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Made in se
Rogue Grot Kannon Gunna






@Jid you mind posting your biker list? I'm theorycrafting a bit and I wanna engineer a list that is not CP dependent closer to the freebooterz list mechanized list I played last year.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Emicrania wrote:
@Jid you mind posting your biker list? I'm theorycrafting a bit and I wanna engineer a list that is not CP dependent closer to the freebooterz list mechanized list I played last year.


This is the list I'm going to run today:
Spoiler:
+++ Kult of Speed (Warhammer 40,000 8th Edition) [96 PL, 10CP, 2,000pts] +++

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Deathskulls
Specialist Detachment: Dread Waaagh!

+ HQ +
Big Mek W/ Kustom Force Field: Grot Oiler, Kustom Force Field
Big Mek W/ Shokk Attack Gun: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Troops +
10x Gretchin
10x Gretchin
10x Gretchin

+ Heavy Support +
15x Loota
Morkanaut: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Deathskulls

+ HQ +
Warboss on Warbike: Attack Squig, Da Killa Klaw, Kombi-Skorcha, Power Klaw
Weirdboy: 3. Da Jump, 4. Fists of Gork, Warphead

+ Troops +
10x Gretchin
10x Gretchin
10x Gretchin

++ Outrider Detachment +1CP (Orks) ++
Clan Kultur: Deathskulls
Specialist Detachment: Kult of Speed

+ HQ +
Deffkilla Wartrike

+ Fast Attack +
DeffKopta
DeffKopta: Kopta Rokkits
DeffKopta: Kopta Rokkits
DeffKopta: Kopta Rokkits

2x Kustom Boosta Blastas

1x Megatrakk Scrapjet

1x Shokkjump Dragstas

Warbikers
Boss Nob: Choppa, Killsaw
11x Warbiker: 11x Stikkbombs


Not happy with the KFF mek, probably will switch him for another warphead to cast warpath and the new power.
Note that I build this list before PA was leaked, the lootas are way to use of all those spare CP - probably not going to need them anymore

This message was edited 1 time. Last update was at 2020/03/22 09:38:00


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 gb
Mekboy on Kustom Deth Kopta






 Jidmah wrote:
Screens actually never have been my problem. You can usually drive up to 1.1 in front of a screen and gun them down with dakkaguns to charge what's behind them, and I've also had great success with bombing holes into screens with bommer so I can drive past them in the same movement phase. You also don't really need to 'hope' for trapping either, even if 28" movement+charge isn't enough to catch something, you can still use the 2d6 consolidate stratagem.
Have a look at this picture from one of my games:
Agreed. Out of interest was that Battlewagon on 1 wound or had it sustained 1 wound?

Is it me or does this book give us a reasonable mechanised list?

We have;

Evil Sunz Boomer Gunwagons with the potential for re-rolling all misses.
3+, 5++ Bonebreakers.
Bonebreakers with auto +6 attacks.

Up to 3 jump-shoot-jump Shokkjump dragsters.
Up to 3 Snazzwagons with 15 shots a piece and auto ignore a wound (for 1 CP).
Ten inch range 12 auto hitting skorchas for our KBBs (for 1 CP).
Up to 3 double fighting Scrapjets,

BS4+ Deffdreads/Morkanaut/Gorkanauts.
24 shot Gorkanaut Deffstorm megashoota with BS4+ within 12".
Make any of the above Evil Sunz and attempt a power to have re-rolling all misses, both at range and in combat (require a lot of ORK units nearby though).
Deffdreads that attack again every time they kill a model in cqc.
6++, rerolling 1s, BS3+ Kans.

Auto. Exploding. Planes.
Planes that can drop MW bombs to multiple units and on a 3+ to one of them.

As an Evil Sunz player I feel like this book has almost everything I could ever want (it just misses a way to make Trukks and Warbikers/Nob Bikers useful).

I really don't think our overall power has increased, I don't think this pushes us into competitive territory, but it opens up TONS of options.

This message was edited 1 time. Last update was at 2020/03/22 09:57:22


 
   
Made in us
Battlewagon Driver with Charged Engine




I'm just sitting here hoping that GW updates the FW codex soon, I have a supa-kannon I'd like to use and the new ES power actually makes it more tempting. Make it work with a gunwagon and/or the boomboys subkultur and it's a lot more interesting. I'll just run it as da boomer for now I guess..

Can anyone confirm that getting a subkultur actually removes any clan keywords and not just kulturs BTW? I saw someone say that you still have your clan keyword but I assume that's not the case?

Also, AAE, the shokkjump tempramental shokkdrive is the CP strat so you can't Jump-Shoot-Jump with three SJDs. We (as ES players) can do it with two (through that strat and drive-by krumpin') unless I've bungled all this together..

Edit: I'm still salty that the boomdakka snazzwagon gets a KJ that basically a sidegrade. Honestly, would anyone think it's too good if the KJ it got was a normal mek spehsul with 6 extra shots? Making it worse S and AP is really not needed when the gun itself is so wildly mediocre

This message was edited 1 time. Last update was at 2020/03/22 10:11:10


 
   
Made in gb
Mekboy on Kustom Deth Kopta






PiñaColada wrote:
Also, AAE, the shokkjump tempramental shokkdrive is the CP strat so you can't Jump-Shoot-Jump with three SJDs. We (as ES players) can do it with two (through that strat and drive-by krumpin') unless I've bungled all this together..

Edit: I'm still salty that the boomdakka snazzwagon gets a KJ that basically a sidegrade. Honestly, would anyone think it's too good if the KJ it got was a normal mek spehsul with 6 extra shots? Making it worse S and AP is really not needed when the gun itself is so wildly mediocre

Ah right you are on the SJDs! Only 2 jump-shoot-jumpers, but that's enough for me!

I need to play with the Snazzwagon (I haven't, yet) but I'm hopeful. Explodes on a 4+. Can mitigate wounds and has an inbuilt -1 to hit. As long as you have other Anti Armour (and we do) it could do some work on chaff.
   
Made in us
Battlewagon Driver with Charged Engine




It's alright, they've made it more durable which is okay but it just never seems to do anything for me.. The KBBs got even tastier though (and I already adore them) so it's easy enough to do it as a count-as KBB if you feel like taking a break from the snazzwagon.

There's just so much fun stuff in this PA, like you I'm unsure how much better my army will be in the end but I'm not saying no to injecting some character back in the ork lists.
   
Made in se
Rogue Grot Kannon Gunna






 Jidmah wrote:
 Emicrania wrote:
@Jid you mind posting your biker list? I'm theorycrafting a bit and I wanna engineer a list that is not CP dependent closer to the freebooterz list mechanized list I played last year.


This is the list I'm going to run today:
Spoiler:
+++ Kult of Speed (Warhammer 40,000 8th Edition) [96 PL, 10CP, 2,000pts] +++

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Deathskulls
Specialist Detachment: Dread Waaagh!

+ HQ +
Big Mek W/ Kustom Force Field: Grot Oiler, Kustom Force Field
Big Mek W/ Shokk Attack Gun: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Troops +
10x Gretchin
10x Gretchin
10x Gretchin

+ Heavy Support +
15x Loota
Morkanaut: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Deathskulls

+ HQ +
Warboss on Warbike: Attack Squig, Da Killa Klaw, Kombi-Skorcha, Power Klaw
Weirdboy: 3. Da Jump, 4. Fists of Gork, Warphead

+ Troops +
10x Gretchin
10x Gretchin
10x Gretchin

++ Outrider Detachment +1CP (Orks) ++
Clan Kultur: Deathskulls
Specialist Detachment: Kult of Speed

+ HQ +
Deffkilla Wartrike

+ Fast Attack +
DeffKopta
DeffKopta: Kopta Rokkits
DeffKopta: Kopta Rokkits
DeffKopta: Kopta Rokkits

2x Kustom Boosta Blastas

1x Megatrakk Scrapjet

1x Shokkjump Dragstas

Warbikers
Boss Nob: Choppa, Killsaw
11x Warbiker: 11x Stikkbombs


Not happy with the KFF mek, probably will switch him for another warphead to cast warpath and the new power.
Note that I build this list before PA was leaked, the lootas are way to use of all those spare CP - probably not going to need them anymore


I really like this list and is very close to one I was tinkering yesterday. What would you use instead of Lootas for a long ranger platform? Smashaguns?


Automatically Appended Next Post:
Ps. Guys stay safe out there.

This message was edited 1 time. Last update was at 2020/03/22 11:45:09


 
   
Made in gb
Stabbin' Skarboy





crewe

PiñaColada wrote:
It's alright, they've made it more durable which is okay but it just never seems to do anything for me.. The KBBs got even tastier though (and I already adore them) so it's easy enough to do it as a count-as KBB if you feel like taking a break from the snazzwagon.

There's just so much fun stuff in this PA, like you I'm unsure how much better my army will be in the end but I'm not saying no to injecting some character back in the ork lists.


The KJ for them is such a side grade though and I wouldnt be tempted to use them just for that, at that point wouldnt you rather spend some extra points on the Dakkajet get 18 shots at 2 higher STR, more accurate, innately tougher with more wounds and harder to hit and can always flyin headbutt. Yeah it competes with the Burna-bommer now but if you wanted some anti chaff why not get a Dakkajet or KBB, or just Shootaboys.... Im really tryna like the BDSW but it needs to either be criminally cheap or just get its gun to damage 2 so it actually has a role against Primaris.

Ive bought its model 4 times but to be used as conversions for dune buggy SJDs. The KJ is just meh, why did it have to loose an AP and STR just to get 6 extra shots... pretty sure against MEQ it just balances out in the end so just save the CP on the KJ and save the pts and get a better unit hahaha!

This message was edited 1 time. Last update was at 2020/03/22 12:38:06


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in nl
Crazed Spirit of the Defiler




 An Actual Englishman wrote:
 Jidmah wrote:
Screens actually never have been my problem. You can usually drive up to 1.1 in front of a screen and gun them down with dakkaguns to charge what's behind them, and I've also had great success with bombing holes into screens with bommer so I can drive past them in the same movement phase. You also don't really need to 'hope' for trapping either, even if 28" movement+charge isn't enough to catch something, you can still use the 2d6 consolidate stratagem.
Have a look at this picture from one of my games:
Agreed. Out of interest was that Battlewagon on 1 wound or had it sustained 1 wound?

Is it me or does this book give us a reasonable mechanised list?

We have;

Evil Sunz Boomer Gunwagons with the potential for re-rolling all misses.
3+, 5++ Bonebreakers.
Bonebreakers with auto +6 attacks.

Up to 3 jump-shoot-jump Shokkjump dragsters.
Up to 3 Snazzwagons with 15 shots a piece and auto ignore a wound (for 1 CP).
Ten inch range 12 auto hitting skorchas for our KBBs (for 1 CP).
Up to 3 double fighting Scrapjets,

BS4+ Deffdreads/Morkanaut/Gorkanauts.
24 shot Gorkanaut Deffstorm megashoota with BS4+ within 12".
Make any of the above Evil Sunz and attempt a power to have re-rolling all misses, both at range and in combat (require a lot of ORK units nearby though).
Deffdreads that attack again every time they kill a model in cqc.
6++, rerolling 1s, BS3+ Kans.

Auto. Exploding. Planes.
Planes that can drop MW bombs to multiple units and on a 3+ to one of them.

As an Evil Sunz player I feel like this book has almost everything I could ever want (it just misses a way to make Trukks and Warbikers/Nob Bikers useful).

I really don't think our overall power has increased, I don't think this pushes us into competitive territory, but it opens up TONS of options.


This, I love all the options Orks have gotten. I shelved Orks because I wanted to focus on other armies I have but now I got the irresistable urge to build an unassambled Land Raider I still have lying around, Orkify it and stick the unused Rapid Fire Battle Cannon I got with my Imperial Knight to it's front to make a Boomer Gunwagon And make an armored Arachnarok Spider as a Forktress Bonebreaka. Got more than time enough anyway to build multiple armies because my social life got absolutely smashed to bits by the COVID-19 crisis. I just hope these rules are still valid by the time it's safe enough to go into a FLGS and play a game again

Edit: I really wonder why the Snazzwagons' Mek Speshul went from S5 AP-2 to S4 AP-1 for it's Kustom Job though. Sure it's +6 shots but the extra power that gives is completely nullified by giving it a -1 S and AP penalty. Things like Da Boomer literally DOUBLE the firepower of the modified weapon, why can't this be a thing for the poor Snazzwagon? Hope it's just a typo.

This message was edited 7 times. Last update was at 2020/03/22 13:04:08


 
   
Made in gb
Stabbin' Skarboy





crewe

 An Actual Englishman wrote:
PiñaColada wrote:
Also, AAE, the shokkjump tempramental shokkdrive is the CP strat so you can't Jump-Shoot-Jump with three SJDs. We (as ES players) can do it with two (through that strat and drive-by krumpin') unless I've bungled all this together..

Edit: I'm still salty that the boomdakka snazzwagon gets a KJ that basically a sidegrade. Honestly, would anyone think it's too good if the KJ it got was a normal mek spehsul with 6 extra shots? Making it worse S and AP is really not needed when the gun itself is so wildly mediocre

Ah right you are on the SJDs! Only 2 jump-shoot-jumpers, but that's enough for me!

I need to play with the Snazzwagon (I haven't, yet) but I'm hopeful. Explodes on a 4+. Can mitigate wounds and has an inbuilt -1 to hit. As long as you have other Anti Armour (and we do) it could do some work on chaff.


I played the Snazzwagons when they first came out and they always felt lacking in the damage department for the cost, then it got a smallish price drop in CA2019 but it wasnt really enough. It needs to be the cheapest of the buggies, like literally the spammiest of buggies. Its just got an identity crisis really, it wants to stick at mid range to use its mekboy speshul and big shoota whilst also benefiting from his -1 to hit but then they gave it burna bottle and a better explode so you want it to be close to then make the most of its wargear and abilities but then its easier to get assaulted and smited which bypasses its -1 to hit, it isnt good in melee at all and all of sudden its then locked in combat doing nothing. Its just too generalised as a unit, its wants to do a bit of everything but doesnt do any of it well. They should of gave it that new Slug Gubbins rule as standard, at 12" it gets +1 to hit with the mekboy speshul as it just vomits dakka then all of a sudden it can be up close and person, then burna bottles should of been a melee profile aswell just to give it some means of chipping its way through combat.

Its actually deceiptively tough out of all the buggies as its getting rid of an extra 16% of shots coming its way, but I wouldnt waste a CP shrugging a single wound as its still gonna die to the rest of the shooting. I would price it at around 60-65pts and buff its gun and do burna bottles a profile for melee. They like setting themselves on fire in the fluff why would you care if the flames lick them in melee. Im hoping CA2020 gives us some rightly justified pts drops across the board. I would put big shootas at 2-3 pts, kustom shootas should be free (just look at assault bolters....), rokkits 8-10pts, skorchas, klaws and saws inline with everyone elses pts costs, boys down a pt and then some more cost reductions across warbikers and vehicles.

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






 Jidmah wrote:
 Emicrania wrote:
@Jid you mind posting your biker list? I'm theorycrafting a bit and I wanna engineer a list that is not CP dependent closer to the freebooterz list mechanized list I played last year.


This is the list I'm going to run today:
Spoiler:
+++ Kult of Speed (Warhammer 40,000 8th Edition) [96 PL, 10CP, 2,000pts] +++

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Deathskulls
Specialist Detachment: Dread Waaagh!

+ HQ +
Big Mek W/ Kustom Force Field: Grot Oiler, Kustom Force Field
Big Mek W/ Shokk Attack Gun: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Troops +
10x Gretchin
10x Gretchin
10x Gretchin

+ Heavy Support +
15x Loota
Morkanaut: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Deathskulls

+ HQ +
Warboss on Warbike: Attack Squig, Da Killa Klaw, Kombi-Skorcha, Power Klaw
Weirdboy: 3. Da Jump, 4. Fists of Gork, Warphead

+ Troops +
10x Gretchin
10x Gretchin
10x Gretchin

++ Outrider Detachment +1CP (Orks) ++
Clan Kultur: Deathskulls
Specialist Detachment: Kult of Speed

+ HQ +
Deffkilla Wartrike

+ Fast Attack +
DeffKopta
DeffKopta: Kopta Rokkits
DeffKopta: Kopta Rokkits
DeffKopta: Kopta Rokkits

2x Kustom Boosta Blastas

1x Megatrakk Scrapjet

1x Shokkjump Dragstas

Warbikers
Boss Nob: Choppa, Killsaw
11x Warbiker: 11x Stikkbombs


Not happy with the KFF mek, probably will switch him for another warphead to cast warpath and the new power.
Note that I build this list before PA was leaked, the lootas are way to use of all those spare CP - probably not going to need them anymore


Please post the battle report results

To our earlier point, please let me know how the warbikers and Deffkoptas turn out, and if you use the strategem. I'd also be fascinated to see if the new Big Mek W/ KFF is any good with the new rules formula, and the new buggies w/ strategems, if you choose to use them.

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




Before I get my head bitten off how much better is the stompa now and will it be worth fielding in strictly non competitive games

I know it’s not competitive or worth taking in tournaments but how good can we make it?

   
Made in ca
Longtime Dakkanaut




 An Actual Englishman wrote:


I really don't think our overall power has increased, I don't think this pushes us into competitive territory, but it opens up TONS of options.


I would probably add: Killer Kans got a boost (some new tricks), Mega Nobs (if you consider them mech) got an incredible new strategy that really boosts their damage consistency.

The more standard infantry based lists did get some boosts, though. I dunno if its enough to push us back to top 4s all the time again but:

1) Warboss stratagem. Really good. They almost always took a warboss
2) Flash Gits stratagem. Very common unit to show up, +12" so they can stand still (or move and shoot and hit on that first turn).
3) Spanner strat. Not sure if this'll actually show up, but Lootas becoming more consistent is a good thing
4) Tankbustas in general. That subkultur might actually encourage a TB spam we haven't seen. Str 9 AP-3 rockets sounds tasty.
5) New useful psychic powers in ES and DS. You better believe this is going to get abused at top tables.
6) MA Big Mek strat. This guy did show up in quite a few lists, as the Big Mek was in flux. Although maybe not much now with the new datasheet.
7) Grot subkultur. Although less popular than before, 18 mech guns that now have re-roll 1s and 6++ for free?

Trying to think if I missed anything. Most of these are probably minor upgrades (excluding the mek guns and maybe the psychic powers), but it's not nothing.

What I'm interested to see if is mech finally makes an ITC splash. There was that one guy back in November who was actually doing well with a buggy / plane list, and that list has gotten cheaper and a bunch of new gak.

This message was edited 2 times. Last update was at 2020/03/22 14:36:41


 
   
Made in se
Rogue Grot Kannon Gunna






It you are interested in ITC, than board control is the absolute lord of the universe this year. Which means either infantry spam, or fast MSU or DS and redeploy shenanigans.

Orks now have all the tools to completely adapt to the mission and your opponent.
Between stormboyz, deffkopta, tellyporta, da Jump , SJD and so on, we can max out 2/3 secondaries T3 pretty easy and still punch someone hard in the neck.

I'd say we just went from mid tier to bottom top tier.
   
Made in gb
Stabbin' Skarboy





crewe

Guyver 3 wrote:
Before I get my head bitten off how much better is the stompa now and will it be worth fielding in strictly non competitive games

I know it’s not competitive or worth taking in tournaments but how good can we make it?



If you want a Stompa to be anywhere near "good" put it in a Stompa Mob, make it a Morks One, give it the Kustom Gatla and Powerfield and thats about it

This message was edited 1 time. Last update was at 2020/03/22 15:30:47


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Battlewagon Driver with Charged Engine




Doesn't the stompa mob require 3 stompas (impossible at 2k) or a stompa and two kill tanks? Just skip that detachment.

Making it Evil Sunz and giving it "visions in the smoke" for full rerolls seem like the move IMO. Give it the blitza gatler, babysit it with a KFF mek who also has a grot oiler for extra repairs. Be willing to spend CP for more dakka and the patch up strat. Also consider taking the scorched gitbonez for the weirdboy and have him surrounded by boyz/whatever for an easier cast.

I think it could be somewhat okay with all that (in friendlier games) and if you get the psychic power off it might even feel pretty decent?
   
Made in se
Rogue Grot Kannon Gunna






The only way the Stompa is """playable""" Is in a supreme ES or BM detachment
   
Made in ca
Longtime Dakkanaut




It’s kind of crazy you need to get it to 15 wounds to bracket it once if you use that stratagem.

Still probably not good but at least it doesn’t totally blow.

I think your best bet to field one is a supreme detachment
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:

- KFF Mek has the KFF ability with the same name like MA Big Mek = this new gakky version should be valit also for the MA Big Mek and for Wazboom Blastajet?


The KFFs on wazbom, morkanaut and big mek in mega armor still cover anything, the mega armor one still works in transports that can take someone in mega armor, and they all still don't work in melee. The fact that the new datasheet is a mess and has the same name as those abilities doesn't retroactively change them to be the same mess as the new one.

Nobody even knows which parts of the dumpster fire new datasheet are intended and which aren't. If I was playing any game before the first FAQ I would hope my opponent would agree to just keep using the old index sheet instead because it's such a mess.

This message was edited 1 time. Last update was at 2020/03/22 15:54:30


 
   
Made in us
Battlewagon Driver with Charged Engine




Yeah, supreme command is the way to go. If you run it as ES then two of those HQs should be weirdboys with the visions in the smoke power due to the fact that they're probably going to be burning themselves out and the force multiplier is too strong to pass up. Also, chucking warpath on it is probably a decent bet just so you can maximize damage output everywhere.

Look, a stompa with the blitza gatler and full rerolls and more dakka is terrifying. It's not 870 points (or like 1100 considering all the extra things you need) worth of terrifying but it is scary and if you're rolling hot with it then it certainly can delete anything in the game.
   
Made in gb
Regular Dakkanaut




Thanks for the replies,

I’m not looking for competitive, I’m actually just looking to use the stompa I’ve had on my shelf for 5 years
   
Made in se
Rogue Grot Kannon Gunna






Well now you have a Kustom job and a stratagem that is gonna give you a smile for a couple of matches
   
Made in gb
Stabbin' Skarboy





crewe

Guyver 3 wrote:
Thanks for the replies,

I’m not looking for competitive, I’m actually just looking to use the stompa I’ve had on my shelf for 5 years


I sold my Stompa after the codex haha got £120 for it on eBay

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






yukishiro1 wrote:
 Tomsug wrote:

- KFF Mek has the KFF ability with the same name like MA Big Mek = this new gakky version should be valit also for the MA Big Mek and for Wazboom Blastajet?


The KFFs on wazbom, morkanaut and big mek in mega armor still cover anything, the mega armor one still works in transports that can take someone in mega armor, and they all still don't work in melee. The fact that the new datasheet is a mess and has the same name as those abilities doesn't retroactively change them to be the same mess as the new one.

Nobody even knows which parts of the dumpster fire new datasheet are intended and which aren't. If I was playing any game before the first FAQ I would hope my opponent would agree to just keep using the old index sheet instead because it's such a mess.


I'm personally waiting until the FAQ on the KFF....

It's either intentional or they made a serious typo from expediency. Either way the KFF rules have to be reconciled.

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




I don't think it can possibly be intentional that you don't have to pay for the KFF any more. The changes to <klan> and working in melee are more arguable. I think it is also very hard to think they intended to create two different KFFs called the same thing with different abilities based on whether it's on a big mek with normal armor or mega armor, but again...who really knows.

It's just embarrassing on GW's part to have published something like that. Even a tiny bit of proofreading and playtesting by anybody who knew anything about Orks would have flagged it.

   
Made in gb
Stabbin' Skarboy





crewe

I would love to have the KFF work in melee, but wouldnt want it klan locked or not working inside a vehicle.

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




What's the email to ask questions about rules / FAQ?

I wanna send in my questions...

1) Does the Gunwagon with the new Kustom Job get to use it with Periscope? (My guess is yes, but RAW it's no right now)
2) If I take the <CLAN> specific psychic power, does warphead allow me to take a 2nd power from the Waaagh Discipline? do the clan specific powers count as Waaagh discipline for rules purposes like the relic?
3) KFF Mek. WTF is going on.

Trying to think of what else is an obvious WTF so far.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 An Actual Englishman wrote:
 Jidmah wrote:
Have a look at this picture from one of my games:
Agreed. Out of interest was that Battlewagon on 1 wound or had it sustained 1 wound?

1 left, obviously. It's a battlewagon within charge range of space marines, after all

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






 deffrekka wrote:
I would love to have the KFF work in melee, but wouldnt want it klan locked or not working inside a vehicle.


I would gladly trade clan lock in favor of melee, personally.

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





crewe

tulun wrote:
What's the email to ask questions about rules / FAQ?

I wanna send in my questions...

1) Does the Gunwagon with the new Kustom Job get to use it with Periscope? (My guess is yes, but RAW it's no right now)
2) If I take the <CLAN> specific psychic power, does warphead allow me to take a 2nd power from the Waaagh Discipline? do the clan specific powers count as Waaagh discipline for rules purposes like the relic?
3) KFF Mek. WTF is going on.

Trying to think of what else is an obvious WTF so far.


You have the Zagzapp as well, then the crap that the KJ on the BDSW as it must be a typo as its so bad other than that I cant think of any other WTF things except Ghaz and the Makari not working with any Klan Gghaz is in outside of Goffs

How many kans can a killa kan kill if a killa kan can kill kans?  
   
 
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