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





Nebraska, USA

yeah....technically it would because for transports the unit inside doesnt care about the kulture since they technically dont benefit from it, due to it being a range-from-another-unit thing.
But that is like the ONE THING the Open Topped rule does transfer is +1 to hit, which is a modifier and not excluded.

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
Regular Dakkanaut





I try to charge the battlewagon into combat, then have the grots use their pistols to shoot into whatever the battlewagon is deff-rollin'. Once the battlewagon pops (hopefully exploding, but so far no joy) they end up getting slaughtered in close combat.

It's terrible but super funny and then when they actually do something, a Grot Hero is born! (Git Snivel once wounded a demon prince in close combat before most of his fellow gretchin died and he ran away, but his legend grew and now he leads a Kill-Team of his very own)
   
Made in us
Roarin' Runtherd




So I have been trying to decide whether to run 2 units of 5 flashgitz or one unit of 10. There are advantages to both, my question is which one is better? Have at it warbosses.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I think the 2 of 5 is better, if only because you can get Gitfindas on both Kaptins, which means more reliable shooting. It also doubles your chances of shooting again via rolling a 6.
   
Made in us
Dakka Veteran





I posted my most recent list I played against a horde daemon list. It absolutely wrecked. You can find it in the army list section but I took a list with 2 morks and a gork at 2k expecting to fight a big bug nid list and got scared when a horde daemon list was put on the table.

Even still I may have tabled by turn 3/4. double shooting gork with more dakka wiped 20+ daemons a turn. 18 shots proccing on 5+ for DDD and shooting twice. the morks were shooting at seekers since the big monster characters were hiding. daemon prince and belakor. Also ran trukk boys with shootas and DDD was helping them kill around 5 or 6 a turn. thanks mainly to t3 daemons. SSAG was a little wasted and had to shoot at seekers also because they are 2W each. but he got the daemon prince too close and I had the DS warlord trait and was able to snipe him even with nurgle disgustingly resilient.

Overall I started out scared but my DDD extra hits were proccing like crazy and putting out so much damage.
   
Made in fi
Locked in the Tower of Amareo





 flandarz wrote:
I think the 2 of 5 is better, if only because you can get Gitfindas on both Kaptins, which means more reliable shooting. It also doubles your chances of shooting again via rolling a 6.


You might roll 6's more often but only half will shoot then so in the end it's about same.

But the big decider is do you expect to use stratagems for them or not. If you have grots for them and no lootas to grot screen then 10 makes sense to protect them from shooting. Or if you expect to have to shoot at -2 or worse targets at which point more dakka is more efficient for 10 strong units.

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





Nebraska, USA

Theres also the Loot It! stratagem. They have 4+ armor, if their wheels go boom they can go 3+. If its all 10, it happens at once, but if its 2x5 then half of them have to go without for a turn.

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




UK

As you can elect to shoot parts of the unit at different targets, 10 would be best. Smaller units might suffer more from Ld tests (where did they get the FG Ld figure from?) and take up more CP.
   
Made in fi
Locked in the Tower of Amareo





Moriarty wrote:
As you can elect to shoot parts of the unit at different targets, 10 would be best. Smaller units might suffer more from Ld tests (where did they get the FG Ld figure from?) and take up more CP.


Uuuh small units is good for LD. By the time you suffer enough casualties morale is worry you are already dead.

5 flash git suffers 1 casualty. d6+1 vs LD6. No big deal.
5 flash gits suffer 4 casualty. d6+4 vs LD6. You lose your last one on 3+.

10 flash gits suffer 1 casualty. Okay no casualties.
10 flash gits suffer 4 casualties. d6+4 vs LD6. You suffer 1-4 extra casualties on 3+.

And of course either way you can have say unit of boyz nearby to get extra LD.

Reasons to be smaller units would be survivability(opponent can't just fire one unit and potentially wipe them all. And split fire is either going to leave survivors or wasted firepower) and ability to be at 2 different places. One unit can only cover one area. 2 units can cover 2.

Stratagem efficiency is biggest reason for big unit and that is lot dependant on what you aim to use them for and what your army is. Grot screen usage is irrelevant if you have bad moon lootas around as they are the priority for the grot screen for example. And if you aren't going to be shooting at -2 to hit or worse targets more dakka is waste of CP for them as well.

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






When you plan to put flash gits inside a transport, units of 5 are just better because you get more kaptins - you can't use stratagems on them unless the wagon pops and then they are dead meat anyways. If someone already bothered to destroy their ride, he is not going to ignore them afterwards. If you are not running a freeboota force, stratagems are out of question anyways, since grot shield would require you to bring freeboota grots to shield them and loot it only works if the transport is a freeboota transport.


Automatically Appended Next Post:
Coh Magnussen wrote:
I try to charge the battlewagon into combat, then have the grots use their pistols to shoot into whatever the battlewagon is deff-rollin'. Once the battlewagon pops (hopefully exploding, but so far no joy) they end up getting slaughtered in close combat.

The thing is, pistols only ever matter when you are still in combat during your next shooting phase. No one in their right mind will stay in combat with a deff roll unless they can kill it. In either case, pistols won't matter.
The only useful passengers for battlewagons are tankbustas and flash gits.

This message was edited 1 time. Last update was at 2019/04/18 07:36:15


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





IF somebody is bringing that many fg's he's likely bringing freebootas anyway. FG aren't all that good outside fb anyway.

And they are dead meat outside only if you don't have those grots.

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






How did those gretchin get closer to the shooting unit than a battlewagon?

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





 Jidmah wrote:
How did those gretchin get closer to the shooting unit than a battlewagon?


Walking alongside? You have battlewagon filled with shooty unit(s). Rushing full speed into combat isn't exactly best ideas. Stand back and shoot. If your ride gets blown to bits get behind the grot line. You don't even need whole bw to be behind grots for that to work.

Or yeah let's rush into combat with shooty unit ASAP...That's going to end up spectacularly well Flashgits aren't exactly melee power house so the further you are from enemy the better it is.

2024 painted/bought: 109/109 
   
Made in fr
Lead-Footed Trukkboy Driver





 Jidmah wrote:
(...)Loot it only works if the transport is a freeboota transport.

Loot It! actually works on any vehicle, not just <KULTUR> vehicles.

Deffskullz desert scavengers
Thousand Sons 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
 Jidmah wrote:
How did those gretchin get closer to the shooting unit than a battlewagon?


Walking alongside? You have battlewagon filled with shooty unit(s). Rushing full speed into combat isn't exactly best ideas. Stand back and shoot. If your ride gets blown to bits get behind the grot line. You don't even need whole bw to be behind grots for that to work.

Or yeah let's rush into combat with shooty unit ASAP...That's going to end up spectacularly well Flashgits aren't exactly melee power house so the further you are from enemy the better it is.


Sorry for assuming that you have fielded flash gits at least once. I fall for you actually knowing what you are talking about all the time.

"Stand back and shoot" is such an awesome idea for 24" guns, I wish I would have thought about that one myself.

This message was edited 1 time. Last update was at 2019/04/18 09:27:23


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
Battlewagon Driver with Charged Engine




That 24" range is why I personally never liked using Flash Gitz. Their weapons are too strong for you to want to fire them at chaff so you'll want to move forward, but being within 24" of a juicy target means you're probably 10" away from chaff that can tie you up (same issue with the shokkjump dragsta, although that one has it worse).

I'm fine with their guns being heavy but the range should be 36" IMO, I'd much rather have that over a point drop. Although, to be fair, I'm not playing Freebootas so I'm not getting their max potential anyways.
   
Made in us
Fresh-Faced New User




Coh Magnussen wrote:
 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!)


I am really hoping that one day they will bring in a Grot Rebels clan in a White Dwarf magazine or something. Make them where the only non-Grot infantry units they can only take are HQs then give the their own culture and allow stratagems to work on Gretchin units (Big and Mek Gunz, Grot Tanks, Killa Kanz).

What would be absolutely hilarious is if GW made it where we could take any non-named HQ and infantry but the clan kulture was something that changed the stats of all of our non-gretchin infantry to become Gretchin and give them -1 to strength, toughness, and weapon skill but +1 to BS and require us to kitbash the units w Gretchin. Grot Kommandos, for stormboyz you could use that one Gretchin w jetpack as well as the Grot in the rockkit that come in the box, grot lootas, Grots w rokkit launcha, mega-grotz, etc.
While only a few of us would actually build these models, I would jump at the chance to.
   
Made in us
Battlewagon Driver with Charged Engine




Greenson Tide wrote:
Coh Magnussen wrote:
 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!)


I am really hoping that one day they will bring in a Grot Rebels clan in a White Dwarf magazine or something. Make them where the only non-Grot infantry units they can only take are HQs then give the their own culture and allow stratagems to work on Gretchin units (Big and Mek Gunz, Grot Tanks, Killa Kanz).

What would be absolutely hilarious is if GW made it where we could take any non-named HQ and infantry but the clan kulture was something that changed the stats of all of our non-gretchin infantry to become Gretchin and give them -1 to strength, toughness, and weapon skill but +1 to BS and require us to kitbash the units w Gretchin. Grot Kommandos, for stormboyz you could use that one Gretchin w jetpack as well as the Grot in the rockkit that come in the box, grot lootas, Grots w rokkit launcha, mega-grotz, etc.
While only a few of us would actually build these models, I would jump at the chance to.

While a WD expansion on grots would be great I think a vigilus style detachment might be more likely (though not necessarily likely even then). Just give them a detachment that makes them exempt from the no stratagem rule and a couple of strats and grots would start looking a lot more fun. Relic&warlord trait might be a bit more tricky if they don't give us more models though. I really want a cheap spellslinger from AoS but he'd be more suited as an elite because if orks get a 30 point HQ then he'd be spammed in all the meta lists.

Somewhat unrelated (and wishlisting, so I'm putting it in a spoiler to avoid too much clutter) I really want a flier specialist detachment in the next campaign book. Imagine something like this:
Spoiler:
Deff Skwadron (might not be called that). Gives Big Mek in Mega armour, megatrakk skrapjet, burna-bommer, blitza-bommer, dakkajet, wazbom blastajet & deffkoptas the Deff Skwadron keyword. If the detachment is an airwing detachment then you may nominate a single flyer to get the warlord trait (this does not make the plane the warlord, nor can it be).

Relic - Mastakrafted mega-blasta (replaces the models KMB) 36" Assault 1 S8 AP-4 D6 (meaning 6 dmg flat, not d6 damage roll)

Warlord Trait - Krazy good: At the start of each battleround nominate a deff skwadron unit, that unit gains a negative 1 to hit modifier or improves it by one (a model that already has -1 becomes -2) for the remainder of the battleround.

Deploy ramps! (1CP): At the start of any movement phase choose a megatrakk skrapjet, that models gains <FLY> for the remainder of the battleround and additionally gains the "Hard to Hit" rule (making good on GWs promise of Orks don't need wings to fly, also charging flyers would be hilarious)

Drop 'em! (1CP): Choose a burna-bommer or blitza-bommer, that model can drop both of its bombs simultaneously assuming it still has both of its bombs remaining. On the roll of a 4+ the plane suffers d3 mortal wounds.

This message was edited 1 time. Last update was at 2019/04/18 11:09:32


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






PiƱaColada wrote:
That 24" range is why I personally never liked using Flash Gitz. Their weapons are too strong for you to want to fire them at chaff so you'll want to move forward, but being within 24" of a juicy target means you're probably 10" away from chaff that can tie you up (same issue with the shokkjump dragsta, although that one has it worse).

I'm fine with their guns being heavy but the range should be 36" IMO, I'd much rather have that over a point drop. Although, to be fair, I'm not playing Freebootas so I'm not getting their max potential anyways.


It's kind of OK when your have a battlewagon flanked by two bonekrushas, as people rarely charge towards those.

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
Roarin' Runtherd




As some of you guessed yes it is freebooterz and I might put them in a trukk but that is actually dependant on if I am using 2 units of 5, or one unit of 10. If five I will spring for the trukk, if ten the points will go towards Kaptain Badrukk. Also, there are no lootas. So, grot shield is available.

This message was edited 1 time. Last update was at 2019/04/18 13:41:47


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





Nebraska, USA

their 24" range isnt that bad considering the 24" freeboota trait range.
You really dont want something sitting in the far corner as freebootas, it wont ever get or give the +1 to hit bonus.

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
Regular Dakkanaut





Greenson Tide wrote:

What would be absolutely hilarious is if GW made it where we could take any non-named HQ and infantry but the clan kulture was something that changed the stats of all of our non-gretchin infantry to become Gretchin and give them -1 to strength, toughness, and weapon skill but +1 to BS and require us to kitbash the units w Gretchin. Grot Kommandos, for stormboyz you could use that one Gretchin w jetpack as well as the Grot in the rockkit that come in the box, grot lootas, Grots w rokkit launcha, mega-grotz, etc.
While only a few of us would actually build these models, I would jump at the chance to.


Hah! Grot Kultur, with strategems ala skarboyz and 'ardboyz, but for elite grotz? that'd be awesome (maybe only allow it on infantry types with 5+BS though, flash grotz with 3+ might be too much). Though, to be honest, I'm already doing exactly what you described with regards to the conversions, I just have to use the ork statline. So far I only have bustas, kommandoes, and one lonely stormboy but lootas are probably next on the list!

-Coh
   
Made in gb
Fresh-Faced New User




The Great Nation of Ramitinya

great thread! super useful stuff!

Ya kant krump ard enuf 
   
Made in se
Rogue Grot Kannon Gunna






Do you reckon they will nerf the SSAG with the big FAQ?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Not a lot of places *to* nerf it, without just making it a normal SAG. Only upgrades on the SAG are 1d6 extra shots and MW plus regular Wounds on an 11+, instead of just MWs. Only thing they *could* do is make Kustom Ammo not work on it, but then it completely removes any reason to take Dread Waagh in the first place.
   
Made in us
Longtime Dakkanaut





I've been running two units of flash gitz, 5 strong with ammo runt.

I find they get targeted often and aren't particularly tough, even with grot shields protecting them. One of my main opponents runs lots of mortars and 2 vultures so even large numbers of grots aren't living. Splitting them I to two units has kept them alive longer for me, the bonus +1 be on one model is nice, and the one unit can potentially proc the freebooterz trait for the other. Obviously you lose out on using moar dakka on a 10 model unit which is strong.

I tend to run mine as a spearhead detachment with the Kaptain as hq, a mek gun, and 2 units of 5+1 ammo runt. The Ork transport rules allow you to put freebooterz into other klan transports so then end up either both units of freebooterz and 10 grots in a battlewagon, or in trukks with 5 burnaboyz. The burnaboyz are there mainly for casualty removal options if the transport dies with the gitz in it, they also make an okay charge buffer.

This message was edited 2 times. Last update was at 2019/04/19 17:23:24


 
   
Made in us
Longtime Dakkanaut




 flandarz wrote:
Not a lot of places *to* nerf it, without just making it a normal SAG. Only upgrades on the SAG are 1d6 extra shots and MW plus regular Wounds on an 11+, instead of just MWs. Only thing they *could* do is make Kustom Ammo not work on it, but then it completely removes any reason to take Dread Waagh in the first place.


I thought you couldn't take the SSAG without taking the dread waaagh. For me, the only reason to take the stupid thing is the SSAG.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Yeah. And the only reason the SSAG is worth spending 1CP on (for Dread Waagh) is for shooting again with Kustom Ammo. So you can shoot twice with your Lootas *and* your SSAG. You take away Kustom Ammo and you're probably better off spending that 1 CP on a Command Reroll for the Lootas.
   
Made in us
Battlewagon Driver with Charged Engine




flandarz wrote:Not a lot of places *to* nerf it, without just making it a normal SAG. Only upgrades on the SAG are 1d6 extra shots and MW plus regular Wounds on an 11+, instead of just MWs. Only thing they *could* do is make Kustom Ammo not work on it, but then it completely removes any reason to take Dread Waagh in the first place.

That's actually incorrect. The SAG and Supa-SAG are identical except 1d6 and 2d6 shots respectively.
flandarz wrote:Yeah. And the only reason the SSAG is worth spending 1CP on (for Dread Waagh) is for shooting again with Kustom Ammo. So you can shoot twice with your Lootas *and* your SSAG. You take away Kustom Ammo and you're probably better off spending that 1 CP on a Command Reroll for the Lootas.

I gotta disagree on that point. I'd still pay 2CP for just the relic version without use of the strat. It's not always going to perform but having an extra ace up your sleeve is worth the price of entry still IMO.
   
Made in se
Regular Dakkanaut






sorry for the blunt question, but what is Kustom Amo?
   
 
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