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Made in de
Fresh-Faced New User




Thanks for all the tips I will try and get some games in with your recommendations in mind, still have to learn the new rules again.
I still have lots of Gorkamorka orks which I want to use, I guess have to rebase them as they still have the small Gorkamorka bases, where can I find out which base sizes are needed? I just had a quick look at the rulebook and couldn't find anything.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

There are no rules on base size, but some players may give you a hard time about it.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Yeah, the only rule concerning base sizes (or rather guide-line, as its not even a rule to begin with) is to use whatever base the model came with.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 flandarz wrote:
There are no rules on base size, but some players may give you a hard time about it.


The only guy who ever tried that with me got a stern look and then shut up

The theoretical advantage of having smaller bases disappears in the face of a marine army deleting 60+ boyz per turn with no sweat.

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





Nebraska, USA

Yeah i had 1 guy give me crap for not resizing my ork boyz and i just told him to zog off.
For one, most of them have slits, so getting them off the base isnt exactly easy.
For another, rebasing well over 200 boyz is NOT CHEAP

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

I totally agree that it's silly to argue over base sizes. That said, there are a few tournaments that have rules about it and if you are going to one of those you can always use extenders like these.
https://www.kelz0r.dk/magic/baser-tabletop-adapters-25mmtil32mm1-p-116570.html

(Obviously these won't work with the small gorkamorka bases)
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

If a TO wants to enforce the base size rules, thats up to them.
But it has been told by GW several times that it is optional to upsize a base. So im not doing it, ever, thats way too much work/monies

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

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





New Zealand

Amorphium wrote:
...I still have lots of Gorkamorka orks which I want to use, I guess have to rebase them as they still have the small Gorkamorka bases...


Those teeny tiny oval bases https://www.sprubitz.co.uk/20mm-oval-base-games-workshop-black-bases-2507-p.asp ? A pedantic rules lawyer might have a point that these were never part of 40K, only Gorka Morka.

But I agree with others that they give you pretty much no rules advantage, and they fall over so often that they're just a pain, and they look weird enough that you'll get Cruel Sarcastic comments. Personally I'd rebase them, even though most Gorka Morka boyz are so puny that they'll look a bit lost on a 32mm base :(
   
Made in hu
Fresh-Faced New User




Hi all

A problem I’ve encountered over the past few months is if I go second and opponent sets up with basically three lines (starting from the back of the table):
1) some long range shooters or screening out units
2) general troops
3) some quicker or tougher units.

The opponent moves the middle units up to the edge of the deployment zone and the quicker/tougher units up about 5inches in front.

How do we get around this issue as Da Jump is basically nullified as well as deep striking boys as they are so far away from where they need to be.

Yes we can do our best to blast the front units in turn one and two with Lootas, Mek Gunz, Dakka Jets etc but a saavy player will always find a way to keep a model or unit in the way of deep striking and Da Jump.

Hammer and anvil causes the most issues as it is so narrow and easy to screen out.
   
Made in de
Fresh-Faced New User




 Clang wrote:
Amorphium wrote:
...I still have lots of Gorkamorka orks which I want to use, I guess have to rebase them as they still have the small Gorkamorka bases...


Those teeny tiny oval bases https://www.sprubitz.co.uk/20mm-oval-base-games-workshop-black-bases-2507-p.asp ? A pedantic rules lawyer might have a point that these were never part of 40K, only Gorka Morka.

But I agree with others that they give you pretty much no rules advantage, and they fall over so often that they're just a pain, and they look weird enough that you'll get Cruel Sarcastic comments. Personally I'd rebase them, even though most Gorka Morka boyz are so puny that they'll look a bit lost on a 32mm base :(


Yeah those, to be extra pedantic I would reply that GW usually only talks about 'citadel' miniatures, not 40k ones
Thanks again everyone, the Waagh will start next week and I'm stoked!

This message was edited 1 time. Last update was at 2019/10/26 21:41:18


 
   
Made in ca
Longtime Dakkanaut




Quick question (since y'all have probably encountered it).

For something like Da-souped up, for the command re-roll, am I allowed to reroll the whole STR test or # of shots? Or is it literally only a single die?

FAQ seemed a bit confusing to me when multiple die were thrown together as a single check of something (like it done for Psychic tests...)
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

If something says "Reroll the roll" you reroll both dice.

'Ere We Go used to be that way-you'd have to reroll BOTH charge dice, even if one was a 6.

If it says to reroll a single die (stupid GW and using dice as singular) then you reroll one die, NOT the entire roll.

This message was edited 1 time. Last update was at 2019/10/27 04:42:25


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




Alright so it sounds like you just reroll one of the two dice in those cases
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

FAQ is there for stuff like "You may reroll the charge distance" but it doesnt specify number of dice like 'Ere We Go does.

The stratagem to reroll is reroll a singular die. Since its specifically telling you ONE die, you only reroll one die even in a pairing roll like 2D6 Strength/Shots

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
Longtime Dakkanaut




Ended up having a match vs a 1501 point Biel-tan (he was messing around a bit) Eldar w/ Maelstrom. He conceded turn 4 after I was up 5 to 3 with a lot of board supremacy.

His list roughly included: 2 squads of Pathfinders, 1 squad of Striking scorpions, 1 squad of Banshees, 1 squad of Fire Dragons, a wave serpent, a Crimson Exarch (upgraded to bs 2+), the Avatar, Karandras, a couple of warlocks, a Guardian Squad, and a Farseer on Jetbike.

My list:

Spoiler:
++ Battalion Detachment +5CP (Orks) [47 PL, 950pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek (Index) [5 PL, 84pts]: Kustom Force Field, Kustom Mega-blasta

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Big Killa Boss, Da Souped-up Shokka, Shokk Attack Gun, Warlord

+ Troops +

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

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

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

+ Elites +

Mek [2 PL, 31pts]: Choppa, Kustom Mega-blasta (Index)

+ Fast Attack +

Deff Kopta [2 PL, 39pts]
. DeffKopta: Bigbomm (Index), Kustom Mega-blasta

Deff Kopta [2 PL, 39pts]
. DeffKopta: Bigbomm (Index), Kustom Mega-blasta

Megatrakk Scrapjet [5 PL, 110pts]
. Megatrakk Scrapjet: 2x Twin Big Shoota

+ Heavy Support +

Deff Dread [11 PL, 208pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Kustom Mega-blasta
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Kustom Mega-blasta

Mek Gunz [4 PL, 76pts]
. Gun: Traktor Kannon
. Gun: Smasha Gun

Mek Gunz [2 PL, 45pts]
. Gun: Traktor Kannon

+ Flyer +

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

++ Battalion Detachment +5CP (Orks) [25 PL, 551pts, -1CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

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

+ HQ +

Warboss on Warbike (index) [5 PL, 116pts]: Attack Squig, Da Killa Klaw, Kombi-Skorcha, Power Klaw

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

+ Troops +

Boyz [11 PL, 251pts]: 3x Tankbusta Bombs
. Boss Nob: Big Choppa, Choppa
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 7x Ork Boy W/ Shoota
. 19x Ork Boy W/ Slugga & Choppa

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

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

+ Heavy Support +

Mek Gunz [4 PL, 62pts]
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Total: [72 PL, 1,501pts, -2CP] ++


Roughly how it went.

He got first turn.

Turn 1: He moved up with his army. There was some forests in the middle blocking line of sight through it, other than with flyers. He aggressively moved his CHE forward, along with his wave serpent, to take out my traktor kannons. He failed to kill both with some bad damage rolls. Some grots died.

On my turn, I killed both the CHE and Wave Serpent with my mek guns and SSAG (My traktor kannons ironically failed to wound both times). My dakkajet moved forward and blew out his fire dragons, and I Jumped my boys to the back to harass his line. They killed a warlock. My buggy moved into position and shot down a few units. Grots moved forward and killed a few guardians. My biker boss also attempted to fight the avatar. He attacked and failed to do ANY damage. Avatar ate his face. I used my stratgem to fight again, and he did 4 wounds.

Turn 2: His striking scorpions appeared and absolutely DESTROYED my boy squad on the charge. It was insane. Avatar failed to his my Dakkajet w/ his Meltagun. Banshees charge forward and start making trouble in my line, attacking my weird boy and Shokk attack mek. Kill the weird boy, SSAG doesn't even get hurt.

On my turn, my Deff Dreads showed up in position to do some krumpin' on karandras, the Avatar, and any remaining scorpions in that area. I blow out most of the scorpions with my shooting. Deff Dread 1 charges Karandras, Avatar heroically intervenes (he was outside of 12" so I couldn't declare him a charge... although I used ramming speed). 2nd isn't in range and charges pathfinders. Deff Dread doesn't do much to Karandras and gets smashed. Shokk mek retreats. I tie up the banshees with some grots and a close by Mek gun so they can't tie up my SSAG. Grots heroically kill 1 banshee, hitting on 6s and wounding on 5s.

Turn 3: Avatar charges and destroys 2nd deff dread. He takes the middle.
I respond by retreating out of combat, wiping out the banshees. I blow up the avatar in glorious fashion.


Overall impressions:

First time trying Dakkajets and Buggy. Both are crazy good if they stick around 3 turns. Dakkajet hitting on 4s is just insane.

Screens are super important. I shouldn't have let my HQ be so vulnerable to a countercharge.

Deff Dreads are fun but are probably a bit underwhelming (although I may have just piloted them poorly).

As a player coming from 3rd/4th edition, I overestimate my Warbosses ability to krump. I think he needs psychic power boosting to be more reliable. Characters like the Avatar seem awkward to krump without certain kind of units (either shoot them, or you need specific things like a large squad of Nobs).
   
Made in no
Rogue Grot Kannon Gunna






Just came back from a major ITC. Worst placing this year. 2 wins, 3 lost. The sky is falling, marines sucks. Eldar and drukhari are the only option. Or 3 discolord.
Thanks GW. The game sucks.
   
Made in gb
Longtime Dakkanaut






Hogiebear wrote:
Hi all

A problem I’ve encountered over the past few months is if I go second and opponent sets up with basically three lines (starting from the back of the table):
1) some long range shooters or screening out units
2) general troops
3) some quicker or tougher units.

The opponent moves the middle units up to the edge of the deployment zone and the quicker/tougher units up about 5inches in front.

How do we get around this issue as Da Jump is basically nullified as well as deep striking boys as they are so far away from where they need to be.

Yes we can do our best to blast the front units in turn one and two with Lootas, Mek Gunz, Dakka Jets etc but a saavy player will always find a way to keep a model or unit in the way of deep striking and Da Jump.

Hammer and anvil causes the most issues as it is so narrow and easy to screen out.


My recommendations:

1: Don't rely exclusively on Da Jump. keep it as an option but make plans for not needing to use it. If you can't move closer with da jump, they are generally close enough - just go for the charge and get some more distance.

2: Have some long-range stuff of your own. Eye up a position behind him which may be plugged by a single unit - meaning if you clear it, turn 2 you can jump into that space - and focus on that location to clear the space. Sometimes, players will set up with the plan of blocking, then forget to plug the holes. The stuff at the back probably has heavy weapons, too, so doesn't want to move.

3: Don't forget, Da Jump doesn't have to get you behind them. If he's lines up some thunderhammer/powerfist units to krump your vehicles, sling a line of Shootaboys across between the two. it's deployable screens as much as the standard "get behind and disrupt them!".

4: Deny him targets! The enemy might line up some perfect anti-horde firepower with your boys. Line the boys up, put dreads behind, let him deploy his anti-troop firepower in that "perfect spot", then turn 1 jump the Boys out of the way and leave the anti-chaff guns facing a wall of steel. Jumping sideways can be as useful as jumping forwards - it's not all about getting closer to the enemy, it's about getting further from the enemy which can kill you too! Pick your targets!



On another note, I'm contemplating running a biker-heavy list in my next game. I'm planning on playing the shooting game, so not fussed about having the deffkilla to let me advance and charge. I'm thinking bad moons for the rerolling 1's; with 6 shots per bike, that's effectively an extra shot each.

I know bikers are "sub par", so I need some stuff to support them for the game. My thoughts are:
Wazbom Blastajet; I'm making one at the moment, thinking a mobile KFF and some anti-tank guns will be very useful
Dakkajet - lots of firepower and fast, 360° firing arc will make them better than last edition!
Shootaboys and Weirdboys - jump onto objectives, massed dakka to use the badmoons abilities.
Lootas in supporting fire - again, badmoons works better with more dakka!

Haven't made a list as yet but the core will be 3 large units of bikers (I need to count them to be sure how many I have!), with other units filling in to make the points & battalion requirements.


With the badmoons trait, and the way you can never roll below 1, does this mean that if shooting something at -2 to hit, we would hit on 6's thanks to dakkax3, and reroll 1s, 2s and 3s (all of which are reduced to 1's)?

If so badmoons get better the more invisible the target is!

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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 some bloke wrote:
Hogiebear wrote:
Hi all

A problem I’ve encountered over the past few months is if I go second and opponent sets up with basically three lines (starting from the back of the table):
1) some long range shooters or screening out units
2) general troops
3) some quicker or tougher units.

The opponent moves the middle units up to the edge of the deployment zone and the quicker/tougher units up about 5inches in front.

How do we get around this issue as Da Jump is basically nullified as well as deep striking boys as they are so far away from where they need to be.

Yes we can do our best to blast the front units in turn one and two with Lootas, Mek Gunz, Dakka Jets etc but a saavy player will always find a way to keep a model or unit in the way of deep striking and Da Jump.

Hammer and anvil causes the most issues as it is so narrow and easy to screen out.


My recommendations:

1: Don't rely exclusively on Da Jump. keep it as an option but make plans for not needing to use it. If you can't move closer with da jump, they are generally close enough - just go for the charge and get some more distance.

2: Have some long-range stuff of your own. Eye up a position behind him which may be plugged by a single unit - meaning if you clear it, turn 2 you can jump into that space - and focus on that location to clear the space. Sometimes, players will set up with the plan of blocking, then forget to plug the holes. The stuff at the back probably has heavy weapons, too, so doesn't want to move.

3: Don't forget, Da Jump doesn't have to get you behind them. If he's lines up some thunderhammer/powerfist units to krump your vehicles, sling a line of Shootaboys across between the two. it's deployable screens as much as the standard "get behind and disrupt them!".

4: Deny him targets! The enemy might line up some perfect anti-horde firepower with your boys. Line the boys up, put dreads behind, let him deploy his anti-troop firepower in that "perfect spot", then turn 1 jump the Boys out of the way and leave the anti-chaff guns facing a wall of steel. Jumping sideways can be as useful as jumping forwards - it's not all about getting closer to the enemy, it's about getting further from the enemy which can kill you too! Pick your targets!

Good advice.
I'd like to add that you always need to keep in mind that units of boyz are worth 210+ points, so don't trow them away.
If there are no good targets to jump to, simply don't. Keep your boyz in you backfield to block deep strikes and movement for better times. Most good anti-infantry guns can't reach into your deployment zone or at least do so with reduced efficiency (rapid fire).
As the games goes on, holes will open up, either because your opponent needs to move in order to score points or because units get killed.

On another note, I'm contemplating running a biker-heavy list in my next game. I'm planning on playing the shooting game, so not fussed about having the deffkilla to let me advance and charge. I'm thinking bad moons for the rerolling 1's; with 6 shots per bike, that's effectively an extra shot each.

I know bikers are "sub par", so I need some stuff to support them for the game. My thoughts are:
Wazbom Blastajet; I'm making one at the moment, thinking a mobile KFF and some anti-tank guns will be very useful
Dakkajet - lots of firepower and fast, 360° firing arc will make them better than last edition!
Shootaboys and Weirdboys - jump onto objectives, massed dakka to use the badmoons abilities.
Lootas in supporting fire - again, badmoons works better with more dakka!

Haven't made a list as yet but the core will be 3 large units of bikers (I need to count them to be sure how many I have!), with other units filling in to make the points & battalion requirements.


With the badmoons trait, and the way you can never roll below 1, does this mean that if shooting something at -2 to hit, we would hit on 6's thanks to dakkax3, and reroll 1s, 2s and 3s (all of which are reduced to 1's)?

If so badmoons get better the more invisible the target is!

I don't think more than one unit of bikers are worth fielding. They heavily rely on stratagems to be efficient, and you can only protect/buff one at a time. S5 shooting without AP isn't that impressive.

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





 Vineheart01 wrote:
Yeah i had 1 guy give me crap for not resizing my ork boyz and i just told him to zog off.
For one, most of them have slits, so getting them off the base isnt exactly easy.
For another, rebasing well over 200 boyz is NOT CHEAP


Somebody is going to give me headache I have simple solution. I play as if they had 32mm bases. Measure everything. Going to take ages but hey I ain't the one insisting on it.

2024 painted/bought: 109/109 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

If I remember correctly, rerolls happen before modifiers to the die, so you'd still only he rerolling "natural" 1s. But, looking at the Kultur trait, it just says "reroll hit rolls of 1", so it could go either way, I suppose.

If you want some Biker support, and your local meta still allows Index options, a Painboy on Bike and Biker Mek with KFF are good choices. As Jid said, however, 3 units of Bikes ain't ideal. I'd replace the other two with some Buggies. I'm a fan of the Snazzwagon, since it has a built in -1 to hit, and it has enough shots that it can benefit from Badmoonz as well.
   
Made in us
Longtime Dakkanaut




I love my warbikes, but yeah, don't waste your time with them in this edition unless its strictly a friendly game. 2 T5 wounds with a 4+ sounds durable until you remember that you basically won't get an armor save vs. most shooting and when you remember that last edition those warbikes were both cheaper and Jinxing for a 4+ cover save.

Plus, their shooting isn't that impressive to begin with. With Dakka and Rerolling 1s 6 shots on average is still less then 3 hits a turn. Add in the incredibly short range and its just not a good investment. If you can get in range of a target that means you are easily in double tap range for most armies the next turn and as mentioned, under fire, bikes melt.


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in fi
Locked in the Tower of Amareo





 flandarz wrote:
If I remember correctly, rerolls happen before modifiers to the die, so you'd still only he rerolling "natural" 1s. But, looking at the Kultur trait, it just says "reroll hit rolls of 1", so it could go either way, I suppose.


Correct. Rerolls are BEFORE modifier. That's why if reroll says "failed" rolls you can't reroll that 3 if you have BS3+ and are at -1 so no rerolling and you still miss.

So you roll, pick up what rerolls you do according to what you can do and then after rerolls you add -1. So no rerolling 1, 2 and 3 with -2 to hit. By the time modifier is applied you have already rerolled all your dices.

2024 painted/bought: 109/109 
   
Made in fr
Mekboy Hammerin' Somethin'






tneva82 wrote:
 Vineheart01 wrote:
Yeah i had 1 guy give me crap for not resizing my ork boyz and i just told him to zog off.
For one, most of them have slits, so getting them off the base isnt exactly easy.
For another, rebasing well over 200 boyz is NOT CHEAP


Somebody is going to give me headache I have simple solution. I play as if they had 32mm bases. Measure everything. Going to take ages but hey I ain't the one insisting on it.


I totally disagree with you. Rebasing boys (or putting those ugly ass adaptors like i do because i can't be bothered to rebase 120 boys, 20 TB and 28 lootas) is a duty. Because it changes everything about the space you have on the board. If you play matched play games / relatively comp games

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Longtime Dakkanaut






tneva82 wrote:
 flandarz wrote:
If I remember correctly, rerolls happen before modifiers to the die, so you'd still only he rerolling "natural" 1s. But, looking at the Kultur trait, it just says "reroll hit rolls of 1", so it could go either way, I suppose.


Correct. Rerolls are BEFORE modifier. That's why if reroll says "failed" rolls you can't reroll that 3 if you have BS3+ and are at -1 so no rerolling and you still miss.

So you roll, pick up what rerolls you do according to what you can do and then after rerolls you add -1. So no rerolling 1, 2 and 3 with -2 to hit. By the time modifier is applied you have already rerolled all your dices.


That's interesting, and feels very counter-intuitive. How can a roll be deemed to have failed before the modifiers are applied?

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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






addnid wrote:
tneva82 wrote:
 Vineheart01 wrote:
Yeah i had 1 guy give me crap for not resizing my ork boyz and i just told him to zog off.
For one, most of them have slits, so getting them off the base isnt exactly easy.
For another, rebasing well over 200 boyz is NOT CHEAP


Somebody is going to give me headache I have simple solution. I play as if they had 32mm bases. Measure everything. Going to take ages but hey I ain't the one insisting on it.


I totally disagree with you. Rebasing boys (or putting those ugly ass adaptors like i do because i can't be bothered to rebase 120 boys, 20 TB and 28 lootas) is a duty. Because it changes everything about the space you have on the board. If you play matched play games / relatively comp games


Those models are build with the bases they were supplied with, some of them almost two decades ago. Re-basing over a hundred models does not just cost a lot of money, it's also ton of work to paint and do the base decoration, plus any extra base decoration is lost when doing so. Last, but not least, you'll damage a bunch of your models when removing the bases. All for a perceived advantage that has no impact on the outcome of most games.

No one forces other armies to rebase their terminators, obliterators, havocs, metal dreads, greater daemons, avatars and whatnot. I see no reason why orks should be treated any different.

Nothing in any current rule set forces you to re-base them, and any TO enforcing such a rule should be boycotted.

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





Nebraska, USA

i imagine the old bases allow perhaps 1-2 more boyz to swing than normal.
Whooptiedoo...
And yeah i still see tons of termies on 28mm bases, because theyre just that old.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I have one squad of boyz on the new bases - it really doesn't matter at all. You are usually coming in from deep strike anyways, so you can't get all your boyz, if any, into combat, plus some boyz are busy arresting stuff.

The theoretical third row simply isn't happening unless you are charging into choke points - which you shouldn't.

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






 Vineheart01 wrote:

And yeah i still see tons of termies on 28mm bases, because theyre just that old.


I have a ton of terminators on 28mm bases.

It's only like, a dozen or so, but being metal, they weigh a ton!

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
Oozing Plague Marine Terminator





Boyz on 32s have a harder time disembarking from transports, even more so if theres terrain or a unit blocking the way.

The rebasing issue is one of the key reasons why I've shelved my Orks for the time being.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

realistically that should only be an issue for 20man boy squads.

Which isnt really a very good tactic right now anyway. When i put boyz in a wagon i put 2x10 so i can squeeze an extra rokkit, also forces my opponent to shoto them twice regardless of how much dakka they got when they pop out.
10 or 20, when shooting, makes 0 difference anyway. Except for "More Dakka' of course, but why the heck would ido that for boyz lol
The one time i had my wagon blow up and couldnt put both units out, i said the squad that took the 5 explosion casualties didnt get out. So i only lost 5 instead of 15. Thats happened to me once in several games, since usually my wagon isnt surrounded.

This message was edited 1 time. Last update was at 2019/10/28 18:57:12


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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