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2020/01/15 19:26:15
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
A techmarine (doesn't have to be that one specifically) has to be within 6" of it at all times or it automatically dies.. But to shoot it a techmarine has to be within 3" of it
But actually the techmarine with harness (which the gunner has) is 56 points and a thunderfire cannon is 92 points, so the gun itself is actually only 36 points. It's pretty crazy TBH and it should probably be around 120 easy
Edit: Unless lobbas got an AP-1 I wouldn't use them, random amount of AP-0 shots aren't that sexy IMO
This message was edited 1 time. Last update was at 2020/01/15 19:38:01
2020/01/15 19:37:48
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Theyre literally an indirect bigshoota. Since when were bigshootas being a threat to....anything? I cant remember the last time any bigshootas i fired killed more than 1-2 random marines throughout the entire game.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/15 19:38:53
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
To be fair, a Techmarine with Servo-Harness is a close-range unit. To actually make use of their weapons, you have to be on the frontlines, which a TFC does NOT want to be.
To be fair, it's also still undercosted. It's just that it's LESS than the sum of its parts, since they lack synergy.
Clocks for the clockmaker! Cogs for the cog throne!
2020/01/15 19:43:08
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Sure, I am being a bit unfair. He's not worth 100% of his point in that situation. Maybe 50%, maybe 75% it's hard to arbitrarily draw that line, my point is simply that he's actually useable. And continues to be if someone kills the thunderfire cannon.
It's actually pretty crazy how good GW made that old resin PIA kit, maybe they had plenty in storage they wanted to get rid of?
2020/01/15 19:46:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
PiñaColada wrote: Sure, I am being a bit unfair. He's not worth 100% of his point in that situation. Maybe 50%, maybe 75% it's hard to arbitrarily draw that line, my point is simply that he's actually useable. And continues to be if someone kills the thunderfire cannon.
It's actually pretty crazy how good GW made that old resin PIA kit, maybe they had plenty in storage they wanted to get rid of?
Oh, it's DEFINITELY too good. I don't disagree it's undercosted.
Clocks for the clockmaker! Cogs for the cog throne!
2020/01/15 19:50:09
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Theyre literally an indirect bigshoota. Since when were bigshootas being a threat to....anything? I cant remember the last time any bigshootas i fired killed more than 1-2 random marines throughout the entire game.
I see enough Dark Reapers where I wouldn't mind being able to threaten them after they fade and fire. Even killing a 2-3 over a couple rounds would be well worth it.
But yeah, they won't do much to PEQ.
2020/01/15 20:04:01
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Crazy Idea to think about, what if you ran 6+ (over half your army) Boomdakka Snazzwagons, people can't ignore them for a better target because they are the majority of targets. And with a bunch your more likely to make explosions an issue..
Check out my painting and Modeling Blog
http://www.dakkadakka.com/dakkaforum/posts/list/228997.page
2020/01/17 20:28:06
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I'm relatively certain the BDS are 80 pts, so you'd need like 13 of them to account for over half your army. Unfortunately, you can only include up to 9 of them in your army (as each unit can only take up to 3 BDS), so at best you're looking at 720 pts worth of them. That's a significant amount of points to fill out, unless you're playing a 1k game.
You'd also need to find enough space in your deployment zone for all of these Buggies, while also trying to keep them far enough away from each other (and the other components of your army) that you won't need to worry too much about exploding on your own guys.
Lastly, while that's a lot of fairly durable Wounds on the field, they won't be good for much more than blocking your opponent (and yourself) in chokepoints, as the BDS's guns and CC are subpar compared to the other Buggy choices.
2020/01/17 21:08:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Anyone have any experience with Morks/Gorks against CWE and/or Ravenguard?
Thinking of giving my Mork a field test, but I'm worried that it'll be an expensive paperweight against Eldar. Seems like More Dakka is better suited to my SSAG, and I'll be hitting on 6s on the premium targets (CHE / Wave Serpents). RG are -1 hit in cover, which is sub optimal as well.
2020/01/17 21:25:04
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Its still not going to do squat for damage.
9 shots hitting on 5s with exploding 6s is what 4 hits? If it had massive AP or Damage, that'd be fine, but i dont ever expect this thing to cause more damage than a KBB for the same exact points and i rarely ever expect that -1 to hit to actually save its butt either, since we have way too many things hitting on 2s/3s with all rerolls floating around anyway.
And as Flandarz said thats a HUGE footprint. You wouldnt have much else able to do anything just from not being able to get in los or even deployed.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/17 21:58:45
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Yeah. At least with the KBB, it also has 3 feet, so it would be a lot easier to spam and keep them all in range (although maybe not line of sight). It also is more of a threat to more stuff.
-1 to hit isn't scaring people off.
2020/01/17 22:30:14
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I'm working on my Snazzwagon. It WILL see play. I'm going to attempt to force my opponent to have a pop at it by psychological warfare ("Just painted this sweet new buggy dude!", "I sure hope it doesn't die!", "It has grenades that ignore cover don'tchaknow.") and basically throwing it at their lines.
To be fair, an explosion is always fun, no doubt I'll somehow end up losing half my own army but still, it's not called a BOOMdakka for nothing.
This message was edited 1 time. Last update was at 2020/01/17 22:30:29
2020/01/17 22:40:09
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Yeah to be honest, I think that's the problem with snazzwagon, it doesn't really know what it wants to do with its current weaponry. I think they could have really emphasized it's nature as a shooty, disposable kamikaze variant of the danger the megatrakk skrapjet is in CC, where they can shoot all their weapons in combat, and they are guaranteed to explode (no roll required), and even unmodded 6's to hit against the snazzwagon causes a mortal wound to the unit that hit in in CC, as they hit one of the volatile promethium tanks and are bathed in flame. Heck, maybe even make the Mek's Speshul gun gain +1 to hit or some damage bonus when it's within half range to promote it being shoved down opponent's throats.
It sucks because visually speaking it definitely is one of my favourites.
2020/01/17 22:44:50
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Grimskul wrote: Yeah to be honest, I think that's the problem with snazzwagon, it doesn't really know what it wants to do with its current weaponry. I think they could have really emphasized it's nature as a shooty, disposable kamikaze variant of the danger the megatrakk skrapjet is in CC, where they can shoot all their weapons in combat, and they are guaranteed to explode (no roll required), and even unmodded 6's to hit against the snazzwagon causes a mortal wound to the unit that hit in in CC, as they hit one of the volatile promethium tanks and are bathed in flame. Heck, maybe even make the Mek's Speshul gun gain +1 to hit or some damage bonus when it's within half range to promote it being shoved down opponent's throats.
It sucks because visually speaking it definitely is one of my favourites.
There's a lot they could've done - with all the Buggies really. They're far too "samey" as is. Unfortunately none of them really have a well defined role either.
It is beautiful though, now I'm actually holding it I can really appreciate the piece. Absolutely gorgeous. That said - I've yet to find a Buggy model I didn't enjoy painting.
2020/01/17 22:56:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Buggies release should have happened a lot different than it did.
It really should have only been 3 kits (KBB-style, SJD-style, Wartrike-style) with 2-3 weapon options each and spiked ram being an upgrade for KBB/Wartrike-style. Also the base shouldnt have existed. One is anti-troop, one is anti-vehicle, one is melee-focused
Why they chose to do 6 kits, and half of which step on the other halfs' toes for functionality, is beyond me. I cant imagine the Squigbuggy sold even remotely enough to justify its molding process....
But hindsight is 20-20....it was a dumb move on GW's part and now that they exist we wont get what we should have gotten. Ever. JUst gotta hope they make them viable at some point.
This message was edited 1 time. Last update was at 2020/01/17 22:57:09
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/18 00:50:33
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
We will with PA strats like Tyranids got for the toxicrene and haruspex and other junk (the one for expo is good, the one for warriors is amazing).
Boomdakka will have a strat to detonate I am Sure ! Scrapjet will perhaps have one to shoot better, and kbb I dunno, it shoots rivets and it has flamer exhaustion hah hah, plenty of room for shenanigans there.
I am not saying they will make the buggies playable, but g8venthem some added flavour they Will, I think
This message was edited 1 time. Last update was at 2020/01/18 00:50:59
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2020/01/18 04:45:41
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
addnid wrote: We will with PA strats like Tyranids got for the toxicrene and haruspex and other junk (the one for expo is good, the one for warriors is amazing).
Boomdakka will have a strat to detonate I am Sure ! Scrapjet will perhaps have one to shoot better, and kbb I dunno, it shoots rivets and it has flamer exhaustion hah hah, plenty of room for shenanigans there.
I am not saying they will make the buggies playable, but g8venthem some added flavour they Will, I think
That's a good point, the only thing that sucks on relying on stratagems is not only the CP cost, but that you can only use it once a turn per unit most of the time, so it has to be an egregious boost to its damage/utility to make it worth it.
2020/01/18 09:45:15
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
If they give the megatrakk skrapjet a specific strat and it's not one that enables it to fly for the remainder of the turn I'll riot. I really thought it would've had that as an ability on the datasheet to begin with since it's a downed plane and the reveal of the model was that ork commercial "orks don't need wings to fly". Back when we were speculating abilities on the as of then unreleased buggies that was my guess.
So a "turbo-boosta button" or "deploy ramps" strat that gives it fly for the turn would be the only thing I want for it. If it can start smacking supersonic fliers in CC it'd actually be pretty useful but also hilarious beyond belief. And assuming it's just 1CP then it could really help movement and preventing bottlenecks etc.
This message was edited 1 time. Last update was at 2020/01/18 09:49:00
2020/01/18 11:54:04
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
PiñaColada wrote: If they give the megatrakk skrapjet a specific strat and it's not one that enables it to fly for the remainder of the turn I'll riot. I really thought it would've had that as an ability on the datasheet to begin with since it's a downed plane and the reveal of the model was that ork commercial "orks don't need wings to fly". Back when we were speculating abilities on the as of then unreleased buggies that was my guess.
So a "turbo-boosta button" or "deploy ramps" strat that gives it fly for the turn would be the only thing I want for it. If it can start smacking supersonic fliers in CC it'd actually be pretty useful but also hilarious beyond belief. And assuming it's just 1CP then it could really help movement and preventing bottlenecks etc.
This. All day this. I also hoped it'd have the FLY keyword on release. A stratagem providing it temporary FLY (even if it gives itself MW after as it "lands") would be awesome.
I'm struggling to think of other stratagems for the Buggies that'd be that useful though - they're single model units once the game gets going so it's not like we can even buff multiple buggies via stratagems at the same time. Outside of some really egregious strats (auto explode and min 3 MW damage for example), I think they'd still struggle to find a place.
This message was edited 1 time. Last update was at 2020/01/18 11:54:46
2020/01/18 13:24:23
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
"When this unit Advan6ce, do not roll a dice. Instead, it can Advance 10" and gains the FLY Keyword until the end of the phase. After it Advances, it takes 1 MW."
2020/01/18 14:03:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
An Actual Englishman wrote: I'm struggling to think of other stratagems for the Buggies that'd be that useful though - they're single model units once the game gets going so it's not like we can even buff multiple buggies via stratagems at the same time. Outside of some really egregious strats (auto explode and min 3 MW damage for example), I think they'd still struggle to find a place.
Having DG's auto-explode stratagem would be hands down awesome on buggies, some of them have 6" explosion range with d3 mortal wounds. As DG player, I have come to known that triggering such an explosion intentionally can turn around an entire game.
I really hope for the majority of the stratagems to be speed freeks/vehicle based, as those units are the ones lacking support currently.
Something I think that's definitely coming is the d6 shots stratagem for burnas from kill team. Still not enough to make them great, but at least they wouldn't be strictly worse than boyz anymore.
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.
2020/01/18 14:31:00
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Admech have a strat that does that too where before i roll a die i pay 1cp and it just blows up.
I always found it odd Orks didnt have that, since their stuff is more likely to explode. Also Admech really only have 2 things they can use it on that cause D3 mortals....dunerider variants and dunecrawler. Everything for orks except the Killakanz explodes for D3 lol and usually its in your face too so even better.
Vehicle explosions simply dont happen that often for people to realize how rude it is. The 3 times ive had my naut explode i won the game BECAUSE it exploded and took out almost its points worth of gak with it lol. I'd be fine with the strat not affecting the naut, that'd be a bit silly to auto-explode 9" D6 damage.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/18 16:46:29
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]