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2020/02/03 14:18:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
But on the photos of Warhammer world I see the pictures of very funny cartoon-like ork army with gorkonaut and lootas, so who knows...
Nary a Shokk Attack Gun, just a bunch of screaming boys and Stormboyz. Awesome.
Automatically Appended Next Post: His list according to reddit.
“
I played against him - very scary list. As I remember it was 2 units of stormboyz, 2 units of boyz, big mek with kustom forcefield, painboy, 2x wierdboyz (both with da jump, one fists of Mork and one warpath), 2x warboss on bike, 1x waaaagh banner, 2 big units of gretchin and 1 small unit of gretchin.
I felt like I had a chance until I forgot how the timing works on declaring tremor shells, and the game rapidly turned against me from there.
Good event overall though and Simon is a great player“
This message was edited 1 time. Last update was at 2020/02/03 19:08:32
2020/02/03 19:09:39
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
This is one of the lists me and my roommate kinda came up with last night trying to make a stompa work @2k points. I don't play tourneys and honestly only play against my roommate's chaos soup. We went all in with the stompa mob detachment to give it the invuln and the character keyword for fists of gork. The kill tanks can be used in either main gun config depending on opponent I suppose, though I think the bursta is my preferred loadout.
You don't think it would have been better to bring the Stompa in a Supreme Command Detachment, for access to Kultur? Probably woulda saved ya 900ish pts too (unless you're married to the Kill Tanks). I don't think you can take Stompa Mob with that Detachment though, so maybe it's a wash?
2020/02/03 20:19:23
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
stompa mob makes mo mention about needing 3 stompas (which i missed actually), it just says only stompas in that detachment benefit. Also its the Aux detachment that denies kultures, not supreme command enables it. Its just the only way to get a single LoW slot and still get kultures w/o a list of supers. Not like the stompa mob really offers much. A 5++ invul is nice but youre burning 2CP to get it (1 for detachment, 1 for extra relic). The two traits are another CP unless you for some god awful reason actually make the stompa your warlord (in that case why would you ever give him those and not Might Is Right, Brutal but Kunnin, or Big Killa Boss? Hell for that matter Ard as Nails would be better) The 1CP "Stomp stomp stomp" strat also wont really do much. You cant lock a stompa in combat as he can walk over infantry so nobody is gonna zerg it, i'd be surprised if hes in combat with even 10 models at once.
edit: now that i think about it....a T9 stompa with a 5+ invul relic....hmm...that could be annoying to deal with... i almost want to do that now just because of how hilarious it would be to see my opponent's face when i say how i did that...rofl
This message was edited 6 times. Last update was at 2020/02/03 20:56:33
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/02/03 20:39:57
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Yeah, the Stompa doesn't lend itself well to having a lot of CP to fall back on. Which means you REALLY want to get the most bang for your buck when you have to spend it. Unfortunately, none of the Stompa Mob's Stratagems are really good enough to justify only having like 6 CP to spend over the course of a game.
2020/02/03 21:31:23
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Technically yes but i wouldnt do that. He gets access to a 5++ via relics, he cant use any other relic anyway. Lot of the warlord traits for orks are downright brutal, but since the warboss is so easy to pick off they dont really do much. I wouldnt sacrifice one of those traits for +1 to my invul.
And no, stompa is not limited to those 2 traits. Every single detachment is worded the exact same way, "...you can give them..." keyword being "can" not "must" or "only" - Stompa one is worded only different to show that you cant take both traits, since its the only one that has more than 1 trait added in anyway. The difference between Stompa Mob and any other specialist detachment is "...can give them the following warlord trait" or "...can give them one of the following warlord traits" - i see no different other than accommodating theres multiples in the latter.
Otherwise our SSAG with Big Killa Boss is technically illegal. Dread Waaagh is worded the same. The only way you are forced to take the detachment traits is if you are using the Field Commander strat. I'm referring to making him your legit warlord, both saves a CP and honestly with barley enough points left for weirdboyz/grots what else you gonna make warlord? a weirdboy?
This message was edited 4 times. Last update was at 2020/02/03 21:46:51
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/02/03 22:43:40
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
It literally says in the Stompa Mob description that you can give a stompa the character keyword but it can only choose the warlord traits and relic from the specialist detachment.
So no faction or clan warlord traits, unless they've errata'ed it somewhere I haven't seen.
Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on!
2020/02/03 22:47:29
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Hmm interesting detail about Shadowsun in the new reveal, she lets the detachment she’s in take any sept, but she doesn’t benefit unless they take the overwatch one. So Ghazz will certainly be usable in any detachment too but probably doesn’t get klan rule unless you go Goff
DieHard 40K player. Primary Army: Goff/Deffskull Orks 18,000+ pts (And Growing Still, slowly)
Secondary army: Mentor Legion Space Marines, 4000 or so (heading for about 7-8000)
Tertiary army: Tau , eh bout 1750 or so, (someday 2-3000)
2020/02/04 00:12:14
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
acme2468 wrote: Hmm interesting detail about Shadowsun in the new reveal, she lets the detachment she’s in take any sept, but she doesn’t benefit unless they take the overwatch one. So Ghazz will certainly be usable in any detachment too but probably doesn’t get klan rule unless you go Goff
Maybe they’ll do this for all named characters. It would be cool to take Zagstruk, for instance, without having to take Goffs.
2020/02/04 01:01:25
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Not even really sure why they unlocked Shadowsun really.
It makes sense for Ghaz to be unlocked because his entire story is about bringing the klans together and using their strengths to the best he could think of. Were not talking about two branches of a military, were talking about pseudo-enemy/rival bands that if they dont have a bigger target to fight they will quickly fight each other. Getting that kind of mentality to work together is quite a feat.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/02/04 01:53:23
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
The rule is called “Supreme Commander” it makes sense for her and Ghazz, because that what they are, no other characters have the same sole leadership of their entire races military forces.
DieHard 40K player. Primary Army: Goff/Deffskull Orks 18,000+ pts (And Growing Still, slowly)
Secondary army: Mentor Legion Space Marines, 4000 or so (heading for about 7-8000)
Tertiary army: Tau , eh bout 1750 or so, (someday 2-3000)
2020/02/04 08:13:23
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Okay, seems like storm boyz are a valid option after all.
I do have another question that I would be happy if you can give me some feedback on. I am just about to re-base all my ork figures to 30mm bases and plan to magnetize them and make moment trays to them. The thing I am would like to have some input on is whether I should put them in a hexagonal lattice or a rectangular one. Rectangular is easier to build but hexagonal have the advantage to be denser but foremost it would in theory allow models to fight in three rows in CC due to the 3:ed row is just within 1’’ of the 1:st for 30mm bases. I it standard to allow models to fight in CC in three rows for 30mm bases, placed in an hexagonal lattice ,or would people accuse me of sheeting if I claim this?
2020/02/04 08:17:42
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
acme2468 wrote: Hmm interesting detail about Shadowsun in the new reveal, she lets the detachment she’s in take any sept, but she doesn’t benefit unless they take the overwatch one. So Ghazz will certainly be usable in any detachment too but probably doesn’t get klan rule unless you go Goff
Maybe they’ll do this for all named characters. It would be cool to take Zagstruk, for instance, without having to take Goffs.
Wouldn't make too hasty conclusions from one model. They just released sister codex with order locked characters and DA got chapter locked special character as well.
Automatically Appended Next Post:
Nora wrote: Okay, seems like storm boyz are a valid option after all.
I do have another question that I would be happy if you can give me some feedback on. I am just about to re-base all my ork figures to 30mm bases and plan to magnetize them and make moment trays to them. The thing I am would like to have some input on is whether I should put them in a hexagonal lattice or a rectangular one. Rectangular is easier to build but hexagonal have the advantage to be denser but foremost it would in theory allow models to fight in three rows in CC due to the 3:ed row is just within 1’’ of the 1:st for 30mm bases. I it standard to allow models to fight in CC in three rows for 30mm bases, placed in an hexagonal lattice ,or would people accuse me of sheeting if I claim this?
Hardly cheating since bases allow that. You lose in practice just half a rank compared to 25mm base and that's assuming all could reach into combat anyway. Big difference will be it taking bit more time which benefits orks so in practice 32mm helps orks. Which is why I find amusing when people fret over it. Even in optimal case it's just half a rank which isn't going to be deciding things all that often, 25mm lose on board control and 32mm makes games take longer which helps orks as less turns the better for orks in general.
This message was edited 1 time. Last update was at 2020/02/04 08:20:18
2024 painted/bought: 109/109
2020/02/04 13:10:00
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Take 5 empty bases on a paper sheet where you draw 2 circles of 1" thumb each, representing within 1" of 1" . You can see that you can fight in 3 rows, given your correct placement.
2020/02/04 13:43:51
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I was playing with 40 grot and 60 boyz, I though it was too few models, now I'm going 60 grot 90 boyz. I used to play 10 tankbustas and 2 dogs in battlewagon, now I go 15 tankbustas and 5 squiggs.
If you have some comments, we can discuss about that!
Orks 5000p
2020/02/04 14:39:08
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I was playing with 40 grot and 60 boyz, I though it was too few models, now I'm going 60 grot 90 boyz. I used to play 10 tankbustas and 2 dogs in battlewagon, now I go 15 tankbustas and 5 squiggs.
If you have some comments, we can discuss about that!
Yes. A few.
- move the tankbustas to bad moons. So you can eventually use the double shooting strat on them.
- change the goff detachment to evil suns. You will da jump one squad and walk the rest up the board. The faster the better. Also, +1 on the charge makes a world of difference.
2020/02/04 15:03:20
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Vineheart01 wrote: Not even really sure why they unlocked Shadowsun really.
It's simple. They want the new model to sell.
I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains
2020/02/04 15:19:21
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I was playing with 40 grot and 60 boyz, I though it was too few models, now I'm going 60 grot 90 boyz. I used to play 10 tankbustas and 2 dogs in battlewagon, now I go 15 tankbustas and 5 squiggs.
If you have some comments, we can discuss about that!
Yes. A few.
- move the tankbustas to bad moons. So you can eventually use the double shooting strat on them.
- change the goff detachment to evil suns. You will da jump one squad and walk the rest up the board. The faster the better. Also, +1 on the charge makes a world of difference.
Goff was not planned, they are evil sunz, seems like my mistake at configuring it.
Point about bad moons is interesting, I make them evil sunz because I usually advance the battlewagon, so they do not shoot at 6's, if i do not advance the wagon, they are usually out of 24'' of the enemy tank.
Orks 5000p
2020/02/04 15:32:31
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
- change the goff detachment to evil suns. You will da jump one squad and walk the rest up the board. The faster the better. Also, +1 on the charge makes a world of difference.
Goff was not planned, they are evil sunz, seems like my mistake at configuring it.
Point about bad moons is interesting, I make them evil sunz because I usually advance the battlewagon, so they do not shoot at 6's, if i do not advance the wagon, they are usually out of 24'' of the enemy tank.
Take Mad Dok. He's worth every point. You should never have a normal painboy if you have a DS detachment.
For 21 points you get: +1 WS, +1 T, +2 armour save, 6+ invul save, +1 FNP (for him), he gets a reroll to hit, to wound, damage, he can advance and charge with his insanity rule, he can fallback and charge with his insanity rule, and most importantly, his pain aura affects every clan instead. He's just more resistant to sniper fire and can krump way harder in CC with the +1 to hit and rerolls.
I'd consider Deathskulls for the wagon as well. It gets a 6+ invul in case its out of the KFF field. I think it's really up to you, though.
BM give them the chance to hop out and shoot twice
ES gives them extra threat range because you can advance
DS gives them wagon a bit more survivability and the boys inside a re-roll to wound
I recently used tankbustas as deathskulls in a trukk and a big trakk. They are insane, even without shoot twice, and even hitting on 6's. Full rerolls with explosions is nuts.
This message was edited 3 times. Last update was at 2020/02/04 15:38:08
2020/02/04 20:24:15
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
- change the goff detachment to evil suns. You will da jump one squad and walk the rest up the board. The faster the better. Also, +1 on the charge makes a world of difference.
Goff was not planned, they are evil sunz, seems like my mistake at configuring it.
Point about bad moons is interesting, I make them evil sunz because I usually advance the battlewagon, so they do not shoot at 6's, if i do not advance the wagon, they are usually out of 24'' of the enemy tank.
Take Mad Dok. He's worth every point. You should never have a normal painboy if you have a DS detachment.
For 21 points you get: +1 WS, +1 T, +2 armour save, 6+ invul save, +1 FNP (for him), he gets a reroll to hit, to wound, damage, he can advance and charge with his insanity rule, he can fallback and charge with his insanity rule, and most importantly, his pain aura affects every clan instead. He's just more resistant to sniper fire and can krump way harder in CC with the +1 to hit and rerolls.
I'd consider Deathskulls for the wagon as well. It gets a 6+ invul in case its out of the KFF field. I think it's really up to you, though.
BM give them the chance to hop out and shoot twice
ES gives them extra threat range because you can advance
DS gives them wagon a bit more survivability and the boys inside a re-roll to wound
I recently used tankbustas as deathskulls in a trukk and a big trakk. They are insane, even without shoot twice, and even hitting on 6's. Full rerolls with explosions is nuts.
I'll consider adding MDG instead of the painboy.
The point is that all the klan benefits go to lootas (usually), so I don't think putting tankbustas in BM would worth for me.
I've been thinking about DS invul and rerolling wounds, I supose it'll depend of the match
Orks 5000p
2020/02/04 20:49:16
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]