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Made in no
Rogue Grot Kannon Gunna






 Jidmah wrote:
 Emicrania wrote:
I was thinking this, airwing pyromaniac and 6/8 CP pregame, depending if you wanna DS the morkanaut or not. 2 Specialist detachment, 1 extra relic, 1 on warboss, 1 on mek, 1 on SJD. This leaves you with 8 CP to do fun stuff.

The naut is there to draw fire and provide KFF coverage, plus some anti-tank shots when going first. Putting it in reserve doesn't actually help the army at all. It's also survives T1 surprisingly often in the face of easier to kill buggies everywhere and bikers in their face.
You'd also want to make the warboss a big boss.
Single koptas don't really do anything, I'd just drop them and downgrade the MA mek for another buggy.


Automatically Appended Next Post:
 Vineheart01 wrote:
If the 2week faq says dabooma doesnt work with periscope that is such a middle finger to orks. Finally give us something that is amazing on an otherwise total trash unit and oh wait no you cant do that actually.

I fully expect that to happen though. It has always been that way.


As it is now that joke of datasheet means that the kff from the Morkanut would not protect anything outside the Klan. So yeah thats why I didn't pick it, otherwise I would had it in ES and take something better than the mek as hq.
Let's see this faq if they clarify anything...
   
Made in us
Longtime Dakkanaut




I skipped the boxset as well. I do want ghaz but it’s not pressing since he mostly for fun. Instead I picked up another box of Gretchin and the sisters of battle terrain. I’ll get PA digital.

I’m going to pick up another Mek gun to have 6 magnetized...
I may pick up another scrapjet or dragsta I only have 2 of each just not sure if either is good enough to have 3 of since most of the strats are single units only.
That’s the only shopping list I got from this update.. I only have 7 meganobs and I can see a use for another box of 3 as well but I’m not sure again if thier strat makes them worth going all in.

This message was edited 1 time. Last update was at 2020/03/23 16:24:10


 
   
Made in us
Longtime Dakkanaut




 Emicrania wrote:

As it is now that joke of datasheet means that the kff from the Morkanut would not protect anything outside the Klan. So yeah thats why I didn't pick it, otherwise I would had it in ES and take something better than the mek as hq.
Let's see this faq if they clarify anything...



No, I don't think it does mean that. The dumpster fire Big Mek with KFF datasheet only impacts the (non-mega-armor) big mek. It does nothing to the KFF on the wazbom, morka, or Big Mek in Mega Armor. Those all still have the old KFF.

Now presumably GW didn't mean to create two different KFFs...but that's what they've done. Until there's a FAQ there is no reason to start playing any of the other KFFs differently because there's no way to tell how much of the dumpster fire was intended and how much is just a mistake. No reason to start setting all the other dumpsters on fire as well on the theory that well they set the one on fire so that must mean they wanted them all on fire.

This message was edited 1 time. Last update was at 2020/03/23 16:41:55


 
   
Made in no
Rogue Grot Kannon Gunna






me neither, is just a useless clusterfeth at this point that I don´t think i ll play until the shitstorm is over
   
Made in ca
Longtime Dakkanaut




Something I just heard someone discuss on the Burna Bomber

Flow chart for relevance.
1) Move next to your opponent. First plane blows up re stratagems (that's fine), other 2 do not
2) Next turn, enemy ignores the Burna bomber cause they don't want it to explode in their face.
3) Assuming the burna bomber is still within 6" for the explode, you choose to move and/or advance the model so it moves a minimum of 40" so it would die (Advance adds 20" to the MINIMUM movement and maximum).
4) Getting destroyed is equal to setting wounds to 0.
5) The Burna Bomber blows up on the spot (it can't legally move), thus potentially trigger more mortal wounds on a 4+ right next to the enemy.

Does this work? Does getting destroyed count as having 0 wounds?

This message was edited 1 time. Last update was at 2020/03/23 17:25:12


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

tulun wrote:
Something I just heard someone discuss on the Burna Bomber

Flow chart for relevance.
1) Move next to your opponent. First plane blows up re stratagems (that's fine), other 2 do not
2) Next turn, enemy ignores the Burna bomber cause they don't want it to explode in their face.
3) Assuming the burna bomber is still within 6" for the explode, you choose to move and/or advance the model so it moves a minimum of 40" so it would die (Advance adds 20" to the MINIMUM movement and maximum).
4) Getting destroyed is equal to setting wounds to 0.
5) The Burna Bomber blows up on the spot (it can't legally move), thus potentially trigger more mortal wounds on a 4+ right next to the enemy.

Does this work? Does getting destroyed count as having 0 wounds?
I don't think you can voluntarily destroy a unit outside the strat. If there's no POSSIBLE place it can go, that should work, but that'll be an iffy proposition.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




 JNAProductions wrote:
I don't think you can voluntarily destroy a unit outside the strat. If there's no POSSIBLE place it can go, that should work, but that'll be an iffy proposition.


With a 40" move and a limited 90 degree turn, it should be very easy to set that up, actually.

It's potentially playable around anyway, but just kind of hilarious.

This message was edited 1 time. Last update was at 2020/03/23 17:34:38


 
   
Made in us
Longtime Dakkanaut




I think that if you are forced to move off the battleground, at very best, you interpret it as being destroyed at the point it moves off and rolling for the explosion there. I don't think there's really any way to argue it's destroyed at its current location.

This message was edited 1 time. Last update was at 2020/03/23 17:46:00


 
   
Made in us
Battlewagon Driver with Charged Engine




That's a real salty move TBH, but yeah I'd argue it would explode at the edge of board/off the board.

Also, what is the wording on when a flyer moves off the board? Because the explode rule happens if it's reduced to 0 wounds and I'm guessing the flier is slain if it flies off. Now in most cases I'd say that a vehicle that is slain (ie not strictly reduced to 0 wounds) should of course still explode but this whole scenario just feels like something that'll cause way more grief than it's worth.

I wouldn't want to be known as a bad sport just to get some MWs in at a game that one time

This message was edited 1 time. Last update was at 2020/03/23 17:54:14


 
   
Made in ca
Longtime Dakkanaut




This is the rule from the primer:
"Minimum Move
Some models that can Fly have a Move
characteristic consisting of two values.
The first is the model’s minimum speed
– in the Movement phase, all parts of
the model’s base must end the move at
least that far from where they started.
The second is its maximum speed – no
part of the model’s base can be moved
further than this. If a model cannot make
its minimum move, or is forced to move
off the battlefield because of its minimum
speed, it is destroyed and removed from
the battlefield – the model has either
stalled and crashed or been forced to
abandon the battle."

Nothing says it has to make a move, just that is is destroyed. Destroyed and slain are not the same thing.

I agree on salty, though. This is some jank tech that would probably be nerfed.
   
Made in us
Longtime Dakkanaut




Minimum Move
Some models that can Fly have a Move
characteristic consisting of two values.
The first is the model’s minimum speed
– in the Movement phase, all parts of
the model’s base must end the move at
least that far from where they started.
The second is its maximum speed – no
part of the model’s base can be moved
further than this. If a model cannot make
its minimum move, or is forced to move
off the battlefield because of its minimum
speed, it is destroyed and removed from
the battlefield – the model has either
stalled and crashed or been forced to
abandon the battle.


Crash and Burn: If this model is reduced to 0 wounds,
roll a D6 before removing it from the battlefield. On a
4+ it crashes in a fiery explosion, and each unit within 6"
suffers 3 mortal wounds.


I think it is arguable either way whether being "destroyed and removed" is the same as being "reduced to 0 wounds," but either way, it would presumably happen where it moves off the table, not at its current location.




Automatically Appended Next Post:
The minimum move rule itself says it has to move if it can. There's two parts to it - (1) if it can't move, and (2) if moving it takes it off the table. If it can move, it has to move, even if that move takes it off the table. Then, at best, it's destroyed at the point it moves off.

Not being able to move at all would be like if there is literally no place on the table you can place the model within its allowable movement, and you also can't move it off the table. Then arguably it would blow up where it is. But this isn't that situation.

This message was edited 1 time. Last update was at 2020/03/23 17:59:19


 
   
Made in no
Rogue Grot Kannon Gunna






* Yuko Ninja´d*

This message was edited 1 time. Last update was at 2020/03/23 18:00:29


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tulun wrote:
Something I just heard someone discuss on the Burna Bomber

Flow chart for relevance.
1) Move next to your opponent. First plane blows up re stratagems (that's fine), other 2 do not
2) Next turn, enemy ignores the Burna bomber cause they don't want it to explode in their face.
3) Assuming the burna bomber is still within 6" for the explode, you choose to move and/or advance the model so it moves a minimum of 40" so it would die (Advance adds 20" to the MINIMUM movement and maximum).
4) Getting destroyed is equal to setting wounds to 0.
5) The Burna Bomber blows up on the spot (it can't legally move), thus potentially trigger more mortal wounds on a 4+ right next to the enemy.

Does this work? Does getting destroyed count as having 0 wounds?


Well, no. First of all 2) is not going to happen, usually the enemy moves everything out of the blast zone and then takes them down with bolters, every pistol they have and krak grenades.
3) You cannot chose to move less than the minimum for any reason. Must move that distance if possible in any way. Not being able to move minimum distance usually only happens when you are facing a large horde army and there is no space on the board to sit down your plane.
4) Having your wounds reduced to 0 causes your model to be destroyed, but there is no reason to assume it also works the other way around. Nothing prevents a model from being destroyed despite having wounds left.

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




 Jidmah wrote:
The sad truth is that the best course of action would be not buying new Ghaz at all.

They need to realize that writing shoddy rules like this can break a beautiful models' back and ruin all the work their marketing has put into hyping it up.

It really feels like they are afraid of making orks (or any other xenos) too good, while they have no fears in that regard whatsoever when designing marines.


Exactly this. When Girlyman came out he was OP as all hell, when the first iterations of SM's came out from psychic awakening...same thing. When was the last time Orkz were so OP that GW had to rush out a FAQ to fix the power imbalance?

 Jidmah wrote:
Thomas Douch places second with green tide and two koptas: https://www.40kstats.com/rumbleinromford


Looks like he flooded the board with ork boyz, jumped them into combat while shooting the hell out of anything scary with his triple SAG.

 Jidmah wrote:
 flandarz wrote:
Let's be real: the box set Ghaz is a part of is gonna sell well. Even if no Ork players buy it, we're outnumbered heavily by Marine players and they're definitely gonna pick it up.


Then that's a cheap Thrakka+MANz on ebay for me. I win either way


That is what I will be doing. Going to be trolling ebay for awhile to finally build up my collection of meganobz which at the moment amounts to....5.

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.


Combine that with ramming speed and the Scrapjet and you can get a TON of mortal wounds on the same unit.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




I dunno, I don't think 2CP for another 4+ chance at mortal wounds is a great trade. It seems like that strat is only in there to give you a way to still make it into combat even if your MWs knock you out of 1 inch. It's more something you do because you have to, not because you actually want to.

The one time it's legitimately great is if your MWs actually destroy the unit you were charging, and you can then use that to piggyback onto a whole new unit behind it you couldn't get to before.

This message was edited 1 time. Last update was at 2020/03/23 19:02:04


 
   
Made in ca
Longtime Dakkanaut




Deathskull squig buggies with the CP Kustom job and Deathskull Clan power on an enemy unit

Does this makes it passable?

Heavy hits on 4's with 1 lucky re-roll to hit, wounds on a 3+ now with +1 to wound for the spammy shot, at -1 AP, 2d6 shots.
Bitey Squig is now Str 5 AP-4 D2, 2 shots, wounding most infantry on a 2 or 3+.
Boom Squig is Str 6 AP-2, 2d3 shots, wounds T5 and less on a 2+.

It gets an extra die / shot of any of the above hitting on 5's for the regular squig launcha.

I'm not sure it makes it competitive, but I could see that being a fun option if you happen to own one.

This message was edited 2 times. Last update was at 2020/03/23 19:54:43


 
   
Made in us
Longtime Dakkanaut




yukishiro1 wrote:
I dunno, I don't think 2CP for another 4+ chance at mortal wounds is a great trade. It seems like that strat is only in there to give you a way to still make it into combat even if your MWs knock you out of 1 inch. It's more something you do because you have to, not because you actually want to.

The one time it's legitimately great is if your MWs actually destroy the unit you were charging, and you can then use that to piggyback onto a whole new unit behind it you couldn't get to before.


Keep in mind its a 4+ for the scrapjet and a 2+ for the ramming speed strat. So you have a pretty good chance of getting 2D3 more mortal wounds.

Also, on the subkultures not stacking......completely useless. I was really thinking about taking the Grot subkulture for my Mek Gunz, unfortunately i run Freebootas and I rely on those Mek gunz to kill something to set off the +1 BS so my units are more killy. So if the Kultures don't stack then they effectively are no longer freeboota which makes them useless to the rest of my army, and rerolling 1s to hit and a 6+ invuln isn't anything to write home about for kulture buff. If it was in addition I would have used it, now...not so much.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




That would be 4cp for 1d3 + 50% of 1d3 more. Rarely going to be worth it. I don't think you get ramming speed for the whole turn, do you? If so, it's better I guess.
   
Made in gb
Mekboy on Kustom Deth Kopta






 Jidmah wrote:
tulun wrote:
Something I just heard someone discuss on the Burna Bomber

Flow chart for relevance.
1) Move next to your opponent. First plane blows up re stratagems (that's fine), other 2 do not
2) Next turn, enemy ignores the Burna bomber cause they don't want it to explode in their face.
3) Assuming the burna bomber is still within 6" for the explode, you choose to move and/or advance the model so it moves a minimum of 40" so it would die (Advance adds 20" to the MINIMUM movement and maximum).
4) Getting destroyed is equal to setting wounds to 0.
5) The Burna Bomber blows up on the spot (it can't legally move), thus potentially trigger more mortal wounds on a 4+ right next to the enemy.

Does this work? Does getting destroyed count as having 0 wounds?


Well, no. First of all 2) is not going to happen, usually the enemy moves everything out of the blast zone and then takes them down with bolters, every pistol they have and krak grenades.
3) You cannot chose to move less than the minimum for any reason. Must move that distance if possible in any way. Not being able to move minimum distance usually only happens when you are facing a large horde army and there is no space on the board to sit down your plane.
4) Having your wounds reduced to 0 causes your model to be destroyed, but there is no reason to assume it also works the other way around. Nothing prevents a model from being destroyed despite having wounds left.

My first thought was the same as you for 2). And 3).
On 4) I believe that if the plane cannot move into a legal position, it is considered destroyed (but it does not move at all).

Edit - The Momentum Stratagem is absolutely a trap unless you need to use it. 2CP is way, waaaaaaaay too much.

Has anyone seen the (embarassing) Goonhammer comparison of Ghaz vs Ragnar? With minimal stratagem spend Ragnar has a similar chance of killing a Knight and blends Primaris. Then there was a comparison between the "Big Killa Boss" (kitted out for melee - Goff, Bike, BKB, KillaKlaw and Brutal But Kunnin') vs the Wolf "Smash Captain". Wolf Captain has a 99.9% chance (with stratagem spend) to 1 shot a Knight..... Big Killa Boss has a 58% chance....

We got fethed. Again.

This message was edited 1 time. Last update was at 2020/03/23 20:24:30


 
   
Made in de
Krazy Grot Kutta Driva





I think the unstoppable momentum strat might be a great way to circumvent screening.
Just thin down some screening guard / scouts with 1-2 models left alive for that 8" charge, then charge with ramming speed, kill the remaining 1-2 models with MW and charge something valuable afterwards.
With two charges and two consolidation moves thats a possible distanz of 44" as Evil Sunz, averaging ~24" charge with ere we go + 2 x 3" consolidation / pile in.
Especially with the large Gorkanaut base you can surf around enemy units like nothing with this.

I see myself using this strat a lot with my Gorka.
Might also work great with the Burna-Wing to thin down the first wave of screening to clear some space for tellyporting.

Also this might be a nice way to deal some MW with a Boosta Blasta / Scrapjet on Primaris units. Just try to get one wound on one of them with shooting and then charge the unit that way so that wounded model is the only one in 1" so the opponent has to take this one down first and you get to charge again. (If you roll poorly for mortal wounds at the first charge.)
On average this will cause 6 MW with spiked ram triggering once and ramming speed triggering twice most of the time.

Actually i was quite sceptical on the Scrapjet KJ at first, but on second thought 1 CP isn`t that much to invest for some possible screwdriving later.
Only problem is, if you pimp 3 Scrapjets you have to place them together which isnt that big a problem for getting 3 dragstas their KJ because they can hide turn 1 and shockjump immediately.
I will not plan around that tactic but it might be a nice backup from time to time.

   
Made in gb
Longtime Dakkanaut






Unstopable momentum has some serious potential for big charges... deffkilla wartrike moves, boost 6", charges with ramming speed, moves up to 18" (has t ocharge something within 12" but can move around it), deals MW's, left out of combat range, charge again for another up to 18". with perfect rolls that's 56" of movement, with average it's 41" (14"+6"+10.5"+10.5") before consolidating!

that's a whole lot of re-positioning. Shame the wartrike is gak

If there's a "piggyback" unit in a convenient spot, this could get a 'naught or dread a good bit of movement, re-position in a way no opponent would suspect.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Longtime Dakkanaut




Yeah but it only works if your opponent is stupid enough to remove the closest model instead of the furthest one.
   
Made in ca
Longtime Dakkanaut




 some bloke wrote:
Unstopable momentum has some serious potential for big charges... deffkilla wartrike moves, boost 6", charges with ramming speed, moves up to 18" (has t ocharge something within 12" but can move around it), deals MW's, left out of combat range, charge again for another up to 18". with perfect rolls that's 56" of movement, with average it's 41" (14"+6"+10.5"+10.5") before consolidating!

that's a whole lot of re-positioning. Shame the wartrike is gak

If there's a "piggyback" unit in a convenient spot, this could get a 'naught or dread a good bit of movement, re-position in a way no opponent would suspect.


Probably optimal on something like a megatrakk. Ramming speed with Megatrakk is two chances to deal mortal wounds. Gork would be great too, of course.

You could also use it to tag something far back with like a Deffkopta.

This message was edited 1 time. Last update was at 2020/03/23 21:14:13


 
   
Made in de
Krazy Grot Kutta Driva





Just move in 1" to a wounded model or go for something with 1-2 wounds left after shooting.
It`s situational but at least a new tool that might come in handy.

You could also use it to tag something far back with like a Deffkopta.

Yeah, nice trick to keep two scorpius / whirlwinds and the like from shooting, might be cool.



Oh btw for those that have problems to get TTS working, try vassal.
We used it back in the day, its poor graphic in bird perspective but worked like a charm on windows 98 / 2000.
Seems like it is still working.

This message was edited 1 time. Last update was at 2020/03/23 21:10:21


 
   
Made in vu
Been Around the Block




Pandabeer wrote:
tulun wrote:


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)



If you get extremely asinine about it, no it can't. RAI is beyond obvious though (the kind of "If I met an opponent who wouldn't let me use Periscope with Da Boomer I'd pack up my models and leave" obvious).


Jidmah wrote:Isn't there a FAQ regarding replacing weapons with relics somewhere? I remember there being one, but I can't find it. Might be army-specific, too.


There isn't a general rule or FAQ per se, but apart from the Epitome exception (which I didn't know about), GW tends to be pretty consistent (ha!) with the fact that Relics and relic-like upgrade to a weapon retain characteristics and associated rule/stratagem benefits of the original weapon it's based on. There's language about this all over different books and FAQs, just a few examples below:

Vigilus FAQ wrote:
Q: Does the Hammer of Sunderance Relic count as a turret weapon for the purposes of Grinding Advance?
A: Yes.


Maybe the strongest similarity: the HoS replaces a Battlecanon as "Turret Weapon" which made it eligible to double firing at mid-speed. Of course people argued that because the Relic wasn't listed (didn't exist yet) in the Grinding Advance rule as a "Turret Weapon" it could not benefit even though it replaced one. Hence the FAQ.

Sisters Codex wrote:
Bolt, Flame and Melta Weapons
Some rules refer to ‘bolt weapons’, ‘flame weapons’ and/or ‘melta weapons’. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (bolt pistol, boltgun, condemnor boltgun, etc.), and any Relic that replaces a bolt weapon (e.g. Annunciation of the Creed). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons, and the bolter profile of Relics that replace combi-weapons.


Phoenix Rising wrote:
A shuriken weapon is any weapon whose profile includes the word ‘shuriken’ (shuriken pistol, Avenger shuriken catapult etc.), a scorpion’s claw (shooting) and any Relic that replaces a shuriken weapon (e.g. Kurnous’ Bow).


There's a lot like that. In earlier publications they didn't think to add the precision about Relics, but enough FAQ came up that in recent publications they now explicitly state it every time to save themselves from this kind of debates.

So I fully expect Periscope to work with the relics, it's been RAI on almost all similar cases.

This message was edited 1 time. Last update was at 2020/03/23 23:58:20


 
   
Made in au
Battlewagon Driver with Charged Engine





 An Actual Englishman wrote:
 Jidmah wrote:
tulun wrote:
Something I just heard someone discuss on the Burna Bomber

Flow chart for relevance.
1) Move next to your opponent. First plane blows up re stratagems (that's fine), other 2 do not
2) Next turn, enemy ignores the Burna bomber cause they don't want it to explode in their face.
3) Assuming the burna bomber is still within 6" for the explode, you choose to move and/or advance the model so it moves a minimum of 40" so it would die (Advance adds 20" to the MINIMUM movement and maximum).
4) Getting destroyed is equal to setting wounds to 0.
5) The Burna Bomber blows up on the spot (it can't legally move), thus potentially trigger more mortal wounds on a 4+ right next to the enemy.

Does this work? Does getting destroyed count as having 0 wounds?


Well, no. First of all 2) is not going to happen, usually the enemy moves everything out of the blast zone and then takes them down with bolters, every pistol they have and krak grenades.
3) You cannot chose to move less than the minimum for any reason. Must move that distance if possible in any way. Not being able to move minimum distance usually only happens when you are facing a large horde army and there is no space on the board to sit down your plane.
4) Having your wounds reduced to 0 causes your model to be destroyed, but there is no reason to assume it also works the other way around. Nothing prevents a model from being destroyed despite having wounds left.

My first thought was the same as you for 2). And 3).
On 4) I believe that if the plane cannot move into a legal position, it is considered destroyed (but it does not move at all).

Edit - The Momentum Stratagem is absolutely a trap unless you need to use it. 2CP is way, waaaaaaaay too much.

Has anyone seen the (embarassing) Goonhammer comparison of Ghaz vs Ragnar? With minimal stratagem spend Ragnar has a similar chance of killing a Knight and blends Primaris. Then there was a comparison between the "Big Killa Boss" (kitted out for melee - Goff, Bike, BKB, KillaKlaw and Brutal But Kunnin') vs the Wolf "Smash Captain". Wolf Captain has a 99.9% chance (with stratagem spend) to 1 shot a Knight..... Big Killa Boss has a 58% chance....

We got fethed. Again.


Is that including the new boss stratagem and the Fists of Gork spell? The FOG spell is pretty important, the extra attacks and wounding on 2s helps a good bit.
   
Made in ca
Longtime Dakkanaut




You're a legend Nostro.

Gunwagon + Kustom Job + Visions of Smoke sounds potent. 4d6 str 8 AP-2 D2 shots with full re-rolls, half of those hits also explode.

Do More Dakka for the memes and net like ~12 hits on average?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Nostro wrote:
Vigilus FAQ wrote:
Q: Does the Hammer of Sunderance Relic count as a turret weapon for the purposes of Grinding Advance?
A: Yes.

[...]
Maybe the strongest similarity: the HoS replaces a Battlecanon as "Turret Weapon" which made it eligible to double firing at mid-speed. Of course people argued that because the Relic wasn't listed (didn't exist yet) in the Grinding Advance rule as a "Turret Weapon" it could not benefit even though it replaced one. Hence the FAQ.
So I fully expect Periscope to work with the relics, it's been RAI on almost all similar cases.


This was the FAQ I was thinking about! And thanks for the analysis.


Automatically Appended Next Post:
tulun wrote:
You're a legend Nostro.

Gunwagon + Kustom Job + Visions of Smoke sounds potent. 4d6 str 8 AP-2 D2 shots with full re-rolls, half of those hits also explode.

Do More Dakka for the memes and net like ~12 hits on average?


Even without any re-rolls, that's 5 hits on average, which is very nice all by itself.
You can stack that with deff skulls re-rolls, wreckers stratagem and maniacal seizure it can punch quite a hole through something.
You could also just rely on bad moons re-rolling ones, freeboota +1 to hit or +1S -1AP from boom boyz.

In general, Da Boomer on a gunwagon compares well to the same points spend on mek guns, which is really everything we could ask for.

This message was edited 1 time. Last update was at 2020/03/24 06:42:34


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






cody.d. wrote:
 An Actual Englishman wrote:
 Jidmah wrote:
tulun wrote:
Something I just heard someone discuss on the Burna Bomber

Flow chart for relevance.
1) Move next to your opponent. First plane blows up re stratagems (that's fine), other 2 do not
2) Next turn, enemy ignores the Burna bomber cause they don't want it to explode in their face.
3) Assuming the burna bomber is still within 6" for the explode, you choose to move and/or advance the model so it moves a minimum of 40" so it would die (Advance adds 20" to the MINIMUM movement and maximum).
4) Getting destroyed is equal to setting wounds to 0.
5) The Burna Bomber blows up on the spot (it can't legally move), thus potentially trigger more mortal wounds on a 4+ right next to the enemy.

Does this work? Does getting destroyed count as having 0 wounds?


Well, no. First of all 2) is not going to happen, usually the enemy moves everything out of the blast zone and then takes them down with bolters, every pistol they have and krak grenades.
3) You cannot chose to move less than the minimum for any reason. Must move that distance if possible in any way. Not being able to move minimum distance usually only happens when you are facing a large horde army and there is no space on the board to sit down your plane.
4) Having your wounds reduced to 0 causes your model to be destroyed, but there is no reason to assume it also works the other way around. Nothing prevents a model from being destroyed despite having wounds left.

My first thought was the same as you for 2). And 3).
On 4) I believe that if the plane cannot move into a legal position, it is considered destroyed (but it does not move at all).

Edit - The Momentum Stratagem is absolutely a trap unless you need to use it. 2CP is way, waaaaaaaay too much.

Has anyone seen the (embarassing) Goonhammer comparison of Ghaz vs Ragnar? With minimal stratagem spend Ragnar has a similar chance of killing a Knight and blends Primaris. Then there was a comparison between the "Big Killa Boss" (kitted out for melee - Goff, Bike, BKB, KillaKlaw and Brutal But Kunnin') vs the Wolf "Smash Captain". Wolf Captain has a 99.9% chance (with stratagem spend) to 1 shot a Knight..... Big Killa Boss has a 58% chance....

We got fethed. Again.


Is that including the new boss stratagem and the Fists of Gork spell? The FOG spell is pretty important, the extra attacks and wounding on 2s helps a good bit.

Big Killa Boss strat yes, FOG no.

Full article here; https://www.goonhammer.com/hammer-of-math-numbah-of-da-beast/
   
Made in fr
Mekboy Hammerin' Somethin'






 Grotrebel wrote:
I think the unstoppable momentum strat might be a great way to circumvent screening.
Just thin down some screening guard / scouts with 1-2 models left alive for that 8" charge, then charge with ramming speed, kill the remaining 1-2 models with MW and charge something valuable afterwards.
With two charges and two consolidation moves thats a possible distanz of 44" as Evil Sunz, averaging ~24" charge with ere we go + 2 x 3" consolidation / pile in.
Especially with the large Gorkanaut base you can surf around enemy units like nothing with this.

I see myself using this strat a lot with my Gorka.
Might also work great with the Burna-Wing to thin down the first wave of screening to clear some space for tellyporting.

Also this might be a nice way to deal some MW with a Boosta Blasta / Scrapjet on Primaris units. Just try to get one wound on one of them with shooting and then charge the unit that way so that wounded model is the only one in 1" so the opponent has to take this one down first and you get to charge again. (If you roll poorly for mortal wounds at the first charge.)
On average this will cause 6 MW with spiked ram triggering once and ramming speed triggering twice most of the time.

Actually i was quite sceptical on the Scrapjet KJ at first, but on second thought 1 CP isn`t that much to invest for some possible screwdriving later.
Only problem is, if you pimp 3 Scrapjets you have to place them together which isnt that big a problem for getting 3 dragstas their KJ because they can hide turn 1 and shockjump immediately.
I will not plan around that tactic but it might be a nice backup from time to time.



Ace on a scrapjet or a K boosta blasta. 4 CP well spent if you can tag a juicy target and prevent it from shooting, with that second charge. Or kill a key character. I think this sneaky move has potential

This message was edited 1 time. Last update was at 2020/03/24 08:01:42


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
 
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