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![[Post New]](/s/i/i.gif) 2020/03/21 11:32:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Mekboy on Kustom Deth Kopta
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"Full Speed Ladz" = 1CP +1 Str to Bikers or Deffkilla Wartrike that successfully charged this turn until end of turn.
"Squig Bombs" = 1CP, +1 to MW Blitza Bommers Boom Bombs.
"Speshul Shells" = 2CP +12" range to Flashgits.
"Patch Up" = 1CP Stompa, Gorkanaut or Morkanaut has double wounds for the wound table.
"Unstoppable Momentum" = 2CP if a unit has charged, dealt MW and is no longer within 1" of an enemy unit, it can immediately charge again.
"Wildfire" = 1CP Burna Bomber gets to drop it's burna bombs on another unit within 6" of the first. Only goes off on a 5+, not affected by "Arsonists Subkultur".
"Dreaded Death Machine" = 1CP, each time Deffdread kills a model in a unit in the fight phase, it can immediately make an additional attack against the same unit using the same weapon. Lasts until the end of the phase only.
"Hit 'em Harder" = 1CP, +1Damage on Meganobz Melee weapons until end of phase. Automatically Appended Next Post: "Specialist Mobs" REPLACE Clan rules. Lame.
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This message was edited 1 time. Last update was at 2020/03/21 11:34:52
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![[Post New]](/s/i/i.gif) 2020/03/21 11:37:29
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Dakka Veteran
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Subkultures REPLACE Clan Kultures
Pyromaniacs - Arsonists
Already previewed
Huntas - Sneaky Devils
Infantry models only (excluding GRETCHIN). Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gainsa 5+ invulnerable save. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, while that model or any model in the target unit is on or within a terrain feature,improve the weapon's AP by 1 for that attack.
Boomboyz - Blow It Up!
Improve the Strenght and AP characteristic of rokkit and stikkbomb weapons as well tankbusta bombs, wing missiles, kannons, killkannons, deffkannons, da boomber and lobbas equipped on models in a unit with this Subkultur by 1.
Flyboyz - Crucial Velocity
FLY models only. When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1" away, that unit is treated as having the benefit of the cover to its saving throw. When resolving an attack made with a melee weapon against a unit with this Subkultur in a turn in which it was more than 1" away from any enemy unit at the start of the preceding Charge phase, subract 1 from hit rolls.
Grot Mobs - Cheeky Zoggers
Already previewed
Tin 'Eads - Krush'n'Krump!
KILLA KANS, DEFFDREADS, MEGA ARMOUR, MORKANAUTS, GORKANAUTS and STOMPAS only. When resolving an attack made with a melee weapon by a model in an unit with this Subkultur, add 1 to the hit roll.
Feral Orks - Wildboyz
WARBOSS, WEIRDBOY, NOBZ and BOYZ only (excluding BIKER and MEGA ARMOUR). Models in a unit with this Subkultur can pile in up to 6". When making an Advance roll for a unit with this Subkultur, roll two additional dice and discard two of the results.
Madboyz - Frantic
INFANTRY and BIKER units only (excluding GRETCHIN). At the start of each battle round, roll one D3 and consult the table below to establish what effect applies to all units with this Subkultur until the end of the battle round.
1 Moroniks: When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected).
2 Nuttaz: Unit with this Subkultur automatically pass Morale tests.
3 Frenziers: Add 1 to the Strenght characteristic3 of models in a unit with this Subkultur.
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![[Post New]](/s/i/i.gif) 2020/03/21 11:38:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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![[Post New]](/s/i/i.gif) 2020/03/21 11:46:58
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Mekboy on Kustom Deth Kopta
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"Kustom Jobs" look good.
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![[Post New]](/s/i/i.gif) 2020/03/21 11:47:11
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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They nerfed the Mek with KFF, it affects only <Klan>, Now if that is not some fething bs, I don´t what it is.
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![[Post New]](/s/i/i.gif) 2020/03/21 11:50:59
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Emicrania wrote:They nerfed the Mek with KFF, it affects only <Klan>, Now if that is not some fething bs, I don´t what it is. It always worked that way?
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This message was edited 1 time. Last update was at 2020/03/21 11:51:27
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. |
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![[Post New]](/s/i/i.gif) 2020/03/21 11:52:55
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Boy Hangin' off a Trukk
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Just went through it all. I can imagine a Tinheadz supreme command with a bunch of kustom jobs finding its way in. A gorkanaut with +1 to hit in melee and a Heavy 24 s8 ap-1 d1 gun?
Killa kans with +3" movement and +1 to hit in melee?! There's a lot of stuff I'm excited about and there looks to be a lot of combo potential. I'll also have an excuse to run kan, and still learn the hardway how bad they are.
The stratagem to buff flash gitz shooting by +12" has me excited too, I think it'll be used T1 and then by T2 onwards there typically is something for them to shoot at.
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![[Post New]](/s/i/i.gif) 2020/03/21 11:53:52
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Dakka Veteran
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Kustom Jobs (1 free with a Mekboy Workshop, 1 CP for each additional Kustom Jobs and all Kustom Jobs taken must be different and if a unit that is taken in a unit is then considered as "singles" after deployment they still retake the Kustom Job given before the start of the game).
Squig-Hife Tyres
SPEED FREAKS (no units with FLY or named characters), BATTLEWAGON, GUNWAGON, BONEBREAKER or TRUKK. Add +2" to the unit's Move characteristic.
Souped-Up Speshul
BOOMDAKKA SNAZZWAGON unit only. replaces the unit's mek speshul with a 30" Assault 15 S4 AP-1 D1
Gyroscopic Whirligig
SHOKKJUMP DRAGSTA unit only. You can use this unit's Shokk Tunnel ability when Advancing, even if you did not roll a 4+. In additional that unit does not suffer any mortal wounds as a result of the Shokk Tunnel ability.
Sizzly Rivets
KUSTOM BOOSTA BLASTA unit only. When resolving an attack made with a Rivet Kannon by a model in this unit. an umodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Korkscrew
MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight Phase, it can immediately fight again.
Nitro-Powered Squigs
RUKKATRUKK SQUIGBUGGY unit only. When resolving an attack made by this unit's squig launcha or heavy squig launcha, add 1 to the wound roll.
Gork's Roar
DEFKILLA WARTRIKE model only. Add 4" to the Range characteristic of this model's killa jet and change the Type characteristic of this burna profile to Assault 6.
Da Boomer
BATTLEWAGON, BONEBREAKA or GUNWAGON model with killkannon. Da Boomer replaces a killkannon and has the following profile: 36" Heavy 3D6 S8 AP-2 D2
Zagzap
BATTLEWAGON, BONEBREAKA or GUNWAGON model with zzap gun only. Zagzap replaces zzap gun and has the following profile: 36" Heavy 1 S2D6 AP-3 D3
Forktress
BATTLEWAGON, BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a invulnerable save of 5+.
Pincha
Model with grabbin' klaw only. Pincha replaces the model's grabbin' klaw and has the following profile:
Melee S+1 AP-3 D6 "Each time the bearer fights, it can only make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the targets is a VEHICLE or MONSTER.
Red Rolla
BONEBREAKA model only. Replace the model's BONEBREAKA Ram ability with the following: When this model makes a charge move, add 6 to its attacks characteristic until the end of the turn.
Orkymatic Pistons
Already previewed
Sparkly Bitz
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit's BS by 1.
Dirty Gubbinz
KILLA KANS or DEFF DREADS unit only. When resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Slug Gubbin
GORKANAUT model only. Slug Gubbin replaces the model's deffstorm mega shoota and has the following profile: 36" Heavy 24 S6 AP-1 D1 "When resolving an attack made with this weapon, if the target was within 12" when this weapon was chosen to shoot with, add 1 to the hit roll.
Gog Klaw
GORKANAUT or MORKANAUT model only. When rolling to determine the Damage characteristic of the crush profile of the bearer's klaw of Gork (or possibly Mork), rolls less than 4 count as 4.
Blitza-Gatler
STOMPA only. This model mega gatling has a Damage characteristic of 2. In addition, when resolving the weapon's Psycho Dakka Blasta rule you can reroll the D6 once per phase.
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![[Post New]](/s/i/i.gif) 2020/03/21 11:54:12
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Mekboy on Kustom Deth Kopta
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Evil Sunz psychic power - Visions in the Smoke looks TASTY. Re-roll hit rolls until next psychic phase for ES Vehicle (casting of 9+ required for 18+ W models).
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![[Post New]](/s/i/i.gif) 2020/03/21 11:56:44
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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Jidmah wrote: Emicrania wrote:They nerfed the Mek with KFF, it affects only <Klan>, Now if that is not some fething bs, I don´t what it is.
It always worked that way?[/quote
It didnt Jid, is was simply Ork units.
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:02:09
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Dakka Veteran
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Clan Psychic Powers
Goffs - Bull Charge WC6
Select one friendly GOFF unit within 18" of this psyker. Until the end of the turn, charge distances of less than 7" rolled for that unit after modifiers count at 7".
Deathskulls - Maniacal Seizure WC7
Pick an enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the AP of weapons by 1 for that attack.
Bad Moons - Gleamin' Gear WC6
Select one friendly BAD MOONS unit within 18" of this psyker. Until the start of your next Psychic Phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).
Snakebites - Constriction WC6
Select one enemy unit within 12" of this psyker. Until the end of your next Psychic phase, halve the Attacks characteristics of models in that unit.
Evil Sunz - Visions in the smoke WC6
Select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of this psychic test was 9 or more). Until the start of your next Psychic Phase, when resolving an attack made by a model in that unit, you can reroll the hit roll.
Blood Axes - Clever Talk WC6
Select one enemy unit visible to this psyker. Until the start of your next Psychic Phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.
Freebooterz - Jolly Ork's Glare WC6
Select one enemy unit within 18" of this psyker. Until the start of your next Psychic Phase, halve the Move characteristic of models in the enemy's unit and subtract 1 from Advance and Charge rolls.
Automatically Appended Next Post: In summary:
Makari and Ghaz suck
Stratagems are mostly bad expect very few gems
Subkulturs are unplayable
Kustom Jobs are VERY VERY GOOD, you can take as many as you wish for 1 CP each but they all have to be different and not on the same unit.
Psychic Powers are strong too (another reason not to look at Subkulturs)
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This message was edited 1 time. Last update was at 2020/03/21 12:03:37
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![[Post New]](/s/i/i.gif) 2020/03/21 12:04:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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Jidmah wrote: Emicrania wrote:They nerfed the Mek with KFF, it affects only <Klan>, Now if that is not some fething bs, I don´t what it is.
It always worked that way?
No, it was ORK unit.
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![[Post New]](/s/i/i.gif) 2020/03/21 12:08:04
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Huh, I always played it that way. I guess the joke's on me then.
Thanks a lot for all that KurtAngle2, please everyone exalt his posts.
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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. |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:08:37
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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I need to digest this but I am not sure most of these subcultures are worth it.
The flyer one is worse then deathskull
The dread one I almost want to combine with dreadwaaagh vigilus specialist since most people are taking it anyway but it kills your SSAG.
The only subkultur I think will be competitive (ironically since GW thought it won’t be) is the grot one for a min unit of basic SGG, (maybe wierdboy), 3 min units of Gretchin, and a bunch of Mek guns. (Again killa kans are still best here especially if you upgrade thier shooting w a kustom job)
A couple of decent strats if situational especially the new warboss on bike strat which is great.
The evil suns psychic power is amazing... it works in Mek guns.
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This message was edited 2 times. Last update was at 2020/03/21 12:24:05
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![[Post New]](/s/i/i.gif) 2020/03/21 12:08:40
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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The Deathskulls psychic power is one of the better ones! Smack that on a unit and get another point of AP whilst if they survive the barrage they are minus 1 to hit. Evil Sunz one is good on a Morka.
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:09:33
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Mekboy on Kustom Deth Kopta
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KurtAngle2 wrote:In Summary:
Makari and Ghaz suck
Stratagems are mostly bad expect very few gems
Subkulturs are unplayable
Kustom Jobs are VERY VERY GOOD, you can take as many as you wish for 1 CP each but they all have to be different and not on the same unit.
Psychic Powers are strong too (another reason not to look at Subkulturs)
Agreed. I have already fed back my opinion on Ghaz (that at 285 points with his current ruleset he is unplayable in anything but fun games and that is a shame because the model is gorgeous).
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![[Post New]](/s/i/i.gif) 2020/03/21 12:12:15
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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gungo wrote:I need to digest this but I am not sure most of these subcultures are worth it.
The flyer one is worse then deathskull
The dread one I almost want to combine with dreadwaaagh vigilus specialist since most people are taking it anyway but it kills your SSAG.
The only subkultur I think will be competitive (ironically since GW thought it won’t be) is the grot one for a min unit of basic SGG, (maybe wierdboy), 3 min units of Gretchin, and a bunch of Mek guns.
A couple of decent strats if situational especially the new warboss on bike strat which is great.
I quite like the Boomboys one and the Huntas.
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:13:36
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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KurtAngle2 wrote:Clan Psychic Powers
Goffs - Bull Charge WC6
Select one friendly GOFF unit within 18" of this psyker. Until the end of the turn, charge distances of less than 7" rolled for that unit after modifiers count at 7".
Deathskulls - Maniacal Seizure WC7
Pick an enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the AP of weapons by 1 for that attack.
Bad Moons - Gleamin' Gear WC6
Select one friendly BAD MOONS unit within 18" of this psyker. Until the start of your next Psychic Phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).
Snakebites - Constriction WC6
Select one enemy unit within 12" of this psyker. Until the end of your next Psychic phase, halve the Attacks characteristics of models in that unit.
Evil Sunz - Visions in the smoke WC6
Select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of this psychic test was 9 or more). Until the start of your next Psychic Phase, when resolving an attack made by a model in that unit, you can reroll the hit roll.
Blood Axes - Clever Talk WC6
Select one enemy unit visible to this psyker. Until the start of your next Psychic Phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.
Freebooterz - Jolly Ork's Glare WC6
Select one enemy unit within 18" of this psyker. Until the start of your next Psychic Phase, halve the Move characteristic of models in the enemy's unit and subtract 1 from Advance and Charge rolls.
Automatically Appended Next Post:
In summary:
Makari and Ghaz suck
Stratagems are mostly bad expect very few gems
Subkulturs are unplayable
Kustom Jobs are VERY VERY GOOD, you can take as many as you wish for 1 CP each but they all have to be different and not on the same unit.
Psychic Powers are strong too (another reason not to look at Subkulturs)
I agree about Ghaz, dunno about makhari. Cheapest HQ in the codex.
Stratagems are similar to Nids and open up a LOT of different lists and tools, which is exactly what we needed.
Subkulturs are almost all trash, some theorycraft is needed before deciding. Automatically Appended Next Post: I'm pretty positive about it and I´m happy where this is going with stats in general. I have yet to play a match with nids this year but I prefer that Strats are used as a toolbox to adjust your army to your current adversary, instead of kill, rinse, repeat ad infinitum.
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This message was edited 1 time. Last update was at 2020/03/21 12:16:16
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![[Post New]](/s/i/i.gif) 2020/03/21 12:18:08
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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deffrekka wrote:gungo wrote:I need to digest this but I am not sure most of these subcultures are worth it.
The flyer one is worse then deathskull
The dread one I almost want to combine with dreadwaaagh vigilus specialist since most people are taking it anyway but it kills your SSAG.
The only subkultur I think will be competitive (ironically since GW thought it won’t be) is the grot one for a min unit of basic SGG, (maybe wierdboy), 3 min units of Gretchin, and a bunch of Mek guns.
A couple of decent strats if situational especially the new warboss on bike strat which is great.
I quite like the Boomboys one and the Huntas.
it’s just situational... hunta is worse then deathskulls and limited to terrain only. Boomboys provides almost nothing to a majority of your detachment and encourages you to go heavy on expensive rokkits
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![[Post New]](/s/i/i.gif) 2020/03/21 12:19:01
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Regular Dakkanaut
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Double damage table and improvement to super gatler may make the stompa not totally worthless in casual games!
Now drop its points by 300 gw!
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![[Post New]](/s/i/i.gif) 2020/03/21 12:21:51
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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1 thing that I am quite impressed about is the Burna Bommer. Use Wildfire to burn some more units with 6" then flying headbutt, you can cause a gak load of mortal wounds. Yeah the wildfire is capped on a 5+ but that's still pretty good
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:23:08
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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Tin 'Eads might be decent if you like to run MANz. Really helps their lack of killing potential when you can negate the -1 for their Klawz.
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![[Post New]](/s/i/i.gif) 2020/03/21 12:23:10
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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gungo wrote: deffrekka wrote:gungo wrote:I need to digest this but I am not sure most of these subcultures are worth it.
The flyer one is worse then deathskull
The dread one I almost want to combine with dreadwaaagh vigilus specialist since most people are taking it anyway but it kills your SSAG.
The only subkultur I think will be competitive (ironically since GW thought it won’t be) is the grot one for a min unit of basic SGG, (maybe wierdboy), 3 min units of Gretchin, and a bunch of Mek guns.
A couple of decent strats if situational especially the new warboss on bike strat which is great.
I quite like the Boomboys one and the Huntas.
it’s just situational... hunta is worse then deathskulls and limited to terrain only. Boomboys provides almost nothing to a majority of your detachment and encourages you to go heavy on expensive rokkits
Yeah but if your taking kommandos it's a match made in heaven
All these subkulturs are more themed for like outsiders, spearhead, etc. Where you are only really taking the units it's designed for.
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:23:31
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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Fast theorycrafting
2 planes, gorkanaut kombo:
fly them, double bomb, explode one. now you have a hole in the castle.
Ds the gorkanaut, ramming speed, kill something, charge again rest of the castle in the back.
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![[Post New]](/s/i/i.gif) 2020/03/21 12:24:25
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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deffrekka wrote:The Deathskulls psychic power is one of the better ones! Smack that on a unit and get another point of AP whilst if they survive the barrage they are minus 1 to hit. Evil Sunz one is good on a Morka.
It’s amazing it works on mek gubz
I like the killkannon and gorkanaut relics
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This message was edited 1 time. Last update was at 2020/03/21 12:29:33
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![[Post New]](/s/i/i.gif) 2020/03/21 12:25:23
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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gungo wrote: deffrekka wrote:The Deathskulls psychic power is one of the better ones! Smack that on a unit and get another point of AP whilst if they survive the barrage they are minus 1 to hit. Evil Sunz one is good on a Morka.
It’s amazing it works on mek gubz
Shame itll only affect a single mek gun though
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 12:27:27
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Did we get the strat for multiple warlord traits? Automatically Appended Next Post: deffrekka wrote:gungo wrote: deffrekka wrote:The Deathskulls psychic power is one of the better ones! Smack that on a unit and get another point of AP whilst if they survive the barrage they are minus 1 to hit. Evil Sunz one is good on a Morka.
It’s amazing it works on mek gubz
Shame itll only affect a single mek gun though
Dangit your right guess my Mek guns stay in a Gretchin detachment
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This message was edited 1 time. Last update was at 2020/03/21 12:28:38
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![[Post New]](/s/i/i.gif) 2020/03/21 12:34:19
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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gungo wrote:Did we get the strat for multiple warlord traits?
Automatically Appended Next Post:
deffrekka wrote:gungo wrote: deffrekka wrote:The Deathskulls psychic power is one of the better ones! Smack that on a unit and get another point of AP whilst if they survive the barrage they are minus 1 to hit. Evil Sunz one is good on a Morka.
It’s amazing it works on mek gubz
Shame itll only affect a single mek gun though
Dangit your right guess my Mek guns stay in a Gretchin detachment
The Evil Sunz psychic power is best on a Gorkanaut with the relic gun, a Stompa with relic gatla (but still not worth it) or a Ggunwagon with relic kilkannon or a unit of Kans with the +1BS all with like rokkits or kmbs. But I dunno if a unit of Kans compares to a unit of Tankbustas
Automatically Appended Next Post:
The Snazzwagon has a weird kustomjob.... why couldnt it be like the Gorkanaut one and just have +6 shots, not dropping a str and ap aswell as that is like a side grade.
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I think one of the clear winners from this book is the Gorkanaut. Give it the kustom deffstorm, slap it in the teleporta and have it as a Dread Waaagh! unit. Deepstrike it down and blast away, then use kustom ammo to fire again. After that then pop ramming speed and charge in. Firing 48 BS 4 shots within 12" at str 6 ap 1 is as close to assault cannon spam we can get to. Either make it Evil Sunz and Da Jump a Warp 'ead close to it and try give it reroll to hit with Visions or have it as Badmoons to reroll 1s. Or alternatively have it with the Gog Klaw and run it as a Tin Head, again smack it in the teleporta and ramming speed it to gib some stuff.
A novelty choice could also be a Bad Moons Gunwagon with the kustom kilkannon firing twice for 4d6 shots when using the periscope with again reroll 1s to hit. I dunno if thats crazy good as its still BS 5.....
A Bonebreaka with the Red Rolla could be good getting 12 attacks on the charge, again using the teleporta and ramming speed.
Burna-boomers can be quite tasty. take them as Arsonists, fly over a unit and drop a bomb for 3+ MWs, then pop Wild fire for another unit to suffer MWs on a 5+ then finally Flyin Headbutt it for more MWs.
Another funny thing you could do is make a crazy resilient Meganob unit. Take them as Badmoons, use the psychic power to give them +1 save, stick them in cover for a further +1 save and then hopefully loot a dead Mek Gun or other vehicle nearby for a further +1 save so they are sitting on a -1 save (1s still fail), so even against like ap4 weapons they will have a 3+ save vs ranged weapons. Alright for holding an objective but very situational and can be shut dont with armys that ignore cover. Just a thought.
Automatically Appended Next Post:
gungo wrote:Did we get the strat for multiple warlord traits?
Automatically Appended Next Post:
deffrekka wrote:gungo wrote: deffrekka wrote:The Deathskulls psychic power is one of the better ones! Smack that on a unit and get another point of AP whilst if they survive the barrage they are minus 1 to hit. Evil Sunz one is good on a Morka.
It’s amazing it works on mek gubz
Shame itll only affect a single mek gun though
Dangit your right guess my Mek guns stay in a Gretchin detachment
No we dont get multiple warlord traits
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This message was edited 6 times. Last update was at 2020/03/21 12:57:49
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/03/21 13:11:14
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Regular Dakkanaut
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Probably not competitive but I definitely want to build a gunwagon with that relic zzap gun. "Auto-hitting zzap gun" was one of my dream Kustom Jobs that I didn't actually expect them to do, much less upgrade the MW trigger on it.
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This message was edited 1 time. Last update was at 2020/03/21 13:11:31
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![[Post New]](/s/i/i.gif) 2020/03/21 13:18:19
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Stabbin' Skarboy
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Madjob wrote:Probably not competitive but I definitely want to build a gunwagon with that relic zzap gun. "Auto-hitting zzap gun" was one of my dream Kustom Jobs that I didn't actually expect them to do, much less upgrade the MW trigger on it.
And youll get to fire it twice with a Gunwagon? If it still technically counts as a Zzap Gun. As it replaces it so I dont think it will be able to fire twice?
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How many kans can a killa kan kill if a killa kan can kill kans? |
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