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Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Latro_ wrote:
 r_squared wrote:

Just a bit disappointed, I never used to run a list without a Warboss, now they only come out for games like this. Bit sad really.


yea i kinda only take one now for the auto pass LD and advance and charge, thats kinda 'what he's for' now.

There are some desperation tricks you can run on him. You could drop loads of CP on him fighting twice and even fighting again if he gets killed, with the relic power klaw i'v managed to kill a knight like that!
In another thread, I've done the math.

A Warboss with Fists of Gork and Da Killa Klaw does slightly over 2 damage per swing (average) against a 3+ Knight in close combat. If you also have Might Is Right or Warpath, then he's got a 50/50 chance of one-rounding a Knight when Fighting Twice.

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




 some bloke wrote:


Ah ok, so drop lootas for Tankbustas, and drop boys for space in the wagon for TB's and points for mek guns?

I'll definitely have a look and see how that shoehorns in, having some Tankbustas would be a good option. I could drop a Mek for a couple more TB's (as they will fill an elites slot for the brigade, and perform a similar role).

Cheers!


Oh you're mono kultur. Yeah, even better. You could maybe get a nice size of tankbustas then. KMB swap to tankbustas seems solid as well.


Automatically Appended Next Post:
Wait.

I was reading in another thread if you take the SSAG, it doesn’t count towards your free relic? Is this true?

I have been paying 2 CP: 1 for the detachment, than 1 for the klaw as second relic.

This message was edited 1 time. Last update was at 2019/11/01 22:58:36


 
   
Made in de
Krazy Grot Kutta Driva





Souped Up shocka is a regular relic.
So 1 CP for the Dread Waaagh detachment and 1 CP for the second relic if you take da Killaclaw + Shocka.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

No its indeed a regular relic, it just has the added restriction of only a Dread Waaaagh! Big Mek with SAG has access to 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 ca
Longtime Dakkanaut




 Vineheart01 wrote:
No its indeed a regular relic, it just has the added restriction of only a Dread Waaaagh! Big Mek with SAG has access to it.


Yeah, I figured this was the case. I wasn't sure the specialist detachment had some sort of special rule given to it that might alter that that I missed.

Well worth the 1 extra CP anyway.


Automatically Appended Next Post:
Trying to make Trukk Boys work in 1500 (know this isn't the *most* competitive choice, I'm just curious).

Any thoughts on improvements or obvious holes in the list?

I could swap the SAG and Baddruk back, but I think he should go in a Trukk so he can threaten up the board instead of slogging it. I could also bring it an KFF Mek, but I'm wondering if I can just hide most of my stuff turn 1 if I go 2nd.

Spoiler:

++ Battalion Detachment +5CP (Orks) [30 PL, 541pts, 7CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Clan Kultur: Deathskulls

Detachment CP [5CP]

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

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

Kaptin Badrukk [5 PL, 84pts]

+ Troops +

Boyz [7 PL, 113pts]: Tankbusta Bombs
. Boss Nob: Big Choppa, Kombi-Rokkit
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 10x Ork Boy W/ Shoota

Boyz [7 PL, 106pts]: Tankbusta Bombs
. Boss Nob: Big Choppa, Kombi-Rokkit
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 9x Ork Boy W/ Shoota

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

+ Dedicated Transport +

Trukk [3 PL, 64pts]: Big Shoota

Trukk [3 PL, 64pts]: Big Shoota

++ Battalion Detachment +5CP (Orks) [27 PL, 531pts, -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, 99pts]: Attack Squig, Da Killa Klaw, Power Klaw, Shoota (Index)

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

+ Troops +

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

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

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

+ Elites +

Meganobz [16 PL, 280pts]
. Boss Meganob w/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw
. Meganob W/ PK: Kustom Shoota, Power Klaw

++ Spearhead Detachment +1CP (Orks) [23 PL, 428pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun

+ Elites +

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

+ Heavy Support +

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

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

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

++ Total: [80 PL, 1,500pts, 6CP] ++

This message was edited 2 times. Last update was at 2019/11/02 23:57:43


 
   
Made in no
Rogue Grot Kannon Gunna






As per RAW, would Flashgitz inside a trukk/Battlewagon benefits of Badrukk rerolls, if he's in the trukk/Battlewagon aswell?
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Emicrania wrote:
As per RAW, would Flashgitz inside a trukk/Battlewagon benefits of Badrukk rerolls, if he's in the trukk/Battlewagon aswell?
No.

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





Nebraska, USA

i dont even think he technically benefits it from himself, because of the whole "technically doesnt exist" bullcrap

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




Auras of any kind don’t work out in transports I believe. Except for stuff like the KFF which has a built in exception.

This message was edited 1 time. Last update was at 2019/11/04 01:25:05


 
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






Technically the KFF doesn't work either, it just has a second rule that provides transports with 5++ saves.

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 se
Rogue Grot Kannon Gunna






That sucks. Well might be funny just to have 3 trukk with grots inside backed up by a wartrike for a T1 charge.
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






KBB do that way better than trukks though.

Currently I'm still pondering what troops to use for my buggy list. I really want to put boyz in my bonebreaka and trukks, but I can't justify the points for doing so.

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 gb
Longtime Dakkanaut






2 games on Saturday went well, tabled the opponent in both games, vs ultramarine primaris.

The list I ended up using was:
Spoiler:

Deffskulls battalion:

Wartrike
Weirdboy

16 Shootaboys, tankbusta bomms, boy w/ rokkit, combi-rokkit nob
12 Shootaboys, tankbusta bomms, boy w/ rokkit, combi-rokkit nob
10 Shootaboys, tankbusta bomms, boy w/ rokkit, combi-rokkit nob

Battlewagon, Deffrolla

Wazbom Blastajet

Deffskulls Brigade:

SSAG Mek, oiler
SAG mek
Weirdboy

6 x 10 gretchin

6 Tankbustas (one nob), 1 squig
Mek, KMB
Mek, KMB

Deffkopta, KMB
Deffkopta, KMB
Deffkopta, KMB

Battlewagon, Deffrolla
Battlewagon, Deffrolla
Bigtrakk, Supa-Skorcha


Ran well, very well in fact. Got second turn both times, both times the opponent did a decent amount of damage to their pressing concern - the battlewagons - and both times my return fire from 2 SAG (one Supa and firing twice), the Tankbustas and the massed rokkits / KMB, all with rerolls due to MSU Deffskulls, did a colossal amount of damage. I killed 2 repulsors on my first turn in game 1, and left 1 alive with 3 wounds on my first turn in game 2.

I used the way the "Kustom Ammo" strat is worded to mean that I can select a unit to shoot again at any point, not when it shoots - the unit can shoot twice, so I was running through my whole shooting phase and then, once I knew the damage I had done, I was choosing my target with the SSAG to finish something off. Hopefully that's right!

re-jigging the list for future use, I've dropped the deff rollas on the battlewagons, as they only used one, once, and swapped a weirdboy for a Warboss to keep the boys from running, and used the spare points to add some more Tankbustas in.

An alternative is to swap the Warboss and a bomm squig for a third SAG, to keep up the power of my artillery!

Wartrike was semi-useless for both games, as it didn't have much of a role to play - it's main aim is to pull off a turn 1 charge (move 14", advance 6" + ramming speed) to stop something from shooting - which doesn't work against ultramarines!

Deffkoptas proved their worth again for getting behind using their ability to move onto a board edge and then sniping characters who are hiding behind the lines. I also used da jump to move a KMB mek for the same purpose!

Weirdboys were superfluous, but I had not managed to build another SAG, so that's why I had a second!

All in all, it seems to work well - and having 19 CP to spend is pretty sweet!

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

On the topic of Buggies, do you think they're more viable if spammed? They feel decided mid-tier to me (not withstanding the awful Squigbuggy), but I feel like maybe 3-4 each of the others might be able to put in some work, just due to the sheer number of Wounds and multiple targets.
   
Made in gb
Regular Dakkanaut




UK

I have had some success with three Deff Skulll Blasta Buggies. The d6 shots can be CP if low, then re-rolls etc.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I've been thinking about running 2x units of KBBs, Snazzwagons, and Scrapjets in a 1k list (paired with a Dread Waagh CP battery and led by a Wartrike), but I'm not 100% on whether that'd be viable. At that point scale, I'm thinking it might be better to just go with a Greentide.
   
Made in no
Rogue Grot Kannon Gunna






 Jidmah wrote:
KBB do that way better than trukks though.

Currently I'm still pondering what troops to use for my buggy list. I really want to put boyz in my bonebreaka and trukks, but I can't justify the points for doing so.


A trukk with 10 grots is 97 points for 12+10 W. The KBB is what 120 points for 8W?
I really like the model of the KBB and the sniper. The wartrike too, but he cost in poiints is slowed
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I doubt that spamming them would make sense. Their bases are huge, I currently have five buggies, a bonecrusha and a morkanaut planned, and it's going to be a very tight deployment zone already.


Automatically Appended Next Post:
 Emicrania wrote:
 Jidmah wrote:
KBB do that way better than trukks though.

Currently I'm still pondering what troops to use for my buggy list. I really want to put boyz in my bonebreaka and trukks, but I can't justify the points for doing so.


A trukk with 10 grots is 97 points for 12+10 W. The KBB is what 120 points for 8W?
I really like the model of the KBB and the sniper. The wartrike too, but he cost in poiints is slowed


KBB is 100. Instead of 4 wounds and a big shoota you get mortal wounds on the charge, shooting of four burnas and three lootas and the attack profile is better too. Anything that can take down a KBB will also take down the trukk, and it's not like the gretchin stand any chance of surviving.

This message was edited 2 times. Last update was at 2019/11/04 21:35:39


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

Even if they DO survive, you're looking at 10 S3 shots at BS4+ and no AP. The only thing they're gonna be threatening is another unit of Grots. If I were your opponent, I'd just ignore that Trukk the entire game. Even then, it might not even make its points back.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

technically the trukk hits harder than the KBB does in melee since wrecking ball is still pretty strong, but only hits on 5s so decent odds at not doing jack squat.
Wreckingball is still a S8 attack with decent AP and damage.One of the things that bugs me about the KBB is it has that spiked ram and flamers, indicating its a close-range assault vehicle, yet it blows a fat one at actual melee and has no built-in fallback and shoot moves (which of all the buggies you'd think THAT one would have such a rule)

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

It hits harder, but it has less attacks (especially after degrading). And the Trukk'z preferred CC target (with a Ball) is the same as the Scrapjet, which is WAY better at it. The KBB does decently against Infantry, where it doesn't really need the S8 as much.

I was gonna say to run them as Bloodaxes, but I remembered it Shoot OR Charge after Fallback, not both. And both the KBB and the Scrapjet would want to do both.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's not that hard to pick targets that want to fall back themselves though, especially when assaulting a single unit with multiple buggies or even the wartrike - either they stay in combat and can't shoot and hopefully get decimated in combat, or leave and must move outside of 1" of all enemy models.

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 cz
Growlin' Guntrukk Driver with Killacannon





Prague

That' s fine idea. Interesting!

 some bloke wrote:
2 games on Saturday went well, tabled the opponent in both games, vs ultramarine primaris.

The list I ended up using was:
Spoiler:

Deffskulls battalion:

Wartrike
Weirdboy

16 Shootaboys, tankbusta bomms, boy w/ rokkit, combi-rokkit nob
12 Shootaboys, tankbusta bomms, boy w/ rokkit, combi-rokkit nob
10 Shootaboys, tankbusta bomms, boy w/ rokkit, combi-rokkit nob

Battlewagon, Deffrolla

Wazbom Blastajet

Deffskulls Brigade:

SSAG Mek, oiler
SAG mek
Weirdboy

6 x 10 gretchin

6 Tankbustas (one nob), 1 squig
Mek, KMB
Mek, KMB

Deffkopta, KMB
Deffkopta, KMB
Deffkopta, KMB

Battlewagon, Deffrolla
Battlewagon, Deffrolla
Bigtrakk, Supa-Skorcha


Ran well, very well in fact. Got second turn both times, both times the opponent did a decent amount of damage to their pressing concern - the battlewagons - and both times my return fire from 2 SAG (one Supa and firing twice), the Tankbustas and the massed rokkits / KMB, all with rerolls due to MSU Deffskulls, did a colossal amount of damage. I killed 2 repulsors on my first turn in game 1, and left 1 alive with 3 wounds on my first turn in game 2.

I used the way the "Kustom Ammo" strat is worded to mean that I can select a unit to shoot again at any point, not when it shoots - the unit can shoot twice, so I was running through my whole shooting phase and then, once I knew the damage I had done, I was choosing my target with the SSAG to finish something off. Hopefully that's right!

re-jigging the list for future use, I've dropped the deff rollas on the battlewagons, as they only used one, once, and swapped a weirdboy for a Warboss to keep the boys from running, and used the spare points to add some more Tankbustas in.

An alternative is to swap the Warboss and a bomm squig for a third SAG, to keep up the power of my artillery!

Wartrike was semi-useless for both games, as it didn't have much of a role to play - it's main aim is to pull off a turn 1 charge (move 14", advance 6" + ramming speed) to stop something from shooting - which doesn't work against ultramarines!

Deffkoptas proved their worth again for getting behind using their ability to move onto a board edge and then sniping characters who are hiding behind the lines. I also used da jump to move a KMB mek for the same purpose!

Weirdboys were superfluous, but I had not managed to build another SAG, so that's why I had a second!

All in all, it seems to work well - and having 19 CP to spend is pretty sweet!

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in ca
Longtime Dakkanaut




I think with a solid point drop ( think 20-30 points per buggy. Not say thing this is likely or even wise, though) you could conceive of a really potent buggy / mecha spam. A lot ork vehicles are probably just a bit too pricy. But if marines are the standard...

Also: 10/12 marines ( with soups ) in top 4s. Woof.

How have y’all started to shift towards marine counters?

https://www.reddit.com/r/WarhammerCompetitive/comments/drjhkt/pandas_weekend_rundown_11021103/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

This message was edited 1 time. Last update was at 2019/11/05 06:49:12


 
   
Made in nl
Dakka Veteran





Netherlands

 JNAProductions wrote:
 Emicrania wrote:
As per RAW, would Flashgitz inside a trukk/Battlewagon benefits of Badrukk rerolls, if he's in the trukk/Battlewagon aswell?
No.


Badrukk's reroll works for himself when inside a transport, same as the FG's ammo-runt. Don't they?


Automatically Appended Next Post:
 flandarz wrote:
On the topic of Buggies, do you think they're more viable if spammed? They feel decided mid-tier to me (not withstanding the awful Squigbuggy), but I feel like maybe 3-4 each of the others might be able to put in some work, just due to the sheer number of Wounds and multiple targets.


Massed scrapjets work quite well as Deathskulls. They are quite allright at shooting, work when charging and can be dangerous in overwatch as well. I faced 6 of them with my Nids and they hurt a lot. Will bring 4, back up by 3 KBB's to a tourney in a couple of weeks. The only thing I am seriously dissapointed in is the Wartrike which sould support them but hardly does.

This message was edited 1 time. Last update was at 2019/11/05 07:33:05


   
Made in us
Ork Boy Hangin' off a Trukk





 Singleton Mosby wrote:
 JNAProductions wrote:
 Emicrania wrote:
As per RAW, would Flashgitz inside a trukk/Battlewagon benefits of Badrukk rerolls, if he's in the trukk/Battlewagon aswell?
No.


Badrukk's reroll works for himself when inside a transport, same as the FG's ammo-runt. Don't they?


He still doesn't get it in a transport as it's an aura. It has no effect according to the rules and he wouldn't be within range of himself, as his aura and model are both non-existent while in the transport.
BRB pg 183 wrote:
Unless specifically stated, abilities that affect other units within a certain range have no effect whilst the unit that has the ability is embarked.


Ammo Runts aren't an aura and just take affect on your hit roll when you shoot. Open topped permits you to shoot so it the ability still takes affect.
Codex Orks pg 90 wrote:
Ammo Runt: If Kaptin Badrukk is accompanied by an Ammo Runt, you can re-roll one hit roll each time he shoots.

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 eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






More accurately, you cannot measure to of from a model in a transport.
Therefore you cannot measure whether Badrukk is within 6" of himself and thus he is not inside the range of his own aura.
It's a bit abstract, but simply put, whenever you can't measure something, it's not in range.

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

Its one of those insanely silly GW rulings that for some reason they refuse to change, even though it makes absolutely no sense.
Ork units for the longest time have relied on their transports to survive, since they themselves are tissuepaper. Suddenly thats not a wise move because auras and stratagems dont work in it for some reason. Also, cant psyker out of them at all now.

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
Rogue Grot Kannon Gunna






My thoughts around the grots were mere as distraction carnifex and move blocking. The grots and trukk are there to die in order to set up midfield and win by contesting obs.
But yeah, we need a boost or Marines need to go up in points.
Or both
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I just don't think a Grot Trukk is dangerous enough to distract anyone. Probably better off putting some Boyz in there, if you want someone to actually consider it a threat and target it. For about 150 pts, you could have 12 Shoota Boyz in that Trukk (86 for the Boyz and about 65 for the Trukk), so it's still cheap enough that you won't lose sleep if your opponent slams it, but also dangerous enough that they'll actually consider shooting it instead of something else.

This message was edited 1 time. Last update was at 2019/11/06 02:20:57


 
   
 
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