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Made in au
Flashy Flashgitz






Spoiler:
Hogiebear wrote:
Hi everyone. I’m due to attend a super competitive tournament in a few weeks and I’m looking for some feedback on my list. It’s 1750points.

Plan is to use kannons, dakka Jets, SSAG and shooty boys to clear screens and weaken opponent turn 1. Turn two, deepstrike two units of 30boys and advance and charge with warpathed Stormboyz (they will hopefully be protected by grotshields turn 1).

Here’s my list:
++ Battalion Detachment +5CP (Orks) [47 PL, 864pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ [8 PL, 161pts] +

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Da Killa Klaw, Power Klaw [13pts]

Weirdboy [3 PL, 62pts]: 2. Warpath

+ Troops [25 PL, 509pts] +

Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Slugga
. 10x Ork Boy W/ Shoota [70pts]
. 19x Ork Boy W/ Slugga & Choppa [133pts]

Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Slugga
. 10x Ork Boy W/ Shoota [70pts]
. 19x Ork Boy W/ Slugga & Choppa [133pts]

Gretchin [2 PL, 33pts]
. 11x Gretchin [33pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

+ Fast Attack [14 PL, 194pts] +

Stormboyz [14 PL, 194pts]
. Boss Nob [14pts]: Big Choppa [5pts], Slugga
. 20x Stormboy [180pts]

++ Air Wing Detachment +1CP (Orks) [21 PL, 444pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

+ Flyer [21 PL, 444pts] +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]

Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]

Dakkajet [7 PL, 148pts]: 6x Supa Shoota [60pts]

++ Battalion Detachment +5CP (Orks) [24 PL, 442pts, -2CP] ++

+ No Force Org Slot [-2CP] +

Clan Kultur: Deathskulls

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins [-1CP]

Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]

+ HQ [7 PL, 146pts] +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler [4pts], Shokk Attack Gun [25pts], Warlord

Weirdboy [3 PL, 62pts]: 3. Da Jump

+ Troops [9 PL, 172pts] +

Boyz [7 PL, 112pts]
. 16x Ork Boy W/ Shoota [112pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

+ Heavy Support [8 PL, 124pts] +

Mek Gunz [8 PL, 124pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]

++ Total: [92 PL, -2CP, 1,750pts] ++
I run an extremely similar list @ 2k. The three birds are enough to clear screens, if you are going for a turn 2 beta strike they'll do the job. If you're really worried I would swap your defskuls detachment to badmoons and run more shoota boyz to jump and clear. This means you can run all your evil sunz boyz as choppas, which i think you really need. I'd also drop the second evil sunz grot crew.

So -30pts drop the grots, add 4-5 boys on your defskuls boyz, then swap the detachment to badmoons. Then run pure choppa for your red boyz. This gives you showin' off with 25 shoota boyz, which is a clean turn 1 jump to give you space.

Side note, this is unpopular but I run the warboss as the warlord not the SSAG. The SSAG variability is so high, i feel the +1 to W isnt all that needed, he'll often obliterate what he targets or do nothing. However, brutal but kunnin on the relic power klaw warboss is a very reliable 16 wounds in damage where ever you want to put it, which would otherwise be an unreliable 12 wounds. You'll find that stormboyz do work protecting your warboss, since they are your only unit that can keep up with him. You get some good tripoints with those stormboyz while your warboss sneaks in and deletes his target then consolidates inside your squad for safety, now we're talking useful. Anyway, that's my 2 cents mate.

edit: for posterity here is the list I run. I typically go 3/2 or 4/1 with this list these days.
Spoiler:

++ Battalion Detachment +5CP (Orks) [29 PL, -2CP, 542pts] ++
Clan Kultur: Bad Moons
Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins
Specialist Detachment [-1CP]: Dread Waaaagh!

Big Mek on Warbike (Index) [6 PL, 101pts]: Choppa, Kustom Force Field
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun

Gretchin [2 PL, 33pts]
. 11x Gretchin
Gretchin [2 PL, 33pts]
. 11x Gretchin
Gretchin [2 PL, 36pts]
. 12x Gretchin

Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha


++ Battalion Detachment +5CP (Orks) [51 PL, 1,013pts] ++
Clan Kultur: Evil Sunz

Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Kustom Shoota, Power Klaw, Warlord
Weirdboy [3 PL, 62pts]
Weirdboy [3 PL, 62pts]

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy W/ Slugga & Choppa
Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa
Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Stormboyz [14 PL, 283pts]
. Boss Nob: Choppa, Power Klaw
. 29x Stormboy

++ Air Wing Detachment +1CP (Orks) [21 PL, 444pts] ++
Clan Kultur: Bad Moons

Dakkajet [7 PL, 148pts]: 6x Supa Shoota
Dakkajet [7 PL, 148pts]: 6x Supa Shoota
Dakkajet [7 PL, 148pts]: 6x Supa Shoota

++ Total: [101 PL, -2CP, 1,999pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2019/07/26 06:35:05


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 hollow one wrote:
[spoiler]Side note, this is unpopular but I run the warboss as the warlord not the SSAG. The SSAG variability is so high, i feel the +1 to W isnt all that needed, he'll often obliterate what he targets or do nothing. However, brutal but kunnin on the relic power klaw warboss is a very reliable 16 wounds in damage where ever you want to put it, which would otherwise be an unreliable 12 wounds. You'll find that stormboyz do work protecting your warboss, since they are your only unit that can keep up with him. You get some good tripoints with those stormboyz while your warboss sneaks in and deletes his target then consolidates inside your squad for safety, now we're talking useful. Anyway, that's my 2 cents mate.


You know, I have been wondering about this myself. The reason why I still stick the warlord trait to my SSAG is that it can get multiple uses out of it, because it tends to be alive for at least two or three rounds of shooting, plus orks never get beaten. Meanwhile, a Warboss almost always dies after his first charge, with some bad luck before that. You also give up slay the warlord by putting it on warboss, while a SSAG actually has a decent chance of surviving the game.

So I think both are valid options, and probably up to personal taste.

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. 
   
Made in au
Flashy Flashgitz






 Jidmah wrote:
You know, I have been wondering about this myself. The reason why I still stick the warlord trait to my SSAG is that it can get multiple uses out of it, because it tends to be alive for at least two or three rounds of shooting, plus orks never get beaten. Meanwhile, a Warboss almost always dies after his first charge, with some bad luck before that. You also give up slay the warlord by putting it on warboss, while a SSAG actually has a decent chance of surviving the game.

So I think both are valid options, and probably up to personal taste.
I totally agree with you here mate, its personal style. I used to run the SSAG warlord too, sometimes the character killing trait as well and jump him. Super fun. BUT i spend a lot of effort and energy making sure the warboss kills what he targets and is safe afterwards. If you make that effort, are playing a threat overload list with 60 boyz and 30 stormboyz like I am, you'll find you get multiple whacks with the warboss. I play around him, and he becomes my all star every game.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 flandarz wrote:
Mork in a Tellyporta while the Bikers go with the Warboss and start capturing objectives and take out infantry. Mekz sit back behind the Grots and fire on anything heavy with the ability to take out the Mork before it comes to the field. Nice and simple.


I don't think the bikes will be able to fulfill the role you planned them for. I can't picture them forcing a unit of primaris off their objective, and you are parking them where they are unlikely to have something in range of their guns. I'd rather trade them for buggies of some sort, or MANz/kommandoz.

IMO bikes are best used with the Kult of Speed detachment, making that guaranteed T1 charge and arrest something (or everything) with the 2d6 consolidate.


Automatically Appended Next Post:
 hollow one wrote:
So I think both are valid options, and probably up to personal taste.
I totally agree with you here mate, its personal style. I used to run the SSAG warlord too, sometimes the character killing trait as well and jump him. Super fun. BUT i spend a lot of effort and energy making sure the warboss kills what he targets and is safe afterwards. If you make that effort, are playing a threat overload list with 60 boyz and 30 stormboyz like I am, you'll find you get multiple whacks with the warboss. I play around him, and he becomes my all star every game.


How do you keep him safe after a successful charge? I often have the problem that the warboss killed what he meant to kill and then something like a space marine captain, MC or dread moves in and crushes him.

This message was edited 1 time. Last update was at 2019/07/26 06:47:34


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. 
   
Made in au
Flashy Flashgitz






 Jidmah wrote:
How do you keep him safe after a successful charge? I often have the problem that the warboss killed what he meant to kill and then something like a space marine captain, MC or dread moves in and crushes him.
Order of operations and the warboss never charges in alone. Best case scenario you have also charged boyz or stormboyz into the same target, you left a small column of space for you warlord to fit in when he charged. Activate your warboss, kill the unit, don't consolidate. Activate the boyz, pile in 3 inches and consolidate 3 inches around your warboss, hes safe until the boyz are dead.

It's all about planning it in the charge phase. You have to anticipate where your warboss needs to be after the object is dead, and build a small path for him to run through with your boyz. This is why I like him to do RELIABLE damage, because if he fails all your effort is for naught. But if the unit has 12 wounds with a 5++, who cares what toughness it is, it's dead 95% of the time. If he's not your warlord, that's like less than a 50% chance to kill. (those %'s are entirely made up)

edit: think of your warboss as the turn 3-6 clean up crew. If he's evil sunz he goes where he wants, and hes cute and small so he can sneak behind things and charge without LOS. You want your warboss causing havoc in the midfield for a few turns while you still got boyz to protect him, then he just runs away and kills things in random corners for the rest of the game.

This message was edited 1 time. Last update was at 2019/07/26 07:04:59


 
   
Made in se
Rogue Grot Kannon Gunna






I prefer have the SSAG as a warlord in tournaments. So I can switch between BigKillaBoss and KunningBut Brutal vs hordes.

On a side note, as I posted earlier somewhere with a big chunk of salt, I am at loss vs AD mech, like 1-6. As i run a mostly mechanized army with only 1 mob of 30 shootaboyz, the 6 kastellans with Cawl are a bane of existence.
I thought that from next time onward i will DS both my Gorka and Morka and clear screens T1, hide like a coward and focus everything else with gunz and SSAG and aim to start scoring T2 with gang buster, Engineer and maybe recon or ground control.
Spend my 10 of my 14 CP in this way:
1 Dread Waagh
1 Extra relic (Klaw or banner?)
4 double DS
2 3d6" charge
2 kustom ammo
1 Warphead
than either green tide, either ork is never beaten, or shoot again T2

Feedbacks?

List:
Spoiler:


++ Spearhead Detachment +1CP (Orks) ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Detachment CP

Specialist Detachment: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Heavy Support +

Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Mek Gunz
Gun: Traktor Kannon
Gun: Traktor Kannon
Gun: Smasha Gun
Gun: Smasha Gun
Gun: Smasha Gun

Morkanaut: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Battalion Detachment +5CP (Orks) ++

+ No Force Org Slot +

Clan Kultur: Freebooterz

Detachment CP

Extra Gubbins (1/3 CP): 1 Extra Shiny Gubbins

+ HQ +

Big Mek (Index): Choppa, Grot Oiler, Kustom Force Field, The Badskull Banner

Weirdboy

+ Troops +

Boyz: 2x Tankbusta Bombs
Boss Nob: Choppa, Kustom Shoota (Index)
28x Ork Boy W/ Shoota

Gretchin
10x Gretchin

Gretchin
10x Gretchin

++ Air Wing Detachment +1CP (Orks) ++

+ No Force Org Slot +

Battle-forged CP

Clan Kultur: Freebooterz

Detachment CP

+ Flyer +

Dakkajet: 6x Supa Shoota

Dakkajet: 6x Supa Shoota

Wazbom Blastajet: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun

   
Made in gb
Fully-charged Electropriest






Focus those Kastelans down ASAP, you can’t win a game against that list unless you greatly reduce the threat from them in the first two turns. SSAG, Wazbom and Smashas should do good work against them but don’t hesitate to use the Dakkajets against them as well. If you can clear all the screens turn 1 to charge the Kastelans turn 2 that’s perfect, but it shouldn’t be easy to do if Ad Mech has deployed well. Once the Kastelan threat is reduced you can just bully the rest of the list with your walkers, fliers and boyz.

If you go second you need your flyers and boyz out of range of the Kastelans (can keep them way back and Da Jump them later), be mindful that they can move quite far and gain extra range on their heavy phosphor blasters from a Tech-Priest Manipulus.

You’re short on CP, in my opinion, and can’t afford to spend CP on Warphead or the Badskull Banner. I think you’ve got too many KFFs as well, could swap the Big Mek with KFF for a Warboss with PK - if so the relic klaw may well be worth a CP.

The alternative play would be to plan to do your deepstriking turn 3 and in those first two turns completely destroy all screens, to enable you to tie up the Kastelans with the deep strike charge, but I feel like that amount of Kastelans will ruin your day if they shoot at full strength for more than one turn.

This message was edited 1 time. Last update was at 2019/07/26 12:25:26


 
   
Made in se
Rogue Grot Kannon Gunna






xlDuke wrote:
Focus those Kastelans down ASAP, you can’t win a game against that list unless you greatly reduce the threat from them in the first two turns. SSAG, Wazbom and Smashas should do good work against them but don’t hesitate to use the Dakkajets against them as well. If you can clear all the screens turn 1 to charge the Kastelans turn 2 that’s perfect, but it shouldn’t be easy to do if Ad Mech has deployed well. Once the Kastelan threat is reduced you can just bully the rest of the list with your walkers, fliers and boyz.

If you go second you need your flyers and boyz out of range of the Kastelans (can keep them way back and Da Jump them later), be mindful that they can move quite far and gain extra range on their heavy phosphor blasters from a Tech-Priest Manipulus.

You’re short on CP, in my opinion, and can’t afford to spend CP on Warphead or the Badskull Banner. I think you’ve got too many KFFs as well, could swap the Big Mek with KFF for a Warboss with PK - if so the relic klaw may well be worth a CP.

The alternative play would be to plan to do your deepstriking turn 3 and in those first two turns completely destroy all screens, to enable you to tie up the Kastelans with the deep strike charge, but I feel like that amount of Kastelans will ruin your day if they shoot at full strength for more than one turn.


They can only doubleshoot in case they were still last round right? I was than thinking to go second, deploy more than 36" the jets and orks, let him shoot once and brace the storm, focus the screens with the jets and than try to outmaneuver with the planes and force him to move again so he cant shoot double. by T2 i should have orks+ Morka and Gorka in charge range. Even with wrath of mars that is 6 W on a gorkanaut. By than The game should be over.

I cant change the list, I´m winning basically every match with it, AD mech is the bane of its existence, otherwise, I´m game.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I just want to add that you might want to hold back the jets for shooting last - you can expect them to deal 0-3 wounds to a robot, so unless feel confident that you can finish one off, clear screens with them instead.


Automatically Appended Next Post:
 Emicrania wrote:
They can only doubleshoot in case they were still last round right? I was than thinking to go second, deploy more than 36" the jets and orks, let him shoot once and brace the storm, focus the screens with the jets and than try to outmaneuver with the planes and force him to move again so he cant shoot double. by T2 i should have orks+ Morka and Gorka in charge range. Even with wrath of mars that is 6 W on a gorkanaut. By than The game should be over.


They can move T1 and then use a stratagem to shoot twice for the rest of the game, but can never move again. If you manage to get them into combat, they cannot fall back.
Or they can have some character that switches to double-shooting for next turn.

Codex Ad Mech wrote:Battle Protocols: When this unit is set up, the Aegis Protocol (see below) is in effect. You can attempt to change the unit’s battle protocol at the start of each of your Movement phases if there is a friendly <FORGE WORLD> Cybernetica Datasmith within 6". To do so, roll a D6; on a 2+ the attempt is successful and you can select any one of the three battle protocols to take effect from the start of the next battle round. Otherwise, the attempt fails and the unit’s current protocol remains in effect.
Aegis Protocol: Whilst this battle protocol is in effect, you can add 1 to any armour and invulnerable saving throws you make for models in the unit.
Conqueror Protocol: Whilst this battle protocol is in effect, this unit cannot shoot, but it can fight twice in each Fight phase instead of only once.
Protector Protocol: Whilst this battle protocol is in effect, this unit cannot move or charge, but you can double the number of shots it makes with each of its ranged weapons – i.e., the heavy phosphor blaster’s Type becomes Heavy 6 and the incendine combustor’s Type becomes Heavy 2D6.

This message was edited 1 time. Last update was at 2019/07/26 12:55:18


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. 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

 Jidmah wrote:
 flandarz wrote:
Mork in a Tellyporta while the Bikers go with the Warboss and start capturing objectives and take out infantry. Mekz sit back behind the Grots and fire on anything heavy with the ability to take out the Mork before it comes to the field. Nice and simple.


I don't think the bikes will be able to fulfill the role you planned them for. I can't picture them forcing a unit of primaris off their objective, and you are parking them where they are unlikely to have something in range of their guns. I'd rather trade them for buggies of some sort, or MANz/kommandoz.

IMO bikes are best used with the Kult of Speed detachment, making that guaranteed T1 charge and arrest something (or everything) with the 2d6 consolidate.


Well, I was having some issues with mobility and dealing with some durable Craftworld infantry the last time I played a 1k game, so I figured I should add some quick boyz to the mix, and pull out the Boy Blob I had brought. I suppose I could drop the Mork and bring some MANz instead, but I kinda like the idea of Move+Advance, shoot 90 shots from the three Biker Mobs, then Charge them all into a target.
   
Made in gb
Fully-charged Electropriest






 Emicrania wrote:
xlDuke wrote:
Focus those Kastelans down ASAP, you can’t win a game against that list unless you greatly reduce the threat from them in the first two turns. SSAG, Wazbom and Smashas should do good work against them but don’t hesitate to use the Dakkajets against them as well. If you can clear all the screens turn 1 to charge the Kastelans turn 2 that’s perfect, but it shouldn’t be easy to do if Ad Mech has deployed well. Once the Kastelan threat is reduced you can just bully the rest of the list with your walkers, fliers and boyz.

If you go second you need your flyers and boyz out of range of the Kastelans (can keep them way back and Da Jump them later), be mindful that they can move quite far and gain extra range on their heavy phosphor blasters from a Tech-Priest Manipulus.

You’re short on CP, in my opinion, and can’t afford to spend CP on Warphead or the Badskull Banner. I think you’ve got too many KFFs as well, could swap the Big Mek with KFF for a Warboss with PK - if so the relic klaw may well be worth a CP.

The alternative play would be to plan to do your deepstriking turn 3 and in those first two turns completely destroy all screens, to enable you to tie up the Kastelans with the deep strike charge, but I feel like that amount of Kastelans will ruin your day if they shoot at full strength for more than one turn.


They can only doubleshoot in case they were still last round right? I was than thinking to go second, deploy more than 36" the jets and orks, let him shoot once and brace the storm, focus the screens with the jets and than try to outmaneuver with the planes and force him to move again so he cant shoot double. by T2 i should have orks+ Morka and Gorka in charge range. Even with wrath of mars that is 6 W on a gorkanaut. By than The game should be over.

I cant change the list, I´m winning basically every match with it, AD mech is the bane of its existence, otherwise, I´m game.


As Jidmah said above, they can both move and then double-shoot for the rest of the game with a 1CP stratagem (used at any time, as it instantly changes the Protocols)) but can then not change protocols for any reason - the double-shooting is also not tied to his movement phase as such. Once the Kastelans are in Protector Protocols they're unable to move, so that might be what you're thinking of, but that only applies to after the Protector protocols are in effect and not before. If they move they suffer -1 with their Heavy weapons, of course. Cawl + Wrath of Mars and potentially Elimination Volley for +1 to-hit (if your opponent has Kataphron Destroyers as well) will destroy whatever it points at, you don't weather that shooting phase - you're either out of LoS/range or you die. Wrath of Mars can only be used in the shooting phase by the way, it can't be used for overwatch.

This message was edited 1 time. Last update was at 2019/07/26 13:42:10


 
   
Made in ca
Longtime Dakkanaut




Is there a reason that more people don't take the KMB on their Big Mek? (Or even Meks w/ KMB).

Seems like a great investment. KFF, KMB Big Mek is 84 points now, but combined w/ Deathskullz, can turn go from just providing saves to killing tanks.

Seems to be pretty rare, though. Is it not worth the points?
   
Made in gb
Fully-charged Electropriest






tulun wrote:
Is there a reason that more people don't take the KMB on their Big Mek? (Or even Meks w/ KMB).

Seems like a great investment. KFF, KMB Big Mek is 84 points now, but combined w/ Deathskullz, can turn go from just providing saves to killing tanks.

Seems to be pretty rare, though. Is it not worth the points?


Nothing wrong with a KFF KMB Big Mek if you’ve the points for it, I would say. I wouldn’t take anything out of a list for it, but would take it if I had points spare.
   
Made in se
Rogue Grot Kannon Gunna






Spoiler:
xlDuke wrote:
 Emicrania wrote:
xlDuke wrote:
Focus those Kastelans down ASAP, you can’t win a game against that list unless you greatly reduce the threat from them in the first two turns. SSAG, Wazbom and Smashas should do good work against them but don’t hesitate to use the Dakkajets against them as well. If you can clear all the screens turn 1 to charge the Kastelans turn 2 that’s perfect, but it shouldn’t be easy to do if Ad Mech has deployed well. Once the Kastelan threat is reduced you can just bully the rest of the list with your walkers, fliers and boyz.

If you go second you need your flyers and boyz out of range of the Kastelans (can keep them way back and Da Jump them later), be mindful that they can move quite far and gain extra range on their heavy phosphor blasters from a Tech-Priest Manipulus.

You’re short on CP, in my opinion, and can’t afford to spend CP on Warphead or the Badskull Banner. I think you’ve got too many KFFs as well, could swap the Big Mek with KFF for a Warboss with PK - if so the relic klaw may well be worth a CP.

The alternative play would be to plan to do your deepstriking turn 3 and in those first two turns completely destroy all screens, to enable you to tie up the Kastelans with the deep strike charge, but I feel like that amount of Kastelans will ruin your day if they shoot at full strength for more than one turn.


They can only doubleshoot in case they were still last round right? I was than thinking to go second, deploy more than 36" the jets and orks, let him shoot once and brace the storm, focus the screens with the jets and than try to outmaneuver with the planes and force him to move again so he cant shoot double. by T2 i should have orks+ Morka and Gorka in charge range. Even with wrath of mars that is 6 W on a gorkanaut. By than The game should be over.

I cant change the list, I´m winning basically every match with it, AD mech is the bane of its existence, otherwise, I´m game.


As Jidmah said above, they can both move and then double-shoot for the rest of the game with a 1CP stratagem (used at any time, as it instantly changes the Protocols)) but can then not change protocols for any reason - the double-shooting is also not tied to his movement phase as such. Once the Kastelans are in Protector Protocols they're unable to move, so that might be what you're thinking of, but that only applies to after the Protector protocols are in effect and not before. If they move they suffer -1 with their Heavy weapons, of course. Cawl + Wrath of Mars and potentially Elimination Volley for +1 to-hit (if your opponent has Kataphron Destroyers as well) will destroy whatever it points at, you don't weather that shooting phase - you're either out of LoS/range or you die. Wrath of Mars can only be used in the shooting phase by the way, it can't be used for overwatch.



Wat?? If he starts, he's gonna use +1 Invu, than he cannot change canticles until T2 right? Or??

This message was edited 1 time. Last update was at 2019/07/27 11:59:49


 
   
Made in gb
Fully-charged Electropriest






This is the rule for the Kastelan battle protocols:

Spoiler:
Battle Protocols: When this unit is set up, the Aegis Protocol (see below) is in effect. You can attempt to change the unit’s battle protocol at the start of each of your Movement phases if there is a friendly <FORGE WORLD> Cybernetica Datasmith within 6". To do so, roll a D6; on a 2+ the attempt is successful and you can select any one of the three battle protocols to take effect from the start of the next battle round. Otherwise, the attempt fails and the unit’s current protocol remains in effect.
Aegis Protocol: Whilst this battle protocol is in effect, you can add 1 to any armour and invulnerable saving throws you make for models in the unit.
Conqueror Protocol: Whilst this battle protocol is in effect, this unit cannot shoot, but it can fight twice in each Fight phase instead of only once.
Protector Protocol: Whilst this battle protocol is in effect, this unit cannot move or charge, but you can double the number of shots it makes with each of its ranged weapons – i.e., the heavy phosphor blaster’s Type becomes Heavy 6 and the incendine combustor’s Type becomes Heavy 2D6.


So they start the game with +1 to saving throws and can change at the start of the movement phase, which doesn’t come into effect until the beginning of the next battle round. However there’s a 1CP stratagem that can be used at the end of any phase to instantly change the protocols. So if he goes second he can get the benefit of +1 to saving throws during your turn and then in his turn instantly change to firing twice Protector Protocols to get the best of both worlds.
   
Made in se
Rogue Grot Kannon Gunna






How broke is that?

So I need to deploy out of sight or more than 44"? 36+8" move

This message was edited 1 time. Last update was at 2019/07/27 13:40:34


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





Nebraska, USA

Their issue is they are stuck there forever if they do the stratagem as it permalocks their protocols.
It kinda comes down to terrain at that point. If you play on an open field which a LOT of 40k players are really bad at doing accidentally, those robots will butcher just about anything.

If you can manage to charge them with literally anything, theyre stuck. 3 S6 AP- attacks hitting on 4s for 120ish points a model is pretty bad and their invul is shooting only.
Though the rate of fire....kinda makes that hard unless youre T7 or around a wall so they cant overwatch.

Due to the reflective invul save thing probably the only shooting that would work at all is tankbustas. Course that has its own problems

I wouldnt say theyre broken...but i would say they probably are the hardest ork counter in the game.

This message was edited 1 time. Last update was at 2019/07/27 14:26:28


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
Fully-charged Electropriest






 Emicrania wrote:
How broke is that?

So I need to deploy out of sight or more than 44"? 36+8" move


Potentially +6” range on their weapons as well, if there’s a Tech-Priest Manipulus nearby using their Bolster Weapons Ability
   
Made in se
Rogue Grot Kannon Gunna






 Vineheart01 wrote:
Their issue is they are stuck there forever if they do the stratagem as it permalocks their protocols.
It kinda comes down to terrain at that point. If you play on an open field which a LOT of 40k players are really bad at doing accidentally, those robots will butcher just about anything.

If you can manage to charge them with literally anything, theyre stuck. 3 S6 AP- attacks hitting on 4s for 120ish points a model is pretty bad and their invul is shooting only.
Though the rate of fire....kinda makes that hard unless youre T7 or around a wall so they cant overwatch.

Due to the reflective invul save thing probably the only shooting that would work at all is tankbustas. Course that has its own problems

I wouldnt say theyre broken...but i would say they probably are the hardest ork counter in the game.


Yeah, my problem is hiding the planes thought, after that I think ill jump everything T2. Just got to survive 2 rounds of shooting...


Automatically Appended Next Post:
xlDuke wrote:
 Emicrania wrote:
How broke is that?

So I need to deploy out of sight or more than 44"? 36+8" move


Potentially +6” range on their weapons as well, if there’s a Tech-Priest Manipulus nearby using their Bolster Weapons Ability



Ok that is f...ed.....

This message was edited 1 time. Last update was at 2019/07/27 16:19:05


 
   
Made in us
Roarin' Runtherd




tulun wrote:
Is there a reason that more people don't take the KMB on their Big Mek? (Or even Meks w/ KMB).

Seems like a great investment. KFF, KMB Big Mek is 84 points now, but combined w/ Deathskullz, can turn go from just providing saves to killing tanks.

Seems to be pretty rare, though. Is it not worth the points?


My draw back to spending the points is that I generally want a big mek with a kff hiding in the deployment zone. Having a decent gun on him encourages me to push him forward to try and use it. He then gets himself killed. Or my opponent then views him as more of a threat, and generally I don't want him shot at as with 4 wounds, and T4, he is not as durable as I would like.
Still though if you are playing deathskullz and you have the basics covered you might as well give him a good gun.

I tend to play freebooterz or evil sunz so previously I hadn't given the matter much thought.

This message was edited 1 time. Last update was at 2019/07/28 04:44:28


 
   
Made in ch
The Dread Evil Lord Varlak





So fw has the grottank bundle up, and I might restart my orkz at some point.

Are Grot tanks decent enough or just nice to look at?

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in au
Ork Boy Hangin' off a Trukk





Not Online!!! wrote:
So fw has the grottank bundle up, and I might restart my orkz at some point.

Are Grot tanks decent enough or just nice to look at?


I've played them a fair bit in more casual games, they're fun but have so many issues. A lot of them are shared with killa kans. Bad morale, no stratagems or kultur, out performed by a lot of other units. I think the grot mega tank is a bit better but its the same story at the end of the day.
I think if you did the numbers you're probably better off running a megatrakk scrapjet or mek gunz depending on what you wanted to use them for.

Grot tanks, the grot mega tank, and killa kans are my favourite models fluff wise and aesthetically. I would encourage getting them purely for the hobby aspect and for fluff games. I would discourage for even semi-competitive.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The lack of kulture alone pretty much screws them over.
Like Killakanz, theyre just way overpriced for what they do. If htey had kultures, they'd be significantly better.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ch
The Dread Evil Lord Varlak





 Quackzo wrote:
Not Online!!! wrote:
So fw has the grottank bundle up, and I might restart my orkz at some point.

Are Grot tanks decent enough or just nice to look at?


I've played them a fair bit in more casual games, they're fun but have so many issues. A lot of them are shared with killa kans. Bad morale, no stratagems or kultur, out performed by a lot of other units. I think the grot mega tank is a bit better but its the same story at the end of the day.
I think if you did the numbers you're probably better off running a megatrakk scrapjet or mek gunz depending on what you wanted to use them for.

Grot tanks, the grot mega tank, and killa kans are my favourite models fluff wise and aesthetically. I would encourage getting them purely for the hobby aspect and for fluff games. I would discourage for even semi-competitive.


Feels bad, i always had them on my Radar for a shooty mostly tank based Ork army.
Never could Justify them, either price unbundeled or rulewise so meh it just annoys to field them.

Also same is true for the killakanz, great models, really a waste of fielding them.

Guess I'll wait another cycle

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Killa Kanz and Grot Tanks might be alright in a Dread Waagh Snakebitez Detachment. I'm not 100%, but I feel like the Kanz *should* be able to use Kustom Ammo (though it's iffy because of the Gretchin keyword), but the big part is the auto-pass morale with Surly as a Squiggoth. Probably not optimal as far as competitiveness, but it could make them passable in semi-competitive and casual. Put the Trait on a Biker Mek or Index Mek with KFF for best results.
   
Made in gb
Fully-charged Electropriest






 flandarz wrote:
Killa Kanz and Grot Tanks might be alright in a Dread Waagh Snakebitez Detachment. I'm not 100%, but I feel like the Kanz *should* be able to use Kustom Ammo (though it's iffy because of the Gretchin keyword), but the big part is the auto-pass morale with Surly as a Squiggoth. Probably not optimal as far as competitiveness, but it could make them passable in semi-competitive and casual. Put the Trait on a Biker Mek or Index Mek with KFF for best results.


You're right about the Kanz being able to use Kustom Ammo, there was an FAQ to allow them access to that single stratagem despite the rule in the codex that says they can't have any stratagems used on them.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah kanz can use kustom ammo but...why?
Its only at best 6 rokkits w/o any reroll shenanigans. Significantly better to throw that on a mork or gork if you didnt already throw it on the SSAG
Plus, the kanz still cant benefit from More Dakka and that adds a lot more to the punch.

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

As I said, it probably ain't competitive, but it should work fine in semi-comp or casual. Though, if you go with Grotzookas, you could get another 12 shots with those. Or 18 Big Shoota shots, but those ain't the best.

Mostly, this is a thought experiment on how to get the most out of your GRETCHIN units, not a discussion on their viability in the competitive scene.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






So, fitting this argument perfectly, I had a game yesterday

I was running the list I posted earlier, trying out my new Morkanaut.
Spoiler:
(everything is Deff Skulls)
Warphead (Da Jump, Warpath)
Killa Klaw Biker Boss, skorcha
3x 10 gretchin

KFF mek with KMB
KFF mek with KMB
Waaagh! Banner
30 shoota boyz with 4 (kombi-)rokkits and PK
10 Shoota boyz with 2 (kombi-)rokkits and PK
30 choppa boyz with PK

(Dread Waaagh!)
SSAG
Morkanaut
2x Deff Dreads 2x KMB 2x Klaw each
6x Kanz with Rokkits

My opponent was primaris Dark Angels, with tons of those infiltrators, denying me any chance of assaulting from deep strike, thus I simply deployed everything and saved myself the tellyporta CP.
Otherwise he had two dreads, a redemptor, Azrael, lieutenants, intercessors, helblasters, eliminators and a dev squad with missiles.

Missions was CA2018 "Cut of the Head" - only 3 characters of each side can score the objective in the middle, plus they generate VP by simply being alive beyond turn 3.
I picked the two KFF meks and the warboss for this.

I win the roll-off, pick the wedge deployment and deploy everything (see picture). He then deploys and goes first (common way to deploy for CA2018).

Turn One
His helblasters form the dark age take 9 wounds of the naut, degrading it, the snipers try to off the SSAG but get grot shield instead, random shots at the shoota boyz, Gretchin fail moral hard and are wiped out. Godlike KFF saves on my side.

Everything moves forward, I mob up the shoota boyz and jump them to the single corner outside of the infiltrator protection, throw Moar Dakka on them and rokkits take 3 wounds off the redemptor, shootas kill some intercessors. I learned last game that infiltrators suck at shooting, so no matter how annoying they are, kill intercessors first.
SSAG rolls terrible, but still deals 5 damage to the redemptor. Morkanaut moves forwards slowly and blows away one of the dreads with 18 damage. Kanz shoot to kill four helblasters, shoot again but fail do do anything.
KMBs take some more wounds off the redemptor, but it survives at 3. I try to charge it, and it kills 7 boyz on overwatch, then I fail the charge. Naut goes ramming speed on the infitrators in the center and manages to pile into the helblasters, turning them off. It kills three infiltrators.

Turn Two
Everything falls back, he finishes off the naut, destroys one dread(explodes for little effect), damages the other and deals 20 casualties (including moral) to the shoota mob. Two units of interceptors drop behind the kanz and kill the KFF mek protecting them, but deal only one damage to the warboss. Snipers kill more gretchin, using up my last CP. Devs and intercessors destroy one and a half kan.

Warboss, a unit of gretchin, the weird boy and the choppa boyz go back to kill the interceptors. Some KMB shots finish off the redemptor, shoota boyz (still packing 6 rokkits, 2 PK and a tankbusta bomb) get the hell out of there by charging the intercessors to get out of sight and into cover. Kanz kill two more helblasters. Yep, no 'ere we go. Deff dread charges the remaining two infiltrators and kills one. Weird boy casts warpath on the boyz, which then charge and massacre one unit of intercessors. The warboss wipes out the other unit after the gretchin drew their overwatch.

Turn Three
Dark Angels move to decimate the shoota boyz, which are actually rokkit boyz at this point since more rokkits than shoota remain in the squad. Snipers deal 3 damage to SSAG, helblasters fall back and shoot with a stratagem, killing my last dread, one more kan gets killed by bolters and flamers. The game is fairly balanced so far, both sides have suffered heavy losses, with most of the big stuff gone.

Shoota boyz move back towards a sergeant, Azrael and the single surviving infiltrator. Warboss advances for a 20" move across the board and gets warpath. Kanz move forward within 5" of some intercessors. Choppa boyz jump into the rear of the DA army, just barely within charge range of Azrael (10" charge required) because of infiltrators. Shoota boyz shoot rokkilt at the sergeant, it survives, the one shoota throws a tank-busta grenade at him and he dies in an explosion. Big Mek with KMB moves onto the objective and misses his shot, SSAG fails to damage anything.
The warboss makes his 11" charge and stomps a whole unit of intercessors flat into the ground. Boyz charge the single infiltrator and Azrael, the two boss nobz PK him to death in a string of lucky rolls (6 hits, 5 wounds, 3 unsaved, 8 damage), five boyz kill the infiltrator. Kanz fail their 5" charge... yep, no 'ere we go.
With two scoring character dead and me holding the objective, I pull ahead 5:2 (First kill, warlord, two characters alive, objective).

Turn Four
The tripple flamer dread flames and then tries to charge the rokkit boyz and then gets destroyed in overwatch. The explosion kills enough boyz to make them fail morale and disappear. Intercessors, infiltrators and devs try to kill the warboss and get him down to 1 wounds. They charge him to finish him off. Snipers miss the SSAG completely.

Slugga boyz move up, weirdboy jumps himself next to the snipers and kills one with smite to make room to stand there. SSAG deletes the other two before that can happen. Kanz finally manage to charge and wipe the last unit of intercessors. Gretchin and KFF mek still sitting on the objective.
The Dark Angels player concedes because he has no chance to score enough to win the game anymore. Game ends 8:3 VP.

Lessons learned:
- I hate primaris infiltrators. They aren't good at anything, but they still mess up my strategy - 10 are enough to completely deny any tellyporta or jump charges. It still feels like they are making the marine players lose the game because they are spending so many points on them.
- Morkanaut should not start on the board. Even outside of 12" it would have had more chance of doing something if the helblasters would't have had range on him.
- Don't charge redemptors with boyz. Holy crap, so many shots.
- Kanz... didn't suck? That's mostly thanks to all the anti-tank being busy killing dreads and the naut though. I still lost two just from intercessors and infiltrators shooting fancy bolters, and was lucky enough not fail morale. Still, no kulture or 'ere we go really make them feel like second-rate models. Spending those 300 points on koptas, buggies, a naut or deff dreads would probably yield better results.
- KMB on deff skulls big meks are definitely worth their points. The helped tremendously thinning out enemy anti-tank and were decent at killing primaris, too.
- SSAG did nothing worth noting this game.
[Thumb - orksesmall.jpg]
My deployment


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





Nebraska, USA

Thats the SSAG for ya, its shokkingly random but its high point w/ the 2D6 shots and warlord trait is common enough to still bother using him. I just had a game where he killed almost 600pts of Sisters on his freaking own (even killed Celestine's second life in overwatch lol)

Im surprised you arent complaining about the Mork nuking itself every turn as deathskullz. Between its 3D3+1 KMB shots and DDD on those shots i almost always roll multiple 1s and thank Gork and Mork i run it bad moonz every time lol.

Sounded like a fun match. I love the ones that are pretty close that long. Too many games are decided by the end of turn2 these days.

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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