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Made in ca
Longtime Dakkanaut




Just about to build a Gorkanaut and I'd like to give it a field test next time I play.

From what I can tell, the the best way to use one is to Tellyporta it and have it charge on turn 2.

Is it worth trying to maximize its shooting potential, or just regard it as a bonus?

There are a couple implications here.

1) You want to make it the same faction as your Dread Waaagh! (so Bad moons or Deathskulls), so it can fire twice. This means it won't be Evil Suns, and you are probably forced to use Ramming Speed (in theory, you want to do this *regardless* because missing that charge might cost you the game).

2) You don't really give a crap about maxing its shooting, its just bonus fluff for the inevitable charge. If you field Evil Suns, it might be better as one (bonus charge, can advance to keep up if it needs to later).

I assume it's also basically not realistic to field it on turn 1? Seems like an absolute prime target if you don't go first.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Personally the Evil Sunz deepstrike charge mentality is more for MANz than Gorks, since you kinda want to do Ramming Speed regardless for the mortal wounds and it is insanely hard to fail a 9" charge on 3D6 with reroll any number of dice.
That, or if you have multiple things tellyporting in, and thus wanna save the CP and/or fall victim to the once per phase preventing both units from Ramming Speeding the charge.

Its shooting is good but more of an afterthought. Same number of shots at same strength/ap/dmg as a dakkajet, but lacks the +1 to hit or mobility and is twice as expensive (yeah it has some bigshootas and rokkits too but that hardly justifies the 2x price in raw dakka alone). I'd probably use Kustom Ammo on it if i had nothing left for that strat, still had a few CP lying around, and i needed to clear troops out asap, but other than that i wouldnt bother.
Deathskulls would benefit it more than BadMoonz, but it has enough RoF to justify Bad Moonz too.

This message was edited 1 time. Last update was at 2019/10/28 19:15:55


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






 Vineheart01 wrote:
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.


I’m pretty sure you have to disembark all models before rolling to see if any are removed as casualties following the destruction of a transport.
   
Made in fi
Locked in the Tower of Amareo





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


Not according to gw. And difference is btw less than you think. Half a rank. And i rarely get all into combat anyway due to opponent being smart so end result would be same except i have less board control. So biggest effect will be game taking longer which suits orks just fine. So 32mm actually helps orks

But if somebody makes issue fine. I add 2.5mm spacing between models. Done. Your fault for not following offiaial rules making game slower.

Automatically Appended Next Post:
 Nightlord1987 wrote:
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.


Good thing then 20 mob transport(only where that really comes into issue) is trash anyway then.

This message was edited 2 times. Last update was at 2019/10/28 19:25:50


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




 Vineheart01 wrote:
Personally the Evil Sunz deepstrike charge mentality is more for MANz than Gorks, since you kinda want to do Ramming Speed regardless for the mortal wounds and it is insanely hard to fail a 9" charge on 3D6 with reroll any number of dice.
That, or if you have multiple things tellyporting in, and thus wanna save the CP and/or fall victim to the once per phase preventing both units from Ramming Speeding the charge.

Its shooting is good but more of an afterthought. Same number of shots at same strength/ap/dmg as a dakkajet, but lacks the +1 to hit or mobility and is twice as expensive (yeah it has some bigshootas and rokkits too but that hardly justifies the 2x price in raw dakka alone). I'd probably use Kustom Ammo on it if i had nothing left for that strat, still had a few CP lying around, and i needed to clear troops out asap, but other than that i wouldnt bother.
Deathskulls would benefit it more than BadMoonz, but it has enough RoF to justify Bad Moonz too.


Yeah, that was my impression as well -- Ramming Speed basically guarantees the charge without some trash rolling, and that mortal wound this is crazy powerful. If the Deffstorm was assault, I might see some argument for ES, but it's heavy, so no advance and shoot.

It is true, the Dakkajet is a lot more efficient for its points in terms of raw shooting (plus being able to get +1 BS is just too good for focus firing... last game I played, Dakkajet was the MVP). The shoot twice thing though, lets it output 36 str 6 ap -1 shots, and 24 str 5 ap 0 shots, as well as 2 rokkits -- that's actually not too bad

Deathskulls makes the thing better in CC too (re-roll to hit, wound, and damage if you use the crush mode) as well as gives it an invul save, which might swing a game if you're lucky. One thing to consider that Bad Moon gives you, though, is that your SSAG can use the Bad Moons stratagem, so both can fire twice in the same turn. But that's is just a busted amount of command points.

But yeah. 6 CP (Tellyporta, Ramming Speed, and Kustom Ammo) might simply be too CP expensive to be worth it.

As well, is the Mork really worth it comparatively? Seems like you want your anti-tank on other options, and I'd rather the stronger CC power. Doesn't seem to be all that good. Big KFF is nice I guess?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i think most ork players prefer the gork over the mork, but im the other way around. Could be because i play mono-badmoonz but i just like the heavy hitting guns it has, since i usually have plenty of anti-chaff.
Naut shooting does not degrade, its movement and melee does. Ive had my mork survive a round with 1-2 wounds and unleash a wrath of Kustom shots at who tried to kill him way too many times to count.
Plus, i like having ~3 KFFs around, so its another KFF.

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




 Vineheart01 wrote:
i think most ork players prefer the gork over the mork, but im the other way around. Could be because i play mono-badmoonz but i just like the heavy hitting guns it has, since i usually have plenty of anti-chaff.
Naut shooting does not degrade, its movement and melee does. Ive had my mork survive a round with 1-2 wounds and unleash a wrath of Kustom shots at who tried to kill him way too many times to count.
Plus, i like having ~3 KFFs around, so its another KFF.


Fair! Mork seems to *have* to be Bad Moons otherwise you're gonna melt your face off

I'll probably magnetize the model so I can try both out, as I'd like to just be able to mix it up for fun.
   
Made in au
Ork Boy Hangin' off a Trukk





Mork is mostly worth it when you already have a gorkanaut or two. Huge kff is great and it's kustom mega Zappa makes it a good target for kustom ammo. Adds to your target saturation too.
I could see an argument being made.for running 2-3 gorks and leaning into other units for the utility and ranged AT that the Mork provides.

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

Eh Mork can get away with Deathskullz too since hes a lot more lethal in his individual shots that DO hit thanks to the wound/damage reroll.
Yeah he gets zapped a few more times than as badmoonz, but not that many more times. Bad Moonz Mork i think i cause self damage once every other game, Death Skullz it happens 1-2 times every game for me, but he also tends to butcher whatever he hit more often.

Plus, really all thats going to be truly trying to threaten a gork/mork in melee probably has AP4+ weapons, so the 6++ helps there too. Most of what i encounter with my Mork in melee either lacks the strength to wound me very well but has AP3, or has the strenght but not the ap/damage.
Then theres thunderhammers....ouch...

This message was edited 2 times. Last update was at 2019/10/28 20:27:19


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




 Quackzo wrote:
Mork is mostly worth it when you already have a gorkanaut or two. Huge kff is great and it's kustom mega Zappa makes it a good target for kustom ammo. Adds to your target saturation too.
I could see an argument being made.for running 2-3 gorks and leaning into other units for the utility and ranged AT that the Mork provides.


2-3 Gorks PLUS a Mork? What the heck else you fielding? That's 900-1200 points.

But yeah, I wondered that too. Mork should deploy on the table turn 1. You need enough on the board to make them either regret focus firing your Mork, or force them to ignore it and make them pay.

Vineheart01 wrote:


Eh Mork can get away with Deathskullz too since hes a lot more lethal in his individual shots that DO hit thanks to the wound/damage reroll.
Yeah he gets zapped a few more times than as badmoonz, but not that many more times. Bad Moonz Mork i think i cause self damage once every other game, Death Skullz it happens 1-2 times every game for me, but he also tends to butcher whatever he hit more often.

Plus, really all thats going to be truly trying to threaten a gork/mork in melee probably has AP4+ weapons, so the 6++ helps there too. Most of what i encounter with my Mork in melee either lacks the strength to wound me very well but has AP3, or has the strenght but not the ap/damage.
Then theres thunderhammers....ouch...



I'm more of a fan of Deathskulls than Bad Moons anyway, so good note. I haven't played much with Lootas or Tankbustas just yet, which seem have to be Bad Moons because of the stratagem.

I'm still playing around trying to figure out the style I like most; I personally love the Dread models. I used to field Killa Kans back in 3rd/4th, but they were a lot better back then.

This message was edited 1 time. Last update was at 2019/10/28 21:59:32


 
   
Made in us
Longtime Dakkanaut




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


I have 210+ Boyz, 45+ Kommandos, 60-70 Stormboyz, 35ish Lootas, 20 Tankbustas, 30 Nobz, 15 Burna's and a number of lesser HQ's like Mekz who came with the 28mm Base. GW, coming out years after the fact and "Suggesting" I change base size is annoying but fine. Random Tournament organizer or player demanding I re base 400+ models can go pound sand.

 Tomsug wrote:
Semper krumps under the radar

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





Nebraska, USA

to be fair, i have a 2k list that is 3 morks 3 gorks a big mek and a weirdboy (because points). One mork doesnt have KFF, since it was kinda impossible to have 2 HQs with all 3 using a KFF. Not that i needed 3 KFFs for this anyway.

Its outright ridiculous and unrealistic to have that many nauts. But i still wanna do it one day lol. I have a printer so i may just print something for extra nauts, since not like i'd ever dream of doing that in a tourny lol.

This message was edited 1 time. Last update was at 2019/10/28 23:46:37


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fr
Mekboy Hammerin' Somethin'






@Sempermortis: any serious TO would just disqualify you. Orks with 25 mm bases are a much stronger army. Hence you would be modeling for advantage.
Even though you didn’t model anything. I know it is horrible to spend so much time rebasing stuff because suddenly GW said so. I totally understand why you would want to tell someone telling you to rebase to go take a hike.

This message was edited 1 time. Last update was at 2019/10/29 07:11:33


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Roarin' Runtherd




Along similar lines you could run this.

Spoiler:
Badmoons
Vigilus detachment
Big mek SSAG
Weirdboy
10 gretchin x 3
Morkanaut x 2

Weirdboy x 2
10 gretchin x 3
Gorkanaut x 3


You sacrifice one of the Morkanauts to take 2 battalions for the cp needed to double shoot or tellyport a Gorkanaut.
   
Made in gb
Nasty Nob





UK

addnid wrote:
@Sempermortis: any serious TO would just disqualify you. Orks with 25 mm bases are a much stronger army. Hence you would be modeling for advantage.
Even though you didn’t model anything. I know it is horrible to spend so much time rebasing stuff because suddenly GW said so. I totally understand why you would want to tell someone telling you to rebase to go take a hike.


The guys have just laid out evidence to show that it makes very little difference to the overall strength of an ork army. Also GW has not said we must rebase, we are certainly not "modelling for advantage" by not going to the huge expense in time and resources to perform this, frankly ridiculously pedantic minor change.
Finally, saying that a TO would simply disqualify someone seems a bit deliberately inflammatory, and is more than likeky not the case. What are you trying to do here?

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






addnid wrote:
@Sempermortis: any serious TO would just disqualify you.

That is a lie. Neither ETC nor ITC does not require anyone to re-base their boyz. Any TO disqualifiying your for your bases is not a serious TO.

Orks with 25 mm bases are a much stronger army.

Not true, as pointed out above. The advantages and disadvantages of larger bases cancel out each other at best, as you can also deny more area with them, need less models to conga-line and it's easier to tag additional units.

Hence you would be modeling for advantage.

Building a model according to its instruction manual is NOT modeling for advantage.

Even though you didn’t model anything. I know it is horrible to spend so much time rebasing stuff because suddenly GW said so.

Yet another lie. When asked, GW responded that there is no need to re-base 40k models.

I totally understand why you would want to tell someone telling you to rebase to go take a hike.

No, you don't. You are arbitrarily enforcing your standards on others. Until GW tells us otherwise, playing any citadel miniature on the base it was supplied with is fine, with no exception.
A TO judging otherwise might as well be randomly banning units he doesn't like to "improve" the game.

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
Regular Dakkanaut




UK

I think he may be referring to the difference between base size and the distance within which models can engage in close combat.

Earlier GW bases are _ 25mm _ diameter, not 28mm.

25mm < 1”, so in ideal conditions you can get four ranks in combat.

Re-basing is not required by GW afaik, but in the case of Gorka - Morka Orks I’d consider it, if only because they fall over too easily. Just mount them on MDF circles of whatever diameter suits. Or, be a ‘rebel’ and mount them on 20mm square Fantasy bases - I’ve got plenty spare

As for bikers, I have more success with Nob Bikers - the three wounds give durability vs two damage weapons. Still definitely lack lustre, though.

This message was edited 1 time. Last update was at 2019/10/29 08:55:29


 
   
Made in nl
Dakka Veteran





Netherlands

Reading up on the Vigilus Defiant detachment my eyes come across the Stompa mob. Everyone says it is rubish cause you need a full Super-heavy detachment with three super-heavies. But how certain are we about this and can't it be the auxil?

The text in the book says: "Pick an ORK Super-Heavy Detachment from your army". This almost hints at the posibilty of there being more then one possible Super-heavy detachment option. Nowhere doest it state that is should not be a Super-Heavy Auxiliary Detachment, which technically is also a S-H Detachment.
This might be subjective reading on my part, just would like to field a somewhat viable Stompa for once. Has it been ruled anywhere as definately the big S-H detachment, in a FAQ or somewhere else?

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






"Super-Heavy Detachment" is unmistakably the name of the detachment which requires at least 3 LoW.
A super-heavy aux is as much a super-heavy detachment as a supreme command is.

"An" merely refers to the possibility of having multiple super-heavy detachment in a very large battle.

So, sorry, unless you house-rule it, that is not an option.

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






 Singleton Mosby wrote:
Reading up on the Vigilus Defiant detachment my eyes come across the Stompa mob. Everyone says it is rubish cause you need a full Super-heavy detachment with three super-heavies. But how certain are we about this and can't it be the auxil?

The text in the book says: "Pick an ORK Super-Heavy Detachment from your army". This almost hints at the posibilty of there being more then one possible Super-heavy detachment option. Nowhere doest it state that is should not be a Super-Heavy Auxiliary Detachment, which technically is also a S-H Detachment.
This might be subjective reading on my part, just would like to field a somewhat viable Stompa for once. Has it been ruled anywhere as definately the big S-H detachment, in a FAQ or somewhere else?


think it's wishful thinking - the wording is such that if (for some reason) you have 2 superheavy detachments, you have to pick one of them.

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 nl
Dakka Veteran





Netherlands

 some bloke wrote:


think it's wishful thinking - the wording is such that if (for some reason) you have 2 superheavy detachments, you have to pick one of them.


Afraid so. But was just hoping to one day field a viable Stompa.

   
Made in au
Ork Boy Hangin' off a Trukk





tulun wrote:
 Quackzo wrote:
Mork is mostly worth it when you already have a gorkanaut or two. Huge kff is great and it's kustom mega Zappa makes it a good target for kustom ammo. Adds to your target saturation too.
I could see an argument being made.for running 2-3 gorks and leaning into other units for the utility and ranged AT that the Mork provides.


2-3 Gorks PLUS a Mork? What the heck else you fielding? That's 900-1200 points.

But yeah, I wondered that too. Mork should deploy on the table turn 1. You need enough on the board to make them either regret focus firing your Mork, or force them to ignore it and make them pay.


Oh I meant running either 2-3 gorks instead of 1-2 gork + 1 mork. Definitely want the mork on the table turn 1. If you have a gork or two it's worth deep striking to protect it and then using ramming speed turn 2 to get it stuck in.

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
Sneaky Kommando






If anyone is looking for a cheaper rebasing option to update your boyz, the adapter rings from Eccentric Miniatures are cheap ( $22 per 100 adapters) and work pretty well. I just finished using them on all of my AOBR ebay rescues and I'm pretty happy with the results. https://www.eccentricminiatures.com/retems0019.html

3500+
3300+
1000
1850
2000 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

theres also the limiting factor of arms getting in the way for orks on the old bases.
Dunno bout you guys, but even my shoota boyz arent pressed up base-to-base when in combat, and my choppa boyz are even worse about it.

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






 DrGiggles wrote:
If anyone is looking for a cheaper rebasing option to update your boyz, the adapter rings from Eccentric Miniatures are cheap ( $22 per 100 adapters) and work pretty well. I just finished using them on all of my AOBR ebay rescues and I'm pretty happy with the results. https://www.eccentricminiatures.com/retems0019.html


Do those work well with models that have their feet extend over the edge of the base? I know the grey ones posted here recently (I think by tneva?) doesn't.

In any case, I'm not spending $84 on base extenders instead of buying two more buggies

Also keep in mind that tournaments with painting score will most likely knock down your score for using extenders, so it's not really an option if you aim to do good at those tournaments.

On another note, I'm in the process of finishing my last two buggies and will be running the buggy list I posted almost a year ago for the first time this month.

I'm really impressed with the models, the KBB, SJD, deffkilla and the snazzwagon all come in at the same quality and variety as the trukk kit - a blast to build, look awesome and someone more talented than me could probably go insane with conversions on these. If you are worried about having identical looking models, you can mix and match exhausts, tires, motors, amor plates and more of these kits (and the trukk kit) to make a ton of unique buggies, you'll just need to do some cutting on the gunner models as those are new style mono-pose models. Drivers should be less of an issue.
Except the scrapjet, feth that model. At least it is very easy to paint and looks awesome.

This message was edited 1 time. Last update was at 2019/10/29 14:01:24


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

ive been tossing the idea of getting multiple Shokkjumps or Scrapjets for awhile now.
I keep wishing i had multiples of them.

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
Sneaky Kommando






 Jidmah wrote:
 DrGiggles wrote:
If anyone is looking for a cheaper rebasing option to update your boyz, the adapter rings from Eccentric Miniatures are cheap ( $22 per 100 adapters) and work pretty well. I just finished using them on all of my AOBR ebay rescues and I'm pretty happy with the results. https://www.eccentricminiatures.com/retems0019.html


Do those work well with models that have their feet extend over the edge of the base? I know the grey ones posted here recently (I think by tneva?) doesn't.

In any case, I'm not spending $84 on base extenders instead of buying two more buggies

Also keep in mind that tournaments with painting score will most likely knock down your score for using extenders, so it's not really an option if you aim to do good at those tournaments.

On another note, I'm in the process of finishing my last two buggies and will be running the buggy list I posted almost a year ago for the first time this month.

I'm really impressed with the models, the KBB, SJD, deffkilla and the snazzwagon all come in at the same quality and variety as the trukk kit - a blast to build, look awesome and someone more talented than me could probably go insane with conversions on these. If you are worried about having identical looking models, you can mix and match exhausts, tires, motors, amor plates and more of these kits (and the trukk kit) to make a ton of unique buggies, you'll just need to do some cutting on the gunner models as those are new style mono-pose models. Drivers should be less of an issue.
Except the scrapjet, feth that model. At least it is very easy to paint and looks awesome.


I didn't have any problems with the feet that were sticking over the edges, if they were catching on the top lip of the extender though you could shave a little off the bottom of the foot and be okay.

For getting docked on basing, my ork army is based with sand and some static grass so gluing a bit more over the extender wasn't a big deal (not worried about the extender falling off since I used plastic glue to connect it to the base).

Excited to hear how your buggy list does, the models look great but I haven't picked any up yet since they just don't seem worth it points wise.

3500+
3300+
1000
1850
2000 
   
Made in nl
Dakka Veteran





Netherlands

 Jidmah wrote:

On another note, I'm in the process of finishing my last two buggies and will be running the buggy list I posted almost a year ago for the first time this month.

I'm really impressed with the models, the KBB, SJD, deffkilla and the snazzwagon all come in at the same quality and variety as the trukk kit - a blast to build, look awesome and someone more talented than me could probably go insane with conversions on these. If you are worried about having identical looking models, you can mix and match exhausts, tires, motors, amor plates and more of these kits (and the trukk kit) to make a ton of unique buggies, you'll just need to do some cutting on the gunner models as those are new style mono-pose models. Drivers should be less of an issue.
Except the scrapjet, feth that model. At least it is very easy to paint and looks awesome.


Funny. I am in the process of finishing up a buggy list for a tourney in three weeks. Will us the defkilla, 3x KBB, 4x Scrapjets and a SJD.

The Booomblastas were some work to get variety in. I build one from the snazzwagon and another has the tracks from a scrapjet. All of these have a full gretchin crew.....because all of my old buggies only had gretchin crew. Furthermore I messed around with random bits, guns (from a Bigg trakk), wheels and exhausts to give them their own identity. The scrapjets were easier. They are skimmers since I don't use the tracks and wheels on them. Instead I added more guns, rokkits, tailwings, boostas a prop etc. Wonderfull to mess around with.

--

My full list below. Tell me what you guys think!

Spoiler:

Freebootaz Battalion:

HQ - SSAG + Badrukk
TR - 3x Gretchin
Elite - 10x Nobz with Kustom shoota (for 40 shots!) go in the Chinork
Heavy - Battlewagon with Deffrolla and Big shootas
Heavy - 8 Flashgitz
Heavy - 4x Smasha gun
Trans - Chinork Warkopta

Deffskull Outrider Detachment:

HQ - Wartrike
FA - Boosta Blasta
FA - Boosta Blasta
FA - Boosta Blasta
FA - 2x Scrapjet
FA - 2x Scrapjet
FA - Shokkjump Dragsta


So far I have had some success with the buggies. But that wasn't in a very competetive environment. I am not expecting to win a lot, just have a lot of fun.



This message was edited 2 times. Last update was at 2019/10/29 14:32:20


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





Nebraska, USA

not sure about the KBBs but i know the other two Deathskullz can make pretty lethal.
And all around that 6++ is kinda mandatory. Buggies cost way too much to have a 4+ and 8/9 wounds.

edit: oh and question, you know buggies split up into their own units when they deploy right? thats the only reason i can think for you having multiple units that arent 3x strong (maxed out) is you forgot about that. You're just adding drops.
Yeah they have to deploy near each other but i would see the Scrapjets wanting to flank individually, not the KBBs. KBBs dont have the range to do that.

This message was edited 1 time. Last update was at 2019/10/29 15:15:57


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






 Singleton Mosby wrote:
Funny. I am in the process of finishing up a buggy list for a tourney in three weeks. Will us the defkilla, 3x KBB, 4x Scrapjets and a SJD.

The Booomblastas were some work to get variety in. I build one from the snazzwagon and another has the tracks from a scrapjet. All of these have a full gretchin crew.....because all of my old buggies only had gretchin crew. Furthermore I messed around with random bits, guns (from a Bigg trakk), wheels and exhausts to give them their own identity. The scrapjets were easier. They are skimmers since I don't use the tracks and wheels on them. Instead I added more guns, rokkits, tailwings, boostas a prop etc. Wonderfull to mess around with.

Yeah, I just use the snazzwagon as kustom bosta blasta. The armament is close enough, and there is really no point in fielding it otherwise.

As for the scrapjet, you can probably enhance it with all extra the bits from the ork bommers. You can also put the SJD wheels on it, but it looks really silly if you do

My full list below. Tell me what you guys think!

Spoiler:

Freebootaz Battalion:

HQ - SSAG + Badrukk
TR - 3x Gretchin
Elite - 10x Nobz with Kustom shoota (for 40 shots!) go in the Chinork
Heavy - Battlewagon with Deffrolla and Big shootas
Heavy - 8 Flashgitz
Heavy - 4x Smasha gun
Trans - Chinork Warkopta

Deffskull Outrider Detachment:

HQ - Wartrike
FA - Boosta Blasta
FA - Boosta Blasta
FA - Boosta Blasta
FA - 2x Scrapjet
FA - 2x Scrapjet
FA - Shokkjump Dragsta


So far I have had some success with the buggies. But that wasn't in a very competetive environment. I am not expecting to win a lot, just have a lot of fun.

Looks good, but no KFF? At the very least put one mek in there and use the stratagem to protect them T1. I'm going to run a Morkanaut and two KFF to keep my stuff safe, otherwise something like dreads or predators will have a field day blowing up your buggies.

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. 
   
 
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