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Made in us
Longtime Dakkanaut




Loota are still decent in a large squad of 15 but not going to win you games by themselves.

Mob up still is good for boys that are mob up and de jumped (now with fists of gork buffed)

Super SAG still decent.

Overall we are still in decent shape... and our main issue knights and imperial soup took a hit. Overall in the balance between codexs we are in decent shape. Even if our tourney competitive list rides on a few decent units and we have a few mediocre units that can use a little love (killa kans, etc)
   
Made in fi
Locked in the Tower of Amareo





RIS stratagem isn't phase restricted so as long as you have inv save in cc you can use the stratagem.


Automatically Appended Next Post:
BTW small math tidbit. If you use CP reroll to reroll 1 for shots for lootas and always use shoot twice you went from 4.66 shots per loota to 4.55 shots per loota. Minor drop there. Biggest effect this has is extra unreliability. Especially if your first round took that reroll already.

This message was edited 1 time. Last update was at 2019/04/29 18:32:15


2024 painted/bought: 109/109 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

But they don’t have a native invulnerable save in CC.

It can go to 4++ with RIS and Sanctuary, but without the relic, nothing.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut




Savannah

With those two nerfs to the loota-bomb, does anyone envision a move away from it, perhaps towards one of the Freeboota/mech lists kicking about? ~70 (90 if you still bring the other ten) shots is a fair bit less destructive than ~133 and that 1/3 loss in firepower is compounded with the ability to target the second unit of lootas if you brought one (and a loss of 1/2 the power if you didn't, but obviously you save some points).
   
Made in fi
Locked in the Tower of Amareo





 JNAProductions wrote:
But they don’t have a native invulnerable save in CC.

It can go to 4++ with RIS and Sanctuary, but without the relic, nothing.


Yes which is why I said so I think. Also there's bunch of knights with inv on h2h natively.


Automatically Appended Next Post:
 Trimarius wrote:
With those two nerfs to the loota-bomb, does anyone envision a move away from it, perhaps towards one of the Freeboota/mech lists kicking about? ~70 (90 if you still bring the other ten) shots is a fair bit less destructive than ~133 and that 1/3 loss in firepower is compounded with the ability to target the second unit of lootas if you brought one (and a loss of 1/2 the power if you didn't, but obviously you save some points).


Well I never used the 25 anyway. Too resource intensive, too boring to play and was expecting something to happen to it.

This message was edited 1 time. Last update was at 2019/04/29 18:39:26


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





Nebraska, USA

What was with the SAG entry anyway? Just a clarification? I thought since it didnt say the Loota comment of "roll once for the phase" you had to reroll the strength if you shot twice anyway.
Or did i completely miss something?

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

One thing: Models embarked on transports destroyed during a charge cannot charge anymore.
   
Made in gb
Waaagh! Warbiker





Clarification afaik. The wording is vague enough to argue both ways.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in us
Dakka Veteran





For vehicle krew. Is it defined on the data sheets or is it how many extra Orks are on the vehicle not including driver?

This message was edited 1 time. Last update was at 2019/04/29 19:39:12


 
   
Made in fi
Locked in the Tower of Amareo





Where does it matter? Crew plays no part in the game

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





tneva82 wrote:
Where does it matter? Crew plays no part in the game


except that the krew are armed with weapons if im not mistaken. which would play a part of the total vehicles capabilities.

This message was edited 1 time. Last update was at 2019/04/29 20:04:27


 
   
Made in fi
Locked in the Tower of Amareo





You have all the weapons you have in datasheet. You don't multiply anything.

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





tneva82 wrote:
You have all the weapons you have in datasheet. You don't multiply anything.
that actually answers my question. thank you. krew acting as 1 model with the squig launcher.
   
Made in no
Rogue Grot Kannon Gunna






gungo wrote:


Mob up still is good for boys that are mob up and de jumped (now with fists of gork buffed)


How did it got buffed?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Its confusing, i dont know why they bothered mentioning crew in the first place.
I originally thought it was that way where all 5 of its crew had the squig launcher and a grot blasta. That thing still performed like butt lol.

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:
Its confusing, i dont know why they bothered mentioning crew in the first place.
I originally thought it was that way where all 5 of its crew had the squig launcher and a grot blasta. That thing still performed like butt lol.
it should just have been added to the vehicle entry.


Automatically Appended Next Post:
 Emicrania wrote:
gungo wrote:


Mob up still is good for boys that are mob up and de jumped (now with fists of gork buffed)


How did it got buffed?


Before FAQ buffs disappeared when units were removed from the board. So now you can cast fists and get da jumped to 9"

This message was edited 1 time. Last update was at 2019/04/29 20:22:30


 
   
Made in us
Longtime Dakkanaut




 Emicrania wrote:
gungo wrote:


Mob up still is good for boys that are mob up and de jumped (now with fists of gork buffed)


How did it got buffed?

There was an argument a unit that was deep struck appeared as if it came from tactical reserves and couldn’t maintain existing buffs and thus powers like fists of gork never stayed.

I didn’t play it that way but it was enough of an issue that GW felt the need to clarify this rule multiple times in the new faq and in the designers commentary.

40 boyz are brutal if you can get enough of them in combat!! Outside of evil suns with a mek w kff on bike that is able to get in range of da jumped boyz that’s usually hard to do!

This message was edited 3 times. Last update was at 2019/04/29 20:35:22


 
   
Made in us
Dakka Veteran





gungo wrote:
 Emicrania wrote:
gungo wrote:


Mob up still is good for boys that are mob up and de jumped (now with fists of gork buffed)


How did it got buffed?

There was an argument a unit that was deep struck appeared as if it came from tactical reserves and couldn’t maintain existing buffs and thus powers like fists of gork never stayed.

I didn’t play it that way but it was enough of an issue that GW felt the need to clarify this rule multiple times in the new faq and in the designers commentary.

40 str6 boyz are brutal if you can get enough of them in combat!!


Fists of Gork only affects 1 model though.
   
Made in fi
Locked in the Tower of Amareo





fist of gork only applies to one model so getting 40 S6 boyz is pretty tough prospect ;-)

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





Nebraska, USA

str 6 boyz? how?
Fists of Gork is a character-specific buff. Its for warbosses and wartrikes.

Boyz want Warpath, +1 attack

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
Longtime Dakkanaut




Sorry warpath instead!!! I haven’t played in a bit.
   
Made in no
Rogue Grot Kannon Gunna






A ok, I hoped in an unseen buff for a second.

I found this gem thought:

Q: Are Killa Kans able to use the Dread Waaagh!, Kustom
Ammo or Mek Connections Stratagems, despite having the
Gretchin keyword?
A: Yes.


It is so hysterical, I had to comment on the FB page ....
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i'd rather them have access to Ramming Speed than those two strats....
If a full strength killakan squad slams into something it still butchers them in melee, ramming speed would let them get there so much faster on top of the mortal wounds.

But who am i kidding that would just be niche not enough to make them good.

Also anybody notice that shooting phase abilities affect overwatch? Atleast non BS modifying ones since theres a clause about that. bad Moonz can reroll 1's in overwatch now! woot! Charge my 30 shoota boyz now i dares ya!

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






One question, can you tank an eversor shot with the grot oiler from the SSAG?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Except for the MWs, yes.
   
Made in ca
Gargantuan Gargant






Pretty good FAQ overall I'd say, there were some weird stuff they addressed that's good as well as obvious ones (Knights, Assassins being a no-brainer for the stratagem vs taking them via detachment). I saw the Loota bomb nerf coming a mile away and I really only used Mek Gunz anyways so it doesn't affect my lists. This, in conjunction with Ynnari changes have mixed things up pretty well. At most, we have people being salty over IG still having infantry squads at 4 ppm, and I'd say that's progress!
   
Made in no
Rogue Grot Kannon Gunna






 flandarz wrote:
Except for the MWs, yes.


How do you get around that we cannot screen a character with another character?
   
Made in fi
Locked in the Tower of Amareo





For the grot? The thing that it's one unit rather than 2 individual models?


Automatically Appended Next Post:
Competive tournament on sunday. 2k, no flowchart, scenarios mix of eternal war, maelstrom and killpoints(max gap 6). Going for shooty list.

Batallion: deathskull

Big mek w/ssag and big killa boss
weirdboy

30xboyz(nob w/power klaw)
30xboyz(nob w/big choppa)
10xgretchin

batallion: deathskull

warboss w/big choppa
weirdboy

3x10 gretchin

batallion: evil sun

badruk
weirdboy

30xboyz(nob w/power klaw, all shootas)
2x30 gretchin

15xlootas
3xtraktor kannon
4xsmasha gun
kustom mega kannon


2k to the dot.

How does it look?

This message was edited 1 time. Last update was at 2019/04/30 10:35:27


2024 painted/bought: 109/109 
   
Made in us
Roarin' Runtherd




Is Badrukk there simply for the additional shooting from his gun? Do you bring along an ammo runt for him?

I have been interested in running him as well as he seems like he can contribute to an ork gun line.

This message was edited 1 time. Last update was at 2019/04/30 15:30:37


 
   
Made in fi
Locked in the Tower of Amareo





Gun, cheap hq. Another warboss seems to be without role and not much else for that price. Next options would be reqular sag or mega armour mek w/kff but that's pricey point wise

2024 painted/bought: 109/109 
   
 
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