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Made in no
Rogue Grot Kannon Gunna






 Jidmah wrote:
Book says 110 and "including wargear" at the top of the column.

This is the first time I actually used it to look up something since I bought it btw

As for the Waaagh! aura, the Biker Warboss got errata'ed to include bikes at some point, Zardsnark simply never got that errata.
edit: here is the errata: https://www.warhammer-community.com/wp-content/uploads/2018/04/warhammer_40000_index_xenos_2_en.pdf


Which means ATM he can't charge if he advances?
   
Made in fi
Locked in the Tower of Amareo





Orkimedez_Atalaya wrote:
Kebabcito wrote:
How do you play the pirates? 240 points + 84 badrukk + 64/120 vehicle cost too much, they are super exposed to damage as they reach 24'', they are heavy, you need to activate his kulture...
I'm not sure how to play them.

I'm planning to replace them for my 15 tankbustas+5 dogs + battlewagon depending of the matchup, so I would play 15 lootas and 10 pirates + badrukk against tyranids and stuff (no vehicles), what do you think about that?


Aaand, Loot it! As soon as the vehicle gets destroyed. Preferably you should park it such that when it gets destroyed (and it will) you can disembark on cover for a 2+ goddess save. If freebootas, I think is better to play 2 units of 5 than one of 10. Twice the show off potential and one can trigger the trait for the other.


And then you can only loot it for one of them...Plus as Jidmah pointed out people are gearing up to kill flashgit type of stuff. Without AP ignoring ability they die in droves anyway.

2024 painted/bought: 109/109 
   
Made in es
Krazy Grot Kutta Driva




The point is that you're paying more to hit harder, so if you're going 5's probably not worth (I did not the math, just saying, you know).

Orks 5000p 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Kebabcito wrote:
The point is that you're paying more to hit harder, so if you're going 5's probably not worth (I did not the math, just saying, you know).


I did do the math, and it's still worth it. You are looking on 5-6 hits instead of 8 on average for a unit of 5 - dice luck has just as much more impact on your rolls. You should plan towards having them stand still and shoot starting T2 for extra damage, but they aren't immobile by a long shot.

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
Squishy Squig





 acme2468 wrote:
...And My Ork Mechanized list...


Can I have a peek at it?

   
Made in ca
Longtime Dakkanaut




I’d probably scrimp on baddruk unless you really have the points.

Because Ork BS sucks, that reroll ones doesn’t generate as much hits as you’d like.

Plus his aura is useless in a vehicle.

It’s a shame. He’s legit good, but I’d take a SAG over him, and Orks generally don’t wanna HQ overload.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






CA FAQ does not contain a Big Mek with Kustom Force Field, so apparently it was not a mistake.

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

Badrukk's shooting is legit what are you talking about?
That guy has done some major work for me. I'd rather have him than a warboss, since a warboss wont do anything until hes in melee and often dies pretty fast in melee.

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






The Warboss can Waaagh and Breaking Heads. Badrukk can neither.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

True but i also virtually never get those abilities unless someone is actually charging at me for once.
Dajumped boyz are never near a boss and most my army is mechanized anyway.

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
Longtime Dakkanaut




Orkimedez_Atalaya wrote:
If freebootas, I think is better to play 2 units of 5 than one of 10. Twice the show off potential and one can trigger the trait for the other.


The trouble with that is you can't grot shield any more (well you can, but only one of them, so they can just immediately switch targets to the other and eliminate it).

Pirates are so pricey and so dangerous that without grot shields they're basically just an invitation to be eliminated, especially in this meta where everyone loads up on weapons specifically designed to kill 2W models with a decent armor save.

They also don't work great in vehicles, because embarked models aren't within x inches of anything, so you can't possibly get the +1 to hit bonus or the bonus from badrukk.

If you want to run freebootas, it's best to run a bunch of grot shields and mek gunz IMO. Mek gunz don't benefit from the +1 but they do trigger it for the orks who have it. So you can use your other shooting to weaken something, a mek gun to eliminate it, and then your pirates can go to town.

This message was edited 1 time. Last update was at 2020/02/10 15:39:13


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





Nebraska, USA

If the transport is freeboota, they still get the +1 due to Open Topped.
You're correct they wont get Badrukk though, since reroll 1's is not a modifier

I actually like having them in a trukk because barring some insanely bad dice rolls when it blows up only the 2 ammo runts died and bam 3+ armor gitz. Park it near terrain and theyre in cover now so 2+ armor. Having them near a vehicle isnt enough, nobody is going to be that dumb to shoot at a random trukk or mek gunz thats right next to a much, much deadlier threat.
I say "barring some insanely bad dice" because the first time i tried that i legit rolled 8 1s...out of 12...

This message was edited 2 times. Last update was at 2020/02/10 15:48:54


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
Longtime Dakkanaut




 Vineheart01 wrote:
If the transport is freeboota, they still get the +1 due to Open Topped.


Have they ever done an official FAQ on that? Last time I checked it was still a debate (not just for freebotas obviously, but the general idea that open-topped transports pass on buffs to their embarked units).
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

there is no debate, there is no need for a faq.

The freeboota aura is +1 to hit, which is a modifier.
Open Topped specifically says it confers modifier bonuses and penalties to its occupants. Technically if you could put nonfreebootas in a freeboota vehicle they would get the bonus too, because theyre not getting the freeboota bonus theyre getting the open topped transfer

How is that needing a faq?

This message was edited 1 time. Last update was at 2020/02/10 16:08:24


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

You can't put non-Freebooterz into a Freebooterz vehicles.
   
Made in es
Krazy Grot Kutta Driva




disembarking count as moving?

Orks 5000p 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Thats why i said "technically if you could"

Yes theres no way to actually do that. i was saying "if you could" it would still give them the bonus because its not the freeboota perk granting it in this situation.

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:
Badrukk's shooting is legit what are you talking about?
That guy has done some major work for me. I'd rather have him than a warboss, since a warboss wont do anything until hes in melee and often dies pretty fast in melee.


He’s fine. I like his gun. But I’m not fielding 7-8 HQs. If you are going all out, you’re fielding 3 SAGs, 2 weirdboys at least. Then probably a KFF and a boss or Wartrike for auras.

Baddruks aura grants something like 2-3 extra hits for a full unit of gits. Not nothing, but you know what generates more hits? Buying 3-4 more gits.

His aura scales better if you buy more units, but I don’t think y’all field 30 of them.

This message was edited 1 time. Last update was at 2020/02/10 16:32:21


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

If you're fielding Gitz, I'm gonna assume you want them to be as effective as possible, simply because they're stupid expensive. In that case, Badrukk is a good investment as he improves your Gitz, himself, and has a decent gun and durability to go along with it. I've found you can usually pretty easily drop a single SAG to fit him in (they cost about the same), without really losing much in terms of firepower (again, he has a pretty good gun).
   
Made in us
Yellin' Yoof




Southern Indiana

 rakkzul wrote:
 acme2468 wrote:
...And My Ork Mechanized list...


Can I have a peek at it?


Sure,
Spoiler:
Simply Its a Defskull Batt. Dread Waaagh with 2 Big Meks, (one Warlord and Supa of course) 3x10 Grots, ,1xMegatrak, 1xKustom Boosta, Lootas x10, SmashaGunzx3 Trukk, Then a Goff Batt. with Two weird boys , 2 Shoota BoysX20 grotsx25 2x Battlewagons Deff-rollas, Then a Deffskull Airwing, with Dakkajet, Burnabommer, Wazzbomb

When I can go first I've got a lot of punch that can tear up a marine army to give me a chance. and it plays reasonably quickly.

This message was edited 1 time. Last update was at 2020/02/10 18:28:26


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) 
   
Made in us
Tough-as-Nails Ork Boy





Maine

Thoughts on the PA story release?

https://www.warhammer-community.com/2020/02/10/psychic-awakening-call-of-the-waaagh/

God is real! 
   
Made in ca
Longtime Dakkanaut




 flandarz wrote:
If you're fielding Gitz, I'm gonna assume you want them to be as effective as possible, simply because they're stupid expensive. In that case, Badrukk is a good investment as he improves your Gitz, himself, and has a decent gun and durability to go along with it. I've found you can usually pretty easily drop a single SAG to fit him in (they cost about the same), without really losing much in terms of firepower (again, he has a pretty good gun).


I think it’s fine to field him.

I’m just unsure it’s strictly better to lose a SAG for it.

1x 10 man squad of gits or 2x 5 man squads is still quite strong without it. I think people complain gits are expensive because they think baddruk is a required part of the package.
   
Made in us
Regular Dakkanaut








I'm excited! I'm very tempted to start painting for different Kultures. I"m Bad Moonz all day long but now I want to have some blue and red boys for my Great WAAAAAAAAAGH!!!
   
Made in us
Tough-as-Nails Ork Boy





Maine

I think the PA story is leading us to believe that there might be someway of combining the different klans into a super klan.

AND I think that it probably means Ghaz won't be faction locked

To his amazement, the Nob instead saw shimmering green figures whirling and moving in the air. His eyes widened in wonder as he saw ethereal green figures clambering onto spaceships made from a million scavenged wrecks. He watched as the figures, surely Orks from their build and all their killy gubbinz, flew through space and into the swirling maw of a big… swirly… thing!

At that point, the vision lost Thragrot for a moment, but regained his attention when he saw those same Orks – many, many more than he could count – spilling off their scrap-ships and into the biggest fight he’d ever seen. It was incredible. It was inspiring. It was so much more than Thragrot had imagined life could hold.

And then, as the vision dissipated, there was Big Boss Snagrack pulling himself up onto a wrecked Battlewagon. He clutched Goffboss Blackfang’s severed head in the blades of his power klaw and bellowed at the top of his lungs.

‘Dis fight iz over! Gork an’ Mork got bigger work fer us dan kickin’ each uvvers’ teef in! Dis is it ladz, it’s time fer da Waaagh!’


God is real! 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I mean, they're still like 300+ pts for a 10 man squad (or 2×5). That's a fifth of your 1500 pts, or over a seventh of your 2k. It's a lot of investment into one (or 2) unit, which is why you need to field some protection for them. Which, obviously, increases the cost to field them. And at the point, you might as well bring Badrukk along to improve their efficiency, cuz you've likely already put nearly 400 pts into them.

On average, a regular SAG is gonna have 3.5 BS5 shots at S7. Badrukk gets 3 BS4 (5 if you move) at S7 (8 if you overcharge). The SAG wins out on AP, but the difference between a -3 and a -5 isn't huge, and it also gets an average of 0.5 more damage per unsaved Wound. Side by side, the SAG will put out more damage, as long as you can get that LOS, but combined with improving your Gitz, Badrukk probably takes the win on actual damage increase. He's also more durable (with a 3+ and 5++), and can actually hold his own in CC (with 5 S5 attacks).

Personally, I'd say that if you're bringing Gitz, you should field Badrukk instead of a SAG (but NOT instead of a SSAG). But yo each their own.
   
Made in ca
Longtime Dakkanaut




Don’t ignore range here. 2 feet vs 5 feet is really big.

The upper bound on SAGs is also so much higher. You take 3 sometimes just hoping one rolls hot.

It’s nuts to me the max damage of a SAG is 108 damage.

Plus fielded in Trukks or wagons makes the aura useless, which seems to be the usual way, as most people don’t wanna take a freeboota detachment.

Honestly I’d rather save my grot shields for my SSAG.
   
Made in gb
Mekboy on Kustom Deth Kopta






 Kaptin_Grubkrumpa wrote:
I think the PA story is leading us to believe that there might be someway of combining the different klans into a super klan.

AND I think that it probably means Ghaz won't be faction locked

Yea I could see that. Maybe including Ghaz creates a new clan detachment that has different abilities?

There's also the possibility of new models at some time - Oddboyz, Madboyz and a few others were all mentioned. Unlikely, but still.
   
Made in fi
Locked in the Tower of Amareo





5 feet sounds big except if terrain is proprly set getting longer than 3 fet uninterrupted LOS at will should be pretty darn rare and if you get that there should be plenty of places for opponent to hide out of that.

I find anything beyond 30"(including movement) to be nice bonus. Mobility is actually bigger help to get to position to shoot at hiding enemy.

2024 painted/bought: 109/109 
   
Made in us
Tough-as-Nails Ork Boy





Maine

 An Actual Englishman wrote:
 Kaptin_Grubkrumpa wrote:
I think the PA story is leading us to believe that there might be someway of combining the different klans into a super klan.

AND I think that it probably means Ghaz won't be faction locked

Yea I could see that. Maybe including Ghaz creates a new clan detachment that has different abilities?

There's also the possibility of new models at some time - Oddboyz, Madboyz and a few others were all mentioned. Unlikely, but still.


Or perhaps they will have a rule where weirdboyz can mob up? They mentioned "da odd sqwaud" which might imply a stratagem like "mob up" but for psykers that amplifies their power.

God is real! 
   
Made in gb
Mekboy on Kustom Deth Kopta






 Kaptin_Grubkrumpa wrote:
 An Actual Englishman wrote:
 Kaptin_Grubkrumpa wrote:
I think the PA story is leading us to believe that there might be someway of combining the different klans into a super klan.

AND I think that it probably means Ghaz won't be faction locked

Yea I could see that. Maybe including Ghaz creates a new clan detachment that has different abilities?

There's also the possibility of new models at some time - Oddboyz, Madboyz and a few others were all mentioned. Unlikely, but still.


Or perhaps they will have a rule where weirdboyz can mob up? They mentioned "da odd sqwaud" which might imply a stratagem like "mob up" but for psykers that amplifies their power.

It'd be nice, but GW missed a trick not calling them a squad of 'WAAAAAGGGHHH!locks'. Damnit GW.
   
 
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