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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






This video shows all pages in a readable manner, and the guy reviewing it actually has played orks before, so it's not as much as a pain to listen to him:
https://www.youtube.com/watch?v=wn15Xb8XUc4

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
Krazed Killa Kan






Those points definitely made Ghaz and Makari unplayable. 350 for the pair.

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Loot It won't help your MANz, as it changes the Save Characteristic, not the roll. And your Save characteristic cannot go below a 2+.
   
Made in us
Regular Dakkanaut




 deffrekka wrote:
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?


Same question applies to the Kustom Killkannon, for the time being I am assuming GW simply made another one of their usual oversights, which isn't an unfair assessment given the aforementioned Killkannon is significantly worse if it can't fire twice on a Gunwagon because the only thing setting it apart from a regular one is that it fires twice as many shots! Ah, and +12" of range.

This message was edited 1 time. Last update was at 2020/03/21 13:34:08


 
   
Made in us
Krazed Killa Kan






 Jidmah wrote:
This video shows all pages in a readable manner, and the guy reviewing it actually has played orks before, so it's not as much as a pain to listen to him:
https://www.youtube.com/watch?v=wn15Xb8XUc4


11:00 "Your army can have one additional kustom job"

He is saying you can have as many as you like

I don't think any subkultur other than Cheeky Zoggers will ever get used. Even Wildboyz is strictly inferior in terms of mobility compared to Evil Sunz, even with the excessive restriction to footslogging green tide units. 3 dice gives you a statistical average of 5 or a 6, compared to a 4.5" advance for all units for Evil Sunz, not including the +1" to move or the +1" to charge.

This message was edited 2 times. Last update was at 2020/03/21 13:50:04


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
Longtime Dakkanaut




While the big Mek w kff is ork klan only it now works in melee!
   
Made in us
Krazed Killa Kan






gungo wrote:
While the big Mek w kff is ork klan only it now works in melee!



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 nl
Regular Dakkanaut




gungo wrote:
While the big Mek w kff is ork klan only it now works in melee!


Wow that is actually really sweet! I wonder if that's a typo or not.
   
Made in us
Longtime Dakkanaut




Gruxz wrote:
gungo wrote:
While the big Mek w kff is ork klan only it now works in melee!


Wow that is actually really sweet! I wonder if that's a typo or not.

I suspect if they deliberately changed kff to klan only the removal of shooting only was intended as well.
To be fair this is a good change as it makes the big Mek in mega armor interesting
It makes the meka dread interesting (although I wish the relic killkannon worked on him)
It makes the morkanaut interesting

This message was edited 1 time. Last update was at 2020/03/21 13:54:05


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Imagine a MegaMek with Da Kleverest Boss and this new KFF. Bring a Da Biggest Killa Klaw Boss along with him and you got like a 200 pt duo with excellent durability and killing potential.
   
Made in gb
Stabbin' Skarboy





crewe

 flandarz wrote:
Loot It won't help your MANz, as it changes the Save Characteristic, not the roll. And your Save characteristic cannot go below a 2+.


Where in the rulebook does it state your save characteristic cant go below a 2+? Bullgryns can get to a 0+ and kastellans a 1+

If you could quote the rule that would be great, as every tournament ive gone to for 8th since it started including throne of skulls has not had a limiter on a save characteristic. Loot it improves the save characteristic by 1, making it a 1+, cover further improves it by 1 so now a 0+ and gleaming gear add 1 to the roll pretty much making it a -1+ save. Ive thought against bullgryns and kastellans with saves below a 2+ and myself have used kastellans and deathwing with saves below 2+

This message was edited 1 time. Last update was at 2020/03/21 14:07:22


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Ours can't. Check the FAQ on Loot It.


Automatically Appended Next Post:
Also, remember that most things (such as Cover) affect the dice roll, not the characteristic.

This message was edited 2 times. Last update was at 2020/03/21 14:05:06


 
   
Made in gb
Stabbin' Skarboy





crewe

 flandarz wrote:
Ours can't. Check the FAQ on Loot It.


Automatically Appended Next Post:
Also, remember that most things (such as Cover) affect the dice roll, not the characteristic.


So even with cover and gleaming gear they are still getting a +2 save which is affectively a 0+ save, aka ignoring 2 points of AP in the shooting phase. Aa 1 will still fail. I didnt know about the loot it faq as ive never not once used it.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in fr
Mekboy Hammerin' Somethin'






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 think the Goff power is « charges more than 7 Away become 7 ». Which is absolutely awesome. You can have Goff boys (or Ghazghkull if friendly game, or if you just painted the model and absolutely want to try it out) charge relatively easily.

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in nl
Regular Dakkanaut




gungo wrote:
Gruxz wrote:
gungo wrote:
While the big Mek w kff is ork klan only it now works in melee!


Wow that is actually really sweet! I wonder if that's a typo or not.

I suspect if they deliberately changed kff to klan only the removal of shooting only was intended as well.
To be fair this is a good change as it makes the big Mek in mega armor interesting
It makes the meka dread interesting (although I wish the relic killkannon worked on him)
It makes the morkanaut interesting


Well, the fact that the wording for the regular bm has changed, doesn't mean that the wording of the other kffs have changed. Or gw has to faq them, but I don't see that happening
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Warning, long post.

Stratagems:
Spoiler:

KurtAngle2 wrote:
1 CP Kustom Job
Use before the battle to get an additional and different Kustom Job

Kustom jobs are awesome, and so is getting one for each CP. I fully expect my entire buggy army to be customized

1 CP Da Kleverest Boss
Use before the battle to have a BIG MEK with +1 Wounds, Attacks and change his WS to 2+. Once per battle and requires not to have Mek Boss Buzzgob

Or in other words - here is your official MA Warboss back. I don't think it's worth using on any other character but a MA big mek, and that one still suffers from its own issues. Might be interesting if transport ever become a thing again.

1 CP Grot Bumper
Use during your opponent's shooting phase when a BOOMDAKKA SNAZZWAGONS is successfully wounded by an attack. That wound is considered automatically saved. Once per battle

Cute, but getting shot is pretty much the least problem of snazzwagons...

1 CP Temperamental Shokk Drive
Use in your shooting phase when a SHOKKJUMP DRAGSTAS has used his weapons. That unit immediately Advanced and the result is a 4+.

I like. The most common death of my dragastas is moving to a forward position to take out a TF cannon or similar and then get blasted by whatever was screening the thing I killed. Jumping out of LOS for 1CP is very much a life-saver and might double the damage it does.

1 CP Da Biggest Boss
Already previewed

Great for the klaw boss, as previously said.

1 CP Klever Spanner
Already previewed

Still not sure whether it's worth the trouble, but at least worth testing.

1 CP Da Burnin' Highway
Use this in your Shooting Phase when a KUSTOM BOOSTA-BLASTA unit from your army is chosen to shoot with. UNtil the start of your next turn, change the characteristic of that unit's burna exhaust as follows: Range 10", Assault 3, Strenght 5, AP-1

That's... 12 automatic skorcha hits at 10"? If range is not an issue, that translates to about three additional dead guardsmen for 1 CP. That's pretty situational, but definitely a nice tool for the toolbox.

1 CP Flying Headbutt
Already previewed

Combined with the other plane stratagem, an air wing might become a must-take.

1 CP Full Speed Ladz!
Use this stratagem in your Charge phase, after charging with an ORK BIKER or DEFKILLA WARTRIKE unit from your army. Until the end of the turn, add 1 to that unit's Strenght characteristic.

Screw the trike, skarboy warbikers that I only need to pay after I succeeded a charge? Hell yes.

1 CP Squig Bombs
Use this Stratagem in your Movement phase, after moving a BLITZA-BOMMER model from your army. Until the end of that phase, add 1 to the roll made for that model's boom ability.

I guess it's an option if you don't want to go for an air wing. But really, the blitza bommer was lacking a way to actually hurt its intended target, vehicles. This only makes it better at bombing large units.

2 CP Speshul Shells
Use this stratagem in your Shooting phase, when a FLASH GITZ unit from your army is chosen to shoot with. Until the end of the phase, increase the range of Snazzguns models in that unit are equipped with by 12".

Another toolbox stratagem. Allows you to stand still and benefit from the improved BS if something valuable is within 36". Against most armies, flash gits would still have to move at least once though.

1 CP Patch Up
Use this stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number remaining for the purpose of the damage table.

Finally, the stompa is viable! Situational at best, nauts don't really care about degrading and doubling wounds doesn't bring you up more than one bracket anyways. If you really need 2" more movement for something, I guess you could use this.

2 CP Unstoppable Momentum
Use this stratagem in your Charge when an ORK unit from your army has finished a charge move and dealt one or more mortal wounds to an enemy unit. If that ORK unit is no longer within 1" of an enemy unit, it can immediately be chosen to charge with again.

If you ever kill something with ramming speed, pay 2CP and do it again! And yes, the way ramming speed is worded, you get 3d6 and mortal wounds on a 2+ again.
Worthless, but hilarious.

1 CP Wildfire
Use this stratagem in your Movement Phase, after selecting an enemy unit for the burna bomb ability of a BURNA-BOMMER unit from your army. Select one other enemy unit within 6" of that unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound. This stratagem is not affected by the Arsonists Subkultur.

Remember those burna bommers which are dealing mortal wounds on 3+, re-roll their skorcha missiles and can be auto-crashed to ruin someone's day? They now hit a second unit, and you don't even need to fly over it. Just in case you need to clear some space to crash another plane into. *wanders of humming The Ride of the Valeries*

1 CP Dreaded Death Machine
Use this stratagem in the Fight Phase, when a DEFF DREAD unit from your army is chosen to fight with. Until the end of the phase, each time an enemy model is destroyed as a result of an attack made by that unit, you can immediately make an additional attack against the same target using the same weapon. These additional attacks cannot generate themselves any further attacks.

A nice bone tossed towards melee dreads, and it even rewards buying the more expensive klaws. If you were looking for a retinue for Thrakka, look no further. Goff dreads with re-rolling ones have decent chance to stomp an entire unit of primaris flat into the ground.

1 CP Hit 'Em Harder
Use this stratagem in the Fight Phase, when a MEGANOBZ unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.

Holy Good luck getting back up from that one. Also nice that you don't need to invest any CP before you actually know what's going to happen.

Subcultures:
Spoiler:
KurtAngle2 wrote:
Subkultures REPLACE Clan Kultures

This was expected, but only getting one is lame.

Pyromaniacs - Arsonists
Already previewed

Burna bommer airwings!

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.

I see no reason to use this. If we are doing melee in terrain, we usually don't need any more help.

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.

S9 AP-3 rokkits? Sounds good enough to build around for me. Obvious winners here are koptas, scrapjets and a single wagon with da boomer kustom job. Tankbustas gain more from bad moons, Stikkbombs are unlikely to make a difference and lobbas still suck.

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.

Units with FLY are koptas, storm boyz, zagstrukk, chinork and planes. Or, in other words, no one cares.

Grot Mobs - Cheeky Zoggers
Already previewed

Ok-ish for CP detachments. You lose one of your three clans you can pick though.

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.

Nice, but probably still inferior to deff skulls or evil suns for those units. Should have been +1 to hit for everything.

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.

They are bit faster than evil suns when walking across the board, but they still up to three turns to do so. As a nice touch, neither KFF meks nor pain boyz can keep up. Dead on arrival.

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.

What?!? Roll a dice to get a random buff which is worse than every other culture you could have picked? Mad indeed.

Kustom Jobs:
Spoiler:
KurtAngle2 wrote:
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).

So 80 points and sacrifice a detachment, or I pay 3x30 points for gretchin and can pick 5? Gee, I don't know
I like that you can get three customized vehicles out of buggies or dread "units".

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.

In case you wanted to drive circles around your enemy with that evil suns+redder amour bonebreaka. It's decent for a unit of scrapjets too, since 10" movement is their only downside.

Souped-Up Speshul
BOOMDAKKA SNAZZWAGON unit only. replaces the unit's mek speshul with a 30" Assault 15 S4 AP-1 D1

I actually checked the video for that one. Less strength and less AP on an already horrible gun on a schizophrenic model doesn't exactly encourage me to spend a CP on it. According to mathhammer, it .77 more dead guardsmen, so if you buff three, it might do something.

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.

If you're evil suns, this is awesome, just jump everywhere you want and shoot what you want. For all others, the -1 to hit when advancing is a bit of a bummer.

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.

Might give it a try, since mortal wounds are the one thing buggies are lacking, and it synergizes a bit with deffskulls re-rolls. I'm not expecting wonders though.

Korkscrew
MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight Phase, it can immediately fight again.

Hilarious, might need some building around and a unit of 3 jets. Keep in mind that their combat ability is vastly that of a single nob and that three nobz fighting twice isn't exactly something to write home about.

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.

Might be enough to push them into usable territory, but as with the other buggy jobs, you probably need three to get something worth 1CP out of it.

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.

I thinks this addresses one of the problems of the wartrike perfectly, the longer range on the melta and the 12" assault 6 skorcha both help with getting your points back without killing your support character by charging him. If you pick a wartrike, this will probably become mandatory.

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

If the gunwagon's periscope actually works with da boomer, this might actually be the one reason to bring one. 3d6 shots and 36" is what it should have been from the very beginning. In case you bring a blitz bridgade detachment, doubling its range might actually be worth it.

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

You missed that it automatically hits and does mortal wounds on a 9+ instead of 11+. As above, if it can shoot twice, it might be a reason to bring a gunwagon.

Forktress
BATTLEWAGON, BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a invulnerable save of 5+.

Awesome, I can use that to protect the bonebreaka that is carrying Ghazk... no wait.
Still might be an option for a bonebreaka, so it clan last another turn in combat.

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.

This is what the klaw should have been from the beginning. Not worth spending a CP on though.

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.

Too bad a bonebreaka can't take both this and the Forktress. I have never had an issue with my bonebreakas not having enough attacks, so pass.

Orkymatic Pistons
Already previewed

A little less exciting in the view of the other upgrade available to them.

Sparkly Bitz
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit's BS by 1.

Quad KMB dreads, rokkit kan, morkanauts want this. I know my naut is never going to leave home without it again. Tripple quad-kmb deff dreads mit actually be pretty scary when hitting on 4s, if you add bad moon or deff skull rerolls.

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.

Meh. It's not going to save either, but if you're already running three other mobs of kustomized kans, go wild.

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.

If you were already bringing a Gorkanaut, this is pretty good. Six additional shots and +1 to hit within 12" is pretty neat.

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.

I guess it matters when you want to take down a knight or something, but against most targets, the other profile is still better. Plus you often don't get to do melee, so that upgrade might be wasted.

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.

Finally, the stompa is viable! Or, maybe not. If you run a stompa, this is now mandatory. Still not worth 1k points.

Clan Psychic Powers
Spoiler:

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".

Should have been 9". Goes well with the goff theme of having tons of mediocre things.

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.

Debuff an enemies shooting unit and improve AP against it? Great against battle tanks like tank commanders or repulsors, and primaris units really hate this. Sign me up.

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).

Seems very narrowly focused on MANz or nauts, which tend to not be bad moons outside of fluff. I don't think this can compete with warpath of firsts of gork for the second spell slot.

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.

That one might really throw a wrench into some units plans. Too bad its part of a worthless culture.

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.

Gotta love how they made buffing a stompa harder. Otherwise a very solid power, combines well with the custom jobs for nauts and gunwagons. A wazzbom would be a good target as well, but getting it in range might be tricky.

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.

As before, good power, bad clan.

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.

Our very own tremor shell! Might have some use to prevent units from falling back.


Summary:
Most of this targets our vehicle builds and does little for stuff that already is doing well.

Stratagems provide lots of options, but little in terms of raw power. It remains to be seen if that is enough.

Sub-Cultures mostly suck. Besides the burna bommer combo and two cultures to build around, they fail to compete with what we already have.

Kustom jobs are great, especially the ability to take as many as you want. I doubt that kanz will see a huge revival from this, but the two turret weapons look great and nauts get a boost as well.
I fully expect to sink an entire battalion worth of CP into those when running my buggy list, which my opponents already struggle to defeat.

Psychic power look good enough, but none of them are outstanding enough to change your culture for them, except maybe the Evil Suns one. Snakebites, Goff and Bad Moons struggle to compare with Warpath and Firsts of Gork, so you might want to bring a third warphead if you want those.

Personally, I'm hyped for using burna bommers and gunwagons to support my buggies, nauts, koptas and warbikers which have gotten huge pushes from this.

This message was edited 3 times. Last update was at 2020/03/21 14:35:37


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
Longtime Dakkanaut




Gruxz wrote:
gungo wrote:
Gruxz wrote:
gungo wrote:
While the big Mek w kff is ork klan only it now works in melee!


Wow that is actually really sweet! I wonder if that's a typo or not.

I suspect if they deliberately changed kff to klan only the removal of shooting only was intended as well.
To be fair this is a good change as it makes the big Mek in mega armor interesting
It makes the meka dread interesting (although I wish the relic killkannon worked on him)
It makes the morkanaut interesting


Well, the fact that the wording for the regular bm has changed, doesn't mean that the wording of the other kffs have changed. Or gw has to faq them, but I don't see that happening

I suspect a faq in about 2 weeks actually
   
Made in au
Hissing Hybrid Metamorph






Unstoppable momentum, I have a question. What Ork units deal mortal wounds on the charge?
   
Made in fr
Mekboy Hammerin' Somethin'






Jidmah the f gitz one is extra 12 inch range, not a boost if you are within 12 (unless mistaken)

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Krazed Killa Kan






 Tiberius501 wrote:
Unstoppable momentum, I have a question. What Ork units deal mortal wounds on the charge?


Scrapjet or if you use the 3d6 charge strategem.

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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The new Mek also doesn't list the KFF as equipment, which is pretty weird.


Automatically Appended Next Post:
addnid wrote:
Jidmah the f gitz one is extra 12 inch range, not a boost if you are within 12 (unless mistaken)


I meant to write 36" - thanks for catching that. The idea is that you can stand and shoot if something is close enough instead of moving towards it first.

This message was edited 1 time. Last update was at 2020/03/21 14:36:18


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 au
Hissing Hybrid Metamorph






 TedNugent wrote:
 Tiberius501 wrote:
Unstoppable momentum, I have a question. What Ork units deal mortal wounds on the charge?


Scrapjet or if you use the 3d6 charge strategem.


This seems like an odd strat if it only really works in conjunction with another strat.

Also sadly with Ghaz going up to 285pts, I’d have to take some stuff out for him and he just doesn’t seem worth it. I wish he got some sord of Horde killing attack or something but as he is...

Much sadness.

On the bright side at least Deff Dreads got some love. Shame Nobz did not.

This message was edited 1 time. Last update was at 2020/03/21 14:37:09


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 TedNugent wrote:
 Tiberius501 wrote:
Unstoppable momentum, I have a question. What Ork units deal mortal wounds on the charge?


Scrapjet or if you use the 3d6 charge strategem.


And squiggoths

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
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Page 127 – Stratagems, Loot It!
Change the first and second sentences of rules text
to read:
‘Use this Stratagem when a Vehicle unit is destroyed.
Select an Ork Infantry unit from your army that was
either within 3" of the vehicle or embarked within it when
it was destroyed. Improve the Save characteristic of that
infantry unit by 1 (e.g. a Save characteristic of 6+ will
become a Save characteristic of 5+), to a maximum of 2+.’

From the FAQ.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






If the stratagem hadn't explicitly forbidden it, it would be possible to go below 2+ though.

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
Longtime Dakkanaut




A grot CP detachment of
Big Mek w SAG
3x grots
Mek guns with reroll 1
Killa kans with sparkly bits kustom job for a 3+ bs and reroll 1!!!!! Holy rokkit kans They rival tankbustas

This is a great shoota unit
Plus my evil sun detachment with warboss on bike w relic and big boss strat
Weirdboy or warp head with new psychic power
And my deathskull detachment

This message was edited 2 times. Last update was at 2020/03/21 15:02:12


 
   
Made in gb
Stabbin' Skarboy





crewe

 Tiberius501 wrote:
Unstoppable momentum, I have a question. What Ork units deal mortal wounds on the charge?


Scrapjet, Kustom boostablasta, any vehicle using ramming speed. Thats about it that I can think off, its situational but still a good thing to have in the back pocket. If you have a KBB or MSJ charge say drones or scouts, you have a good chance of killing the unit with 2d3 MWs then charging again to do another 2d3 MWs. Itll help when you need to absolutely kill 2 units that are pretty much near death.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in ca
Longtime Dakkanaut




Ghaz is 285 and Makari 65? Absolute trash tier.
Someone will figure out some kind of Ghaz bomb out of deep strike, but the slogging version (as we suspected) is probably dead. It's too expensive. I'd like to see someone crazier than me do awesome things with it, but I just can't see it at that price tag, given we have Da Biggest Boss.

Kustom Jobs are epic.

The Deathskull psychic power is *really* good. Will gleefully take that, given I can now feth with the Eldar I usually fight!

Evil Suns one is great, but the target we have isn't so obvious. What do you wanna cast this on? A Gunwagon maybe with the weapon, assuming it can shoot twice with periscope?
WC9 kind of sucks, given that the shooting vehicle you're probably pinning it on is hanging back and this seems obviously meant for a Mork.

KFF Mek ONLY affecting <CLAN>. Woof. The MA Big Mek with the 1 CP upgrade might be legimately good now, though. Unlocked KFF, and with the now sexy warboss, Fists of Gork having a couple of solid targets sounds good to me.

The subkulturs are actually fine if you wanna lean into a certain strategy. Air wing of Pyros sounds like fun for a laugh and could screw up certain armies.
Taking a gak ton of Tankbustas in Chinorks / Trukks with +1 str / AP sounds nasty. TB don't really need clan bonuses or stratagems to be good, especially if they are shooting at enemy vehicles... I have loved taking multiple units of TB and haven't been disappointed yet.

I would say this added stuff to our toolkit and gave us a bump of power, but probably nothing that pushes up over the top.

How much damn CP are we spending pregame now? This is going to get out of hand. My next game will probably include Da Kleverest Boss AND Da Biggest Boss, and probably a couple of the new Kustom Jobs...
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

We're just gonna spend all 18 CP before the game starts from now on.
   
Made in au
Hissing Hybrid Metamorph






As a Goff player who’s a fan of Ghaz, I’m fairly disappointed.

Unfortunately for me, and my already pretty crappy army list of stuff I like, I’m replacing my old Ghaz with an awesome model but is worse, and also having to get rid of 50pts worth of stuff. And then none of these strats really help me. At least some of these Kustom Jobs are sweet but this book just kind of annoys me haha. I’m glad though it’s given the majority of Orks good stuff though, just unfortunately hasn’t really helped me.

This message was edited 1 time. Last update was at 2020/03/21 15:23:00


 
   
 
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