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![[Post New]](/s/i/i.gif) 2019/04/15 07:43:01
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Locked in the Tower of Amareo
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If index is allowed yes. Here tournaments follow ETC style so no.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/04/15 10:14:21
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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!!Goffik Rocker!!
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Kommando burnas are index options. So, yes, for a while.
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![[Post New]](/s/i/i.gif) 2019/04/15 15:01:04
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Lead-Footed Trukkboy Driver
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Dendarien wrote: vercingatorix wrote:yeah, unless all vehicles are SIGNIFICANTLY better, it's just not worth the trouble of transporting them.
I did have a blast playing 8 serpents and want to do something similar for trukks.
However, that's a local RTT fun army.
With my logic of
The best army includes lootas >
Lootas need lots of grots >
well if I'm getting lots of grots I mine as well get characters to fill out battalions >
If I already have this much infantry I mine as well go full infantry
Thanks for hopping into this thread to answer questions. Just getting back into the game with my old 5th edition ork army and your lists have been great references. A few questions about your recent list:
1. What's the deal with the big shootas in the Kommando squads?
2. Bad Moonz vs Evil Sunz - did you move away from Evil Sunz because your boyz are playing a different role now?
3. Mad Dok Grotsnik - you seem pretty hyped on him. Is it the ability to fall back and charge (on top of the normal painboy rules)?
1. What's the deal with the big shootas in the Kommando squads?
Since they're deffskulls and not evil sunz, I found myself failing lots of charges and never using burnas. So instead I plop them on an objective or in cover or preferably both and they plink away at things while staying obsec and laying down fire. 6 shots with deffskull rerolls is functionally 10-11 shots so they can be incredibly annoying to my opponents.
2. Bad Moonz vs Evil Sunz - did you move away from Evil Sunz because your boyz are playing a different role now?
Yeah, basically I found that games coming down to 8 inch charges to kill chaffe with evil sunz wasn't needed when I could just drop bad moons big shootas and kill the chaffe guaranteed.
3. Mad Dok Grotsnik - you seem pretty hyped on him. Is it the ability to fall back and charge (on top of the normal painboy rules)?
He is a back up warboss. Also, charging in your opponents charge phase can be game changing if you set it up properly. The T5 and 5++ makes him surprisingly durable as well.
The reason I took him at first though was giving fnp to every ork regardless of clan. Then I started figuring out all the other awesome stuff he does and he has become my favorite unit.
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This message was edited 1 time. Last update was at 2019/04/15 15:02:30
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![[Post New]](/s/i/i.gif) 2019/04/15 15:46:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Wow, I completely missed one scalpel short of a medpack going off on enemy turns as well. Makes the doc even more awesome.
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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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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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![[Post New]](/s/i/i.gif) 2019/04/16 01:39:55
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Longtime Dakkanaut
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Jidmah wrote:Wow, I completely missed one scalpel short of a medpack going off on enemy turns as well. Makes the doc even more awesome.
Mind blown!!!
How did everyone miss this?
That’s just crazy
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![[Post New]](/s/i/i.gif) 2019/04/16 03:04:59
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Big Mek in Kustom Dragster with Soopa-Gun
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Definitely missed that bit. How practical is it to actually get it though? Any infantry (including other characters) shuts off that ability, and i'd be kinda surprised to see him chomp a unit on his own during your combat phase and then charge in the enemy turn. Too bad you cant give him Da Killa Klaw even though he has no fancy named weapon of his own. Relic rules just say no named characters, Mad Dok is literally the only one that doesnt have a special toy to his own.
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This message was edited 1 time. Last update was at 2019/04/16 03:13:57
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/04/16 05:55:37
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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!!Goffik Rocker!!
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He has supa kybork
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![[Post New]](/s/i/i.gif) 2019/04/16 06:02:09
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Vineheart01 wrote:Definitely missed that bit.
How practical is it to actually get it though? Any infantry (including other characters) shuts off that ability, and i'd be kinda surprised to see him chomp a unit on his own during your combat phase and then charge in the enemy turn.
I basically happens whenever someone falls back from him. Triggering the rule during your turn is very easy, just advance 3" away from your other models and then have him charge after advancing.
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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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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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![[Post New]](/s/i/i.gif) 2019/04/16 08:15:36
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Dakka Veteran
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Jidmah wrote: Vineheart01 wrote:Definitely missed that bit.
How practical is it to actually get it though? Any infantry (including other characters) shuts off that ability, and i'd be kinda surprised to see him chomp a unit on his own during your combat phase and then charge in the enemy turn.
I basically happens whenever someone falls back from him. Triggering the rule during your turn is very easy, just advance 3" away from your other models and then have him charge after advancing.
Which is nothing different then when he would have charged by himself.
Since he has WS2+ his claw hits on a 3+. Not too bad. An interesting character indeed.
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![[Post New]](/s/i/i.gif) 2019/04/16 09:21:46
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Singleton Mosby wrote: Jidmah wrote: Vineheart01 wrote:Definitely missed that bit. How practical is it to actually get it though? Any infantry (including other characters) shuts off that ability, and i'd be kinda surprised to see him chomp a unit on his own during your combat phase and then charge in the enemy turn. I basically happens whenever someone falls back from him. Triggering the rule during your turn is very easy, just advance 3" away from your other models and then have him charge after advancing. Which is nothing different then when he would have charged by himself.
He is not able to advance&charge or fall back&charge when an ork model is within 3" of him. The advance roll helps getting away from other models. Automatically Appended Next Post: I just completed the big survey and wrote that they should improve trukk boyz and battlewagon boyz as well as that they should find a way to make horde units more fun to run.
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This message was edited 2 times. Last update was at 2019/04/16 13:53:14
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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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![[Post New]](/s/i/i.gif) 2019/04/16 14:15:20
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Lead-Footed Trukkboy Driver
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It's ork infantry models, so he can hang out with biker guys.
Y'all are correct in thinking it's difficult to make happen. It tends to take a turn of planning.
But turn 6 is coming and you know you're opponent is going to try to get line breaker by running some stupid unit into your deployment zone.
Chances are they'll have to scratch points off their score sheet as they had already counted on their farseer or whatever getting line breaker until mad dok went and riggidy wrecked her.
Same works for objectives, he is a VERY aggressive objective holder. Sometimes a bit too aggressive as he'll run off objectives lol.
I had it him murder an ethereal trying to get a linebreaker maelstrom card but then he got himself killed trying to charge 2 riptides by himself that my opponent moved into range. It can work both ways.
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This message was edited 2 times. Last update was at 2019/04/16 14:21:19
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![[Post New]](/s/i/i.gif) 2019/04/16 14:16:56
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Fresh-Faced New User
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Hi ladz,
Just wanted to post a quick Freebooterz list for anyones thoughts on whether it would work.
The thought occurred to me that Freebooterz actually scale best in high point games. 1500 points might be pushing it.
Single bat as I figure Freebooterz seem a little less reliant on CP than the rest.
++ Battalion Detachment +5CP (Orks) [47 PL, 912pts] ++
+ No Force Org Slot +
Clan Kultur: Freebooterz
+ HQ [8 PL, 146pts] +
Kaptin Badrukk [5 PL, 84pts]
Weirdboy [3 PL, 62pts]
+ Troops [23 PL, 389pts] +
Boyz [11 PL, 175pts]: 25x Ork Boy W/ Slugga & Choppa [175pts]
Boyz [11 PL, 184pts]
. Boss Nob [9pts]: Choppa, Kustom Shoota (Index) [2pts]
. 25x Ork Boy W/ Shoota [175pts]
Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]
+ Heavy Support [13 PL, 308pts] +
Flash Gitz [13 PL, 308pts]: 2x Ammo Runt [8pts], 9x Flash Git [270pts], Kaptin [30pts]
+ Dedicated Transport [3 PL, 69pts] +
Trukk [3 PL, 69pts]: Big Shoota [5pts], Stickbomb Chucka [5pts]
++ Spearhead Detachment +1CP (Orks) [31 PL, -1CP, 587pts] ++
+ No Force Org Slot [-1CP] +
Clan Kultur: Freebooterz
Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]
+ HQ [4 PL, 80pts] +
Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Killa Reputation, Shokk Attack Gun [25pts], Warlord
+ Heavy Support [27 PL, 507pts] +
Deff Dread [6 PL, 103pts]
. Deff Dread [5 PL, 103pts]: Dread Klaw [15pts], Dread Klaw [15pts], Kustom Mega-blasta [9pts], Kustom Mega-blasta [9pts]
Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha [24pts], Skorcha [17pts], 2x Twin Big Shoota [20pts]
Mek Gunz [6 PL, 93pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
++ Total: [78 PL, -1CP, 1499pts] ++
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![[Post New]](/s/i/i.gif) 2019/04/16 15:04:24
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Regular Dakkanaut
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For me, if you go Freebooterz, go big on FG. In my 1k Battalion list I have:
2 x Warboss
2 x 10 Flash Gitz
2 x Trukk
2 x Ammo Runt
3 x 10 Grotz.
I get lots of ‘?’ in the Shooting phase with 60+ shots at BS4, and when they have to Charge, they hit like Nobz, with Warboss assist.
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![[Post New]](/s/i/i.gif) 2019/04/16 15:34:28
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Dakka Veteran
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One scalpel short of a medpack: if, at the start of the charge phase, there are no ORK INFANTRY units within 3" of Mad Dok Grotsnik, he will attempt to charge the nearest enemy unit, if there is one within 12". He will do this even if he advanced of Fell Back this turn, but not if he is already within 1" of an enemy.
In case anyone was unclear on the wording of it.
.
Also how does this work if the enemy unit has unit that want to declare a charge. What would be the correct order here? All theirs first or alternating?
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This message was edited 2 times. Last update was at 2019/04/16 15:39:38
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![[Post New]](/s/i/i.gif) 2019/04/16 15:48:13
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Freaky Flayed One
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mhalko1 wrote:One scalpel short of a medpack: if, at the start of the charge phase, there are no ORK INFANTRY units within 3" of Mad Dok Grotsnik, he will attempt to charge the nearest enemy unit, if there is one within 12". He will do this even if he advanced of Fell Back this turn, but not if he is already within 1" of an enemy.
In case anyone was unclear on the wording of it.
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Also how does this work if the enemy unit has unit that want to declare a charge. What would be the correct order here? All theirs first or alternating?
I think One Scalpel Short takes priority since it states " at the start of the charge phase". It should go off before any charges are declared.
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![[Post New]](/s/i/i.gif) 2019/04/16 15:50:00
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Big Mek in Kustom Dragster with Soopa-Gun
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Yeah since it says start he goes off first. Which also unfortunately means if you dont watch it he will be the first to charge into something with some nasty overwatch.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/04/16 19:02:37
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Locked in the Tower of Amareo
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Just a rumour so maybe nothing(this is 3rd hand info at best) but might be upcoming faq makes mob up boyz only. Meganobz and loota bombs getting hit.
If true happy didn't paint extra 10 bad moon lootas. Had been keeping of that precisely to check does it survive spring faq Automatically Appended Next Post: Short battle report. Took evil sun bat with trike, warboss, 10 nobs(6 big choppas, rest weapons were all choppas) in bonebreaka with warboss, 2x30 boyz, 10 grots. Death skull battallion with relic sag and weirdboy, 30 boyz, 2x10 grots, 2xscrapjet, shockjump. Also 2 smasha gun, 2 traktor kannon and KMK.
I was up against blood angel/custodian/knight combo with crusader, 3 basic primaris guys, scouts, librarian dreadnought, big primaris dreadnought, 10 death company+lemartess, 3x3custodians plus their captain.
I had list with plenty of AT and was expecting infantry heavy blood angels(list had been made in advance before I knew whom I would be playing) especially as after last game SSAG making wreck of 3 vehicles in first 3 turns he had muttered about more infantry. So much to my surprise he brought in knight and 2 dreadnoughts...And I had quite a lot of AT firepower....Oops.
From CA we got the infernal scenario where you pick 2 cards for each card and opponent decides which to pick. Unsurprisingly neither scored anything on first 2 turns except first strike for me. I have now have had chance to play 2 of the new scenarios and not impressed. CA2017 scenarios were better except for maybe new deployment and first strike(def).
Anyway my turn 1(I went first) bonebreaka advanced and charged his dreadnought. Trike couldn't due to terrain blocking so it was either bonebreaka or deffkilla who has to try 11" charge. Evil sun boyz mob was da jumped and charged. Took out that dread. However big news was in shooting phase. After all else had been firing inefficiently(5+ saves were going okay) SAG had nice range and LOS to the knight. He used stratagem for 3++. First was some 6 S6 shots and got 4 wounds in. Well let's try again. 8 S11 shots that translated to 7 hits nuked that one...
Damn. I was hoping for some damage but I have to say I felt bad for this guy. For one for some reason my SAG is always ridiculous against him. He's getting real trauma at him(I promised next time I won't bring him along). For second he got his knight painted up and first game he literally gets to do nothing. And game had just swung in my favour big time on some <5% chance of doing.
Should have offered for him to change the house on spot to give him at least chance to use the 5+++ vs mortals stratagem.
His turn he got lib dread into bonebreaka but overall not much. 4 custodian charges needing 7(3 units) and 8(1 unit) failed. I suggested he should try to charge with primaris marines into flank of my evil suns. They will eventually die yes but evil sun boyz won't be charging his custodians. I think this is sound idea. 5 basic marines lost preventing custodians from being charged by >20 boyz is okay deal I think. Worked well with several orks dying for like 1 marine.
Turn 2 nobz disembark and charge 1 squad plus captain. Killed 1 custodian but got my ass royally kicked in following 2 combat rounds. Sweet mork and gork! Okay I was expecting this but had hoped to at least cause a dent and it was impressive to watch those custodians slice and dice nobz. My warboss charged lib dreadnought and survived even his counter charge when I got careless with order of attacks. He killed the dreadnought in return.
Custodians killed and destroyed warboss and battlewagon. Death company came in and sliced and diced through evil suns. Incidentally one of the delaying marines still was standing...Good charge from them indeed.
Turn 3. Nob in combat with 2 custodians fled into objective I needed to defend and all the rokkits and whatnot I had cleared the 2 custodians. Evil sun mob #2 charged marines in ruin to take control of another defend objective. Trike charged into custodian captain and regular guy. Stupidly attacked captain and didn't do much but die. And deathskull boyz da jumped near death company wiping them out.
His turn 3 custodian captain charged evil sun boyz and died and lemartes died as well. With 1 primaris marine and 1 custodians and 2 sniper scouts left we called it game.
Not much to note except when you roll hot you are hard to beat. Especially when opponent rolls 1's all the time.
Have to say had hoped for better game myself. He's fun opponent but the knight nuke basically put him on backfoot from the get-go.
Painted unit syndrome. You paint new unit it always fails in first game!
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This message was edited 1 time. Last update was at 2019/04/16 20:05:41
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/04/16 20:19:54
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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That's ok. I feel like 25 Lootas is putting too many eggs in one basket anyway. I always just roll 15 and use the spare points for Smashas.
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![[Post New]](/s/i/i.gif) 2019/04/16 20:41:09
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Battlewagon Driver with Charged Engine
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Re: Lootas and mobbing up.
That wouldn't surprise me, and seeing as that potential fix has been mentioned/suggested way back by users on this forum (including myself) months back I almost dare to dream they got it from here and as such listened to the buffs suggested as well
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![[Post New]](/s/i/i.gif) 2019/04/16 20:48:05
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Locked in the Tower of Amareo
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Yeah won't be loosing sleep myself either IF that's true.
Of course that's big IF seeing it's just rumour. No point doing nothing major yet but IF you were planning to buy and paint 10 lootas to get that 25 but don't need them soon might be worth painting something else waiting for FAQ. It's out soon(week, 2 max) so if you can wait for that much might save bit of money and time if you don't need 25 lootas if that mob up is removed.
No point doing further reactions yet.
Since I had been delaying getting those 10 for number of reasons won't have major impact on my armies(I do have 30 lootas but they are for 2 different klans so weren't mobbing up anyway). Never got around that 20 meganob bomb either(buying 20 meganob for 1 klan is also bit of ...awww. Not made out of gold  ).
Only use for the mob up I have had is that 30+10 boyz and that still works and even that is rare for me as I like to have the endless tide stratagem available!
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/04/16 20:52:54
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Battlewagon Driver with Charged Engine
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Well the last spring FAQ (called big FAQ then, this is just a FAQ now) was released on the 16th last year, so a year to the day. However Adepticon was a few days earlier then but there also hasn't been any rumours AFAIK about GWs testing team getting thrashed this year (unlike the flyrant spam of last year) at adepticon.
My longwinded point? I really, really hope the FAQ is out this week. I dunno I'm just stuck in a sort of limbo where I don't know what I want to paint or buy right now since the FAQ is probably really close and I might as well wait a few more days. Getting antsy though
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![[Post New]](/s/i/i.gif) 2019/04/16 21:01:06
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Locked in the Tower of Amareo
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Yeah it should be out soonish. This week is good candinate indeed. Maybe next week(though next week monday being holiday there cuts options a bit). Week after that would be very late.
Not best of times to add anything new indeed. Especially if it's something expensive and might get hurt by FAQ. Would suck buy and paint 20 meganobz intending the meganob bomb and then have it go poof in FAQ  That's not even cheap squad money wise!
If true though would be nice if orks got some internal balance fixes as well as that nerf though. New buggies could do with point drops for example.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/04/16 22:15:17
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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More useful Grots would be nice. Right now, all they're good for is generating CP and Shielding Lootas.
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![[Post New]](/s/i/i.gif) 2019/04/17 00:58:10
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Big Mek in Kustom Dragster with Soopa-Gun
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So...i ran a freeboota list with all 6 buggies just to say i did and i noticed something about the squigbuggy i totally misread.
"Each of this model's crew is armed with a squiglauncha, shotgun, and squigstikks"
I originally thought it had 1 heavy launcher and 1 regular. That thing has 5 crew so it has 5 launchers.
Im actually curious if it has a place then because thats a surprising amount of dakka, even if its not that strong.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/04/17 01:03:32
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Gargantuan Gargant
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Vineheart01 wrote:So...i ran a freeboota list with all 6 buggies just to say i did and i noticed something about the squigbuggy i totally misread.
"Each of this model's crew is armed with a squiglauncha, shotgun, and squigstikks"
I originally thought it had 1 heavy launcher and 1 regular. That thing has 5 crew so it has 5 launchers.
Im actually curious if it has a place then because thats a surprising amount of dakka, even if its not that strong.
Unfortunately, I think when they refer to "model" here they are talking about each rukkatrukk itself (since you can squadron them), so when they say its crew its plural not for each individual model on the buggy itself. Otherwise I would say it would be a more palatable as a choice even with its current price point. Automatically Appended Next Post: flandarz wrote:More useful Grots would be nice. Right now, all they're good for is generating CP and Shielding Lootas.
Yeah, I feel like they really missed an opportunity to give them Grot Kultur that makes them more useful, and even maybe an offensive stratagem to give them something beyond being meatshields, like suicide grots. I mean we already have a suicide scarab stratagem for Necrons that can cause mortal wounds, I could see the grots doing the same.
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This message was edited 1 time. Last update was at 2019/04/17 01:05:46
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![[Post New]](/s/i/i.gif) 2019/04/17 01:24:29
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Big Mek in Kustom Dragster with Soopa-Gun
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thats pretty sad if thats what it means (i honestly couldnt tell if they mean each actual crew had it or crew as a whole, since i cant think of a single other vehicle that has the crew called out).
Even using 5 shotguns and 5 squiglaunchers, it still felt overpriced. Thats how bad that thing is lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/04/17 01:43:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Gargantuan Gargant
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Vineheart01 wrote:thats pretty sad if thats what it means (i honestly couldnt tell if they mean each actual crew had it or crew as a whole, since i cant think of a single other vehicle that has the crew called out).
Even using 5 shotguns and 5 squiglaunchers, it still felt overpriced. Thats how bad that thing is lol
No worries, GW has really odd wording choice as usual. And yeah, it is still undergunned even with the extra shots from the guns if you interpret that way.. Beyond all else I am still confused by how it doesn't have a better CC profile considering it literally has a bunch of squigs onboard that should chomp the living daylights out of anything engaged with it. I figured at least 2D6 extra attacks at S4 AP-1 or something.
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![[Post New]](/s/i/i.gif) 2019/04/17 02:27:41
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Longtime Dakkanaut
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I'll be honest, if they nerf Mob up its going to ruin orkz competitively. The only thing holding the ork competitive scene together right now is the SSAG and Loota bomb. reduce the bomb to 15 models and suddenly its not as justified spending 4-5CP a turn on it which makes the lootas usable in the first place. Lootas by themselves are heavily over priced and require ablative wounds in the form of Grots to last past turn 1.
On the other hand if they change the wording to mean 1 unit has to be boys and the other can be anything else I would be completely fine  Would be great to be able to hide a mob of 5-10 Tankbustas in 30 boyz, might make them foot mobile.
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![[Post New]](/s/i/i.gif) 2019/04/17 14:35:16
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Regular Dakkanaut
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flandarz wrote:More useful Grots would be nice. Right now, all they're good for is generating CP and Shielding Lootas.
Even just giving the non-infantry grots the existing kultures would be nice... Kanz and grot tanks deserve a chance to see the field! (though if they gave the infantry grots kultur too, my frebootin' grotzwagon crew could be hitting on 2's... talk about dangerous in large numbers!) Automatically Appended Next Post: Wait -- if my battlewagon gets +1 to hit due to the freeboota kultur being triggered, does that pass to the mob of 20 grots inside the wagon in spite of their being unkultured gits?
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This message was edited 2 times. Last update was at 2019/04/17 14:37:48
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![[Post New]](/s/i/i.gif) 2019/04/17 15:00:41
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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2+ with a 1 shot, 12", S3, AP0, D1 gun is still pretty mediocre.
Actually... I think so. Huh. Neat. Grots in a Trukk might be kinda viable...
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