Switch Theme:

No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




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





Nebraska, USA

Also the burna/loota stratagem requires a Spanner in the unit.

Who the crap uses a spanner lol. If burnas were worth a damn i could see Deathskullz using a spanner purely for another KMB, but nobody else. But of course burnas arent worth a damn lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
everybody else gets an auto explode strat "before you roll the die"

We get "after moving, it dies and blows up" seriously? what kind of gak is that? if it had an extra effect on top sure but wtf gw?
So a dakkajet reduced to 0 wounds normally, cant use the auto-explode on. It has to actively destroy itself to auto explode. But everyone else just spends a CP whenever it actually dies.
Talk about horse crap.


I actually like the Flyin' Headbutt, You could do a Flyer Wing of 3 Pyromaniac Burna-Bommers, booming infantry for 3+ for MWs, then fly where YOU want to and denote, showering everyone within 6" straight 3 MWs. At that point the Burna-Bommer has already used it payload and would probably be near death anyway, for 1CP, yeah id do it, kamikaze it right at a castle and let the fire reign. It gives us access to more MWs that is more targettable and also for me, it finally makes me pick between the Blizta and the Burna. I was always quite heavily in the Blitza camp but now Burnas all the way.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Tough-as-Nails Ork Boy





Maine

"This is a great way for your Boomboyz, Feral Orks, Madboyz and more to gang up together and break some heads."

Feral Orks???

God is real! 
   
Made in fr
Mekboy Hammerin' Somethin'






PiñaColada wrote:
Well new psychic powers (one for each clan) could easily be good and the ability to buy the kustom jobs for CP instead of getting them for free with the mekboy workshop is interesting. I really thought they'd make us use that thing. I assume we'll get 1 or 2 worthwhile upgrades out of that.

And the flyer strat is solid AF on a burna-bomma IMO. Auto-explode 6" and flat 3 MWs? Krump that castle!


I will be running two or three in my next game to see the potential. Time to magnetize and paint these two planes I have which were collecting dust

This message was edited 1 time. Last update was at 2020/03/17 16:52:49


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
Also the burna/loota stratagem requires a Spanner in the unit.

Who the crap uses a spanner lol. If burnas were worth a damn i could see Deathskullz using a spanner purely for another KMB, but nobody else. But of course burnas arent worth a damn lol.


Yeah the Klever Spanner strat is pure garbage. I never take a Spanner, and why not just use a CP reroll? Unless your saving it for something else in the shooting phase.... If it was flat 3 shots for 1/2CP then hell yeah. But not for roll an extra dice. If it were roll and extra dice and add both, then we are seriously talking! But obvs we have to get some crap strats.


Automatically Appended Next Post:
Btw whats a Boomboy? I dont remember them at all.

This message was edited 2 times. Last update was at 2020/03/17 16:55:59


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in bg
Regular Dakkanaut





 deffrekka wrote:
 Vineheart01 wrote:
Also the burna/loota stratagem requires a Spanner in the unit.

Who the crap uses a spanner lol. If burnas were worth a damn i could see Deathskullz using a spanner purely for another KMB, but nobody else. But of course burnas arent worth a damn lol.


Yeah the Klever Spanner strat is pure garbage. I never take a Spanner, and why not just use a CP reroll? Unless your saving it for something else in the shooting phase.... If it was flat 3 shots for 1/2CP then hell yeah. But not for roll an extra dice. If it were roll and extra dice and add both, then we are seriously talking! But obvs we have to get some crap strats.


Automatically Appended Next Post:
Btw whats a Boomboy? I dont remember them at all.

Probably a subkultur
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Well, for Burnas the effect is useful since the D3 is not unit wide like Lootas are.
So for them you'd be rolling 2dice per model. Cant CP reroll the entire unit.

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




Can you drop both Burna Bombs in a single movement phase?
   
Made in se
Rogue Grot Kannon Gunna






I don't get how would it work with the new Kustom jobs.
   
Made in gb
Stabbin' Skarboy





crewe

 Emicrania wrote:
I don't get how would it work with the new Kustom jobs.


I imagine its just a CP to upgrade a unit with a Kustom Job, probably more than just 1CP knowing how expensive Ork strats are. If you take a Mek Shop you'll get 1 for free instead (which isnt a good trade).

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
Well, for Burnas the effect is useful since the D3 is not unit wide like Lootas are.
So for them you'd be rolling 2dice per model. Cant CP reroll the entire unit.


Actually burnas for burna boyz are unit wide one D3 roll for shots as well, so it's not great on them either.

This message was edited 1 time. Last update was at 2020/03/17 17:13:44


 
   
Made in us
Regular Dakkanaut




Think the auto explode is very nasty. Bring 3 burnas, crash each per turn after they bomb. That'll just stop castle armies.

Think even the better aspect of it is people will focus fire them out of fear. That leaves you entire army to move up and do what needs to be done. 3 burnas only costs what... 390?

I think they'll either nerf it to once a game or pull back the burna to d3 like the rest of the planes.
   
Made in gb
Stabbin' Skarboy





crewe

Orkimedez_Atalaya wrote:
 deffrekka wrote:
 Vineheart01 wrote:
Also the burna/loota stratagem requires a Spanner in the unit.

Who the crap uses a spanner lol. If burnas were worth a damn i could see Deathskullz using a spanner purely for another KMB, but nobody else. But of course burnas arent worth a damn lol.


Yeah the Klever Spanner strat is pure garbage. I never take a Spanner, and why not just use a CP reroll? Unless your saving it for something else in the shooting phase.... If it was flat 3 shots for 1/2CP then hell yeah. But not for roll an extra dice. If it were roll and extra dice and add both, then we are seriously talking! But obvs we have to get some crap strats.


Automatically Appended Next Post:
Btw whats a Boomboy? I dont remember them at all.

Probably a subkultur


I mean in the lore... we know what Madboyz are and Feral Orkz, but what was a Boomboy. I was thinking a type of Stormboy? Or maybe Orkz that specialise with grenades.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Tough-as-Nails Ork Boy





Maine

So you need the mek Workshop to access the Kustom Jobs,..?

God is real! 
   
Made in se
Rogue Grot Kannon Gunna






tulun wrote:
Can you drop both Burna Bombs in a single movement phase?


No. Is a stratagem. So once per phase. Is ok. Nothing groundbreaking.

This message was edited 1 time. Last update was at 2020/03/17 17:24:52


 
   
Made in us
Tough-as-Nails Ork Boy





Maine

Ah, I misread the text. I think the Orkymatic Pistons would be a good job if it was army wide, but it is only one unit... So you buy a mek workshop to give a unit that isn't that great +3 to move?

God is real! 
   
Made in gb
Fresh-Faced New User





 deffrekka wrote:
 Vineheart01 wrote:
Also the burna/loota stratagem requires a Spanner in the unit.

Who the crap uses a spanner lol. If burnas were worth a damn i could see Deathskullz using a spanner purely for another KMB, but nobody else. But of course burnas arent worth a damn lol.


Yeah the Klever Spanner strat is pure garbage. I never take a Spanner, and why not just use a CP reroll? Unless your saving it for something else in the shooting phase.... If it was flat 3 shots for 1/2CP then hell yeah. But not for roll an extra dice. If it were roll and extra dice and add both, then we are seriously talking! But obvs we have to get some crap strats.


Automatically Appended Next Post:
Btw whats a Boomboy? I dont remember them at all.

Isn't the point that you would get the 2 dice pick the best every time you shot? Seems pretty good to me if you're already investing in badmoons double shooting.
   
Made in ca
Longtime Dakkanaut




 Emicrania wrote:
tulun wrote:
Can you drop both Burna Bombs in a single movement phase?


No. Is a stratagem. Do once per phase.


I meant these:
[Thumb - Screen Shot 2020-03-17 at 10.17.41 AM.png]

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





Nebraska, USA

he meant the actual burna bomb that Burna Bombers drop.

They have 2. And i believe theyre locked to once a turn.

Meaning you are either not using 1 or hoping they dont kill it while you wait a turn to drop another.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

 Kaptin_Grubkrumpa wrote:
So you need the mek Workshop to access the Kustom Jobs,..?


no only to get 1 for free


Automatically Appended Next Post:
 careh wrote:
 deffrekka wrote:
 Vineheart01 wrote:
Also the burna/loota stratagem requires a Spanner in the unit.

Who the crap uses a spanner lol. If burnas were worth a damn i could see Deathskullz using a spanner purely for another KMB, but nobody else. But of course burnas arent worth a damn lol.


Yeah the Klever Spanner strat is pure garbage. I never take a Spanner, and why not just use a CP reroll? Unless your saving it for something else in the shooting phase.... If it was flat 3 shots for 1/2CP then hell yeah. But not for roll an extra dice. If it were roll and extra dice and add both, then we are seriously talking! But obvs we have to get some crap strats.


Automatically Appended Next Post:
Btw whats a Boomboy? I dont remember them at all.

Isn't the point that you would get the 2 dice pick the best every time you shot? Seems pretty good to me if you're already investing in badmoons double shooting.


Id rather use a CP reroll than blast 2CP on the strat.

This message was edited 1 time. Last update was at 2020/03/17 17:22:26


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Krazed Killa Kan






Ugh, I have GOT to see these other specialist mobs now.

Any thoughts on using a Morkanaut now that it can move 11" a turn with a Kustom job with reroll advances?

All of a sudden it's keeping up with Battlewagons. Battlewagons at codex points, overpriced. Battlewagons with 5++ maybe more appealing?

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Stabbin' Skarboy





crewe

 Kaptin_Grubkrumpa wrote:
Ah, I misread the text. I think the Orkymatic Pistons would be a good job if it was army wide, but it is only one unit... So you buy a mek workshop to give a unit that isn't that great +3 to move?


The Mek Shop is only needed to give a Kustom Job for FREE. you can still spend CP to do it WITHOUT the Mek Shop

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Tough-as-Nails Ork Boy





Maine

Also, a unit of Deff Dreads can be 3, correct? So would that mean that each dread in the mob got the +3 to move?

God is real! 
   
Made in ca
Sneaky Kommando





Yeah, that flying headbutt stratagem is almost broken good. It's crazy what you can do with a base that big, especially to armies that try to have a bunch of units clustered around a character for their aura. Or better yet, a bunch of characters all bunched together. I'd happily trade a plane for 10-15 unstoppable mortal wounds, especially since you can drop the burna bomb first and do a bunch more.

Depending on how subcultures work, this could actually make burna boyz useful as well. AP -2 and rerolling wounds in combat is actually pretty nasty, and rerolling the number of shots for shooting actually closes the gap with D6 flamers somewhat.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in gb
Stabbin' Skarboy





crewe

 Kaptin_Grubkrumpa wrote:
Also, a unit of Deff Dreads can be 3, correct? So would that mean that each dread in the mob got the +3 to move?


Yeah if Kustom Jobs do infact affect the whole unit and not just an individual vehicle

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in se
Rogue Grot Kannon Gunna






I think that stratagem is best with kanz and deff dredd. [Mek shop]

The plane stratagem, you are REALLY getting overexcited about it. It already exploded on a 4+, which with a reroll was already 75% of chance to explode. Now we pay 1 CP to be sure.
Good? Yeah
Broken? Not by far.

This message was edited 1 time. Last update was at 2020/03/17 17:34:29


 
   
Made in us
Yellin' Yoof




Southern Indiana

Hmm, looks like they are giving us some cool stuff, the mekboy workshop for Free Upgrade, is interesting, depending on your build could be really useful. And yes Flying Headbutt is hilarious and for just 1 CP My Burnabommer will use it every Game, Until Every body wises up and shoots it out of the sky first turn. Too Bad about Ghazz but there not totally screwing us methinks.

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
Krazed Killa Kan






That eadbutt is a dirty dirty boi

It almost demands use just for how much fun cratering an enemy formation would be.

Also equally discriminates against elite infantry or vehicles.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah i dont think i'd ever do that kustom job on a naut.

Reasoning being: Nauts have a lot of heavy guns, you dont wanna advance it as it is and 8" movement is still enough to get places decently quick. I usually dont have an issue getting my morkanaut places, but my kanz? dreads? oh god they'd LOVE that rule.

Im assuming Kustom Jobz will be like relics, 1/3CP for 1/2 kustom jobs and the Mekshop giving a third.
Maybe (doubtful) they will tweak how the mekshop works?

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

 acme2468 wrote:
Hmm, looks like they are giving us some cool stuff, the mekboy workshop for Free Upgrade, is interesting, depending on your build could be really useful. And yes Flying Headbutt is hilarious and for just 1 CP My Burnabommer will use it every Game, Until Every body wises up and shoots it out of the sky first turn. Too Bad about Ghazz but there not totally screwing us methinks.


It really depends how much CP the Kustom Jobs cost. As your going to have to sacrifice one of your 3 detachments (if you take all 3) to get a Fortification Network and then pay 80pts for the Mek Shop. If you take 3 Battalions your loosing out on an extra 5CP, but if Kustom Jobs are 1CP each then it isnt a fair trade. If Kustom Jobs are 2-3CP then maybe its worth it if you drop like a Spearhead of something for the Mek Shop. As of just now not knowing more, id still rather pay CP than take a Detachment for a Mek Shop that I still wont use physically for my vehicles outside of the Kustom Job.

Unlessssss they update its rules in the PA. Which they could do?

How many kans can a killa kan kill if a killa kan can kill kans?  
   
 
Forum Index » 40K General Discussion
Go to: