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Made in se
Rogue Grot Kannon Gunna






I honestly believe that was an oversight. We should mail he so they can Faq the Faq'ed faq.

See what I did there ?!
   
Made in au
Ork Boy Hangin' off a Trukk





Definitely email them, I'm making a list of questions right now. The codex itself is fine, it's just all the ork rules outside of the codex need some attention in my opinion.

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 nl
Dakka Veteran





Netherlands

 Jidmah wrote:
 Singleton Mosby wrote:
 Vineheart01 wrote:
Yeah the SAG roll changed awhile ago and i have been relishing in it.
Oh i rolled absolute crap on my strength....ok lets pop some marines or termies
Rolled S9+? Hello knight!


Why does this work only for the SAG and not for the SuperSAG? Is it because the SAG was mentioned explitely in the (beforelast) FAQ?


When you replace the SAG with the SSAG, it tell you to replace the profile with the one from Vigilus Defiant - which has not received any errata.


Thanks. That clears it up and makes it clear how to play them (for now).

This is a good reason to take multiple SAG's in a list (beside the SSAG).

This message was edited 1 time. Last update was at 2019/09/30 10:02:10


   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Well with the stompa my idea is maybe rock snakebite.

So assume 2+ heal d3 is always on (just cp it if not). That's d3 back a turn so average 2.

You have a KFF mek in there so it has a 5++.

Snakebite ignore wounds on a 6.

So assume it lasts 3 turns before dead (maybe optimistic)
ye gettin 6 back from repairs
46 wounds
of those snakebite is gonna save 8
so more like 54 wounds?

know its still overcosted trash but going for a theme army (i made a stompa years ago from scratch) so just thinking the most optimised

This message was edited 1 time. Last update was at 2019/09/30 10:12:37


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

To figure out how FNP helps, multiply total wounds by the reciprocal of the odds of FAILING the FNP.

In other words, a 6+ FNP has a 5/6 chance of failing. To find out how many effective wounds it adds, multiply by 6/5, or 1.2.

So that's 48 effective wounds without any repairing.
50.4 with one turn of repairs.
52.8 with two turns.
And just add 2.4 wounds for every extra repair you get.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Anybody have any opinion on Big Trakks?
I think my intense interest in vehicle focused orks is clouding my judgement. They seem like pretty good gun platforms.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Ork Boy Hangin' off a Trukk





 Vineheart01 wrote:
Anybody have any opinion on Big Trakks?
I think my intense interest in vehicle focused orks is clouding my judgement. They seem like pretty good gun platforms.


I ran them with supa-skorchas a lot before the codex. They're great but they're relatively expensive, the chassis is 20 points more than a battlewagon with an overall worse statline except for it's movement.

A few upsides: open topped is useful. Their chassis cost can be mitigated by slapping in as much dakka as possible. They're weirdly fast. Access to a lot of cool guns.

A few downsides: they attract attention and arent the sturdiest thing so you tend to want at least two. Depending on what you want to do with them, you'll probably find another Ork unit that can tick that box for cheaper. Eg dakkajet vs supa-skorcha.

I might try running them again with flashgitz or tank bustas.

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I feel like they might work well as a Burna Boy transport option, with Open-Topped. Can be about any Kultur, because of auto-hits, so it could get a 6++ with Deathskullz. Still, it IS expensive, and the meta is stacked against them in terms of survivability.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I decided to splurg and grab 2 of the new Kromlech tigerwagons and figured they'd be cool bigtrakk proxies. (expensive proxies but still a little cheaper than the official Bigtrakk w/ supa and looks way cooler imo)
They do seem a little pricy but 181pts for the supa kannon variant w/ 2 bigshootas doesnt sound too bad since its range and speed will help keep it out of trouble.

This message was edited 1 time. Last update was at 2019/10/02 01:05:48


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
I decided to splurg and grab 2 of the new Kromlech tigerwagons and figured they'd be cool bigtrakk proxies. (expensive proxies but still a little cheaper than the official Bigtrakk w/ supa and looks way cooler imo)
They do seem a little pricy but 181pts for the supa kannon variant w/ 2 bigshootas doesnt sound too bad since its range and speed will help keep it out of trouble.


If there is a Kultur that Blood Axes are actually useful for, its Big Trakks. It means that they get a 3+ save against most shooting that targets them since they don't need to be close to do damage like most Ork vehicles, and more importantly, they get to fall back and shoot, meaning that outside of the opponent wrapping the whole vehicle, tying them in CC with chaff doesn't do anything.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Valid points. Would be a way for me to sneak in Snikrot too since his only real issue is that kulture he's locked to isnt that useful.

Loss of Bad Moonz or Deathskullz reroll in shooting would suck but i think making them a less interesting target is a wise move.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut




How are orks fairing against new Space Marines?

I haven't played my orks since early spring, and man, I cannot think of how I would take on my own marines with a 50/50 chance of winning.

It seems like they'll just get mowed down, and any survivors would be krumped.

 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Probably the same way we'd take down old Marines, honestly. Bad Moonz Lootaz, Smashaz, SSAG, Gretchin, etc.
   
Made in us
Regular Dakkanaut




 flandarz wrote:
Probably the same way we'd take down old Marines, honestly. Bad Moonz Lootaz, Smashaz, SSAG, Gretchin, etc.


Bleh.

I play Snakebites or Evil Sons, depending on my mood.

 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, you asked. Hahaha! You could probably see some success with some Da Jumped Evil Sunz Choppa Boyz. They might be more durable and killy now, but they still got to respect 90+ attacks coming at them.
   
Made in au
Flashy Flashgitz






Heafstaag wrote:
How are orks fairing against new Space Marines?

I haven't played my orks since early spring, and man, I cannot think of how I would take on my own marines with a 50/50 chance of winning.

It seems like they'll just get mowed down, and any survivors would be krumped.
Play snakebites: Trukk/BWs filled with Nobz equipped with Big Choppa/Choppa. Don't get surrounded.
   
Made in fi
Locked in the Tower of Amareo





Heafstaag wrote:
 flandarz wrote:
Probably the same way we'd take down old Marines, honestly. Bad Moonz Lootaz, Smashaz, SSAG, Gretchin, etc.


Bleh.

I play Snakebites or Evil Sons, depending on my mood.


Going to be tough one. Ultramarines moving and shooting as if stationary means they will be moving away from you at ease with zero impact on firepower making non-DS hard to catch them with. Iron hands are particular bug bear though. Resilient to our shooting, rerolls by bucketload and added insult their overwatch hits like brick. Don't plan on charging repulsor. That thing overwatch over 10 boyz in average so your +1 attack goes right away. Besides being 10"+ charge from DS even for evil suns...(seriously how are you supposed to deal with 3 of those?). Even the leviathan drops some 5-6 easily. More if uses stratagem.

That leviathan eats lootas and tank bustas at will if he wants with damage 1 for those. Did orks have any flat high damage? d6 is bit unreliable as even with 6 that's 2 damage...bugger. Generally don't bother killing IH leviathan. If you can get unit of boyz charged into it so it can't fall back do that. Other than that just try to eat the casualties. Problem with charging without circling is that it's possible it has the ability to consolidiate any direction so if he can moves he moves OUT of combat in your turn so can shoot on his. Double check does he have this(warlord trait I think) before charging if you can't trap it.

Lootas might be more useful again as they one shot those primaris marines. Tank bustas could be good to hunt aggressors. Yeah not vehicles but flat 3 drops them and their bazillion shots(well 20 per model) in one go.

Alas shooty orks seems to be best way to deal with it. Slugging over open field is suicide and DS charges aren't that reliable tool anymore(12" pushbacks, overwatch casualties ramping up, more ways for them to disengage and shoot, fly tanks getting better etc etc).

This message was edited 1 time. Last update was at 2019/10/02 05:45:28


2024 painted/bought: 109/109 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

ManTube wrote:
 Latro_ wrote:
looking at it more unless missing something, the normal stompa is now better? no gaze but its like nearly 200pts cheaper! CC weapon is better, repair thing is better...

stomplist is so far:
Spoiler:
Supreme Command
Stompa 920
"deffkannon, supa-gatler, 3 big shootas, twin big
shoota, 5 supa-rokkits, skorcha, mega-choppa"
Big Mek, KFF 75
Weirdboy 62
Weirdboy 62

Batallion (Dreadmob)
Big Mek (Shokk Attack Gun) WL - Relic SAG 80
Big Mek (Shokk Attack Gun) 80
11 Grots 33
11 Grots 33
11 Grots 33
3 Killa Kans (3 RL, Klaws) 156
3 Killa Kans (3 RL, Klaws) 156
Morkanaught (KFF) 310


SC so the stompa gets cultures thinking bad moons for shooty or snakbite to keep him safer?


I'd probably run him badmoons for shooty. Stompa fires a lot of shots so you are going to get lots of mileage out of that re-roll ones. I'd also drop the kanz for a gorkanaut, better stratagem support and imo tougher and more dangerous. Kanz drop like flies, T5 5 wounds at 3+ save is pretty easy to chew through even with anti-infantry weapons. Also, I'm pretty sure morkanaut with kff is only 293 points, not 310.


=220+20+10+10+9+17+12+12

model, kff, twin shoota, twin shoota, KMB, KMZ, rokkit rokkit? 310

 
   
Made in us
Roarin' Runtherd




Ah, you are correct, I thought the KMZ was priced at 0 like the deffstorm mega shoota is, seeing as its a unique weapon to the morkanaut. Now I need to find another 17 points in my list..,
   
Made in ru
Fresh-Faced New User





Am going to participate in some local noob tournament (1000 pts matched play), notable thing is 4 of 11 currently registered players are orks. Wow, mycelium gone big here

Spoiler:
++ Battalion Detachment +5CP (Orks) [49 PL, 1,000pts] ++[/b]

Clan Kultur: Deathskulls

+ HQ +
Warboss (Attack Squig, Big Choppa, Kustom Shoota, Warlord)
Weirdboy

+ Troops +
Boyz x30 (20 slugga, 10 shoota, no PK)
Gretchin x10
Gretchin x10
Gretchin x10

+ Heavy Support +
Gorkanaut
Lootas x15


You probably have a question "what? big choppa?", but let me explain. I'm worried about jumping the only boys and leaving weirdboy alone in the field, so I was in need to find some points for another gretching squad, deleted biked boss and excess klaws.
The rest of plan is casual.
If I have to attack, I put boss into gnaut and tellyport it T2 after boys jumping T1. Well, better then footslogging.
If I have to hold the line, I spread the boys around and hold it.

What do you think, is it any viable? Or is it better to stop mucking about, drop the boss, drop 1 grot squad and enjoy biker PK boss?
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Oh snap, rolling 11 STR 11 shots on the SSAG makes a lot of damage. 18 damage (after saves) on a 4++/5+++ T8 Plagueburst Crawler in a single shooting phase. Then again, on the previous turn 13 Tankbustas, 3 Smashas and the SSAG managed a whopping 3 damage on another Crawler. Random game is random.

But yeah, for 80 points the SSAG is kinda auto take even if it usually whiffs spectacularly.

This message was edited 1 time. Last update was at 2019/10/03 12:05:38


7000+
3500
2000 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, 80 pts and 1 CP, but I agree. I've had games were he dealt 3 damage to a MEQ over the entire course of the game, and other games where he's destroyed everything he looks at. He's cheap enough that the risk that he'll do nothing is acceptable.
   
Made in au
Ork Boy Hangin' off a Trukk





Don't forget the ammo runt, he can eat a shot from the vindicare assassin and because a model died, the vindicare can't roll for extra mortal wounds. 4 points to buy an extra turn on your SSAG and you save grot shields for another unit (or turn).

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 fi
Locked in the Tower of Amareo





Well double shoot for vrndicare...

2024 painted/bought: 109/109 
   
Made in au
Ork Boy Hangin' off a Trukk





Double shoot for the vindicare MUST target a DIFFERENT character, so you're still good.

For an anecdote, I had this come up in a recent game where two big meks with SAG's got fired at by a vindicare with double shooting. I needed to save grot shields for my lootas and the vindicare ended up just killing two grot oilers for the price of 2cp. The next turn the vindicare shot I just got to use grot shields and and by sheer luck the second big mek didn't die from the damage.

This message was edited 2 times. Last update was at 2019/10/03 13:35:45


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 fi
Locked in the Tower of Amareo





Aaa ok never seen same character survive first shot so didn'" know that one

2024 painted/bought: 109/109 
   
Made in au
Ork Boy Hangin' off a Trukk





Yeah, I think vindicare is a potentially powerful choice against orks in that it can wipe out our characters easily, but you can most likely block LOS on most HQ's if you're facing one. The HQ's that are most likely in LOS are the Big Meks and Badrukk, who have access to ablative wound grots.
As previously mentioned if the above fails we can use grot shield IF they hit.
So it's still potentially a powerful counter, if we expose ourselves to them. I think if you play right it's the weakest assassin vs orks.

This message was edited 2 times. Last update was at 2019/10/03 13:44:03


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 fi
Locked in the Tower of Amareo





If you use grot screen there though bye bye lootas/tank bustas you might be having though.

This message was edited 1 time. Last update was at 2019/10/03 13:58:07


2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut






What's the best thing to chuck in a gorkamorkanaught in a tellyporta? CC or shooting?

Thinking 6 Tankbustas or flashgits, jumping out in a good linebreaking position and running into cover whilst the 'naught goes and kills something could be tactically advantageous. I hadn't thought of putting characters in there, I tend to think of small, disposable units in general (not that I'd put gits in that category!).
barebones CC nobs could do some damage if they tellyport in behind the chaff, for not too many points.

What do people put in their tellyporting 'nauts? (if anything!)

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I generally dont put squat in there. If i do its probably the random Mek because not like hes that valuable of a target to kill and can do some serious damage if his gun hits. Plus can fix the naut, since he has to sit around a turn hes bound to do 1 repair job before he or the naut dies (assuming the naut didnt get 1shotted by something)

Only actual unit ive ever put in there is 6 nobz. Nothing else feels strong enough at 6 to actually hurt something or is too expensive to bother. 6 nobz with dual choppas and 1-2 bigchoppas is pretty dang cheap for how many attacks they get.

Its clearly designed to have 3 MANz inside, given how it was originally advertised with a squad of the new plastic MANz in front of it. But of course in 8th 3 random PKs is not really that big of a threat. Unless you were planning to tellyport him near an objective for them to just park it on, total waste of time (since thats really all MANz do anyway these days)

This message was edited 1 time. Last update was at 2019/10/03 14:58:04


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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