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Made in gb
Regular Dakkanaut




England

So Ghaz will have a re-rollable charge of 7inches if that Goff psychic power goes off?
   
Made in ca
Longtime Dakkanaut




 Elfric wrote:
So Ghaz will have a re-rollable charge of 7inches if that Goff psychic power goes off?


How sad if this was 9" it would be amazing.

At least they made it a funny joke. You can be assured you failed the charge still, but it was close!
   
Made in gb
Stabbin' Skarboy





crewe

From watching the video, Jid I believe Da Boomer is 2d6 shots not 3d6. And it will definitely need a FAQ with the Zagzap if it benefits from the Gunwagon's Periscope.

Temperamental Shokk Drive might also allow a SJD to jump twice? Once in the movement phase to get into a good position to fire then again after its shot, not to bad really. Funny how Orkz get the best Fire and Fade strat hahaha, even if its limited to 1 unit.

Full Speed Ladz also affects Nob Bikers if youd like to try that they arent too bad if you pair that with Big Choppas. Have the whole unit str 8 on the charge with no negatives to hit or str 12 Klaws/Saws if thats viable... I cant remember of the top of my head but the Warboss on Warbike might also have the Biker keyword so if you wanted to be special and run the Boss with like Headwhoppa's Kilchoppa then knock yourself out at str 9

Too be honest I quite like Boomboys..... Just for the extra AP on Rokkits. The amount of times ive had people save their vehicles on a 4+ / 5+ save is kind of edging me towards it.... I dont run Badmoons anymore and I mainly run buggies so its whether or not its a good trade from Deathskulls... Having that extra STR can help vs Knights/Battlewagons/PBC/Russes/Exocrines and other big gribbles and really, its just the Deathskulls Wrecker strat boiled into all Rokkits, kilkannons and other boomie stuff against those T8 targets which isnt too bad really.

If the KFF Big Mek doesnt get FAQ'd to have to pay for his KFF then ill probs put on back in my list.

Im going to have to rebuy a Gorka, I sadly sold mine last year along with all my Kans, Dreads, Morka and Stompa as I ust never used them, I did run a Morka for a while but I was more drawn to the Speedfreak side of things even if the buggies are still over costed. I actually quite like the idea of a Gorka with 24 shots at BS4 within 12"! Or a Morka with just BS 4 standard on all its guns. This time ill definitely magnetise the zogger!

The one thing I was expecting was more relics, but I guess they fought the Kustom Jobs would be enough (even if they arent technically relics granted they are limited to 1 of each). And I was actually hoping for a Mek Gunz strat or Kustom Job, but that probs would of made them TOO good hahahaha!


Automatically Appended Next Post:
Over all though, im fairly happy, apart from Ghaz and Makari being bad and over priced.

This message was edited 1 time. Last update was at 2020/03/21 15:40:49


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




Here’s the question:

Does AP-3 TB and AP-2 Lootas make that sub culture viable?

Cause my biggest complaint was always that AP-1 sucked for Lootas.

Boost to rockets means sisters don’t shrug them anymore. Yay!

This message was edited 1 time. Last update was at 2020/03/21 15:57:01


 
   
Made in gb
Fresh-Faced New User




Evil Suns Kanz with Sparkly bits and visions cast would be awesome. Would it allow all models in the unit to reroll hits in the shooting and fight phases? If the weirdboy minded could be kept alive this is surely an option?
   
Made in us
Longtime Dakkanaut




Big Mek with KFF is an absolute dumpster fire of a datasheet. Is it intended that he got a 20 point drop because you don't have to pay for the KFF since it isn't equipment? Who knows! Is it intended the KFF got nerfed to be <klan> only, even though that means as it stands, wazboms, gorkanauts and big meks with mega armor have KFFs that work on anybody but for some reason the normal big mek's one is DRM-locked to only work on his klan? Who knows! Is it intended that although his KFF is DRM-locked, it works in melee as well as shooting? Who knows!

What a disaster. How does something like that get put out without someone with a brain being like "um, we need to clarify this because it makes no sense?"

This message was edited 1 time. Last update was at 2020/03/21 16:10:10


 
   
Made in nl
Regular Dakkanaut




Holy crap I totally missed that Lootas could be str 8 ap-2 with boomboyz. Awesome tulun. With that 2cp double roll and a battlewagon or smt that could be juicy. Just make sure you get a beefed up gorka or morka too.
   
Made in us
Longtime Dakkanaut




Yeah but you'd lose rerolling 1s and the ability to shoot twice.
   
Made in nl
Regular Dakkanaut




Thats true, I guess you could take the spec det from vigilus.

Also, have you guys noticed that the bm kff doesn't mention the part about being inside transports? What would that mean?
   
Made in us
Longtime Dakkanaut




Yeah, that's yet another way that datasheet is a complete mess. They've managed to mess it up in pretty much every way it could be. It's honestly almost impressive in a perverse way.

The real "meaning" is that they have no idea what they're doing. But the RAW on that is that it doesn't affect the vehicle. But a Big Mek in Mega Armor's one still does. Though that one doesn't work in melee.

Oh, what a mess.

This message was edited 1 time. Last update was at 2020/03/21 16:16:38


 
   
Made in us
Longtime Dakkanaut




Even making ghaz Waagh work on him via faq still won’t fix him!

He needs several upgrades including a way to gain CP.
My suggestion is to make all boyz units in his goff detachment skarboys for free but honestly reducing the teleport strat by 1 would make ghaz good for an all in teleport theme.
   
Made in ca
Longtime Dakkanaut




yukishiro1 wrote:
Yeah but you'd lose rerolling 1s and the ability to shoot twice.


Re roll ones when you hit on BS5+ isn’t that good anyway. It takes 18 shots on average to regain a hit. So this is not a big loss imo.

Shoot twice hurts but you’ve turned Lootas into 48” heavy rockets ( well 1 less damage ...). They now threaten all vehicles at str 8

And the loota bomb is in even more trouble now given we’re about to spend our CP bank pregame.

This message was edited 1 time. Last update was at 2020/03/21 16:24:18


 
   
Made in us
Longtime Dakkanaut




Ghaz is useless, and even if he wasn't, he's still useless because a normal warboss with the 1CP upgrade is so much better. Not to mention that the Goffs' psychic power is complete trash. Your chance of making a 7 inch charge with 'ere we go is already 85%. Why on earth would you take a psychic power that in the very best scenario raises your chances of making a charge by 15%, if your charge distance is exactly 7 - if it's 6, your chance is already 92%, and 5 is like 96%! And if the distance is above 7, it's obviously completely useless. This has to be a candidate for worst psychic power in the entire game?

Did I call it or did I call it when I said that it would be just like GW to give DS and ES the better psychic powers?

The balance and attention to detail in this book is just atrocious. Which is a shame, since there's a bunch of neat ideas if they had bothered to take the time to do a better job with them.


This message was edited 2 times. Last update was at 2020/03/21 16:33:05


 
   
Made in gb
Regular Dakkanaut




Gruxz wrote:
Holy crap I totally missed that Lootas could be str 8 ap-2 with boomboyz. Awesome tulun. With that 2cp double roll and a battlewagon or smt that could be juicy. Just make sure you get a beefed up gorka or morka too.


Deffkannon not deffgun (afaik) lootas won’t benefit from boomboys
   
Made in gb
Stabbin' Skarboy





crewe

tulun wrote:
Here’s the question:

Does AP-3 TB and AP-2 Lootas make that sub culture viable?

Cause my biggest complaint was always that AP-1 sucked for Lootas.

Boost to rockets means sisters don’t shrug them anymore. Yay!


Where are you getting the +1 str and ap from Deffkannons are on Stompas not Lootas

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




 deffrekka wrote:
tulun wrote:
Here’s the question:

Does AP-3 TB and AP-2 Lootas make that sub culture viable?

Cause my biggest complaint was always that AP-1 sucked for Lootas.

Boost to rockets means sisters don’t shrug them anymore. Yay!


Where are you getting the +1 str and ap from Deffkannons are on Stompas not Lootas


Oops. Disregard. Shame I think that would make me like Lootas.

I think the loota bomb is hurt even more now though. We’ll have even less CP to spend... unless you disregard most of these sick upgrades.
   
Made in us
Regular Dakkanaut




yukishiro1 wrote:
Not to mention that the Goffs' psychic power is complete trash. Your chance of making a 7 inch charge with 'ere we go is already 85%. Why on earth would you take a psychic power that in the very best scenario raises your chances of making a charge by 15%, if your charge distance is exactly 7 - if it's 6, your chance is already 92%, and 5 is like 96%! And if the distance is above 7, it's obviously completely useless. This has to be a candidate for worst psychic power in the entire game?


It does serve a purpose, it allows a unit that is already guaranteed a charge from 7" to attempt better movement in the charge+fight phase by letting you reroll both charge dice without worry and aim for a big result.

I don't know if that's worth a psychic power slot when weighed against other powers, but there it is.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

If you're already got a 7" charge set up, you're pretty much always gonna be better off using Warpath or Fists of Gork.
   
Made in gb
Regular Dakkanaut




England

Wait are we understanding the power correctly. If Ghazghskull deepstrikes and that power goes off isn't it saying he only needs a 7' charge not 9'?
   
Made in ru
Regular Dakkanaut





 Elfric wrote:
Wait are we understanding the power correctly. If Ghazghskull deepstrikes and that power goes off isn't it saying he only needs a 7' charge not 9'?

No, it just buffs Charges at 7" or lower ranges. Which is an utter squig dump of a Power. If it was 9", it could make Goffs and Ghazz viable...
   
Made in us
Fresh-Faced New User




So im assuming kustom jobs are applied to a singular unit(one model) and not applied to the multiple models, say if you take 3 boomdakkas?
   
Made in ca
Longtime Dakkanaut




GreenTidePackers wrote:
So im assuming kustom jobs are applied to a singular unit(one model) and not applied to the multiple models, say if you take 3 boomdakkas?


It’s pregame. If it says choose a unit, it affects all models

This message was edited 1 time. Last update was at 2020/03/21 16:54:25


 
   
Made in us
Longtime Dakkanaut




 Elfric wrote:
Wait are we understanding the power correctly. If Ghazghskull deepstrikes and that power goes off isn't it saying he only needs a 7' charge not 9'?


No. Then it would be very, very good. Instead it says if you roll less than a 7 (after modifiers), it counts as a 7. Which makes it utter trash, except I guess on something without 'ere we go, that you're not using ramming speed on.
   
Made in us
Fresh-Faced New User




tulun wrote:
GreenTidePackers wrote:
So im assuming kustom jobs are applied to a singular unit(one model) and not applied to the multiple models, say if you take 3 boomdakkas?


It’s pregame. If it says choose a unit, it affects all models


Really? There's not a clause calling this out in the actual rule? I haven't seen the video that shows the actual pages yet. It seems crazy efficient to pay 1cp and have it affect 3 models.
   
Made in us
Longtime Dakkanaut




Madjob wrote:
yukishiro1 wrote:
Not to mention that the Goffs' psychic power is complete trash. Your chance of making a 7 inch charge with 'ere we go is already 85%. Why on earth would you take a psychic power that in the very best scenario raises your chances of making a charge by 15%, if your charge distance is exactly 7 - if it's 6, your chance is already 92%, and 5 is like 96%! And if the distance is above 7, it's obviously completely useless. This has to be a candidate for worst psychic power in the entire game?


It does serve a purpose, it allows a unit that is already guaranteed a charge from 7" to attempt better movement in the charge+fight phase by letting you reroll both charge dice without worry and aim for a big result.

I don't know if that's worth a psychic power slot when weighed against other powers, but there it is.


I guess. But that's still trash. Honestly, it's not even worth the chance of your weirdboy blowing himself up except in incredibly specific circumstances, not to mention the cost of forgoing a power that isn't garbage.

And oh wow, I just realized that unlike Thousand Sons that just get these powers for free...we get them *instead* of the weirdboy's normal power, not in addition. Another kick in da teef.
   
Made in gb
Regular Dakkanaut




England

That needs to be changed to 9' then. Because if we're talking about giving a unit a free charge then that absolutely would benefit Ghaz massively because once he hits combat he is going to start wrecking gak. His biggest issue is mobility and he needs something. Damn this is like when originally the Goff warlord trait was a worse version of another trait. I guess we know which clans the Ork codex writers own now
   
Made in us
Longtime Dakkanaut




The fluff is all about goffs and ghazkull but the book makes goffs even bigger trash than they were before. I mean literally most of the book is devoted to stuff you either can't use with goffs (subkultures), can't use with ghazkull (the 1cp warbuff 4++, the best thing in the book), or would never want to (kustom jobs and stratagems overwhelmingly having to do with vehicles).
   
Made in gb
Stabbin' Skarboy





crewe

yukishiro1 wrote:
Madjob wrote:
yukishiro1 wrote:
Not to mention that the Goffs' psychic power is complete trash. Your chance of making a 7 inch charge with 'ere we go is already 85%. Why on earth would you take a psychic power that in the very best scenario raises your chances of making a charge by 15%, if your charge distance is exactly 7 - if it's 6, your chance is already 92%, and 5 is like 96%! And if the distance is above 7, it's obviously completely useless. This has to be a candidate for worst psychic power in the entire game?


It does serve a purpose, it allows a unit that is already guaranteed a charge from 7" to attempt better movement in the charge+fight phase by letting you reroll both charge dice without worry and aim for a big result.

I don't know if that's worth a psychic power slot when weighed against other powers, but there it is.


I guess. But that's still trash. Honestly, it's not even worth the chance of your weirdboy blowing himself up except in incredibly specific circumstances, not to mention the cost of forgoing a power that isn't garbage.

And oh wow, I just realized that unlike Thousand Sons that just get these powers for free...we get them *instead* of the weirdboy's normal power, not in addition. Another kick in da teef.


I think the psychic power has a very veryyyy small niche and thats basically things that modify your charge range. Unless im interpreting that wrong, say if your charge is halved or there are other modifiers that make your roll worse, like steam the green tide, those tau pathfinder drones, etc. Then even if its modified to a worse distance its still a 7" regardless? so you can actually physically pass a charge at 7" if it is halved by like tremor shells.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






GreenTidePackers wrote:
tulun wrote:
GreenTidePackers wrote:
So im assuming kustom jobs are applied to a singular unit(one model) and not applied to the multiple models, say if you take 3 boomdakkas?


It’s pregame. If it says choose a unit, it affects all models


Really? There's not a clause calling this out in the actual rule? I haven't seen the video that shows the actual pages yet. It seems crazy efficient to pay 1cp and have it affect 3 models.


The actual rule explicitly tells you that if you have a unit that splits up after deployment, all of them get it. It seems that to compensate for this, jobs that can apply to buggies and dreads are a tad weaker than others.


Automatically Appended Next Post:
Goonhammer Review: https://www.goonhammer.com/saga-of-the-beast-review-orks/

This message was edited 4 times. Last update was at 2020/03/21 17:44:18


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 us
Longtime Dakkanaut




 deffrekka wrote:


I think the psychic power has a very veryyyy small niche and thats basically things that modify your charge range. Unless im interpreting that wrong, say if your charge is halved or there are other modifiers that make your roll worse, like steam the green tide, those tau pathfinder drones, etc. Then even if its modified to a worse distance its still a 7" regardless? so you can actually physically pass a charge at 7" if it is halved by like tremor shells.


Yeah that does seem right, and I guess that does give it an extremely narrow niche. Though if you're tremor shelled with goffs, you're moving 2.5+d3, so you're probably not going to be within 7 inches anyway even if in theory you could then use it.
   
 
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