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Made in gb
Mekboy on Kustom Deth Kopta






tulun wrote:
 An Actual Englishman wrote:
tulun wrote:

If tremor shells weren't a thing, would TFCs still be taken?

Doubt it, though out of LOS shooting is incredibly valuable in ITC. Do they have the same range as each other?


It's 48" instead of 60" -- still very good, but not the "you can't hide from me" of the TFC.

Ah there we are. And less reliable. TFC still has it I think.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Wait, how are you getting AP-1 on the Lobbas? I just checked Legends, and they're AP0.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Boomboyz, +1S +1AP on explosive stuff (lobba is listed)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Vineheart01 wrote:
Boomboyz, +1S +1AP on explosive stuff (lobba is listed)
Ah, garch.

Oki, thank you!

Edit: What else has Lobbas? Seems odd they'd call out something only in Legends. Or does a unit have it I'm forgetting?

This message was edited 1 time. Last update was at 2020/03/25 17:34:32


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Regular Dakkanaut




 JNAProductions wrote:
 Vineheart01 wrote:
Boomboyz, +1S +1AP on explosive stuff (lobba is listed)
Ah, garch.

Oki, thank you!

Edit: What else has Lobbas? Seems odd they'd call out something only in Legends. Or does a unit have it I'm forgetting?


Battlewagons/Gunwagons/Bonebreaka's have access to them... but well... that just sucks.
   
Made in ca
Longtime Dakkanaut




 An Actual Englishman wrote:

Ah there we are. And less reliable. TFC still has it I think.


It's actually about the same because you can get a bunch more shots.. until you hit neg modifiers, of course.

48" is Loota range, though. It generally won't be an issue

JNAProductions wrote:
Edit: What else has Lobbas? Seems odd they'd call out something only in Legends. Or does a unit have it I'm forgetting?


Battlewagons can take it as an upgrade. I believe Squigs can take them too, and the Garg Squig gets a Supa Lobba (which I think becomes str 8, ap -3, D1). With Boom boys, it might be worth it.

Edit: Oddly, if a 48" str 6, AP-1, D1 weapon that hits out of LOS isn't worth it, are Dakkajets not? I think these actually beat those, point for point, and they can split fire freely for the BS4+.

This message was edited 1 time. Last update was at 2020/03/25 17:41:12


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Huge difference between Boomboy Lobba and Supashoota

Lobba is 18pts and 1 per wagon
Supashoota is 10pts and theres 6 of them.

Yeah the lobba is D6 shots but i'd trade that for flat3 any day. Number of times ive had an army with multiple D3/D6 weapons and i didnt roll anything higher than 2 the entire game has infuriated me many times.

I wish wagons didnt lose their Rokkit options, it would add even more fuel to this boomboy fire.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Longtime Dakkanaut




I'm referring more to the legends Lobba unit. Obviously not relevant if you can't take it in your games. You can take 1 - 6 per unit, they split like Mek Guns, and they are 27 points.

Edit: Honestly with boom boys, I might try something like:

2 units of TB w/ 2 Chinorks (Deathskull Chinorks, as they are not kultur locked, so the KMB gets a re roll to hit, wound, damage, and an invul save). Total cost for both is about 500 points.

20 re-roll to hit rokkits on vehicles at Str 9, ap-3, flat 3, that can deep strike for free.

Might toss in the Gunwagon with Da boomer just to test it out, although I think I'd rather it a deathskull generally.

I have 3 lobbas too, so maybe I'll toss them in for a lark.

This message was edited 5 times. Last update was at 2020/03/25 19:02:02


 
   
Made in gb
Mekboy on Kustom Deth Kopta






I had a random shower thought earlier - perhaps the KFF Mek's new KFF is updated to reflect how the KFF is going to work in 9th ed/8.5ed? Rumours are that there's a new edition on the way - perhaps all the KFFs are going to change to the new rule soon? Might be indexes out again or something?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

They better not.
KFF not protecting the vehicle its embarked in is even more stupid than auras in general (and spells) not working in Open Topped vehicles.

Pretty much would make it nigh impossible to KFF protect vehicles, as the only source of it that is faster than 5" can be focused down (and generally is as its a threat in its own right anyway)

I like it works in melee, even if its a bit weird, but i'd rather the old way.

Also, GW have several instances of the same rule having different effects. Admech have a repair rule that every character has (minus Daedaloseous) that is the same rule word-wise, but does different things. Its entirely possible this is just a different KFF.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




TFC is valuable for (1) tremor shots and (2) it's reliability, which is further bolstered by having the shoot twice strat. 4d3 hitting on 2s results in a very consistent damage output, which is extremely valuable for no-LOS shooting, and very rare. Reliable shooting is always powerful, but it's even more powerful for no-LOS shooting, because that kind of shooting is often directed at MSU objective-holders and the like. If you can reliably wipe a unit of scouts, that's way more important than having a (say) 50% chance to wipe out two units, but a 50% chance to wipe out none.

Almost all no-LOS shooting is extremely inconsistent, which appears to be an intentional design choice to counteract the power of no-LOS shooting in an objective-based game. TFC breaks the general paradigm by offering extremely consistent no-LOS shooting, so it'd probably have a place even without tremor shells...though that certainly makes it even more attractive.
   
Made in au
Fresh-Faced New User




If it's linked to a new edition there is a good chance they will also change how units inside vehicles interact.
I'd say if, and it's a big if, they did the new KFF mek with 9th in mind, it would be because the new vehicle rule will say something along the lines of:
Units embarked within a transport count as always being within range of the vehicle, and the vehicle always counts as being in range of the unit.

This message was edited 1 time. Last update was at 2020/03/26 02:19:57


 
   
Made in us
Longtime Dakkanaut




I really doubt they're crafting rules now in anticipation of 9th edition rules changes. They'll need to change all the other old rules, so I don't really see much value in issuing a few rules that mess up current 8th edition now for the benefit of not having to fix them later when they have to fix 95% of the rules either way.

Honestly I think that's giving too much credit. I think the 99/100 chance is they just flubbed the proofreading on the datasheet completely. It's not like the KFF is the only weird thing about it. The whole thing is messed up.

This message was edited 1 time. Last update was at 2020/03/26 02:38:25


 
   
Made in us
Longtime Dakkanaut




yukishiro1 wrote:
I really doubt they're crafting rules now in anticipation of 9th edition rules changes. They'll need to change all the other old rules, so I don't really see much value in issuing a few rules that mess up current 8th edition now for the benefit of not having to fix them later when they have to fix 95% of the rules either way.

Honestly I think that's giving too much credit. I think the 99/100 chance is they just flubbed the proofreading on the datasheet completely. It's not like the KFF is the only weird thing about it. The whole thing is messed up.


I’m on the something is up train... it doesn’t make sense for them to keep the big Mek w kff exactly the same... they would have put it into the codex if that was the case... instead the deliberately didn’t put it into the codex and deliberately didn’t put it into legands which is crazy since it’s one of the few units without a model right now and that’s just not GW....
So they shoehorn it into a psychic awakening book and keep the datasheet exactly the same except screw up the kff profile? Which everything else is just copy and paste? None of this adds up... and I’m still surprised we haven’t seen a model.
   
Made in us
Longtime Dakkanaut




But that's even sillier, because that would imply some plan from way back years ago when the Codex came out to hold back this one unit for...reasons?

They left it out of the codex by mistake, or because they didn't have a model for it. The datasheet is screwed up because they didn't proofread.

If any of this was intentional there would be an indication in the book that they are aware of the changes (no working from inside vehicle, working in melee, reducing the cost by 20 points) and they were intentional, and that it was intentional that there is now a difference between all the other KFFs and the one on the normal big mek.

I totally believe they have a new model coming - they wouldn't have included the datasheet otherwise. But I see absolutely no reason to think that screwing up the datasheet in weird inexplicable ways was some master plan rather than just the screw-up it obviously seems to be.

This message was edited 3 times. Last update was at 2020/03/26 05:24:06


 
   
Made in au
Ork Boy Hangin' off a Trukk





I'm not gonna bank on the KFF being faq'd to having any of the old abilities myself. I would happily take a 5++ in melee over when transported.
I am hoping that all KFF's just become abilities and remove the point cost, MA big mek will be a lot more appealing.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Reasons? My guess:

1. Big surprise with long expected small (or great) models.
2. Refresh of Forgeword
3. Another new blue primaris leutenant. This time, the man will stuck the finger in his nose Or something like it.

99. I'm afraid, these surprises will be postpound. Because it makes no sence from business side of view to work hard (burn the money) on pumping up expectation and than make a “great surprise” and say “ok, but you can' t order it for next 3 months”.

They can pumping up the “i need this” atmosfere for couple of weeks - and they do it regulary - but not for months.

Bult back to topic, this is about Proppa Ork Tactic!

I found a very fun combination yeasterday - Ride of Three Kings. I doubt about high effcienty but I don' t dubt about the fun and painting potential....

Core =
- Wartrike boosted up via Kult of speed detach + PA improvements. It becomes quite nasty already.
- warboss on bike boosted via PA Biggest boss and power klaw and WT - cheapest per point but most killing
- Zhadsnark - also not bad

And surround them with warbikes and deffkoptas.

You can cover the board super fast, maybe charge T1 and lack of infantry and big vehicles deprived very common “anti infatry” and “anti tank” setups.


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






gungo wrote:
I’m on the something is up train... it doesn’t make sense for them to keep the big Mek w kff exactly the same... they would have put it into the codex if that was the case... instead the deliberately didn’t put it into the codex and deliberately didn’t put it into legands which is crazy since it’s one of the few units without a model right now and that’s just not GW....

Technically, it does have a model, and it's one that would be still available if not for the finecast disaster. When legends was announced pretty much every blogger and youtuber called out the KFF mek to be the main loser of the whole shift, and GW probably caught wind of that and took counter-measures. He is not the only variant model in the game that does not have a model, but can easily build by minor kitbashes.

So they shoehorn it into a psychic awakening book and keep the datasheet exactly the same except screw up the kff profile? Which everything else is just copy and paste? None of this adds up... and I’m still surprised we haven’t seen a model.

They also screwed up the wargear list.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Discriminating Deathmark Assassin






Been considering for a while trying to help my brother with a concept he had a while back, 'Firemen Orks' (they obviously would misunderstand the term in predictable ways), and the revelation of the Pyromaniac Subkultur has renewed my interest in this.

I enjoy modeling, but I've played very little Orks; I can realize what they do and make a theoretical list, but have no idea how effective it would be on the table, so I'm hoping for some guidance on how viable something with parts like this may be:

Centerpiece of a Firetrukk:
Big Trakk with Supa-Skorcha and two Skorchas, carrying 5 Nobz with kombi-Skorchas plus the Warlord (maybe a Big Mek with KFF and Kombi-Skorcha? Honestly, the HQs feel all just meh for this concept)

Additional fast support, the First Responders:
Kustom Boosta-Blastas (2? 3? Love the idea of the flame exhausts, but unsure if they need to get too close to get good use out of them)

Aerial support:
Burna-Bommer, with Skorcha Missles now that they're only 5 points (was thinking only one of these, but maybe worth taking several?

Everyday civilians, because need troops:
Boyz; probably Shootas, but maybe Choppas?

Not really sure what else to use in here.
Meganobz with kombi-skorchas?
Deffdreads? I would generally just give them four arms, but is it worth giving them a pair of Skorchas if they're Pyros?
Burna Boyz in Trukks are still not ideal even now that they're 10 points, right?
A shame Kommandos can't take Burnas anymore even though there's a model for it.

Any of this particularly good and I should lean into, or horribly bad and I should avoid like the plague? Not looking to win regional championships or anything, just have a reasonably competitive but themed army.
   
Made in gb
Mekboy on Kustom Deth Kopta






There were rumours of an 'Orks Vs Wolves boxed set', 'new Ghaz' and then, in the next edition, a major overhaul to most of our line. You never know peeps, Orks must be one of, if not the most popular xenos faction. If you follow the Facebook and community posts our articles always get lots of comments and likes. Perhaps GW have realised there's money in us and giving us new models would be sensible?! Dare to dream?!

On the topic at hand, I can see myself taking the following kustom jobs -

1. Whirlygig gubbins (shokkjump auto jump, every game).
2. Souped up speshul (snazzwagon upgrade but only against certain armies - Eldar in particular).
3. Korkscrew (against certain opponents, not sure on this will require testing).
4. Trike Boss extra flamer range (depends on matchup again).
5. Da Boomer (every game).
6. Forktress (every game).
7. Shiny gubbins (to be used on Mork/Gorkanaut).
8. Slug dakka thing (Gorkanaut 24 shot gun with +1 to hit within 12").

That's potentially 8 CP gone before the game starts! Big killa boss is basically mandatory so there's another 1. Dread mob there's another. I'm also planning on using the KBB stratagem for better flamers so there's another. SJD jump shoot jump strat so another 2 or 3 depending on how long SJD survives. Snazzwagon strat - add another 1. Maybe the extra strength for warbikers strat. Kustom ammo takes me to 16 CP spent I believe before the end of the first turn
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Nightbringer's Chosen wrote:
Centerpiece of a Firetrukk:
Big Trakk with Supa-Skorcha and two Skorchas, carrying 5 Nobz with kombi-Skorchas plus the Warlord (maybe a Big Mek with KFF and Kombi-Skorcha? Honestly, the HQs feel all just meh for this concept)

The wartrike's killajet is a flamer/melta, so maybe that is a HQ that fits your theme?

Kustom Boosta-Blastas (2? 3? Love the idea of the flame exhausts, but unsure if they need to get too close to get good use out of them)

KBB in general work best by trying to line up shots with the rivet gun why unloading the exhausts, stikkbomb and blasta on some target that will not tie them down in combat.

Burna-Bommer, with Skorcha Missles now that they're only 5 points (was thinking only one of these, but maybe worth taking several?

I very much think so. Bombs dealing wounds on 3+ are awesome, as are the wildfire and flying 'eadbut stratagems.
Skorcha missiles at 5 are a good way to dump points, but something that's not mandatory, the re-rolls help them as well obviously.

Everyday civilians, because need troops:
Boyz; probably Shootas, but maybe Choppas?

If you are going vehicle heavy, gretchin are probably the better choice. The difference is marginal in your case though, if you want boyz, do boyz. Just make sure to bring a weirdboy if you do, da jump is mandatory.

Meganobz with kombi-skorchas?

MANz are usually to slow to catch anything with skorchas. Probably not.

Deffdreads? I would generally just give them four arms, but is it worth giving them a pair of Skorchas if they're Pyros?

Similar problem as MANz, they work best coming in from deep strike, which means out of flamer range. What might work is bringing units of kanz/grot tanks with skorchas and outfit them with some of the new kustom jobs. Unlike with regular cultures, gretchin do benefit from pyromaniacs.

Burna Boyz in Trukks are still not ideal even now that they're 10 points, right?

Re-rolling wounds is a rather powerful mechanic, if you are already sold on pyromaniacs and have the models/can get them cheap, I'd give them a try.

Any of this particularly good and I should lean into, or horribly bad and I should avoid like the plague? Not looking to win regional championships or anything, just have a reasonably competitive but themed army.

In general, I would open up to the idea of using weapons with the "Kustom-" prefix. This gives you a lot more choices, and the weapons are basically shooting ignited gas at high velocity, or in other words, fireballs. When you have a close look at any of them, they look very similar to burnas or skorchas.


Automatically Appended Next Post:
(cut out the ones I 100% agree on)
 An Actual Englishman wrote:
1. Whirlygig gubbins (shokkjump auto jump, every game).

Don't know about every game. Right now, I'm in a TTS game against necrons, and I wouldn't even know where to jump my SJD. Definitely a powerful kustom job, but I can still see not picking it in some lists.

2. Souped up speshul (snazzwagon upgrade but only against certain armies - Eldar in particular).

Huh, good point, I only realized now that kustom job is a stratagem, so you can pick them depending on your opponent, allowing you to switch between games.

4. Trike Boss extra flamer range (depends on matchup again).

Personally, I think this is mandatory whenever you bring a trike. The extra range also means more melta-range which is what I use most with him - with deff skulls re-rolls this is a pretty reliable high AP high damage shot. The extra hits and range on the flamer also make him a pain to counter-charge, his main cause of death in my games.

6. Forktress (every game).

It's an awesome job, but who do I give it to? The gunwagons need the other jobs, and I still have the problem of not having any passengers for my bonebreakas - the one guy worth transporting turned into a MONSTER.

7. Shiny gubbins (to be used on Mork/Gorkanaut).
8. Slug dakka thing (Gorkanaut 24 shot gun with +1 to hit within 12").

IMO the slugg gubbin is the superior choice for the Gorkanaut, as the skorcha auto-hits anyways and the extra shots are better than +1 to hit on a pair of rokkits and a bunch of big shootas.
I also think that the shiny gubbin on the morkanaut make it a better target for kustom ammo than the SSAG.

This message was edited 1 time. Last update was at 2020/03/26 08:56:32


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Discriminating Deathmark Assassin






 Jidmah wrote:
Advice!

Thanks a lot for this!

Totally missed the existence of the killajet, that might work well.

KBBs seem like they might be a decent anti-vehicle addition to an army that is otherwise very anti-infantry, while still adding to that themselves, might have to take several.

Burna-Bommers seem better the more I look at them. I keep seeing Explosive Demise mentioned with them, is that just a reference to their Explodes rule and trying to set it up, or some Strategy I'm not finding?

He does already have like 20 Burna Boyz, might need to give that a try. I assume the Trukk is basically mandatory?

Good idea with the kustom blasta thing. Could be a decent addition for a few characters, plus maybe Clever Spanner might end up worth it. Maybe Mek Guns for more vehicle-wrecking; I know Smasha Guns are considered amazing, are the Kustom guns decent too?

This message was edited 1 time. Last update was at 2020/03/26 08:59:53


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Nightbringer's Chosen wrote:
Burna-Bommers seem better the more I look at them. I keep seeing Explosive Demise mentioned with them, is that just a reference to their Explodes rule and trying to set it up, or some Strategy I'm not finding?

You are probably missing this new stratagem:
Spoiler:

If you can get a burna bommer into a spot where it is in range of many units, just drop it on their heads.

He does already have like 20 Burna Boyz, might need to give that a try. I assume the Trukk is basically mandatory?

A trukk, or maybe even better a battlewagon with the forktress kustom job for 3+/5++

Good idea with the kustom blasta thing. Could be a decent addition for a few characters, plus maybe Clever Spanner might end up worth it. Maybe Mek Guns for more vehicle-wrecking; I know Smasha Guns are considered amazing, are the Kustom guns decent too?

They have a similar damage per point efficiency as smashas, but smashas are much more efficient in terms of wounds per points. So for casual games, you can substitute them.
The morkanaut is another plattform for kustom weapons as well.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i guarantee the inclusion of the KFF mek was GW realizing they just made a huge mistake removing it, given the massive outcry from the ork fanbase it caused, and they panic put it back.
It needed its datasheet altered to include new rules and not allow options the "original" model they DID offer had access to, so it wasnt flatout copy/pasted, and more than likely wasnt proofread since its a non-model unit anyway.

Regardless it needs a faq no matter how its intended because as of right now it technically doesnt even have a KFF, like Buzzgob it just lists the rule.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Vineheart01 wrote:
i guarantee the inclusion of the KFF mek was GW realizing they just made a huge mistake removing it, given the massive outcry from the ork fanbase it caused, and they panic put it back.
It needed its datasheet altered to include new rules and not allow options the "original" model they DID offer had access to, so it wasnt flatout copy/pasted, and more than likely wasnt proofread since its a non-model unit anyway.

Regardless it needs a faq no matter how its intended because as of right now it technically doesnt even have a KFF, like Buzzgob it just lists the rule.


Unlike Buzzgob, he doesn't need to be equipped with one though, because the rule is written that badly.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

im guessing because Buzzgob says "model equipped" and the new KFF Mek does not?

Man its even worse than i thought lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut





Chicago, IL

Hey all!

Chicago's very own local Orks legend, Dustin Quebedeaux (placed 58th place besting Brandon Grant by 1 spot), talks tactics with Grots and Killa Kans in GDFC's latest tactica piece.

If interested, check it out below!

https://www.grimdarkfilthycasuals.com/orks-tactica-building-a-better-tin-can/

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in us
Lead-Footed Trukkboy Driver





Boston

So, I've tried the burna bomber in a couple matches and so far I've been impressed. I think my opponents didn't respect it and let it happen though so it hit 6-8 units.

I'm curious to see how much it changes my opponents strategy when they do take it seriously.
   
Made in ca
Longtime Dakkanaut




 wannabmoy wrote:
Hey all!

Chicago's very own local Orks legend, Dustin Quebedeaux (placed 58th place besting Brandon Grant by 1 spot), talks tactics with Grots and Killa Kans in GDFC's latest tactica piece.

If interested, check it out below!

https://www.grimdarkfilthycasuals.com/orks-tactica-building-a-better-tin-can/


I was actually thinking about Tin Heads this morning.

Killa Kans w/ Tin Eads kind of feel like bulky MANz (at 35 points each, they have 5 wounds, T5, 3+ save, similar number of attacks). I actually think there is probably some potential, but I disagree with his assessment on the Trike.

I think *probably* the way you make this list work is bringing the Trike w/ Breakin' heads, so you don't necessarily need a Warboss (although bringing a warboss is not necessarily a bad idea) -- but it would allow you to save 80-108 points, which is potentially another 3 KK or MANz if you're going Tin Heads anyway. I would probably also give them the +3" movement, so they can really get up there fast.

Question is: Do we keep them cheap (IE Big shoota) or go for the rockets? Even advancing, those rockets hit a on 5+. And I assume we go for the Kan Klaw (+3 str, ap-3, 3 Damage)?

I kind of think it would be fun to field a KK / MANz Tin head detachment. Would it be good? maybe not.

This message was edited 2 times. Last update was at 2020/03/26 15:37:40


 
   
Made in us
Longtime Dakkanaut




Warboss on warbike is such an efficient choice it's tough to see any list I wouldn't bring him in. Especially with the massive buff you get for 1CP. I mean I guess if you run Ghaz, maybe...lol.

This message was edited 1 time. Last update was at 2020/03/26 15:50:46


 
   
 
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