbomb Blastajet KFF
Dakkajet
Dakkajet
+++Battalion+++
Armoured Warboss PK KS
Weirboy

10x gretchin
10x gretchin
28x boyz (19 shoota+BC)
+++Spearhead/ Dread Waagh+++
SAG Mek Souped SAG
Weirboy

Gorkanaut
Gorkanaut
Morkanaut KFF
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Thanks to Waaaghbert and Emicrania for providing this list!

Added it to the first post.

This message was edited 1 time. Last update was at 2019/02/20 12:17:16


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 nl
Dakka Veteran





Netherlands

That Freebootaz list sure sounds interesting. But I'm not sure how he benefits so well from the clan culture.

 Emicrania wrote:
Is there any "competitive" freebootas army out there ?


I've not played a competetive list yet, not really my style I've to admit. But when playtesting for my last tourney some friends were not happy with my list as they considered it too powerfull. It was 1000 pts for a 2vs2 tourney composed of:

HQ: Super SAG
HQ: Badrukk
TRPS: 3 x Gretchin
Elite: 8 tankbusta's + two squiggbombs (they go in the Chinork which allows me to be sure I can use them in my own first turn or deepstrike in the enemies 2nd turn).
FA: 2x Boosta blasta
Heavy: Flash Gitz in trukk
Heavy: 3 x Smasha gun

It did fairly well at the tourney even though my partner's kan wall didn't do well at all. In test games in which I played the list on its own I was able to wreak havoc in the shooting fase and table opponents turn 2.

I guess the following might work quite well at circa 2000 pts:

Freebooterz
+++Battalion+++
Mek with Supa SAG
Bikerboss with PK / Baddrukk

10x shootaboys
10x gretchin
10x gretchin

8 tankbustas's + squiggs go in Chinork
8 tankbustas's + squiggs go in Chinork

Kustom Boosta Blasta
Kustom Boosta Blasta

Flash Gitz go in trukk
Flash Gitz go in trukk
5 x Smasha gun

Dakkajet
Dakkajet
Wazbom

Chinork
Chinork
Trukk
Trukk

How does this work? The main thing is getting of your Freebootaz bubble in the shooting fase. That make all your shooty units do sterling work, and as you can see there are many. The Smasha gunz do good work here (even at 1000 pts I was able to fire the bubble most of the time). From there it is target selection. Rerolling tankbusta's which hit on 4's are amazing. They make armour melt. The Flash Gitz are even better since they hit on 2's/3's. The Trukk does wonders for their survivability and you can loot it for a propa armour save.

Then there is the Biker Boss. He cleans your backfield when needed, possibly with some help from the Flash Gitz. It is not that difficult to keep the flyers within the 24" Freebootaz bubble. The Wazbom can protect the Chinorks a bit when they have raced into the enemies lines for anti-armour work or character sniping. They are not half bad themselves either. And who doesn't like a Dakkajet hitting on 3's. Then there are the buggies. They work well for getting objectives and their Rivet gun is not bad either.

Possibly swap out one of the dakkajets for Badrukk and some shootaboys to hold the backfield a bit better. A good thing about this list is you do not have to rely on CP all that much since it is only needed for the Super SAG and Loot it!


   
Made in fi
Locked in the Tower of Amareo





How flashgits hit on 2/3? Bs4, freeboota. 3+ stationary right?

2024 painted/bought: 109/109 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The Kaptin has +1 to hit so he'd be hitting on 2s.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Rogue Grot Kannon Gunna






Yes but they must be stationary and that means they can't möve inside the truck?
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

CaptainO wrote:
Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.


Not a math guy by any means but wouldn’t Deathskulls make more sense? It’s a single model unit; so if you take say 3 solos to fill out a Brigade; each one gets to reroll a hit, wound and damage and gets a 6++ on top...

This message was edited 1 time. Last update was at 2019/02/20 18:59:18


Rule #1 is Look Cool.  
   
Made in nl
Dakka Veteran





Netherlands

 Emicrania wrote:
Yes but they must be stationary and that means they can't möve inside the truck?


Most of the time he doesn't have to. The trukk serves as a mobile bunker and allows for Loot it! when it is blown up.

   
Made in de
Krazy Grot Kutta Driva




Nickin' 'ur stuff

 The Shrike wrote:
CaptainO wrote:
Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.


Not a math guy by any means but wouldn’t Deathskulls make more sense? It’s a single model unit; so if you take say 3 solos to fill out a Brigade; each one gets to reroll a hit, wound and damage and gets a 6++ on top...


I think your right at least for the regular 4 shots. I did some quick maths and DS is better even if you consider only hitting, so is actually far superior if you factor in the one reroll for wounding and damage, not even considering the 6++.

simplified, 4 dice give you ~0,66 ones, so only 0,66 rerolls whereas DS give you one reroll flat.

I only calculated this for 4 shots because I don't think it is worth it useing the Strat on one Deffdread and I don't think it is possible to use it on a squadron since they act indepentently after deployment as far as I know.

This message was edited 1 time. Last update was at 2019/02/21 08:11:35


Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend. 
   
Made in fi
Locked in the Tower of Amareo





 Singleton Mosby wrote:
 Emicrania wrote:
Yes but they must be stationary and that means they can't möve inside the truck?


Most of the time he doesn't have to. The trukk serves as a mobile bunker and allows for Loot it! when it is blown up.


Well T1 they will be moving at least 50% times. 24" means you are out of range T1. And even if you go 2nd opponent might not even move within 24" of trukk. Many armies don't even have a need. Except maybe put some chaff there to TEMPT you to stay still.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's not like their shooting drops to zero when you move them...

Get them into a good position turn 1 and keep them there for the rest of the game.

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 de
Krazy Grot Kutta Driva




Nickin' 'ur stuff

On another topic: For those who run Trukkboyz (Sounds strange ), do you prefer Shottaz or Choppaboyz?
I thought as they lack the bonus attack for their numbers, the shoota is a better idea and they could serve as an ok way to clear some chaff with shootaz

Anyone has some experiences using them?

PS: I'm not saying they are competitive. More like "if you HAD to use them, how would you do it"

This message was edited 1 time. Last update was at 2019/02/21 12:17:08


Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend. 
   
Made in gb
Nasty Nob





UK

Waaaghbert wrote:
On another topic: For those who run Trukkboyz (Sounds strange ), do you prefer Shottaz or Choppaboyz?
I thought as they lack the bonus attack for their numbers, the shoota is a better idea and they could serve as an ok way to clear some chaff with shootaz

Anyone has some experiences using them?

PS: I'm not saying they are competitive. More like "if you HAD to use them, how would you do it"


I've been using Deathskulls trukk shoota boys for a little while now as mobile gunboats and their ability to help clear screens and especially tau drones is very handy.

I pair a standard mek with kmb, 9 shootas with TB bomb, 1x rokkit boy and a Nob with PK and kombI rokkit in a trukk with a rokkit for a lot of re-rollable str 8 damage paired with 18 str 4 screen clearance dakka.
That little lot comes in at 216 points.
I now only bring it to games where my opponent knows the list, asks for it, and wants a challenge. In a 1000 point game, 3 or 4 of these with a big mek kff on bike and some smasha gunz is pretty grim for your opponent.
You can easily start to lose opponents and friends using this sort of cheese.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

not factoring in that killakanz arent the greatest, which of their melee weapons you think is best?

Saws feel like they'd be the best because more attacks
Drills can poke through invuls with mortal wounds (but weakest strength)
Klaws are the only S8, which is of course a major threshold.

I tend to only use Klaws because of that but i am beginning to question if thats the best option. My 6 kanz are technically split up among the 3 types because they were built before the rules for different weapons popped up.

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

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




Waaaghbert wrote:
 The Shrike wrote:
CaptainO wrote:
Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.


Not a math guy by any means but wouldn’t Deathskulls make more sense? It’s a single model unit; so if you take say 3 solos to fill out a Brigade; each one gets to reroll a hit, wound and damage and gets a 6++ on top...


I think your right at least for the regular 4 shots. I did some quick maths and DS is better even if you consider only hitting, so is actually far superior if you factor in the one reroll for wounding and damage, not even considering the 6++.

simplified, 4 dice give you ~0,66 ones, so only 0,66 rerolls whereas DS give you one reroll flat.

I only calculated this for 4 shots because I don't think it is worth it useing the Strat on one Deffdread and I don't think it is possible to use it on a squadron since they act indepentently after deployment as far as I know.



I'd be taking the quad kustom shoota deff dread, a Super SAG Mek and 2 x smasha gunz for a 237 point spearhead bad moon dreed waagh specialist detachment. My logic is that both the dread and Mek could double shoot and I have redundancy in the event I get Veckt'd or whatever the GSC equivalent is.

If you double shoot with the quad blasta dread you're likely to get 1.33 1s a go. You could argue that the dredds shooting doesn't degrade so its less of an issue if he loses wounds to overheating. I don't know if I'd take the dredd if I couldn't double shoot him and if I take that spearhead as Deathskulls then either the Mek or the dredd could shoot twice...
   
Made in de
Krazy Grot Kutta Driva




Nickin' 'ur stuff

Spoiler:
CaptainO wrote:
Waaaghbert wrote:
 The Shrike wrote:
CaptainO wrote:
Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.


Not a math guy by any means but wouldn’t Deathskulls make more sense? It’s a single model unit; so if you take say 3 solos to fill out a Brigade; each one gets to reroll a hit, wound and damage and gets a 6++ on top...


I think your right at least for the regular 4 shots. I did some quick maths and DS is better even if you consider only hitting, so is actually far superior if you factor in the one reroll for wounding and damage, not even considering the 6++.

simplified, 4 dice give you ~0,66 ones, so only 0,66 rerolls whereas DS give you one reroll flat.

I only calculated this for 4 shots because I don't think it is worth it useing the Strat on one Deffdread and I don't think it is possible to use it on a squadron since they act indepentently after deployment as far as I know.



I'd be taking the quad kustom shoota deff dread, a Super SAG Mek and 2 x smasha gunz for a 237 point spearhead bad moon dreed waagh specialist detachment. My logic is that both the dread and Mek could double shoot and I have redundancy in the event I get Veckt'd or whatever the GSC equivalent is.

If you double shoot with the quad blasta dread you're likely to get 1.33 1s a go. You could argue that the dredds shooting doesn't degrade so its less of an issue if he loses wounds to overheating. I don't know if I'd take the dredd if I couldn't double shoot him and if I take that spearhead as Deathskulls then either the Mek or the dredd could shoot twice...


Hm, the shoot twice strat on the deff dread nets you 0,7 more wounds against a T8 target, so I'm not sure it is worth spending 2 CPs for that. And I dont think any opponent is gonna Vect this.

Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend. 
   
Made in fr
Been Around the Block




Hi,

I want to start a new army and as a Mad Max fan, I thought about orks due to their unique bikes, buggies and trucks models.

I am playing essentially in 1000 points games in a competitive environment. Do you think it is possible to have a cool Mad Max army which can still wreck faces?

thanks a lot!
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Depends on the competitiveness of the other players. Buggies and bikes do well against other non-optimized lists but will absolutely get wrecked by someone bringing the best he can.

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 us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

my full squad of bikers died to a single leviathan attack (double autocannon arms).
Granted, bit of absurd luck on his end and abysmal luck on mine (1 KFF save...out of 14 hits..really?) but still that was annoying.

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

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




HeavenLord wrote:
Hi,

I want to start a new army and as a Mad Max fan, I thought about orks due to their unique bikes, buggies and trucks models.

I am playing essentially in 1000 points games in a competitive environment. Do you think it is possible to have a cool Mad Max army which can still wreck faces?

thanks a lot!


If you want a speedy army that is still competitively-minded, at 1000 points you might run something like:

Deffkilla Wartrike
Weirdboy
30 boyz
10 grots
10 grots
2 megatrakk scrapjets
Bone breaka w/deff rolla
7 nobz w/ 2 ammo runts, 5 with double choppa and 2 with choppa and big choppa

Should be about 1000 points off the top of my head, it's 8 CP, nobz and weirdboy ride in the bone breaka. Make the whole thing evil sunz and jump the boyz mob up so that you can hopefully hit your opponent with 30 boyz, a deffkilla wartrike, 2 megatrakk scrap jets and the bonebreaka all straight away. It's harder to effectively screen at this points level, but it might be better to make the 30 boyz shoota boyz to help with this. Ramming speed with one of the vehicles and that's 3d3 mortal wounds in your charge phase which is not insignificant at this points level. Use loot it on the nobz when a vehicle blows up for a nice 3+ save, and remember to save 3cp for endless green tide, it's a brutal stratagem in smaller games especially. I feel this is semi-competitive for the type of list you want to run at this points level, and I feel it would be fun to play. It's very fast, has lots of immediate threats, has decent anti-infantry and good sources of mortal wounds too in the form of weirdboy smite and the scrapjet charges.
   
Made in gb
Regular Dakkanaut




Waaaghbert wrote:
Spoiler:
CaptainO wrote:
Waaaghbert wrote:
 The Shrike wrote:
CaptainO wrote:
Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.


Not a math guy by any means but wouldn’t Deathskulls make more sense? It’s a single model unit; so if you take say 3 solos to fill out a Brigade; each one gets to reroll a hit, wound and damage and gets a 6++ on top...


I think your right at least for the regular 4 shots. I did some quick maths and DS is better even if you consider only hitting, so is actually far superior if you factor in the one reroll for wounding and damage, not even considering the 6++.

simplified, 4 dice give you ~0,66 ones, so only 0,66 rerolls whereas DS give you one reroll flat.

I only calculated this for 4 shots because I don't think it is worth it useing the Strat on one Deffdread and I don't think it is possible to use it on a squadron since they act indepentently after deployment as far as I know.



I'd be taking the quad kustom shoota deff dread, a Super SAG Mek and 2 x smasha gunz for a 237 point spearhead bad moon dreed waagh specialist detachment. My logic is that both the dread and Mek could double shoot and I have redundancy in the event I get Veckt'd or whatever the GSC equivalent is.

If you double shoot with the quad blasta dread you're likely to get 1.33 1s a go. You could argue that the dredds shooting doesn't degrade so its less of an issue if he loses wounds to overheating. I don't know if I'd take the dredd if I couldn't double shoot him and if I take that spearhead as Deathskulls then either the Mek or the dredd could shoot twice...


Hm, the shoot twice strat on the deff dread nets you 0,7 more wounds against a T8 target, so I'm not sure it is worth spending 2 CPs for that. And I dont think any opponent is gonna Vect this.


The shoot twice strat will surely double the number of wounds it causes to whatever target it shoots at.

Dark eldar or GSC probably wouldn't bother vecting the deff dread but they might Vect the Super SAG Killa Mek firing twice (particularly good against Talos) SInce you can only vect once per phase the ability to use either kustom ammo or showing off gives redundancy. If they don't vect you have the option to use it on the dread.




Automatically Appended Next Post:
 Vineheart01 wrote:
my full squad of bikers died to a single leviathan attack (double autocannon arms).
Granted, bit of absurd luck on his end and abysmal luck on mine (1 KFF save...out of 14 hits..really?) but still that was annoying.


Ya multi damage weapons tear into bikes. Along with Da jumped boyz theyre one of our few T1 charge threats so they'll attract a lot of T1 fire power. Multi damage weapons are wasted on the shoota/slugga boyz so they all turn on the bikes.

The big faq won't change points cost but we might see a few rules changes for strats. Allowing us to use the -1 to hit bikers when shot at could make the bikers a bit more competitive.

Obviously Soup is king in the Meta. I was thinking maybe a rule that gives +3CP to mono faction armies could if not completely mix up the Meta, at least make mono armies a bit more competitive. Mono guard, Mech and space marine would be cool to see at tournaments. Its just a thought.

This message was edited 1 time. Last update was at 2019/02/22 10:19:14


 
   
Made in de
Krazy Grot Kutta Driva




Nickin' 'ur stuff

CaptainO wrote:
Waaaghbert wrote:
Spoiler:
CaptainO wrote:
Waaaghbert wrote:
 The Shrike wrote:
CaptainO wrote:
Anyone tried a quad kustom mega blaster deff dread as part of a dredd waagh.

8 x kustom blasta shots for 91pts.... Bad moonz make sense with the reroll 1s.


Not a math guy by any means but wouldn’t Deathskulls make more sense? It’s a single model unit; so if you take say 3 solos to fill out a Brigade; each one gets to reroll a hit, wound and damage and gets a 6++ on top...


I think your right at least for the regular 4 shots. I did some quick maths and DS is better even if you consider only hitting, so is actually far superior if you factor in the one reroll for wounding and damage, not even considering the 6++.

simplified, 4 dice give you ~0,66 ones, so only 0,66 rerolls whereas DS give you one reroll flat.

I only calculated this for 4 shots because I don't think it is worth it useing the Strat on one Deffdread and I don't think it is possible to use it on a squadron since they act indepentently after deployment as far as I know.



I'd be taking the quad kustom shoota deff dread, a Super SAG Mek and 2 x smasha gunz for a 237 point spearhead bad moon dreed waagh specialist detachment. My logic is that both the dread and Mek could double shoot and I have redundancy in the event I get Veckt'd or whatever the GSC equivalent is.

If you double shoot with the quad blasta dread you're likely to get 1.33 1s a go. You could argue that the dredds shooting doesn't degrade so its less of an issue if he loses wounds to overheating. I don't know if I'd take the dredd if I couldn't double shoot him and if I take that spearhead as Deathskulls then either the Mek or the dredd could shoot twice...


Hm, the shoot twice strat on the deff dread nets you 0,7 more wounds against a T8 target, so I'm not sure it is worth spending 2 CPs for that. And I dont think any opponent is gonna Vect this.


The shoot twice strat will surely double the number of wounds it causes to whatever target it shoots at.

Dark eldar or GSC probably wouldn't bother vecting the deff dread but they might Vect the Super SAG Killa Mek firing twice (particularly good against Talos) SInce you can only vect once per phase the ability to use either kustom ammo or showing off gives redundancy. If they don't vect you have the option to use it on the dread.



Hm, maybe I'm not getting this right. But you basically have two arguments:
1) using them as Bad moons gives you the shoot twice start twice, thus creating redundancy. This I agree on, IF you'll use it on the Souped up SAG, wich leads me to ...
2) you think using Shoot twice on the dread is a good idea. This I disagree with. Of course you'll double the wounds, but one wound doubled is only one wound more and I dont think 1 wound is worth 2 CPs.

If I got this wrong and misunderstood you, I'm sorry, but there would be close to no situation where shoot twice on that Dread would be a good idea.

Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend. 
   
Made in us
Mekboy on Kustom Deth Kopta






So I think i finally have the nob squad loadout that I am happy with.

have tried without a power claw or kill saw, but i find its just too necessary to sometimes be able to make that swing.

boss nob w/ killsaw
3x nobz with big choppa /choppa
2x power stabba / choppa
4x dual choppa

da jump or teleporter are great, but a crusha wagon

an additional mega armored or normal big mek w/ kff for protection when they jump out is pricey but does work. the bone breaker with kff protection is hard to crack before it can get where it needs to go negating the negatives of a big mek in mega armor, plus repairing the bone breaker behind the thing out of LOS

it is a lto of points , but its 458 points that i find almost always gets its points back.

in smaller games I run the bone breaker still usually but divide into 2x5 nobs with 1 killsaw, 2 big choppas and 2 dual choppas each group.

10000 points 7000
6000
5000
5000
2000
 
   
Made in se
Rogue Grot Kannon Gunna






Spoiler:

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Freebooterz
Specialist Detachment: Dread Waaaagh!
+ HQ +
Big Mek W/ Shokk Attack Gun: Grot Oiler, Da Souped Up Shoota
Weirdboy
+ Troops +
Gretchin: 10x Gretchin
Gretchin: 10x Gretchin
Gretchin: 10x Gretchin
+ Heavy Support +
Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota
Mek Gunz
. . Gun: Smasha Gun
. . Gun: Smasha Gun
. . Gun: Smasha Gun
. . Gun: Traktor Kannon
Morkanaut: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota
++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Freebooterz
+ HQ +
Warboss on Warbike (index): Attack Squig, Brutal but Kunnin, Power Klaw, Shoota (Index), Warlord
Weirdboy, Warphead
+ Troops +
Boyz
. . Boss Nob: Choppa, Slugga
. . 20x Ork Boy W/ Shoota
. . 8x Ork Boy W/ Slugga & Choppa
Gretchin: 10x Gretchin
Gretchin: 10x Gretchin
+ Elites +
Tankbustas: 2x Bomb Squig
. . Boss Nob: Rokkit Launcha
. . 9x Tankbusta: 9x Rokkit Launcha
+ Flyer +
Dakkajet: 6x Supa Shoota
Wazbom Blastajet: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun, 2x Supa Shoota
+ Dedicated Transport +
Trukk: Big Shoota


Given thay cool list We posted a while ago, do you think would this works?
Do I have enough punch and Target saturation? Board control?
Double Relic and Warphead for Da Jump, Warpath and Da Fist of Gork

This message was edited 3 times. Last update was at 2019/02/22 21:40:22


 
   
 
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