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Made in us
Battlewagon Driver with Charged Engine




It's tricky. Yes, they are soooo much more expensive than a guardsman and generally speaking nowhere near as good. But at least with guardsmen you can deepstrike 9.01" away and with evil sunz that's a very doable charge. The infiltrators just shut that down completely, even though their footprint is less.

I'm not sure how much this will affect the meta after all is said and done, but considering they're troops we might start seeing armies that can't be deepstruck from here on in
   
Made in us
Mekboy on Kustom Deth Kopta






tneva82 wrote:
That's if index is allowed. Here it's not.


I would be finding a new place to play then. I have a lot of models that I have built and love playing, my warboss on a bike is my first conversion and I don't plan to ever not use it. I have gotten much better at conversions but its kind of part of my history or converting and looting vehicles.

As for ways around it if staying there... as Jidmah said the wartrike can take the warlord trate to give waaagh, alternatively a bone breaker wagon filled with a Warboss on foot, 7-8 Nobz on foot and 10 gretchin (to pop out up front and try to snag objectives in the path the nbz and warboss clear) is always a good investment they can whip up the board fairly quickly. if you are going second pop the everything in cover strat or have a wazboom blasta jet to give that 5++ and have it in range

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Locked in the Tower of Amareo





 G00fySmiley wrote:
tneva82 wrote:
That's if index is allowed. Here it's not.


I would be finding a new place to play then. I have a lot of models that I have built and love playing, my warboss on a bike is my first conversion and I don't plan to ever not use it. I have gotten much better at conversions but its kind of part of my history or converting and looting vehicles.

As for ways around it if staying there... as Jidmah said the wartrike can take the warlord trate to give waaagh, alternatively a bone breaker wagon filled with a Warboss on foot, 7-8 Nobz on foot and 10 gretchin (to pop out up front and try to snag objectives in the path the nbz and warboss clear) is always a good investment they can whip up the board fairly quickly. if you are going second pop the everything in cover strat or have a wazboom blasta jet to give that 5++ and have it in range


Sure moving outside country just for that is viable

And yeah wartrike but that's putting in tons of resources for dubious purpose. And bone breaker only gives the 3" extra from disembark for the warboss. Not that huge deal.

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






tneva82 wrote:
 G00fySmiley wrote:
tneva82 wrote:
That's if index is allowed. Here it's not.


I would be finding a new place to play then. I have a lot of models that I have built and love playing, my warboss on a bike is my first conversion and I don't plan to ever not use it. I have gotten much better at conversions but its kind of part of my history or converting and looting vehicles.

As for ways around it if staying there... as Jidmah said the wartrike can take the warlord trate to give waaagh, alternatively a bone breaker wagon filled with a Warboss on foot, 7-8 Nobz on foot and 10 gretchin (to pop out up front and try to snag objectives in the path the nbz and warboss clear) is always a good investment they can whip up the board fairly quickly. if you are going second pop the everything in cover strat or have a wazboom blasta jet to give that 5++ and have it in range


Sure moving outside country just for that is viable

And yeah wartrike but that's putting in tons of resources for dubious purpose. And bone breaker only gives the 3" extra from disembark for the warboss. Not that huge deal.


i doubt nobody in your country will use index. is it like an official GW store thing or some local game store/club rule? either way its per the rules still an option to take it. not allowing it is as arbitrary as saying oh you play space marines cool, you cna bring any models you want except captains. or oh you play tau cool, bring any models as you want but no crisis suits.

This message was edited 1 time. Last update was at 2019/03/05 14:25:20


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Roarin' Runtherd




oh, you play tau cool . . . no crises suits
e

Sounds like a good rule to me I

   
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Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

the bikerboss, bikermek, and bikerpainboy made sense because they never had a proper model. Still irritating, but it follows their new mentality of "no model, no rules"
Footmek going away made 0 sense because they DID have a proper model for it. Its just recently OOP, im assuming because the mold broke or something because its the same quality as the other hyper-ancient finecasts we still got floating around.

They really need to give orks a proper boss/mek box....

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
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Made in us
Mekboy on Kustom Deth Kopta






 Vineheart01 wrote:
the bikerboss, bikermek, and bikerpainboy made sense because they never had a proper model. Still irritating, but it follows their new mentality of "no model, no rules"
Footmek going away made 0 sense because they DID have a proper model for it. Its just recently OOP, im assuming because the mold broke or something because its the same quality as the other hyper-ancient finecasts we still got floating around.

They really need to give orks a proper boss/mek box....


true, but forgeworld does a warboss on a bike kit (though out of print per website now)

as for the big mek on foot that does nto have a SAG yea the kff was available up until a little while back I ordered mine new at a local store seems like around a year ago when i wanted a second one.

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Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

isnt the forgeworld boss technically Zhadsnark? Not a generic boss?
I know they also have nob bikers which might explain why we still have that dataslate.

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
Mekboy on Kustom Deth Kopta






 Vineheart01 wrote:
isnt the forgeworld boss technically Zhadsnark? Not a generic boss?
I know they also have nob bikers which might explain why we still have that dataslate.


inspired by Zhadsnark, but title is "warboss on a bike"

https://www.forgeworld.co.uk/en-US/Ork-Warboss-on-Bike

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 G00fySmiley wrote:

i doubt nobody in your country will use index. is it like an official GW store thing or some local game store/club rule? either way its per the rules still an option to take it. not allowing it is as arbitrary as saying oh you play space marines cool, you cna bring any models you want except captains. or oh you play tau cool, bring any models as you want but no crisis suits.


Maybe some tournament in up north has them but every tournament that I have seen in south where I go around including the capital of Finland which is biggest tournament scene in Finland has them. Moving some 500km north isn't most viable options either ;-) That practically is moving to another country(there is foreign countries closer than that I think...Don't think that gulf west is 500km wide).

Anyway battle report time. Long time since got game. Game nights on tuesdays and now there's Japan lessons on same time eating some of tuesdays. Top of that couple tuesdays I was about to play got sick and last week when I was going the reserve player got sick so having to choose certain Japanese lessons or MAYBE game if there's somebody there to play against(nobody was agreeing any games in advance at local whatsup group...) I went for sure fun. So this time I went and 1 player + reserve player showed up so my orks took up against adeptus mechanicum. I took modified list from the casual 1750 pts tournament that I had also supposed to play but had fell ill so missed that too(this year has not been good for 40k gaming. Plenty of Adeptus Titanicus and Lords of the Ring, almost no 40k).
Spoiler:

Deathskull battallion. Warboss w/big choppa, big mek w/SAG, 2x30 boyz(19xchoppas and 19xshootas plus 10 of other weapon, big choppa and power klaw for nobs), 16 grots, 10 tank bustas, 4 smasha guns, 2 traktor kannons and 2 KMK's. Goff battallion with warboss w/da killa klaw and brutal&kunning, da jump weirdboy, 2x10 grots, 30xchoppa boyz w/power klaw, gorkanaut.

He had I think 3 big infantry units, 2 units of some h2h guys(1 deep striking), 2 plasmabots, 4 cavalry riders, 3 big walkers, one being AA version. Couple characters, 2 small units with snipers and 2 armigers.

We rolled mission from CA2018 and got the one where you CHOOSE 2 maelstrom cards and then 2 cards per completed. So basically 3-4 VP for both 1st turn and then lotsa cards. I got to pick deployment zone so actually went for hammer&anvil seeing I had lotsa shooting and tellyporta to where I put skarboyz, one deathskull mob and gorkanaut(much to opponents shock when I said it's coming in deep strike).

He got first turn and I failed to seize. Due to distances he didn't get to do much except blew out 16 grots from front of mek guns with cavalry heading there. They almost survived but then he remembered he hadn't moved AA walker. I said ok move it. He moved it to position to shoot and good rolling blew out grots. Whoops. Well bad news is he has clear charge line to guns. Good news is he needs 8". And he got 4+3. Yey. He command rerolled 3 and...2. Yey. This was fairly big. He also blew 2 mek guns with his freem beams from walkers(S10, d6 damage minimum 3? Holy smokey. Rerolling 1's to hit on caniples that was practically auto kill per walker).

Ork 1. I picked up master of warp and defend 2(automatic basically with weirdboy and grot unit). Deathskull boys moved toward chicken riders. Goff warboss was hoping to get there but 1 on advance and needing to go around guns meant I would need like 9-10" so decided to hang around still. Weird boy da jumped tank bustas near armigers making sure just in case I'm in range even to further one. Then shooting. I started with SAG against front armiger and rolled 1 shot...Ugh. Maybe not tactically smart with 6 CP left but rerolled it. Much more respectable 5. Then strenght. And BEAUTIFULL double 6! First time I got 11+ strenght!

RULE QUESTION: Could I roll both stats before deciding what to reroll? Here I rerolled shots before knowing strenght.

Anyway not getting too excited still needing 5+ to hit I rolled them and...4 hits! WOW! 7 wounds from mortals and 10 or so more from regular wounds and first knight was insta killed. Guess warp tunnel opened inside the pilot or something...

Wrecker strategem to tank bustas ensured that they got tons of wounds and rotate ion shield didn't help. 4 past saves, second knight dead. Then mek gun battery unleashed fire and all 4 chicken riders died even though I kept rolling multiple d6's at same time at which point I decreed them in worst way for me(6 and 3 vs unwounded 6 wound model I declared 3 and then 6 is order thus no spread. If things were tighter I might suggest either rerolling or dicing 4+ which goes first but this was going so pearshaped for him I was feeling generous here).

AM 2: Deep strikers came near tank bustas. Rest of army moves forward or prepares to shoot. Shooting clears 3 mek guns and whole loads of death skull boys. H2h guys come and charge but don't wipe the unit losing half their numbers. Warboss kept rest of boys alive or they would have ran away with 18 casualties and 8 orks left. The deep strikers tried to charge tank bustas but failed again and another CP reroll needing again 4+ failed...

Orks 2: Warboss(both) move toward some AM HQ behind the HQ guys. Tank bustas backed away a bit. Death skull boys were green tided(I debated with this and 3d6" charge for gorkanaut) coming behind his deep strikers. Skarboyz appeared near AA vehicle on far corner and gorkanaut next to the 2 ZZZZZAP walkers. Shooting gorkanaut dropped 10 infantry unit, the 2 h2h guys were gunned down and deathskulls dropped some infantry as well(shootas are surprisingly useful). H2h gorkanaut charged into zzzap walker blowing it and piling into 2nd. Goffs failed charge. Deathskull didn't and wiped the deep strikers. Warbosses charged with deathskull leading the way taking overwatch and HQ died messily. I forgot to position myself to take objective and gorkanaut should have held firing rokkits and not kill last guy to ensure I get psychological warfare. Ah well. I was soooo owning this game(due to dice luck) that I can afford these.

AM3: He had not much he COULD do. Walker disengaged from gorkanaut. Plasmabots finally put in double firepower mode having got into position. He fired what he could dropping 11 deathskulls and 8 wounds to gorkanaut. Nowhere near enough....Oh and did kill deathskull warboss. He had blood&guts and +1S maniple and not having much to lose the basic infantry even tried to charge my goff warboss with da killa klaw but needing 6" charge failed YET AGAIN despite THIRD CP reroll. Really? This is just adding salt to injury...

Orks 3: Game over basically. Goffs moved and charged his warlord killing it. Gorkanaut moved and killed 2nd zzap walker. Deathskulls went to objective and 2nd deathskull mob appeared. After goffs killed his warlord they piled into dakkabots and he gave up with...Well one walker not in combat, 2 sniper squads and that's about it what he had left...Plasma bots are immobile unable to move and no way they can kill goffs. Warlord would have easy time walking there to kill them if needed and fresh death skull unit clears snipers out no problem. I had basically lost 5 mek guns, some dozen death skull boyz, handfull goff boyz and 16 grots and that's it...

One of my easiest and most crushing victory. Was my list cheesier than I thought O_o Though luck itself was clearly in my favour big time. No way in wildest dreams I expected to blow out all chicken riders and 2 knights in first round. He got nothing working and then I just steam rolled over.


[Thumb - IMG_20190305_174332.jpg]

[Thumb - IMG_20190305_190313.jpg]


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






Just checked out a post from Ben Jurek and looks like he updated his freebooterz list, which is exactly what i wanted to play more or less:


++ Battalion Detachment +5CP (Orks) [27 PL, 539pts] ++
Clan Kultur: Freebooterz
+ HQ [14 PL, 271pts] +
Big Mek on Warbike (Index) [6 PL, 110pts]: Kustom Force Field [20pts], Kustom Mega-blasta [9pts]
Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts]
Weirdboy [3 PL, 62pts]
+ Troops [13 PL, 268pts] +
Boyz [11 PL, 208pts]
Boss Nob [12pts]: Big Choppa [5pts], Shoota (Index)
28x Ork Boy W/ Shoota [196pts]
Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]
Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]

++ Spearhead Detachment +1CP (Orks) [49 PL, -1CP, 996pts] ++
Clan Kultur: Freebooterz
Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]
+ HQ [7 PL, 146pts] +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler [4pts], Shokk Attack Gun [25pts], Warlord
Weirdboy [3 PL, 62pts]
+ Heavy Support [42 PL, 850pts] +
Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha [24pts], Skorcha [17pts], 2x Twin Big Shoota [20pts]
Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha [24pts], Skorcha [17pts], 2x Twin Big Shoota [20pts]
Mek Gunz [12 PL, 228pts]
Gun [2 PL, 31pts]: Smasha Gun [16pts]
Gun [2 PL, 31pts]: Smasha Gun [16pts]
Gun [2 PL, 31pts]: Smasha Gun [16pts]
Gun [2 PL, 45pts]: Traktor Kannon [30pts]
Gun [2 PL, 45pts]: Traktor Kannon [30pts]
Gun [2 PL, 45pts]: Traktor Kannon [30pts]

++ Air Wing Detachment +1CP (Orks) [22 PL, 465pts] ++
Clan Kultur: Freebooterz
+ Flyer [22 PL, 465pts] +
Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]
Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]
Wazbom Blastajet [8 PL, 169pts]: 2x Wazbom Mega-Kannons [24pts], Kustom Force Field [20pts], Smasha Gun [16pts], Supa Shoota [10pts]


   
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Philadelphia

That list is awesome; Tellyporta for both Gorkā€™s?

Rule #1 is Look Cool.  
   
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That would be advised vs castellans or eldari soups I believe, otherwise you might aswell get midfield and shoot a ton of dakka ok 4+ with the freebooterz trait .
   
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Douglasville, GA

That list looks real fun, not gonna lie.


Automatically Appended Next Post:
I'd probably lose the air wing detachment and bump the Spearhead to a Battalion, myself. But still interesting.

This message was edited 1 time. Last update was at 2019/03/06 00:12:26


 
   
Made in us
Longtime Dakkanaut





 An Actual Englishman wrote:
Auspex is worded in exactly the same way and operates on Da Jumping units. Await a quick FAQ but don't be surprised if it affects da jumped units.


Auspex does not work on Da Jumping units after the current BRB faq.

Auspex requires the unit to be placed on the battlefield arriving from reinforcements.

the following faq question had a different answer until recently

Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes.


The previous answer stated that such abilities count as arriving as reinforcements. That has been removed. Prior to the September 2018 FAQ it did work, now it does not.

Auspex scan does not work on Da Jump, as they are not arriving to the battlefield as reinforcements. Which is also the reason you can Da Jump an unit turn 1.

Which also mean Da Jump and the infiltrator rule to deny reinforcements arriving(GSC one as well) do not interact in any way as Da Jump is not reinforcements.

This message was edited 2 times. Last update was at 2019/03/06 00:26:21


 
   
Made in gb
Mekboy on Kustom Deth Kopta






blaktoof wrote:
 An Actual Englishman wrote:
Auspex is worded in exactly the same way and operates on Da Jumping units. Await a quick FAQ but don't be surprised if it affects da jumped units.


Auspex does not work on Da Jumping units after the current BRB faq.

Auspex requires the unit to be placed on the battlefield arriving from reinforcements.

the following faq question had a different answer until recently

Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes.


The previous answer stated that such abilities count as arriving as reinforcements. That has been removed. Prior to the September 2018 FAQ it did work, now it does not.

Auspex scan does not work on Da Jump, as they are not arriving to the battlefield as reinforcements. Which is also the reason you can Da Jump an unit turn 1.

Which also mean Da Jump and the infiltrator rule to deny reinforcements arriving(GSC one as well) do not interact in any way as Da Jump is not reinforcements.



Good to know and nice spot! Glad to know we're not too badly affected.

As Jiddah said the cost of the units is probably a little prohibitive so it wasn't a major concern anyway. They aren't going to flood the board with these units I don't think.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 flandarz wrote:
That list looks real fun, not gonna lie.


Automatically Appended Next Post:
I'd probably lose the air wing detachment and bump the Spearhead to a Battalion, myself. But still interesting.


The airwing is crucial to his strategy, as the easiest way to trigger the freeboota trait is to jump a dakkajet next to a support character and riddle it with bullets. In later turns they also excel at clearing out wounded infantry units.

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






 Jidmah wrote:
 flandarz wrote:
That list looks real fun, not gonna lie.


Automatically Appended Next Post:
I'd probably lose the air wing detachment and bump the Spearhead to a Battalion, myself. But still interesting.


The airwing is crucial to his strategy, as the easiest way to trigger the freeboota trait is to jump a dakkajet next to a support character and riddle it with bullets. In later turns they also excel at clearing out wounded infantry units.


This, the whole point is to trigger the freebooterz trait and dakkajet are great to do that cleaning chaffs. A DJ with long uncontrolled burst hits jetbikes and JP Marines at 3s
   
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Locked in the Tower of Amareo





Isn't range bit of issue though? Those supporting characters are likely going to be behind enemy lines. To get it as closest plane also is going to be behind enemy lines thus 24" from plane isn't going to reach your DZ for sure.

Something like 10 IG squad sure. Support character hiding behind enemy lines(and careless of enemy if he allows plane to park next to character...) should be much harder.

This message was edited 1 time. Last update was at 2019/03/06 13:01:08


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






There are characters which are only screened from shooting but otherwise exposed because their job is to get into someone's face like daemon princes, smash captains or shield captains. Jumping next to those is almost always possible.

In addition, you can chain that +1 to hit to the next dakkajet or the Wazzbom, or the shoota boyz that have jumped towards the enemy and those can use that bonus to trigger it for themselves.

Oh, and by turn 2 you have two nauts benefiting from that aura.

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. 
   
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Battlefortress Driver with Krusha Wheel




Douglasville, GA

I was under the impression that the Mek Gunz were there to proc the +1. Since they can't benefit from the bonus, but *can* provide it. I can see using the jets to character "snipe", though I assume most folks are gonna bubblewrap their more vulnerable characters anyway.
   
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Honestly, going first, I would deploy the G-nauts. Beside a couple of rockets everything should in range T1.

This message was edited 1 time. Last update was at 2019/03/06 17:32:53


 
   
Made in us
Roarin' Runtherd




I think what helps make this list work is that it has options. Depending on the opponent and what they are bringing will depend upon whether or not you pay to deep strike. Some lists can't punch through armor at range well enough for example chaos lists and ork lists but if you are staring at a volcano gun then you are best off hiding the robots.

I think the mek gunz also are going to confuse target priority if
you put them on the table with some jets and some naughts.

The other aspect of his choices is that jets and gunz are not stratagem dependant.

This message was edited 1 time. Last update was at 2019/03/06 18:47:19


 
   
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Locked in the Tower of Amareo





 flandarz wrote:
I was under the impression that the Mek Gunz were there to proc the +1. Since they can't benefit from the bonus, but *can* provide it. I can see using the jets to character "snipe", though I assume most folks are gonna bubblewrap their more vulnerable characters anyway.


Yeah that was my impression. Why depend on dakkajets for that due to range issue especially with character sniping if you have pile of mek guns that can destroy units but can't benefit from the bonus themself? Or in other words if dakkajet is in range to give bonus he's in range to benefit FROM The bonus. Get the +1 for the dakkajets as well!

2024 painted/bought: 109/109 
   
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Mekboy on Kustom Deth Kopta






russellmoo wrote:

The other aspect of his choices is that jets and gunz are not stratagem dependant.

Yea I think this is the key - no reliance on stratagems means the list doesn't fall apart when Vect'd and there is a decent amount of anti armour. Plus very few players know what the Freeboota trait does and certainly don't expect Dakka orks.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
 flandarz wrote:
I was under the impression that the Mek Gunz were there to proc the +1. Since they can't benefit from the bonus, but *can* provide it. I can see using the jets to character "snipe", though I assume most folks are gonna bubblewrap their more vulnerable characters anyway.


Yeah that was my impression. Why depend on dakkajets for that due to range issue especially with character sniping if you have pile of mek guns that can destroy units but can't benefit from the bonus themself? Or in other words if dakkajet is in range to give bonus he's in range to benefit FROM The bonus. Get the +1 for the dakkajets as well!


I'm just repeating what the pilot of that list said about it himself. If you can pilot it better than him, more power to you

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
Regular Dakkanaut





 Emicrania wrote:
Honestly, going first, I would deploy the G-nauts. Beside a couple of rockets everything should in range T1.


Barring a Kunnin' but Brutal redeploy, is there a way to know whether you're going first when you decide where to put the g-nauts?
   
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Coh Magnussen wrote:
 Emicrania wrote:
Honestly, going first, I would deploy the G-nauts. Beside a couple of rockets everything should in range T1.


Barring a Kunnin' but Brutal redeploy, is there a way to know whether you're going first when you decide where to put the g-nauts?


With CA2018 books you will be going 5/6 times first when you deploy with assumption that you go first. If opponent rolls that 6 to seize tough luck.

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Douglasville, GA

I doubt it. I'm just wondering why is all. I feel like he'd have been better off deploying more Mek Gunz (and maybe grabbing a few extra CP along the way, if he can eke out another Battalion). I know the list ain't CP reliant, but they're still a good thing to have in your pocket for rerolls and whatnot.
   
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Does anyone know when the faq is suppose to be coming out this month?

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
 
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