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2019/06/25 11:49:58
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I'm having good success with the 70 evil sunz boyz (30 +30+10 all starting under a KFF) mobbing up a 30 and 10, then warpathing them, then da jumping them, declaring EVERYTHING within 12" when I charge and finally using the fight twice strat Theres only one thing better than 30 boyz with 5 attacks each and its 40 boyz with 5 attacks each. The added cushion of the extra 10 boyz means they'll "probably" remain above the magic 20 mark for the extra 1 A for longer.
The Flashgitz and Kommandos in a trukk x 2 (which I do my best to hide behind cover) mean that My expensive Flashgitz survive any alpha strikes.
My order of fire is normally either the lootas or SSAG first (with more dakka strat if they've moved or are firing at a flyer) and then flashgitz and Kaptain badrukk.
I put one squad of kommandos in reserve along with the 3 deffkoptas if its alternating deployment to allow me to see how my opponent is setting up. My evil sunz blob + kff comes down next. At that stage I'll have a fair idea where I should best place the lootas and SSAG. Roving Deffkoptas and kommandos coming from reserves is a great way to get Recon points in ITC
I wrap multiple grot squads around the lootas and spread the casualties between them. Then use the Freeboota relic to pass morale checks on multiple units (who normally have a Ld of 4) reducing the chance of my opponent getting kill more at least for the first turn. What remains of the grot squads then hide T2 in order to prevent becoming easy kill scores.
SSAG Mek and Badrukk both have grot orderlies to mitigate snipers.
I'm tempted to swith the weirdboy to evil sunz and the Kff mek to freebootas so I can give the KFF mek the relic. Otherwise I'm putting alot of eggs in a basket that has a high possibility of erupting in a ball of psychic energy.
SSAG Mek takes eithe BIg killa warlord trait +1 against monsters or vehicles or if my opponent doesn't have any vehicles or targetable monsters (think version of Jim Vessals Daemon list) I take the warlord trait that gives me +1 CP and breaking heads (no hard to have near my 15 man loota squad)
I start with 20 Cp but spend 5 before the game. No longer bad moonz so I save on only spending CPs on one shoot twice strat.
Any thoughts and comments are welcome.
Your list is pretty efficient and there is nothing you could take out anywhere.
You could experiment with doing double battalions instead of a brigade, losing 2 CP but freeing up the point of koptas and kommandoz for better units, like planes or mek guns.
Mind elaborating how you use Badrukk? There is painfully little info on him, and I would like to improve his description in the first post.
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.
2019/06/25 12:20:39
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Ya I’m considering splitting the brigade into 2 battalions 1 bad moonz with the lootas and 1 with badrukk and the flashgitz. Some of the points I’d “save” by losing the 3 deffkoptas and 1 kommandos would be spent on another hq, probably a weird boy. That leaves 100 points for 3 Mek gunz (is there a plane for 100 points?)
It’s definitely an option but honestly I find the deffkoptas are pretty good especially if I can get the +1 to hit. The index bombs are pretty fun too. Also the freeboota relic trick only is effective with a large number of Grots. The layout you mentioned effectively saves me 3 cp too... (1 for not making the weirdboy a warp head and 2 cp by not taking a 3rd relic)
Automatically Appended Next Post: I’ve only recently started using badrukk and he’s way different to pilot that any other ork unit. We might not like to admit it but our the rest of our characters have the staying power of a 16 year old dude losing his virginity. Obviously you want to keep him out of cc but ironically with His 6 w and 5++ he’ll last longer than all but gaz and a reliced up warboss with 5++.
I run him with an ammo runt and start him in a trunk with 5 flash gitz and 5 kommandos. My opponent doesn’t realize it but if I go second I actually want it blown up so he and the flash gitz don’t get -1 for moving. I always super power his gun and have at least 1 squad of flashgitz using his Reroll 1s. He, the SSag, lootas and two squads of flashgitz ALWAYS are within 24” of each other for the first 2 turns at a minimum. I have 70 Boyz for cc.
If I get t1 I drive the truck up beside a building, fire the SSag twice to get the +1 for everyone inside and wait for return fire. When the truck blows up I dismount the flash gitz and badrukk into the top floor of the building (looting the truck if I have points) giving me a unit with 2+ thanks to cover or just dismount then them into the bottom floor so they can’t be shot thanks to itc. Obviously this then means they’ll have to move in my turn if they want to shoot so this tactic is dependent on what weapons my opponent has yet to fire.
This message was edited 1 time. Last update was at 2019/06/25 12:45:36
2019/06/25 13:40:07
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
It's just a sidegrade, your list is fine as it is. I just wanted to give an idea to play with. 3 Kommadoz and 3 Koptas add up to 239, that should be plenty to get a wazzbomm or dakkajet.
Thanks for the explanation on Badrukk!
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.
2019/06/25 13:59:16
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Just curious if we should have a discussion about the page 1 rankings. I imagine a lot of visitors still look to that which while still relevant could use some updates for points changes and counter meta
10000 points 7000 6000 5000 5000 2000
2019/06/25 14:33:40
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I updated them like one week ago to reflect the current meta
But yes, discuss!
This message was edited 1 time. Last update was at 2019/06/25 14:34:03
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.
2019/06/25 14:40:16
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Front page is pretty spot on currently.
Majority of ork units are trash except in specific scenarios, which is why theres so few Green text ones. And even the green text ones are not auto-include.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/25 14:59:04
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Ahh, how did i miss that >_< maybe the new snotling being born had me on less due to paternity leave
looks good, looks like you got most everything.
I would probably add the regular squiggoth in there and it skinda between yellow and blue (bout on par with a chinork). at T 7, W 18, 4+
10 infanty capacity is low but makes a great delivery system for 10 nobz and its stampede catches opponents off guard with the d3 mortals to anythign within 1" on a 2+ .
the embarked units still get to shoot even if engaged so its also not a bad platform for flashgitz.
my personal fav loadout is 5x flashgitxz and 5x nobz, 1 pk 4 dual choppa. nobz jump once it hits combat and tear though things whiel the flashgitz get to shoot away until thier transport goes down.
This message was edited 1 time. Last update was at 2019/06/25 14:59:54
10000 points 7000 6000 5000 5000 2000
2019/06/25 15:56:21
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Jidmah wrote: It's just a sidegrade, your list is fine as it is. I just wanted to give an idea to play with. 3 Kommadoz and 3 Koptas add up to 239, that should be plenty to get a wazzbomm or dakkajet.
Thanks for the explanation on Badrukk!
I'd still have/want to keep two squads of kommandos (80points) to act as ablative wounds for the flash gitz in the trukks. Splitting the brigade into 2 battalions would require an extra HQ so thats 60 points at a minimum. Thats 99 points max to spend. Cheapest flyer is the dakkajet at 128 points.
2019/06/25 18:35:12
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Snikrot would probably be good if he wasnt a freakin' bloodaxe. 18" range for your kulture effect on a pure melee unit....especially one that can just appear 9" away. Talk about useless. The fall back and charge or shoot part is neat but the guy is a meatblender against anything nonvehicle, he isnt going to get stuck in combat easily and if he does he's probably dead.
6 attacks at S6 AP1 2D hitting on 2s rerolling 1s wounding everything not-vehicle (i.e. T6 or greater) on 3s or 2s if theyre in cover. Thats just sickening and i really want to use him but fethin bloodaxe trait man.... To top it off, thats a 70pt T5 6W model. Armor is the only real drawback in his statline, and of course cant give him Cybork because he's named.
Ive been trying to find a valid way to use bloodaxes, obviously not as a whole army. Main problem i keep coming into is that kulture does next to nothing for Boyz and if we use vanguards/spearheads/etc we have a CP problem.
This message was edited 2 times. Last update was at 2019/06/25 21:55:31
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/25 23:25:28
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I'd place Badrukk right alongside his Flash Gitz in the blue tier. He's pretty good, with his solid gun and great Save, but he really shines alongside Flash Gitz he can give his Aura to. He can still have a place in lists without Gitz, but you'd probably be better off just taking a SAG Mek at that point.
I second the issues with Snikrot. He'd be great if you could take him in other Kulturz, but because he's stuck with the sub-par Blood Axes, I wouldn't put him any higher than yellow tier. Not because he's bad, but because his Kultur is.
2019/06/26 05:56:51
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Vineheart01 wrote: Snikrot would probably be good if he wasnt a freakin' bloodaxe. 18" range for your kulture effect on a pure melee unit....especially one that can just appear 9" away. Talk about useless. The fall back and charge or shoot part is neat but the guy is a meatblender against anything nonvehicle, he isnt going to get stuck in combat easily and if he does he's probably dead.
6 attacks at S6 AP1 2D hitting on 2s rerolling 1s wounding everything not-vehicle (i.e. T6 or greater) on 3s or 2s if theyre in cover. Thats just sickening and i really want to use him but fethin bloodaxe trait man....
To top it off, thats a 70pt T5 6W model. Armor is the only real drawback in his statline, and of course cant give him Cybork because he's named.
Ive been trying to find a valid way to use bloodaxes, obviously not as a whole army. Main problem i keep coming into is that kulture does next to nothing for Boyz and if we use vanguards/spearheads/etc we have a CP problem.
Snikrot is already in there, near the top of the blue section. He actually has shown up in quite a few top placing army lists, since some people make their 30 gretchin battalion blood axe to help their weird boyz against snipers, as most sniper rifles are AP 0 and the gretchin don't care anyways.
He is usually used just like MANz, deep strike, beat something off an objective, stay there.
Badrukk seems to have gotten lost, but his text wasn't that helpful anyways besides "yes, dis is da shooty git". I agree with putting him next to flash gits, as he is a pretty cheap HQ that works well if he fits in with your army.
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.
2019/06/26 12:13:11
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Since the last FAQ (29th april) do freebooter mek gunz procure the freebooter trait +1 to hit ? Or has that part ont the grots not "exhibiting any trait" killed the freebooter procurement ?
Thanks guys !
That would explain why CaptainO you have no mek gunz in your list right ?
This message was edited 3 times. Last update was at 2019/06/26 12:15:09
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2019/06/26 12:18:42
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Gretchin (including mek guns) do provide the +1 to hit to propper ork units around them, but not benefit from it themselves.
After all, what ork would let himself be outdone by a grot?
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.
2019/06/26 12:26:24
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Da snotty lil gitz huv betta eyes dan us, gutta admitt dat boss
PS: thanks Jidmah
Automatically Appended Next Post: By the way is that an ITC official ruling ? it guess it is but i will have to run that through a french TO so i need leverage
This message was edited 2 times. Last update was at 2019/06/26 12:32:00
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2019/06/26 13:06:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
addnid wrote: Since the last FAQ (29th april) do freebooter mek gunz procure the freebooter trait +1 to hit ? Or has that part ont the grots not "exhibiting any trait" killed the freebooter procurement ?
Thanks guys !
That would explain why CaptainO you have no mek gunz in your list right ?
I don’t have mek gunz because I can’t find the points anywhere. If I split the brigade into 2 battalions I could take 3 but it’d cost me 2 cp, 1 unit of kommandos and 3 deffkoptas.
A 10 man squad of grots actually proc’d me +1 yesterday. Granted it was a spire mine they killed but still...
2019/06/26 13:39:30
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
yaknow despite the fact that every time i play a 2v2 i realize my weirdboyz can Warpath the guy im playing with's nobz regardless of clan i always forget that their kulture means literally nothing in terms of their spells when listbuilding, so my weirdboyz are always badmoonz which does zilch for them lol I really should run them as bloodaxes so i can use snikrot too
This message was edited 1 time. Last update was at 2019/06/26 13:39:50
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/26 14:15:07
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I wouldn't take Blood Axes just to buff your Weirdboy. He's a character, so 99% of the time people aren't gonna be able to target him anyway. The remaining times it'll either be a sniper (and that Cover Bonus is gonna be of minimal help) or they'll be within 18" and you won't get the trait anyway.
That said, I can see an MSU battalion of Grots, Snikrot, and a Weirdboy working out ok, but I feel like spending 240ish pts just to bring Snikrot around and have a *slightly* more durable Weirdboy is a waste. Just bring a KFF Mek and call it a day.
This message was edited 2 times. Last update was at 2019/06/26 14:18:52
2019/06/26 14:17:54
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Why not make the Weirdboyz snakebites for that 6+++ against perils?
EDIT: quoted wrong post
This message was edited 1 time. Last update was at 2019/06/26 14:18:56
Empty your mind, be formless, shapeless — like soup. Now you put soup in a cup, it becomes the cup; You put soup into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now soup can flow or it can crash. Be soup, my friend.
2019/06/26 14:25:22
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Snakebite would be decent too after all he perils for me every dang game thanks to that +3 causing perils. Adding snikrot instead of a 2nd weirdboy would be more of a playstyle thing. If you have a bunch of boyz you probably want 2 weirdboyz, but i usually run mechanized orks. Lot of wagons, walkers, buggies, planes. Weirdboy doesnt do anything for them and generally the 20 boyz that get out of a wagon are too far for the weirdboy to help unless he dajumps himself, which case i'd rather him follow the 1 unit of 30 boyz i did have i already jumped previously. As a result that 4th HQ slot for me is usually up in the air. BikerKFF, Wartrike, Weirdboy are usually in all of my lists. I have a bikerboss but i generally dont use him since hes technically a Wazdakka model i kitbashed a long time ago..way more guns on him than he actually has lol. Snikrot would be an interesting inclusion as he can just appear with everything else and go murder-spree at those irritating devastators atop a ruin or something, which i usually have issues with unless i dump my big guns on them thanks to marines always having a freakin' 2+ save this edition.
Snikrot is only 8pts more than a weirdboy after all.
This message was edited 3 times. Last update was at 2019/06/26 14:28:17
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/26 14:49:16
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
flandarz wrote: I wouldn't take Blood Axes just to buff your Weirdboy. He's a character, so 99% of the time people aren't gonna be able to target him anyway. The remaining times it'll either be a sniper (and that Cover Bonus is gonna be of minimal help) or they'll be within 18" and you won't get the trait anyway.
Almost all sniper rifles that are not characters are AP0, so blood axes actually give the best protection against those out of all traits. Since the battalion is just 3 units of gretchin and 1-2 weird boyz, you lose literally nothing from making them blood axes.
That said, I can see an MSU battalion of Grots, Snikrot, and a Weirdboy working out ok, but I feel like spending 240ish pts just to bring Snikrot around and have a *slightly* more durable Weirdboy is a waste. Just bring a KFF Mek and call it a day.
Not almost every ork list that has place in the top 4 this year has not run such a minimal battalion. Any ork army running in a tournament should start with 30 gretchin + 2 weird boyz for +5 CP, no matter what. They are very much our version of the loyal 32.
Automatically Appended Next Post:
Waaaghbert wrote: Why not make the Weirdboyz snakebites for that 6+++ against perils?
EDIT: quoted wrong post
Mostly because the chance of actually not blowing yourself up is pretty minimal and 5+ is better at saving against rank and file snipers (scouts, ratlings, path finders) than 6+/6+++ even if you factor in the mortal wounds on sixes.
But the difference is minimal. Snakebites, deff skulls and blood axes are all decent choices for our weird 32.
This message was edited 2 times. Last update was at 2019/06/26 14:57:55
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.
2019/06/26 18:10:09
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
It only gives the best protection if you don't place your characters in cover and/or out of LOS when you see you're up against snipers. Which I assume most people would do if they feel their characters are threatened.
I'll agree that if you're running triple Batts and have nothing better for that MSU Batt, then Blood Axes are fine. I run Freebooter Mechanized, so I tend to just run double Batts, since CP isn't as big of an issue with my list.
2019/06/26 18:11:19
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Don't they also have AP though? If not, then even if they ignore LOS, your character would still be in Cover. If they ignore Cover too (which some units do), then Blood Axes wouldn't work anyway.
2019/06/26 18:14:37
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
flandarz wrote: Don't they also have AP though? If not, then even if they ignore LOS, your character would still be in Cover. If they ignore Cover too (which some units do), then Blood Axes wouldn't work anyway.
They're AP-1, but do not Ignore Cover, if I remember correctly.
Clocks for the clockmaker! Cogs for the cog throne!
2019/06/26 18:22:30
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
You'd also need that hiding spot to still be close enough to the 30man (or 2x30) boyz to get the bonus to your spells and still have line of sight to them too. Sure, its possible, if your opponent only has 1 sniper and hes in a location you can easily hide behind a random 2" wide but 3-5" tall spire. I generally never see snipers, or i see multiples of them spread across the board to prevent just that. One cant shoot, others usually can. Plus, i dont like hanging back waiting for Da Jump to go off. The moment i do that, i fail it and my boyz dont move. I want to move forward as fast as possible, and since boyz that large in numbers CANNOT get cover from terrain thanks to the "whole unit must be in terrain" crap, theres no point in going a little slower like in past editions to hug terrain unless you can somehow guarantee the really deadly anti-boy weapon cant get you if you stay where you are. I want my weirdboy going with them for both the bonus to spells and also it sometimes ends up being where i dont even need dajump, so i smite instead. Or dajump out of combat. If hes hugging that random spire so the sniper cant have LOS to him, he might as well not exist.
This message was edited 1 time. Last update was at 2019/06/26 18:25:10
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/26 19:00:45
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
The Cover Bonus is +1, so AP -1 is essentially ignoring cover (in 99% of cases). But fair enough.
Can you not fit 30 Boyz within 10" of a Weirdboy when they have a wall in front of them? That hasn't been my experience, but maybe you play in extremely heavy terrain. I'm a little confused about why any LOS blocking terrain you have isn't sufficient to force those snipers to move to hit you as well. At the very least, a 60pt Trukk will provide sufficient LOS blocking to make those snipers move to get a bead on you.
The only reason I can think of to use Blood Axes instead of just putting your characters in cover would be if you're playing extremely light to no terrain. If you wanna move your Weirdboy too, that's fine. But as soon as you get into Smite range, you'll no longer be getting your Blood Axe trait anyway.
As for failed Da Jumps: are you being serious? You have a 91.7% chance of getting a Da Jump off (when you have your 30 Boyz within 10"), and that's before Command Reroll. If you're failing it enough that you have to plan around that failure, you must be extremely unlucky.
If you're really concerned about snipers on T1, you could also just pop the Prepared Positions Stratagem for 2 CP, and then EVERYONE has Cover. Including the Boy Blobz. After T1, if you're not keeping your WB out of LOS or in Cover, then you're probably within 18" of an enemy anyway (or will soon be), so Blood Axes ain't doing you no good.
Automatically Appended Next Post: I should clarify that I don't think Jidmah's "Weird 32" is a bad idea. It certainly works for some lists. For me though? I wouldn't use it. I wouldn't be able to use those 30 Gretchin for Grot Shield (except on the two Weirdboyz, and I'd rather use it on some Lootaz), and I'd rather just keep my Weirdboyz in Cover or out of LOS. Even if the WBs don't get anything for it, I think it'd be better to make that MSU Battalion match the Clan of the Lootaz or SSAG, so I got extra bodies for Grot Shields.
This message was edited 1 time. Last update was at 2019/06/26 19:24:51
2019/06/27 07:20:31
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
flandarz wrote: The Cover Bonus is +1, so AP -1 is essentially ignoring cover (in 99% of cases). But fair enough.
Can you not fit 30 Boyz within 10" of a Weirdboy when they have a wall in front of them? That hasn't been my experience, but maybe you play in extremely heavy terrain. I'm a little confused about why any LOS blocking terrain you have isn't sufficient to force those snipers to move to hit you as well. At the very least, a 60pt Trukk will provide sufficient LOS blocking to make those snipers move to get a bead on you.
The only reason I can think of to use Blood Axes instead of just putting your characters in cover would be if you're playing extremely light to no terrain. If you wanna move your Weirdboy too, that's fine. But as soon as you get into Smite range, you'll no longer be getting your Blood Axe trait anyway.
The thing is, you need to pick a culture for that battalion anyways. For gretchin and weird boyz, Goff, evil suns, bad moons and freebootas basically equate "no culture" in outside of rare edge scenarios. That leaves three cultures with minor defensive buffs on the weird boy, with one giving more defensive bonuses in certain metagames than others. Some use bad moons for that detachment because they want to shoot their lootas twice and have the bulk of their army of a another culture. Some use snakebites for that detachment because snipers are less of an issue and/or they face TS, vindicares and illic a lot. Some, like you, use the same culture as their main army because they are running multiple units of boyz and otherwise don't have enough grot shields. So, there are many options to pick from, but despite being useless in all other cases, Bloodaxe is definitely a valid one - especially if you were thinking about bringing Snikrot anyways. Obviously this requires extra gretchin to protect your lootas - or replace lootas with planes and mek guns.
If you're really concerned about snipers on T1, you could also just pop the Prepared Positions Stratagem for 2 CP, and then EVERYONE has Cover. Including the Boy Blobz. After T1, if you're not keeping your WB out of LOS or in Cover, then you're probably within 18" of an enemy anyway (or will soon be), so Blood Axes ain't doing you no good.
Usually the weird boy wants to cast da jump for the first two turns before joining the fray himself. Even when you are not going first, getting your weird boy gunned down by 3 squads of path finders is still a problem for your game plan.
Automatically Appended Next Post: I should clarify that I don't think Jidmah's "Weird 32" is a bad idea. It certainly works for some lists. For me though? I wouldn't use it. I wouldn't be able to use those 30 Gretchin for Grot Shield (except on the two Weirdboyz, and I'd rather use it on some Lootaz), and I'd rather just keep my Weirdboyz in Cover or out of LOS. Even if the WBs don't get anything for it, I think it'd be better to make that MSU Battalion match the Clan of the Lootaz or SSAG, so I got extra bodies for Grot Shields.
Putting a weirdboy in cover is not a problem, but the bloodaxe trait gives you the flexibility to move anywhere you want, getting cover everywhere. Those gretchin should be the ones sitting on objectives, not the ones protecting the lootas. As above, the culture of your weird 32 detachment is not a binary choice, many factors play into that.
Automatically Appended Next Post: Tournament update: Added another Ork Warboss to the first post who ran Badrukk, 10 Flash gits, 15 Tankbustas and a bunch of mek guns to a grand tournament win last weekend.
This message was edited 2 times. Last update was at 2019/06/27 13:26:21
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.
2019/06/28 06:45:01
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Those are all fair points. I guess I'm on board with that logic.
Automatically Appended Next Post: On another note, I think that GW left some cheese in the Codex. Obviously, I don't think this is intended, but I wanted to put it out there and see what you guys thought.
Great Waaagh!: Friendly ORK INFANTRY units within
6" of Ghazghkull Thraka at the start of the Charge
phase can charge even if they Advanced this turn. In
addition, add 1 to the Attacks characteristic of models
in friendly ORK INFANTRY units if they made a charge
move this turn and Ghazghkull Thraka is within 6" of
that unit when they are chosen to fight.
Waaagh!: Friendly <CLAN> INFANTRY units within
6" of this model at the start of the Charge phase can
charge even if they Advanced this turn.
Speedwaaagh!: Friendly <CLAN> BIKER and VEHICLE
units within 6" of this model at the start of the Charge
phase can charge even if they Advanced this turn.
Am I wrong in thinking these, by RAW, are usable on your opponent's turn as well? Am I missing something important? Cuz, otherwise, that can get pretty gross. Because they say "at the start of the charge phase", I feel like they would occur before your opponent's charges as well.
This message was edited 2 times. Last update was at 2019/06/28 11:34:37
2019/06/28 12:39:42
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
flandarz wrote: Those are all fair points. I guess I'm on board with that logic.
Automatically Appended Next Post: On another note, I think that GW left some cheese in the Codex. Obviously, I don't think this is intended, but I wanted to put it out there and see what you guys thought.
Great Waaagh!: Friendly ORK INFANTRY units within
6" of Ghazghkull Thraka at the start of the Charge
phase can charge even if they Advanced this turn. In
addition, add 1 to the Attacks characteristic of models
in friendly ORK INFANTRY units if they made a charge
move this turn and Ghazghkull Thraka is within 6" of
that unit when they are chosen to fight.
Waaagh!: Friendly <CLAN> INFANTRY units within
6" of this model at the start of the Charge phase can
charge even if they Advanced this turn.
Speedwaaagh!: Friendly <CLAN> BIKER and VEHICLE
units within 6" of this model at the start of the Charge
phase can charge even if they Advanced this turn.
Am I wrong in thinking these, by RAW, are usable on your opponent's turn as well? Am I missing something important? Cuz, otherwise, that can get pretty gross. Because they say "at the start of the charge phase", I feel like they would occur before your opponent's charges as well.
Tau have a thing that says “at the end of the shooting phase repair d3 wounds” which a local tau player takes to mean he can repair d3 in both his own and my shooting phase. Personally I think this is not RAI and I wouldn’t use the example you mentioned but if he does the tau equivalent... it might at least stop him using The same logic.
This message was edited 1 time. Last update was at 2019/06/28 12:43:13