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2020/01/24 20:42:40
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Vineheart01 wrote: Unrelated to Ghaz, seems FW is getting new rules finally.
Perhaps they'll revise the...what 80% of complete gak we can bring to be usable? lol. Lot of stuff is missing generic rules you'd expect (gargsquig cant fall back and fire/charge for example) or is MASSIVELY overpriced but rulewise is fine.
As long as my big trakk supa skorcha is safe.
But yes. Agreed. Most Ork FW stuff is horrendously overpriced or underpowered.
Or you pay more points for grot riggers that’s on a 6+ instead of a 2+. Wat?
I would love if they made both Squigs good. The idea of Orks riding giant monsters into battle is awesome and would make for some fun lists.
2020/01/24 20:53:16
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
You still cant include him in a different kutlure detachment without jacking up the kulture benefits. Thats the main issue.
With Grotsnik its a minor issue because at least HE is a Deathskullz.... yaknow the most powerful/popular one?
Ghazzy's abilities can be completely no-kulture and work on anyone, but still require Goff detachments and that would be just as bad.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/24 23:02:03
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
As Vine said: "Kultur-Locked" means you MUST take a certain Kultur in order to field the unit, not that it has Abilities that only work on a certain Kultur.
2020/01/24 23:28:18
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
You still cant include him in a different kutlure detachment without jacking up the kulture benefits. Thats the main issue.
With Grotsnik its a minor issue because at least HE is a Deathskullz.... yaknow the most powerful/popular one?
Ghazzy's abilities can be completely no-kulture and work on anyone, but still require Goff detachments and that would be just as bad.
flandarz wrote:As Vine said: "Kultur-Locked" means you MUST take a certain Kultur in order to field the unit, not that it has Abilities that only work on a certain Kultur.
Hence my earlier suggestion that Ghaz allows mixed Klan detachments without muddying the benefits
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2020/01/24 23:29:00
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Grimskul wrote: Given he's so big, I wouldn't be surprised if they gave him higher movement in spite of his mega armour, so if people wanted to keep his aura and buffs, he could still somewhat keep up if he runs.
He already has that - regular MA models move 4", he moves just as fast a regular orks.
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.
2020/01/25 00:23:38
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Grimskul wrote: Given he's so big, I wouldn't be surprised if they gave him higher movement in spite of his mega armour, so if people wanted to keep his aura and buffs, he could still somewhat keep up if he runs.
He already has that - regular MA models move 4", he moves just as fast a regular orks.
I'd hope he'd move a little faster.
Out of interest Jid, do you think his seemingly way larger base will have potential negative gameplay implications? He looks to have a base not far off buggy size!
2020/01/25 00:58:04
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
That is one of my biggest complaints about the Wartrike is its footprint after melee means its almost impossible to keep from getting blasted.
If Ghazzy is on a base nearly that size.....oof..at least he has a 2+ and an invul.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/25 03:46:16
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
An Actual Englishman wrote: Out of interest Jid, do you think his seemingly way larger base will have potential negative gameplay implications? He looks to have a base not far off buggy size!
I don't think so. Worst case it would be as big as Mortarion's and I always felt the large base helped me get into combat with more things. If Thrakka can still ride battlewagons, it's even an advantage because you disembark within 3" - larger base means less distance to the enemy.
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.
2020/01/25 08:57:39
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
An Actual Englishman wrote: Out of interest Jid, do you think his seemingly way larger base will have potential negative gameplay implications? He looks to have a base not far off buggy size!
I don't think so. Worst case it would be as big as Mortarion's and I always felt the large base helped me get into combat with more things. If Thrakka can still ride battlewagons, it's even an advantage because you disembark within 3" - larger base means less distance to the enemy.
Good points, I guess I'm just assuming he won't be able to get in vehicles and I'm certain he won't be as fast as Morty
2020/01/25 09:04:32
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I just wanna say that at end of round 3, at Lvo, in this moment. Warboss Anthony Birdsong is nr 1 with 3 win.
Maybe because it is because iz da boss, maybe because he has a lucky stickz. However it is just beautiful
2020/01/25 09:31:20
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
An Actual Englishman wrote: Out of interest Jid, do you think his seemingly way larger base will have potential negative gameplay implications? He looks to have a base not far off buggy size!
I don't think so. Worst case it would be as big as Mortarion's and I always felt the large base helped me get into combat with more things. If Thrakka can still ride battlewagons, it's even an advantage because you disembark within 3" - larger base means less distance to the enemy.
Good points, I guess I'm just assuming he won't be able to get in vehicles and I'm certain he won't be as fast as Morty
Mortarion is slow AF if you don't soup and he can't hide behind other units and can't tellyport. He still gets there half of my games, the other half he just dies turn 1.
Thrakka is already great right now, if he weren't locked into Goff, I would play him a lot more.
Shower thought - maybe orks get the treatment that CSM or Nids got, with every clan getting one or more relics, traits and stratagems to even the scales between them a bit. Maybe even a bonus for running mono-clan to discourage the red-yellow-blue armies everywhere. GW has been quite creative when it comes to side-grading in PA. Blood Axes, Goff and Snakebites could definitely use some help.
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.
2020/01/25 09:36:06
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Emicrania wrote: I just wanna say that at end of round 3, at Lvo, in this moment. Warboss Anthony Birdsong is nr 1 with 3 win.
Maybe because it is because iz da boss, maybe because he has a lucky stickz. However it is just beautiful
It's very early days man. Who were his opponents?
2020/01/25 09:43:53
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Emicrania wrote: I just wanna say that at end of round 3, at Lvo, in this moment. Warboss Anthony Birdsong is nr 1 with 3 win.
Maybe because it is because iz da boss, maybe because he has a lucky stickz. However it is just beautiful
Emicrania wrote: I just wanna say that at end of round 3, at Lvo, in this moment. Warboss Anthony Birdsong is nr 1 with 3 win.
Maybe because it is because iz da boss, maybe because he has a lucky stickz. However it is just beautiful
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Slugga
. 14x Ork Boy W/ Shoota
. 15x Ork Boy W/ Slugga & Choppa
Gretchin [4 PL, 81pts]
. 27x Gretchin
Gretchin [4 PL, 78pts]
. 26x Gretchin
+ Elites +
Mad Dok Grotsnik [5 PL, 86pts]
++ Total: [103 PL, 1,998pts] ++
Good man. List looks like hell to be honest - 150 Boyz, 107 Grots, MDG, 3 SAG, 3 Weirdboy and a Warboss. It's a "I hope you don't kill me too quickly" list. Very boring. Might do well though, it's our equivalent to the 300 Gaunt list Nids use in Oz.
E - his scores don't look right, isn't the max score for ITC 40 something? He has 54 for his second game?
This message was edited 1 time. Last update was at 2020/01/25 10:52:48
2020/01/25 11:02:16
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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.
2020/01/25 12:57:39
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Something must be wrong, the maximum points are 42 in itc
He won vs white scars/IH/IH 15 centurions/3tfc+Dread spam+ flyer spam
I have no idea how he managed that but that list is a nightmare. I would NEVER play it . I maxed out at 190 models and after 2 matches my brain is porridge.
Automatically Appended Next Post: Still hats down to him to have managed that results thus far. I don't think he will win vs Sean Nayden. That dude is a Aeldari monster
This message was edited 1 time. Last update was at 2020/01/25 12:59:16
2020/01/25 15:09:44
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Honestly, I am thinking Orks is starting to have a convergence on Deathskulls. Evil suns is looking worse and worse, and Bad moons is really only the best on units that can take advantage of Showin' Off... and that usually means leaving your SSAG exposed because those units often need grot shields.
I don't even think GW has to do much to encourage mono kultur anymore. Deathskulls just seems to be becoming optimal for most units. Just having an invul save in the age of massed fire with a buttload of AP seems so useful.
This message was edited 1 time. Last update was at 2020/01/25 16:35:31
2020/01/25 16:59:44
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
if they end up forcing monokulture (which would be really dumb for orks to be restricted that way) then i'd be surprised to see any lists that isnt deathskullz.
Deathskullz rerolls only REALLY shine on the low rate of fire, heavy hitting D3/D6 damage attacks, but unlike other kultures it benefits absolutely every unit decently. Every other kulture has units they dont really want included.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/01/25 17:07:34
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Vineheart01 wrote: if they end up forcing monokulture (which would be really dumb for orks to be restricted that way) then i'd be surprised to see any lists that isnt deathskullz.
Deathskullz rerolls only REALLY shine on the low rate of fire, heavy hitting D3/D6 damage attacks, but unlike other kultures it benefits absolutely every unit decently. Every other kulture has units they dont really want included.
Well, even Boys often have Nobs, which will gladly take those rerolls (it almost makes PKs consistent...); tossing on a rokkit or two also now makes that unit take good advantage of it in the shooting phase for relatively cheap. And then there's that Invul save which they'll gladly take.
Having a bit of smoothing even on more elite units is nice, especially if the damage reroll can be taken advantage of.
And now, your infantry units, including most HQs, are now ObSec.
There's a theory a friend posited that each codex will have a "competitive" army; like for CWE, it's obviously Alatoic. For Orks, Deathskulls seem to have been chosen. Even Wreckers, albeit not as good as Showin' Off, is definitely useable.
I might experiment a bit with Kommandos, which I'll probably take as Evil Suns, but otherwise I'm probably going to largely roll as Deathskulls unless I'm given a reason not to. Even for Custom Clans, I doubt you won't want at least 1 battalion of Deathskulls just for your SSAG.
2020/01/25 17:22:13
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
If they "force" mono-Kultur (which is really just adding bonuses to each Kultur for only fielding that one), then I'd hope the mono bonuses are decent enough to make fielding, say, Snake Bitez an attractive proposition.
2020/01/25 17:33:00
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
flandarz wrote: If they "force" mono-Kultur (which is really just adding bonuses to each Kultur for only fielding that one), then I'd hope the mono bonuses are decent enough to make fielding, say, Snake Bitez an attractive proposition.
It’s funny how they get a FNP and that’s somehow supposed to be good enough.
See: Iron hands...
2020/01/25 17:43:42
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Vineheart01 wrote: if they end up forcing monokulture (which would be really dumb for orks to be restricted that way) then i'd be surprised to see any lists that isnt deathskullz.
Deathskullz rerolls only REALLY shine on the low rate of fire, heavy hitting D3/D6 damage attacks, but unlike other kultures it benefits absolutely every unit decently. Every other kulture has units they dont really want included.
That's what the mono bonus is supposed to be represent. Fluffwise mono klan warbands exist and game wise if you dedicate to solo group you SHOULD get bonus. Otherwise there's no reason to not be non-mono which isn't fluffy nor balanced either.
And bonuses for being solo isn't exactly forcing. You can go for multiple. Even now at LVO there's soups with marines as well even though they lose mono bonus. Trick is to have mono bonus that's good enough it compensates for handicapping yourself by being mono without being brokenly good
This message was edited 1 time. Last update was at 2020/01/25 17:45:11