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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Initially when i was running the SSAG i still had my deffkilla as my warlord, so the SSAG was underwhelming for the most part. I routinely wounded on 5s, which was still offset by the 2D6 shots but i still felt like it wasnt doing enough. Added the Big Killa Boss trait and i started reliably decimating vehicles/monsters, since as long as i didnt roll 2 or 3 on strength i wounded on 4s anyway.
That being said, i'd have to agree if i could bring 3 of them i totally would. Firing 6D6 SAG shots a turn....eesh

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
Dakka Veteran





 Vineheart01 wrote:
Initially when i was running the SSAG i still had my deffkilla as my warlord, so the SSAG was underwhelming for the most part. I routinely wounded on 5s, which was still offset by the 2D6 shots but i still felt like it wasnt doing enough. Added the Big Killa Boss trait and i started reliably decimating vehicles/monsters, since as long as i didnt roll 2 or 3 on strength i wounded on 4s anyway.
That being said, i'd have to agree if i could bring 3 of them i totally would. Firing 6D6 SAG shots a turn....eesh


The Big killa boss is really the combo that makes it super tough to have to face.


Automatically Appended Next Post:
Outside of assault are lootas and shoota boys our only anti horde?

This message was edited 1 time. Last update was at 2019/04/02 17:41:54


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i mean dakkajets do a decent job at clearing numbers, especially of the T3 variety.
But they would struggle at clearing Green Tide level of numbers.

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






yea, chaff clearing is a dakka Jet specialty, I usually run 2 they do a good job of clearing screens, and if your opponent has a big baddie you do not want to be in combat plot your flying base between it and its target. has to go around unless it has fly or a jet pack.

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Dakka Veteran





 G00fySmiley wrote:
yea, chaff clearing is a dakka Jet specialty, I usually run 2 they do a good job of clearing screens, and if your opponent has a big baddie you do not want to be in combat plot your flying base between it and its target. has to go around unless it has fly or a jet pack.


The reason I ask is that when my brother and I play we have a weird system we sometimes do, where the winner of a match doesn't change their list from the last match and the loser can remake a list. It does tend to get a little list tailory but it allows us to try new things as the lists slowly evolve across multiple games. I'm expecting more horde based lists coming up shortly. Just trying to figure out what I can do.
   
Made in fi
Locked in the Tower of Amareo





Played game against new sisters of battle and what a massacre it was. Reverse way :( I had fun light list with 3x30 evil sun boyz, 30+10 stormboyz, killa klaw boss and weirdboy. Also death skull battallion with ssag, weirdboy, 3x10 gretchin, 3xscrapjet, 2xshockjump and smasha gun.

So right off the bat not competive ork army. Then ran into sisters of battle which are particularly good vs orks it seems. They had couple basic squads, 2x4 heavy bolter squads, 3 twin heavy flamer transports, 3 walkers with twin heavy flamers, some seraphins. Whole bunch of meltaguns here and there.

Then I got badish scenario. Aerial supply drop or something. Just 4 objectives that float(and favour first turn goer as those move on their turn and first turn player decides do they move before or after scoring...). Just 4 objectives helps castle army and his was.

Then we rolled for deployment zone and I got fairly bad one(the 1st). Then I took up wrong side. I took one with more places to hide forgetting sisters are short range AND he got 2 objectives right away.

As he got 1st turn he moved and killed 12 stormboyz. Not too bad. But he fired smokes on all.

Then I screwed up finally for good and went for full attack. T1 charge with stormboyz vs seraphin using the special ability losing total of 5 from 2 mobs total. Da jumped evil sun boyz next to two transports. Shooting I failed to do anything(or maybe 2 wounds to transport). In combat I killed 2 seraphins and used in desperation fight again tagging infantry unit and failing to kill anything and now I was out of CP. Evil sun boyz failed charge.

3 walkers came and 6d6 heavy flamer hits later stormboyz are no more. Evil sun boyz were likewise vaporized.

Warboss went in and killed one transport, SAG got one walker dead but that's about it. Buggies were all missing.

And long story short I never got any real damage. Float dice offs were all wrong for me so one of my objectives went away and then it was went there to be charged by walkers(and thus not score anyway) or score 1 while he kept scoring 2. In the end he had lost like couple spare infantry models, 1 walker and 2 transports. Wee.

Everything went wrong from the get go, my 1st turn was ridiculous(should have for starters deploy stormboyz out of LOS and just wait turn 1 for smokes to clear). Deep strikes were pretty much hopeless. Only places I could land were FAAAAAAAAAAR away from objectives. Him going 1st and scout move meant that as I wasn't able to clear stuff at all T1(stupid smokes) it was hopeless.

And trying to reach his firebase would have been tough one on foot anyway. like dozen heavy bolters and lots of bolters hitting on 2+ rerolling 1's....Owwww. And then looootsa flamers.

This kind of rush 'em up doesn't seem to be all that good vs sisters even with my turn 1 stupidity ignored. Shooty orks with big loota mob and lots of mek guns meanwhile could have been real headache for them.

Apart from the 2 repulsor list that vaporized over 100 models 1st turn worst defeat I have had since codex.

Hard to say anything about buggies as my dice rolling was atrocious. 6 wing missiles hitting on 4+ with reroll failed. Every...Single...One. And that wasn't even it all.

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran





tneva82 wrote:
Played game against new sisters of battle and what a massacre it was. Reverse way :( I had fun light list with 3x30 evil sun boyz, 30+10 stormboyz, killa klaw boss and weirdboy. Also death skull battallion with ssag, weirdboy, 3x10 gretchin, 3xscrapjet, 2xshockjump and smasha gun.

So right off the bat not competive ork army. Then ran into sisters of battle which are particularly good vs orks it seems. They had couple basic squads, 2x4 heavy bolter squads, 3 twin heavy flamer transports, 3 walkers with twin heavy flamers, some seraphins. Whole bunch of meltaguns here and there.

Then I got badish scenario. Aerial supply drop or something. Just 4 objectives that float(and favour first turn goer as those move on their turn and first turn player decides do they move before or after scoring...). Just 4 objectives helps castle army and his was.

Then we rolled for deployment zone and I got fairly bad one(the 1st). Then I took up wrong side. I took one with more places to hide forgetting sisters are short range AND he got 2 objectives right away.

As he got 1st turn he moved and killed 12 stormboyz. Not too bad. But he fired smokes on all.

Then I screwed up finally for good and went for full attack. T1 charge with stormboyz vs seraphin using the special ability losing total of 5 from 2 mobs total. Da jumped evil sun boyz next to two transports. Shooting I failed to do anything(or maybe 2 wounds to transport). In combat I killed 2 seraphins and used in desperation fight again tagging infantry unit and failing to kill anything and now I was out of CP. Evil sun boyz failed charge.

3 walkers came and 6d6 heavy flamer hits later stormboyz are no more. Evil sun boyz were likewise vaporized.

Warboss went in and killed one transport, SAG got one walker dead but that's about it. Buggies were all missing.

And long story short I never got any real damage. Float dice offs were all wrong for me so one of my objectives went away and then it was went there to be charged by walkers(and thus not score anyway) or score 1 while he kept scoring 2. In the end he had lost like couple spare infantry models, 1 walker and 2 transports. Wee.

Everything went wrong from the get go, my 1st turn was ridiculous(should have for starters deploy stormboyz out of LOS and just wait turn 1 for smokes to clear). Deep strikes were pretty much hopeless. Only places I could land were FAAAAAAAAAAR away from objectives. Him going 1st and scout move meant that as I wasn't able to clear stuff at all T1(stupid smokes) it was hopeless.

And trying to reach his firebase would have been tough one on foot anyway. like dozen heavy bolters and lots of bolters hitting on 2+ rerolling 1's....Owwww. And then looootsa flamers.

This kind of rush 'em up doesn't seem to be all that good vs sisters even with my turn 1 stupidity ignored. Shooty orks with big loota mob and lots of mek guns meanwhile could have been real headache for them.

Apart from the 2 repulsor list that vaporized over 100 models 1st turn worst defeat I have had since codex.

Hard to say anything about buggies as my dice rolling was atrocious. 6 wing missiles hitting on 4+ with reroll failed. Every...Single...One. And that wasn't even it all.


I wouldn't say this is a particularly weak ork list. It has most of the elements of a pretty competitive list. even the buggies are the 2 best versions. if anything drop those 5 vehicles and grab something else. but overall this is a list that I would play against tough opponents
   
Made in fi
Locked in the Tower of Amareo





Those 5 vehicles are 570 pts so over quarter. So saying "drop those 5 vehicles" means it's quite a different list

I was voefully short of ability to bust his vehicles T1. Coupled with rushing into and I was toast. And deep strikes were pretty much neutered. Not sure would foot slogging it been actually better. But as it is deep striking was pretty hopeless after his T1 as all I could really charge were those flamer rhinos...

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




3 SAG's that roll 2D6 for 80pts each would be a better then what it currently is. Hell, I would settle for 3D3 shots for the normal one at least that way you are average 6 shots a turn which usually means 2 hits, as opposed to the 1.2ish we currently get. Make the Normal SAG 3D3 shots and the SSAG 3D3 Auto hits.

Regardless, nobody is going to take a SAG right now because 1D6 shots is just crap for a race that hits on 5s, unless you want to give Big Meks access to Git Findas like I said, then teaming them with Free Bootas is a real threat, give them +2 to hit and suddenly those SAGs are looking a bit better.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlewagon Driver with Charged Engine




Giving SAG big meks the option of taking either a grot oiler -or- ammo runt would be an easy little bonus to add.

Making all SAGs 2d6 shots seems way too good imho, but the non-relic ones certainly are lacking. Roll 2d6 and pick the highest is a buff I'd be happy with. I'm not sure I think the supa SAG needs the buff of rolling 3d6 and pick the two best, but it'd be weird if it didn't then.

I honestly think "Kustom Ammo" needs to be redone though, an army getting access to two different shoot again strats just isn't very fun for the opponent. Make it reroll any hit rolls or something. Or that unmodified 6's now generate extra hits, not shots (for 1CP).

This message was edited 1 time. Last update was at 2019/04/03 09:37:34


 
   
Made in us
Mekboy on Kustom Deth Kopta






tneva82 wrote:
Those 5 vehicles are 570 pts so over quarter. So saying "drop those 5 vehicles" means it's quite a different list

I was voefully short of ability to bust his vehicles T1. Coupled with rushing into and I was toast. And deep strikes were pretty much neutered. Not sure would foot slogging it been actually better. But as it is deep striking was pretty hopeless after his T1 as all I could really charge were those flamer rhinos...


yea, and honestly i would not drop all of the vehicles. I run 1 scrap jet, 1 shokk jump, and one kbb they all have different roles to play, and they dio htem prety well. admitadly they are a bit overcosted for what they do but not any more than most out units. i run em as death skulls because rerolling a hit a wound and getting a 6++ on them is a no brainer sompared to the other clans.

kbb zips up and burns down screens early, ususlaly dead by turn 2 or 3.

scrap jet hunts transports and can even usually shred wht is in them... oh cute a chimera or taurox with veterans or guardsmen headed to an objective woudl be a shame if something stopped it (this is a very reactionary fast unit for baord control)

shokk jump is part tank killer part objective grabber. stays out of LOS which is easier than others due to being pretty short and just expose to what it it firing at. if you need an objective across the baord advance, hope for a 4+ and if you really need it command point for it.

Usually I lead the 3 with a wartrike in an outrider detachment for 450 points it is def worth it. I am planning on experimenting with the new relic wartrike as warlord with the ard as nails for T8.

if you have Zagstruk model I would recommend him also as a drop in disruption, its on model to come in turn 2 wherever he fits to wreck things. plus with boys having exploding 6's for goffs makes multiassault all the better.

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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yeah when i saw the name Kustom Ammo i thought it was gonna be some gun profile boost, i.e. make all Kustom Mega weapons fired by a unit S10 or something for a CP.
Yet it was another shoot again that works on walkers. Thats...odd...

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I don't really see a huge deal with it. Even with Bad Moonz, it just let's you shoot twice with two different units. And it costs you 1 CP to even access the strat. If you're using Kustom Ammo and Bad Moonz shoot again, that's 4 CP down in a single phase, without accounting for Command Rerolls and Moar Dakka. You'll be burning through CP so fast, you *might* get two turns of this before you're bone dry.
   
Made in fi
Locked in the Tower of Amareo





And nothing that allows firing twice is as good as twin shooting lootas again is

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran





double shooting a gorkanaut at flamer range into a horde would be pretty great.

36 mega shoota shots
2d6 flamer shots
24 twin big shoota shots
4 rockets -meh ( could be shot at another unit)

This message was edited 1 time. Last update was at 2019/04/03 16:49:10


 
   
Made in gb
Mekboy on Kustom Deth Kopta






Just a quick tip - don't waste CP on ramming speed with a deffkopta charging a Hemlock. It will only lead to auto hitting misery. In fact don't charge a Hemlock at all.

I played yesterday. I'll recount my game when I get chance. Eldar again. 1750 pts.

This message was edited 1 time. Last update was at 2019/04/03 21:33:22


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

tbh i always forget deffkoptas are vehicles.
I swear they used to be jetbikes....

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in no
Rogue Grot Kannon Gunna






mhalko1 wrote:
double shooting a gorkanaut at flamer range into a horde would be pretty great.

36 mega shoota shots
2d6 flamer shots
24 twin big shoota shots
4 rockets -meh ( could be shot at another unit)


Did that with a freebooterz Meka-list vs lootasbomb . Oh man, it was beautiful, between morale and casualty I wiped like 40 gretchin, 10 lootas AND charged in what was left of 30 shoota boyz.
My dude had to concede after that
   
Made in be
Waaagh! Warbiker





Lier, Belgium

 An Actual Englishman wrote:
Just a quick tip - don't waste CP on ramming speed with a deffkopta charging a Hemlock. It will only lead to auto hitting misery. In fact don't charge a Hemlock at all.

I played yesterday. I'll recount my game when I get chance. Eldar again. 1750 pts.


I find them far to valuable to use in close combat. I use them with the kopta rockits in a deathskulls detachement and let them surf the 24" bubble the enemy has. They allways shoot on max range, so unless the enemy comes forward (straight into to the horde ) the're relatively safe. And they do wreck face in that configuration. Sometimes those Lucky gitz get 3 hits for one kopta thanks to dakkadakka and Lucky rerolls . The other player's expensive 3W elite model squads hates them.

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in dk
Fresh-Faced New User




Hi all,

I am thinking about trying out Orks, and I'm looking at used armies. One army I found has the following list:
1 Ork looted Taurox
1 Ork Trukk
1 Ork large truck(kan ikke huske navnet) med supa kannon.
4 Deff dreds
6 killa kanz
15 Shoota boys
35 Choppa boys
10 Jump pack orks ( ka ikke huske navnet)
8 lootas
6 burnaboys
9 tank busters
7 Nobs
3 Meganobz
3 Ork bikers
10 Grots
1 AoS ork Lord conversion
2 painboys
1 Skarsnik

Will I have a good time with such a list? Or are people still spamming ork boys? Forgive me I know nothing of ork lists.

Thanks in advance!
   
Made in fi
Locked in the Tower of Amareo





Good units from list: deff dreads can work depending on weapons. 50 boyz is decent start. Lootas and tank busters both works. Nobz and meganobz are both okay. Grots are needed.

Bad units: Killa kans, bikers, burnaboyz.

Rest are mixed bag.

Big issue though is numbers. Lootas you want 15 strong at least. Boyz another 10 for 2 30 mob at least would be good. Some more grot units are needed for 2nd battallion or brigade(you really need those CP's). You have basically 2 units of boyz and 1 grots for 3 troops. Orks really want 6 if not 9 for tripple battallions and grots fill 'em cheap.

Stormboyz(the jump packers) in 10 are either 2x5 for objective grabbing turn 3 deep strike or you would need more of them if you want them to actually do some damage.

So depending on price decent start but you want some padding up numbers. Not huge amount though. No need to buy like 100 boyz for example ;-) 1 box of boyz, 3 box of grots, 2 box of lootas would take you long way for example. Meganobz could also do with doubling numbers. 3 struggle to make dent on anything. Even with double kill saw's that's just 12 attacks hitting on 4+ so not much they can reliably kill fast that's worth it for meganobz.

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




coffee321 wrote:
Spoiler:
Hi all,

I am thinking about trying out Orks, and I'm looking at used armies. One army I found has the following list:
1 Ork looted Taurox
1 Ork Trukk
1 Ork large truck(kan ikke huske navnet) med supa kannon.
4 Deff dreds
6 killa kanz
15 Shoota boys
35 Choppa boys
10 Jump pack orks ( ka ikke huske navnet)
8 lootas
6 burnaboys
9 tank busters
7 Nobs
3 Meganobz
3 Ork bikers
10 Grots
1 AoS ork Lord conversion
2 painboys
1 Skarsnik

Will I have a good time with such a list? Or are people still spamming ork boys? Forgive me I know nothing of ork lists.

Thanks in advance!

Welcome! Like Tneva said, it's basically all useable and should provide a pretty decent backbone. The killa kanz and burna boyz are in a rough spot but other than that it's good stuff.

What you need is to expand on whatever units you want to focus on since Orks want to have some numbers as redundancy and force multipliers for stratagems. Either more MANZ or lootas could be a good start if you don't feel like painting a horde of ork boyz.

But IMHO, the first purchases you should do is 1 weirdboy (use the AoS weirdnob shaman model I say) and 2-3 boxes of grots. You're going to need HQ's and cheap troop slot fillers regardless of what build you're doing. A big mek with shokk attack gun is also a good bet because of the relic version we got for him in the vigilus defiant book.
   
Made in us
Mekboy on Kustom Deth Kopta






Spoiler:
coffee321 wrote:
Hi all,

I am thinking about trying out Orks, and I'm looking at used armies. One army I found has the following list:
1 Ork looted Taurox
1 Ork Trukk
1 Ork large truck(kan ikke huske navnet) med supa kannon.
4 Deff dreds
6 killa kanz
15 Shoota boys
35 Choppa boys
10 Jump pack orks ( ka ikke huske navnet)
8 lootas
6 burnaboys
9 tank busters
7 Nobs
3 Meganobz
3 Ork bikers
10 Grots
1 AoS ork Lord conversion
2 painboys
1 Skarsnik

Will I have a good time with such a list? Or are people still spamming ork boys? Forgive me I know nothing of ork lists.

Thanks in advance!


The old adage of boys before toys is still very true this edition where cheap bodies are one of the strongest things.

The Nobz could be good or bad depending on how they are equipped, they do the best with a mix of dual choppas and big choppas, I liek a single claw in there too, but that is more of a utility.

I think you would have some fun pick up games as is , but need more boyz, grots, and perhaps a few big guns magnetize them so you can play with different guns if you want to do tournament/competitive play. For beer and pretzels games though that should be great to have some fun, lots of different models to see which styles of units you like, it looks like a great start for sure.


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Made in fi
Locked in the Tower of Amareo





 G00fySmiley wrote:

I think you would have some fun pick up games as is , but need more boyz, grots, and perhaps a few big guns magnetize them so you can play with different guns if you want to do tournament/competitive play. For beer and pretzels games though that should be great to have some fun, lots of different models to see which styles of units you like, it looks like a great start for sure.



If by big guns you mean mek guns even better could be buy trukk kit and do all 4. Or buy some more mek gun boxes and make more of the better ones(4 mek guns and 3 trukk kits would give you 4 traktor kannon, 4 smasha gun and 4 kmk and 1 bubble chucka just for fun. No wasted chassis and no bubble chuckas would be 4 truks and 6 mek guns giving you 6 of the each important ones)

More expensive than magnets(and you need some grots as well for crew) but benefit of being able to field more mek guns at the same time for cheaper price than buying say 12 magnetized mek guns(I have fielded 12 mek guns. Just not 12 of same but as smasha gun, traktor cannon and smasha gun each have role no big deal)

This message was edited 1 time. Last update was at 2019/04/04 12:33:40


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






tneva82 wrote:
 G00fySmiley wrote:

I think you would have some fun pick up games as is , but need more boyz, grots, and perhaps a few big guns magnetize them so you can play with different guns if you want to do tournament/competitive play. For beer and pretzels games though that should be great to have some fun, lots of different models to see which styles of units you like, it looks like a great start for sure.



If by big guns you mean mek guns even better could be buy trukk kit and do all 4. Or buy some more mek gun boxes and make more of the better ones(4 mek guns and 3 trukk kits would give you 4 traktor kannon, 4 smasha gun and 4 kmk and 1 bubble chucka just for fun. No wasted chassis and no bubble chuckas would be 4 truks and 6 mek guns giving you 6 of the each important ones)

More expensive than magnets(and you need some grots as well for crew) but benefit of being able to field more mek guns at the same time for cheaper price than buying say 12 magnetized mek guns(I have fielded 12 mek guns. Just not 12 of same but as smasha gun, traktor cannon and smasha gun each have role no big deal)


yes, the mek guns, the little ones they do not even sell anymore though the kannon still has a place in some lists and is a good way to fill in if you have some points lef tover as they are cheap as chips and can slot into most detachments easy enough.

as for how many really not much point in buying more than 3 anyway, and oen box can easily be kit bashed into making all the rest of the units with whatever you have bits wise. I used leftover battlewagon doors some random wheels from broken toys my kids have and some sprue to make some bases. But for tournament / serious play I like the bases from GW and to avoid a DQ on a model I own 3 bases and the magnets mean they can be run as whatever.

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Made in fi
Locked in the Tower of Amareo





3 requires you to have other vehicles though as losing 3 isnt even hard. So if 3 is all you have you get 1 round of shooting half the time.

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






Yeah, I am a donkey when it comes to converting and kitbashing, but watching YouTube and spending some time converting I managed to make 3 Smashaguns and 3 Traktor cannon out of 1 truckk, one old buggy and one box of mek gunz ✌️

Edit:very little plasticard and and a couple of lascannon were needed anyway

This message was edited 2 times. Last update was at 2019/04/04 14:49:45


 
   
Made in us
Mekboy on Kustom Deth Kopta






tneva82 wrote:
3 requires you to have other vehicles though as losing 3 isnt even hard. So if 3 is all you have you get 1 round of shooting half the time.


true but in the list of models there he has 2 trukks, a litkely battle wagon, kans, deff dred, bikers and meganobs. If the onyl vehicles or tough creatures I was bringing were mek guns then sure bringing more is a must, but I find they are useful but do not pose enough of a threat to be targeted over more threatening things when you have buggies, morka/gorkanaught, battlewagons etc.

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Fresh-Faced New User




Thanks alot for feedback! I have a guard army, so mass boyz are not too tempting, so it would be fun to play a mixed army.

He has set the price at around 230 euros, so that seems fair enough.

Sounds like a good idea to expand a bit on infantry to be able to do 2 battalions as minimum.

This message was edited 1 time. Last update was at 2019/04/04 16:14:22


 
   
Made in us
Longtime Dakkanaut




Ahh, i love kitbashing Mek Gunz, even if I don't use mek gunz right now because they are too flimsy. Seriously, going from T7 with a 3+ save to T5 with a 5+ save is just ridiculous.

 Tomsug wrote:
Semper krumps under the radar

 
   
 
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