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Made in gb
Longtime Dakkanaut






 Jidmah wrote:
Yes, I agree - it's just that blood axes are worthless for pretty much every other unit because few other ork units are ever in a situation where falling back is a serious option.


Fortunately the kill tanks transport capability is so limited as to be readily disregarded - meaning you can just run them in their own bloodaxe detachment and use another culture for the rest, provided you don't want to embark.

Hopefully the future will see a Battlefortress for us orks, so we can roll into battle all guns blazing. I miss my skullhamma and kustom battle fortress. :(

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


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 no
Rogue Grot Kannon Gunna






I don't think anything we have will work untill they fix IH and adjust points on the last supplements/primaris
   
Made in de
Regular Dakkanaut




Jep it's a pretty hard life VS ih atm.
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Emicrania wrote:
I don't think anything we have will work untill they fix IH and adjust points on the last supplements/primaris


I found some advise which at least sounds like it makes sense:
First, all your melee has to go into the teleporter. You're not going to get anywhere on foot versus that list and the weapon profile is to deadly to start on the board at all. Next, look at your shooting; you should have some combination of SAG, lootas and mek gunz. Its so, so tempting to blow away high profile targets like dreads, repulsors, , aggressors, centurions, etc. Knowing full and well that they're going to blast you on the opposing shooting phase, you have to kill the screens instead. If you get screened out by scouts or marines, you'll never get to the thunderfires and they'll pick you apart and deny you the ability to do anything in melee, while remaining out of LoS to pick off your shooting units.

Honestly though, its a horrible matchup and almost every faction is struggling with the same problem.

https://www.reddit.com/r/WarhammerCompetitive/comments/ebxhv2/how_do_orks_deal_with_thunderfire_cannonwhirlwind/

So maybe blowing away the screens T1 and then trying to lock as much of the OP BS with deepstriking boyz one way to go.

This message was edited 1 time. Last update was at 2019/12/18 13:00:08


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 no
Rogue Grot Kannon Gunna






If we had any kind of artillery (change KMK rules?), Scout units (Kommandoz should do that) or snipers (anything really) that could be a viable solution.
   
Made in eu
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'm 100% sure you misread that.

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 ca
Longtime Dakkanaut




If the strategy against such an opponent (flood them with DSers) is optimal, maybe Kommandos are worth it to save on CP. A squad of 15 w/ Klaw is 133 each, and saves 6 CP if you take 3.
Stormboys can do similar too. More expensive, but you can fill out the squad to 20-30,and they also do well not deep striking if you are building this as a TAC.

You could pretty much land ever "boy" unit you have on turn 2 after hopefully blowing out infiltrators and scouts. One might eat an auspex scan, but the rest will survive. They could still zone out your charge on their softer units with proper placement, though.

Maybe tellyporting something like a Wazbom (or suicidally charging it forward if you get first turn) might work, too. You can kit one for as little as 145 points and it should probably be able to blow out at least 1 hidden TFC (2d3 Plasma Cannon hitting on 5s, 1d3 Smasha that hits on 4's.) But if they spam 3, I don't think that'll be enough.

Not really sure this is better but:

Spoiler:


++ Battalion Detachment +5CP (Orks) [11 PL, 258pts, 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, 84pts]: Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun

+ Troops +

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

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

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

++ Battalion Detachment +5CP (Orks) [42 PL, 819pts, 4CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Detachment CP [5CP]

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

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 75pts]: Kustom Force Field

Warboss on Warbike (FW?) [5 PL, 108pts]: Attack Squig, Da Killa Klaw, Power Klaw

+ Troops +

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

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

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

+ Fast Attack +

Stormboyz [10 PL, 185pts]
. Boss Nob: Big Choppa, Choppa
. 19x Stormboy

Stormboyz [10 PL, 185pts]
. Boss Nob: Big Choppa, Choppa
. 19x Stormboy

Stormboyz [10 PL, 176pts]
. Boss Nob: Big Choppa, Choppa
. 18x Stormboy

++ Battalion Detachment +5CP (Orks) [47 PL, 922pts, 4CP] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Detachment CP [5CP]

+ HQ +

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

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 3. Da Jump, Warphead

+ Troops +

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

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

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

+ Elites +

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

+ Heavy Support +

Lootas [13 PL, 255pts]
. 15x Loota

Mek Gunz [6 PL, 99pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

Mek Gunz [6 PL, 99pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Total: [100 PL, 1,999pts, 15CP] ++

Created with BattleScribe


Or:

Spoiler:


++ Battalion Detachment +5CP (Orks) [11 PL, 254pts, 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, 84pts]: Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

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

+ Troops +

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

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

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

++ Battalion Detachment +5CP (Orks) [30 PL, 689pts, 4CP] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Detachment CP [5CP]

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

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 75pts]: Kustom Force Field

Warboss on Warbike (FW?) [5 PL, 125pts]: Attack Squig, Da Killa Klaw, Kombi-Skorcha, Power Klaw

+ Troops +

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

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

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

+ Elites +

Kommandos [6 PL, 133pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw
. 14x Kommando

Kommandos [6 PL, 133pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw
. 14x Kommando

Kommandos [6 PL, 133pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw
. 14x Kommando

++ Battalion Detachment +5CP (Orks) [55 PL, 1,054pts, 4CP] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Detachment CP [5CP]

+ HQ +

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

Weirdboy [3 PL, 62pts, -1CP]: 2. Warpath, 3. Da Jump, Warphead

+ Troops +

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

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

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

+ Elites +

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

+ Heavy Support +

Lootas [13 PL, 255pts]
. 15x Loota

Mek Gunz [10 PL, 165pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

Mek Gunz [10 PL, 165pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Total: [96 PL, 1,997pts, 15CP] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2019/12/18 16:15:34


 
   
Made in at
Rogue Grot Kannon Gunna






 Jidmah wrote:
I'm 100% sure you misread that.


How so?

If you hide 3 units of scout out of LoS midfield in a ruin or magic box, how are you gonna remove those screens?
Because that is exactly how I get my ass whooped Everytime . You can't jump anywhere worth to jump without getting aupex scanned to hell and back. You can't shoot them, you can't smite them. You have to charge them. Now how do you charge them if one unit get tremor shelled and the rest cannot come from da before T2
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I just don't play with folks who do the "magic box" thing. A ruin should, at best, block LOS from two directions. If it's basically a fully intact building, how is it a ruin?
   
Made in no
Rogue Grot Kannon Gunna






Even just a ruin with 2 side open, you need still to get there. So maybe a jump and a ES boyz charge, still a 70% chance ?
And yet just to kill a scout unit...
   
Made in us
Roarin' Runtherd




What about dakkajets and wazbom blastajets? You could deploy in the corners T1, then use them to hunt down hidden thunderfire cannons and possibly eliminators. This would also stretch how much board coverage the marine player needs if he tries to zone you out and could open up other opportunities.

Regarding the SSAG debate, the DS SSAG is superior, however, I have lists with a badmoon SSAG, this is so that I can fire my Morkanaut twice, and the SsAG, twice. But unless you have a list dependent reason you want the Deathakullz SSAG.

This message was edited 2 times. Last update was at 2019/12/18 19:02:22


 
   
Made in no
Rogue Grot Kannon Gunna






148 points of BM DJ does a whopping 2W vs a 81 points TFC

Is hopeless. Is like having a bicycle and trying to compete vs a Ferrari
   
Made in ca
Longtime Dakkanaut




 Emicrania wrote:
148 points of BM DJ does a whopping 2W vs a 81 points TFC

Is hopeless. Is like having a bicycle and trying to compete vs a Ferrari


Wazbom though (145 without KFF), let's assume Deathskull.

Averages 4 Plasma Cannon Shots hitting on 5s, 2 Smasha gun shots hitting on 4s.

Ignoring explosions, that's 1.33 hits from the Plasma cannon, 1.25 hits from the Smasha gun so 2.63 hits total.

Wounding on 3's, with a re-roll, pushes you to 2.xx wounds.
Smasha gun reduces armour to 6+, Plasma cannon to a 5+, and you re-roll damage.

I think it could smoke one easily, but if they are spamming 3? I dunno. You could split the Wazboms Mega Kannons onto 1 target and the Smasha gun onto a second and gamble, but I doubt that'll go well.

This message was edited 2 times. Last update was at 2019/12/18 20:03:15


 
   
Made in es
Krazy Grot Kutta Driva




Smashas cannot benefit from kultures cuz they are drived by goblins

This message was edited 1 time. Last update was at 2019/12/18 21:08:18


Orks 5000p 
   
Made in de
Regular Dakkanaut




The wazbom jet has a smasha and that can benefit
   
Made in ca
Longtime Dakkanaut




Yep. Nowhere on a Wazbom is the Gretchen keyword. Wazbom has a good kit for hunting out TFC actually. Question is can you get LOS.

It can also be ported in if you don’t get first turn.

This message was edited 1 time. Last update was at 2019/12/18 21:18:51


 
   
Made in es
Krazy Grot Kutta Driva




Though you were talking bout smasha guns, it doesn't apply then

Orks 5000p 
   
Made in de
Regular Dakkanaut




Deffskullz wazbom with dakka dakka dakka make about 8 dmg average to cannons
Gamble for two is to riski here. But one normally is save dead.

A dakka jet will do about ( bad moonz) will do about 2.


I permanently play a deffskull wazbom and I just can say it's awesome VS every army that has elite infantry or Vehikel or something, just bad vs mass cheap units


Vote 4 bubble chuckas with indirect fire

This message was edited 2 times. Last update was at 2019/12/18 21:52:28


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





Nebraska, USA

theres also the issue of can you not only get los but get it and not fly off the board next round.

Ive had to abandon my plans with planes several times because looking at their position where i could hit the target i wanted....i couldnt go anywhere after that. The 90 degree turn isnt as punishing now that we dont have firing arcs but its still pretty annoying.

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:
theres also the issue of can you not only get los but get it and not fly off the board next round.

Ive had to abandon my plans with planes several times because looking at their position where i could hit the target i wanted....i couldnt go anywhere after that. The 90 degree turn isnt as punishing now that we dont have firing arcs but its still pretty annoying.


Honestly, if TFCs are so devastating they own our army on their own, sacrificing the Wazbom is a small price to pay if it clears a couple off.

Ideally you set it up so it stays alive, or maybe it *looks* like it'll go off but it doesn't and they don't bother shooting it. But I can't imagine it'll stay alive more than 1 round anyway if they want it off the board.

Really, this is just brainstorming to see if there's any tech we can come up with to help with the matchup. More entertaining than just saying 'we're fethed'.
   
Made in de
Regular Dakkanaut




Well the best thing would be a sqaut deep strike bustas, they could wrack three thunder fire easy. The problem will you bring then down in range.
If yes they are you get the tfcs
   
Made in se
Rogue Grot Kannon Gunna






Just saw that TFC are veichle....
FFS....
Than tankabusta COULD be the answer.
The problem is if that fething thing is in a successor chapter so is "stealthy" (feth you GW, really) . 1+ save outside 12", so 3+ vs TB. Those guys really could use a bump in AP
   
Made in de
Regular Dakkanaut




Jep you need to come under 12 would be the best ( of its raven guard)
24 range is a good point to play tank bustas vs tfcs.
You may can find a good space in Los.
Than more dakka double shot the hell out of the army
   
Made in ca
Longtime Dakkanaut




 Emicrania wrote:
Just saw that TFC are veichle....
FFS....
Than tankabusta COULD be the answer.
The problem is if that fething thing is in a successor chapter so is "stealthy" (feth you GW, really) . 1+ save outside 12", so 3+ vs TB. Those guys really could use a bump in AP


Without Stealthy, Bad Moonz w/ More Dakka with an average roll could kill all 3. I think it's around 8 failed saves total.

With stealthy, its ~5 failed wounds total, and you need 2 each. Just short.

Bomb squigs could make the difference if you could get within 18".

But tbh, even Nick Navanti's list only had 2 TFCs in it, so maybe popping 2 is enough. Or just add something like a Wazbom in combination or a second, small unit of TBs.

This message was edited 1 time. Last update was at 2019/12/19 10:32:02


 
   
Made in gb
Longtime Dakkanaut






I imagine that vs whirlwinds and TFC's, MSU could be the answer - they can't split their shots, can they?

I'm not sure on their stats but I imagine you could cause a lot of concern by tellyporting 3 deff dreads in their vicinity. a unit of 3 dreads kitted with KMB's and 3 lone koptas with KMB's, deffskulls, can appear on turn 2. single koptas can usually get a little gap by a board edge and firing a rerollable KMB can do some decent damage. The extra AP will go a long way to help too.

Relying on their bad reputation, a unit of 5 burnas in a trukk, but 3 of them are KMB spannas, could do some damage. you could even have 3 units of them and jump them in, if you don't need the elite slots.

KMB meks jumped in with character protection? I've jumped KMB meks in to try and tackle hard targets before.

With jumping a KMB-burna squad, outflanking 3 koptas and a unit of 3 deff dread jumping in, you've got 12 kustom-mega-blastas appearing suddenly, with rerolls for 7 hits/wounds/damage rolls. That should take out some TFC's. Whirlwinds (IIRC) are mainly anti-infantry, and thunderfires rely on slowing you down as a side effect, which isn't too bad on a 24" range gun. Plus, this would put 7 units in his face for him to deal with, and not for all that many points, really.

I may try and factor in the unit of dreads in future lists, just for such occasions. I usually have a deffkopta or 2 in there as well, which is nice.

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 es
Krazy Grot Kutta Driva




My list for today against tzeench and stuff

Spoiler:

++ Battalion Detachment +5CP (Orks) [62 PL, 3CP, 1,143pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Detachment CP [5CP]

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

+ HQ +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Power Klaw, Shoota (Index)

Weirdboy [3 PL, -1CP, 62pts]: 3. Da Jump, 4. Fists of Gork, Warphead

+ Troops +

Boyz [7 PL, 153pts]: 2x Tankbusta Bombs
. Boss Nob: Choppa, Power Klaw
. 19x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 223pts]: 2x Tankbusta Bombs
. Boss Nob: Choppa, Power Klaw
. 29x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 70pts]: Tankbusta Bombs
. 10x Ork Boy W/ Slugga & Choppa

+ Elites +

Nobz [14 PL, 165pts]
. Boss Nob: Big Choppa, Choppa
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa

Tankbustas [8 PL, 170pts]
. 10x Tankbusta: 10x Rokkit Launcha

+ Heavy Support +

Battlewagon [8 PL, 155pts]: 2x Big Shoota, Grabbin' Klaw, Grot Rigger, Killkannon

+ Dedicated Transport +

Trukk [3 PL, 67pts]: Big Shoota, Wreckin' Ball

++ Battalion Detachment +5CP (Orks) [19 PL, 7CP, 357pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Clan Kultur: Deathskulls

Detachment CP [5CP]

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek [Legends] [4 PL, 55pts]: Choppa, Slugga

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

+ Heavy Support +

Mek Gunz [8 PL, 132pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Total: [81 PL, 10CP, 1,500pts] ++

Created with BattleScribe


Wanted to remove trukk+10 nobz and go full 10 smashers, but it would be super tryhard for a random local match

This message was edited 1 time. Last update was at 2019/12/19 12:16:30


Orks 5000p 
   
Made in nl
Regular Dakkanaut




Kebabcito wrote:
My list for today against tzeench and stuff

Spoiler:

++ Battalion Detachment +5CP (Orks) [62 PL, 3CP, 1,143pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Detachment CP [5CP]

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

+ HQ +

Warboss [4 PL, 78pts]: Attack Squig, Da Killa Klaw, Power Klaw, Shoota (Index)

Weirdboy [3 PL, -1CP, 62pts]: 3. Da Jump, 4. Fists of Gork, Warphead

+ Troops +

Boyz [7 PL, 153pts]: 2x Tankbusta Bombs
. Boss Nob: Choppa, Power Klaw
. 19x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 223pts]: 2x Tankbusta Bombs
. Boss Nob: Choppa, Power Klaw
. 29x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 70pts]: Tankbusta Bombs
. 10x Ork Boy W/ Slugga & Choppa

+ Elites +

Nobz [14 PL, 165pts]
. Boss Nob: Big Choppa, Choppa
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Choppa, Slugga
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa

Tankbustas [8 PL, 170pts]
. 10x Tankbusta: 10x Rokkit Launcha

+ Heavy Support +

Battlewagon [8 PL, 155pts]: 2x Big Shoota, Grabbin' Klaw, Grot Rigger, Killkannon

+ Dedicated Transport +

Trukk [3 PL, 67pts]: Big Shoota, Wreckin' Ball

++ Battalion Detachment +5CP (Orks) [19 PL, 7CP, 357pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Clan Kultur: Deathskulls

Detachment CP [5CP]

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek [Legends] [4 PL, 55pts]: Choppa, Slugga

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

+ Heavy Support +

Mek Gunz [8 PL, 132pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Total: [81 PL, 10CP, 1,500pts] ++

Created with BattleScribe


Wanted to remove trukk+10 nobz and go full 10 smashers, but it would be super tryhard for a random local match


Why the killkanon and shootas on the battlewagon? I'd think you'd benefit more from a kff on your big mek.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree, in addition, get some bomb squigs for those tank bustas.

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 es
Krazy Grot Kutta Driva




Yea! that was a mistake, I put a legend big mek and not the KFF one.

I did not get some squiggs cuz they use to fail and I lose 20 points, do you think it's worth? I can look for a space for them

I ave a serious doubt here, because in the CA 2019 it says big mek KFF = 55 points, so I must understand this HQ cost 55 points, and putting a KFF in another miniature would cost +20, but this +20 doesn't apply here? I'm wrong?

This message was edited 1 time. Last update was at 2019/12/19 13:12:05


Orks 5000p 
   
Made in nl
Regular Dakkanaut




Kebabcito wrote:
Yea! that was a mistake, I put a legend big mek and not the KFF one.

I did not get some squiggs cuz they use to fail and I lose 20 points, do you think it's worth? I can look for a space for them


How can you fail with bomb squigs? It's a 2+ roll with a reroll. If you fail both of them, buy some lotterytickets because you'd be completely out of bad luck.


Automatically Appended Next Post:
Kebabcito wrote:


I ave a serious doubt here, because in the CA 2019 it says big mek KFF = 55 points, so I must understand this HQ cost 55 points, and putting a KFF in another miniature would cost +20, but this +20 doesn't apply here? I'm wrong?


A bm kff is 55 pts without wargear. So add a kff to it is 20 points. For 75pts total

This message was edited 1 time. Last update was at 2019/12/19 13:14:03


 
   
 
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