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2020/03/28 02:49:33
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
You guys talking about downsizing know killteam already exists? The issue with killteam is it keeps getting upsized. With elites and commanders and I’m sure soon dreads...GW is already testing that market.
2020/03/28 06:08:45
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I can totally believe they are chasing the holy grail of competitive streaming, and that they would consider just about anything to get there. Especially if some expensive consultant told them what they wanted to hear, that they could get there except for this little detail of the board size.
Doesn't mean I actually buy that this is happening. But it does seem just silly enough that it's plausible GW would do it.
2020/03/28 07:32:15
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I'm not advocating for anything here, just to be clear. I'm simply reporting a news I've been told by a VERY serious guy, which have been working with GW for years in the FAQ team.
I also believe there are many other problems that should have the priority, however after last year, where I played 6 GT and 5 RTT, I strongly believe that downsizing, at least armies, is the way to go. Especially playing hordes. For those who tried to play 200 models, on a clock, for 5 matches is 2 days, you know what your back tells you after that.
2020/03/28 08:31:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I'm all for downsizing games, I find 1750 to be much more enjoyable than 2k since there are more difficult decisions of what goes into your list (or maybe rather what doesn't) and it does somewhat speed up the game. I actually find it strange that outside of GWs own games 2k continues to be the norm..
A 4x4 board is standard at sub 1k games so you'll see them in a lot of slow -grow tournies and man is that a different game. Fast armies, such as speed freeks/ES armies in our case, are considerably stronger than at 6x4 IMO since T1 charges often become the norm and not the exception.
I just can't see a 4x4 board happening even at 1500 points since two horde armies would take up the entire board and make the game almost unplayable (I'd guess). Maybe if they had some weird rule where you played on a 6x4 board and deployed on it as such but after T1 every unit had to move out of the deployment zone and you're essentially playing at a 4x4 board. But that'd be a strange solution to say the least..
GW trying to optimize the game for tournies and the streaming of them makes sense but let's hope it's not a hamfisted decision that speeds up the game at the cost of the actual fun to be had in said game.
This message was edited 1 time. Last update was at 2020/03/28 08:39:15
2020/03/28 09:39:29
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I wrote a thing, though Nick scrubbed my pictures referencing "The Other Guys" with Will Ferrel and Mark Wahlburg in the opening paragraphs so my creativity has been tarnished forever.
Great write up ! I think an evil sun bonebreaka with forktress K job sent turn 1 in the opponents face along with 1+ bad moon Mega nobz might also be worth something, against an army without tooooo much antitank.
I also agree it was a great set of rules done by GW. I just wish they had given something specific to nob units to make them viable
This message was edited 1 time. Last update was at 2020/03/28 09:41:50
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2020/03/28 11:04:28
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
PiñaColada wrote: I'm all for downsizing games, I find 1750 to be much more enjoyable than 2k since there are more difficult decisions of what goes into your list (or maybe rather what doesn't) and it does somewhat speed up the game. I actually find it strange that outside of GWs own games 2k continues to be the norm..
A 4x4 board is standard at sub 1k games so you'll see them in a lot of slow -grow tournies and man is that a different game. Fast armies, such as speed freeks/ES armies in our case, are considerably stronger than at 6x4 IMO since T1 charges often become the norm and not the exception.
I just can't see a 4x4 board happening even at 1500 points since two horde armies would take up the entire board and make the game almost unplayable (I'd guess). Maybe if they had some weird rule where you played on a 6x4 board and deployed on it as such but after T1 every unit had to move out of the deployment zone and you're essentially playing at a 4x4 board. But that'd be a strange solution to say the least..
GW trying to optimize the game for tournies and the streaming of them makes sense but let's hope it's not a hamfisted decision that speeds up the game at the cost of the actual fun to be had in said game.
I honestly have no experience whatsoever with smaller boards, beside a single 1k narrative match; so I can´t really say if it is good or not. But I really feel downsizing and maybe having more terrain interaction, or more terrain, or both, would increase the level of immersion necessary to bring this game to the next level.
2020/03/28 11:13:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
“ Note that these datasheets, their wargear and their points values update those found in the 2018 edition of Codex: Orks, and should be used in your games of Warhammer 40,000“
Pg. 68
= all KFF from now have the rules:
„Kustom Force Field:Friendly<CLAN>units have a 5+ invulnerable save whilst they are wholly within 9" of this model.“
No FAQ needed. It' s clear.
This message was edited 1 time. Last update was at 2020/03/28 11:14:18
I wrote a thing, though Nick scrubbed my pictures referencing "The Other Guys" with Will Ferrel and Mark Wahlburg in the opening paragraphs so my creativity has been tarnished forever.
Is there somewhere we can find you to discuss ITC specifics tactics?
This message was edited 1 time. Last update was at 2020/03/28 11:14:29
2020/03/28 11:45:11
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Agree, it' s huge. And it opens the question about the price of KFF for other models. Is it for free, like this one? Because it could be understand that they change the KFF point price to 0 points and this should be applied across the codex.
This message was edited 4 times. Last update was at 2020/03/28 11:56:33
Agree, it' s huge. And it opens the question about the price of KFF for other models. Is it for free, like this one? Because it could be understand that they change the KFF point price to 0 points and this should be applied across the codex.
This...
Removing the cost would make a lot more units viable...
Morkanaut
Mega big Mek
Wazbom blastjet
Meka dread
Buzzgrob (although a kleverist boss mega big Mek is better)
2020/03/28 13:07:18
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Agree, it' s huge. And it opens the question about the price of KFF for other models. Is it for free, like this one? Because it could be understand that they change the KFF point price to 0 points and this should be applied across the codex.
This...
Removing the cost would make a lot more units viable...
Morkanaut
Mega big Mek
Wazbom blastjet
Meka dread
Buzzgrob (although a kleverist boss mega big Mek is better)
Sure but on one side, there is no doubt about the change of the rules for all KFF - the rule is clear - on other side, the price drop is just a speculation. There is no line, where is written “kff = 0 points”. There is just line “big mek with kff = 55 points including wargear”. Well, we REMEBER, that the original price of bigmek is 55, but maybe, they just make big mek in this constalation cheaper and kfff is still 20p? Does it affect the price of SAG Mek? In Codex, there is Big Mek with SAG = 55p WITHOUT wargear.
In my eyes, there are 2 conclusions:
A) feth the system, kff is 20p except this specific case.
B) KFF was changed in all cases - rules + point cost together.
I don't trust in option A.
If something needs a faq, it' s this.
This message was edited 2 times. Last update was at 2020/03/28 13:13:51
Warlord: Warboss w/Ded Shiny Shoota, Power Klaw, Follow Me, Ladz! Big Mek w/Big Choppa, KFF
Boyz Mob: 9x Sluggaz, Boss Nob w/Choppa, Big Choppa, Tankbusta Bomz Boyz Mob: 9x Sluggaz, Boss Nob w/Choppa, Big Choppa, Tankbusta Bomz Boyz Mob: 9x Sluggaz, Boss Nob w/Choppa, Big Choppa, Tankbusta Bomz
Kommandoz Mob: 4x Sneaky Gitz, Boss Git w/Big Choppa
Chinork Warkopta w/2x Deffgunz, Kustom Mega-Blasta Chinork Warkopta w/2x Deffgunz, Big Shoota Chinork Warkopta w/2x Deffgunz, Big Shoota Chinork Warkopta w/2x Deffgunz, Big Shoota
Not really anything I put effort in to. But it seems silly and fun to play.
If you guys were going to make a 750-1000 point "airborne" Orks list, how would you do it?
This message was edited 1 time. Last update was at 2020/03/28 13:33:07
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2020/03/28 14:06:22
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
“ Note that these datasheets, their wargear and their points values update those found in the 2018 edition of Codex: Orks, and should be used in your games of Warhammer 40,000“
Pg. 68
= all KFF from now have the rules:
„Kustom Force Field:Friendly<CLAN>units have a 5+ invulnerable save whilst they are wholly within 9" of this model.“
No FAQ needed. It' s clear.
This conclusion is absolutely wrong, even without a FAQ. 1) "These datasheets" without doubt refers to the datasheets found in the book and not any others. It's not the first time identical rules work differently on multiple datasheets. The most prominent example is "Explodes!". 2) According to the KFF Mek's datasheet the Kustom Force Field is neither listed as wargear, nor can he take one. Therefore the wargear item "Kustom Force Field" (Codex: Orks, pg 121) cannot be found in Saga of the Beast and thus is not replaced. 3) The KFF rule on the big mek does not require you to actually be equipped with a KFF to work. If this rule would indeed overwrite all other KFFs, there is no need to pay 20 points for it. In fact, a MA big mek could provide the 5++ aura despite being equipped with a tellporta blasta. 4) Even if you were right, unless errata'ed, all the codex choices can still buy the KFF wargear item for 20 points on top of the new KFF rule, giving them both the "new" and the current KFF at the same time.
TL;DR: PA has no impact on any KFF but the one on the regular big mek. The whole datasheet is giant clusterfeth, and I have mailed GW about it. Please everyone do the same unless you feel like arguing over KFFs with your opponents for yet another edition.
Automatically Appended Next Post: That said, I just finished building my Thrakka. Awesome model, so much detail A very well done model, outside of a minor issue with one of the cables on his back, he was a breeze to build. Use the alternate pose, it just looks much better.
Makari is the opposite in every aspect. Pretty much just a regular grot, except they decided to split the grot itself into two pieces and the helmet under is foot should just have been attached to it. Oh and feth them for attaching the sprue to his armpit.
On the plus side, if you put him in the middle of his base and the helmet all the way to the side, he is pretty well balanced despite his large banner hanging off to the other side.
This message was edited 3 times. Last update was at 2020/03/28 14:17:24
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.
2020/03/28 14:29:05
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah: well, this is interesting way how to understand this rules. I don' t see it like this, but it ' s not important. Because both of us agree that these datasheet is a giant clusterfeth. It let' s the situation unclear in very much ways.
I agree with the strategy of sending mail to GW about the KFF. This is a centerpiece of the ork army and needs to have clear rules. This will affect army builds.
The sooner this is clarified, the better.
This message was edited 1 time. Last update was at 2020/03/28 15:06:42
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.
2020/03/28 15:11:57
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
In this turbulent times, time is all we have. So this is MY personal take on the new PA:
Stratagems 1 CP Kustom Job
Use before the battle to get an additional and different Kustom Job
The only best thing of not getting new relics is: getting to pick a crapton of relics for 1 CP a piece!
1 CP Da Kleverest Boss
Use before the battle to have a BIG MEK with +1 Wounds, Attacks and change his WS to 2+. Once per battle and requires not to have Mek Boss Buzzgob
The new MA boss. Some might not like it, but this bad boy with a boost from Fist of Gork and killsaw total a whopping 6A S14 hitting on 3´s -4 D2. Our new shiny (oily?) prince.
1 CP Grot Bumper
Use during your opponent's shooting phase when a BOOMDAKKA SNAZZWAGONS is successfully wounded by an attack. That wound is considered automatically saved. Once per battle
A noice boost to an underperforming model. Funniest stratagem ever, but not competitive.
1 CP Temperamental Shokk Drive
Use in your shooting phase when a SHOKKJUMP DRAGSTAS has used his weapons. That unit immediately Advanced and the result is a 4+.
This makes the SJD jump in top tier competitive. Together with the Kustom job, you have the best fire and fade in the game.
1 CP Da Biggest Boss
Already previewed
Nothing to see here. Just take it and dance for M(G)ork. Autoinclude.
1/2 CP Klever Spanner
Already previewed
Tryhard making the burna viable. Also it feels like the whole PA is pushing away from Lootas, so maybe it is not really that necessary to bring them again.
1 CP Da Burnin' Highway
Use this in your Shooting Phase when a KUSTOM BOOSTA-BLASTA unit from your army is chosen to shoot with. UNtil the start of your next turn, change the characteristic of that unit's burna exhaust as follows: Range 10", Assault 3, Strenght 5, AP-1
Good strat that improve a good model. Range was never the issue, thought.
1 CP Flying Headbutt
Already previewed
Me love da smell of burn´d ´umies in da mornin! Just because you CAN do this, it means their castle is not safe at all. Very, very strong on a BURNA BOMBER.
1 CP Full Speed Ladz!
Use this stratagem in your Charge phase, after charging with an ORK BIKER or DEFKILLA WARTRIKE unit from your army. Until the end of the turn, add 1 to that unit's Strength characteristic.
Do you wanna make Skarboyz out of your bikers? There you go. Situational and strong, too bad our bikes are still overpriced.
1 CP Squig Bombs
Use this Stratagem in your Movement phase, after moving a BLITZA-BOMMER model from your army. Until the end of that phase, add 1 to the roll made for that model's boom ability.
Situational tool in case you don't wanna go all in with an airwing of bombers. Solid strat.
2 CP Speshul Shells
Use this stratagem in your Shooting phase, when a FLASH GITZ unit from your army is chosen to shoot with. Until the end of the phase, increase the range of Snazzguns models in that unit are equipped with by 12".
Great tool to improve the biggest weakness of the coolest gitz in the galaxy. Too bad is overpriced.
1 CP Patch Up
Use this stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number remaining for the purpose of the damage table.
Bad one. The strength of G(M)orkanaut is in their shooting that never degrades. Those 2 extra A and M are not worth 1Cp. Okish if you wanna play a Stompa
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.
It would be ok IF it was priced right. This is the foolproof that playtester at GW, either do not play Orks, either the test things once and go batshitcrazy with the results.
1 CP Wildfire
Use this stratagem in your Movement Phase, after selecting an enemy unit for the burna bomb ability of a BURNA-BOMMER unit from your army. Select one other enemy unit within 6" of that unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound. This stratagem is not affected by the Arsonists Subkultur.
Great stratagem that would be amazing if paired up with Arsonist, still a nice way to burn those smurf behind cover.
1 CP Dreaded Death Machine
Use this stratagem in the Fight Phase, when a DEFF DREAD unit from your army is chosen to fight with. Until the end of the phase, each time an enemy model is destroyed as a result of an attack made by that unit, you can immediately make an additional attack against the same target using the same weapon. These additional attacks cannot generate themselves any further attacks.
Do you like fighting beer can? Choppin umiez? Smoothies? Than this is the stratagem for you. One ESCC dread that makes that 8" charges is gonna shred anything short of a unit of centurions.
1 CP Hit 'Em Harder
Use this stratagem in the Fight Phase, when a MEGANOBZ unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
Oh boy. This is just awesome. Primaris and 3 man unit of aggressors are now doomed. Pair this with tin Head and Boyz are back in town.
Subkultures REPLACE Clan Kultures
Pyromaniacs - ArsonistsAlready previewed
Do this in air wing with 3 Burna Bomber and see your enemy cower and cry
Huntas - Sneaky DevilsInfantry models only (excluding GRETCHIN). Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gainsa 5+ invulnerable save. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, while that model or any model in the target unit is on or within a terrain feature,improve the weapon's AP by 1 for that attack.
Trash. Nothing is better than this.
Boomboyz - Blow It Up!Improve the Strenght and AP characteristic of rokkit and stikkbomb weapons as well tankbusta bombs, wing missiles, kannons, killkannons, deffkannons, da boomber and lobbas equipped on models in a unit with this Subkultur by 1.
The gain of AP is not worth losing anything else you have.
Flyboyz - Crucial VelocityFLY models only. When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1" away, that unit is treated as having the benefit of the cover to its saving throw. When resolving an attack made with a melee weapon against a unit with this Subkultur in a turn in which it was more than 1" away from any enemy unit at the start of the preceding Charge phase, subract 1 from hit rolls.
Extremely situational and not worth.
Grot Mobs - Cheeky ZoggersAlready previewed
The best one by far. Invulnerable grots? Check. Smashaguns with autoreroll of 1? Check. 18 Killa kanz? Check.
Tin 'Eads - Krush'n'Krump!KILLA KANS, DEFFDREADS, MEGA ARMOUR, MORKANAUTS, GORKANAUTS and STOMPAS only. When resolving an attack made with a melee weapon by a model in an unit with this Subkultur, add 1 to the hit roll.
The second best IMHO since you can really build a detachment around this. Might not be the best competitive, but the jury is still out.
Feral Orks - WildboyzWARBOSS, WEIRDBOY, NOBZ and BOYZ only (excluding BIKER and MEGA ARMOUR). Models in a unit with this Subkultur can pile in up to 6". When making an Advance roll for a unit with this Subkultur, roll two additional dice and discard two of the results.
Because Snakebites wasn´t bad enough.
Madboyz - FranticINFANTRY and BIKER units only (excluding GRETCHIN). At the start of each battle round, roll one D3 and consult the table below to establish what effect applies to all units with this Subkultur until the end of the battle round.
1 Moroniks: When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected).
2 Nuttaz: Unit with this Subkultur automatically pass Morale tests.
3 Frenziers: Add 1 to the Strenght characteristic3 of models in a unit with this Subkultur.
Not even beerhammer can justify this misshapen bastard.
Kustom Jobs (1 free with a Mekboy Workshop, 1 CP for each additional Kustom Jobs and all Kustom Jobs taken must be different and if a unit that is taken in a unit is then considered as "singles" after deployment they still retake the Kustom Job given before the start of the game). Ignore the Workshop and go nuts with experiments. Best thing in PA. Basically infinite relics for 1 cp.
Squig-Hife Tyres
SPEED FREAKS (no units with FLY or named characters), BATTLEWAGON, GUNWAGON, BONEBREAKER or TRUKK. Add +2" to the unit's Move characteristic.
Ahahahah. No thanks.
Souped-Up Speshul
BOOMDAKKA SNAZZWAGON unit only. Replaces the unit's mek speshul with a 30" Assault 15 S4 AP-1 D1
Not worth it because the wagon really needs some rework.
Gyroscopic Whirligig
SHOKKJUMP DRAGSTA unit only. You can use this unit's Shokk Tunnel ability when Advancing, even if you did not roll a 4+. In additional that unit does not suffer any mortal wounds as a result of the Shokk Tunnel ability.
This is the SECOND best thing in PA. Fire and fade ork version. Stupendous!
Sizzly Rivets
KUSTOM BOOSTA BLASTA unit only. When resolving an attack made with a Rivet Kannon by a model in this unit. an umodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Good stratagem if you bring of those. It capitalize 2MW in average per Buggie, so yeah, don´t get too excited.
Korkscrew
MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight Phase, it can immediately fight again.
This is a trap IMHO, great in theory, terrible in execution.
Nitro-Powered Squigs
RUKKATRUKK SQUIGBUGGY unit only. When resolving an attack made by this unit's squig launcha or heavy squig launcha, add 1 to the wound roll.
Wounding is not the trouble when you throw candies at your opponent.
Gork's Roar
DEFKILLA WARTRIKE model only. Add 4" to the Range characteristic of this model's killa jet and change the Type characteristic of this burna profile to Assault 6.
IF you are running a wartrike, and probably shouldn´t on top tables, this is a great way to improve it to oneshot characters.
Da Boomer
BATTLEWAGON, BONEBREAKA or GUNWAGON model with killkannon. Da Boomer replaces a killkannon and has the following profile: 36" Heavy 3D6 S8 AP-2 D2
The 3d6 don´t help the consistency needed in order to be competitive. Too bad.
Zagzap
BATTLEWAGON, BONEBREAKA or GUNWAGON model with zzap gun only. Zagzap replaces zzap gun and has the following profile: 36" Heavy 1 S2D6 AP-3 D3
Autohitting is massive, but still is one hit, so you risk to find yourself investing more Cp than anticipated.
Forktress
BATTLEWAGON, BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a invulnerable save of 5+.
This is very good. Suddenly your battlewagon is a running, shooting, resilient platform.
Pincha
Model with grabbin' klaw only. Pincha replaces the model's grabbin' klaw and has the following profile:
Melee S+1 AP-3 D6 "Each time the bearer fights, it can only make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the targets is a VEHICLE or MONSTER.
Don´t do this to yourself. Please.
Red Rolla
BONEBREAKA model only. Replace the model's BONEBREAKA Ram ability with the following: When this model makes a charge move, add 6 to its attacks characteristic until the end of the turn.
Situational since the Bonebreaka is already killing what needs killing, so it fails in redundancy. Good still.
Orkymatic Pistons
Already previewed
This is worth on maxed units, maybe is better than good, we should all try this out at least once.
Sparkly Bitz
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit's BS by 1.
Now THIS is what Im talking about. Kanz will hit on 3+, Dredd with 4 KMB 4+ and Morkanaut with Kustom ammo will ruin someone's day for sure.
Dirty Gubbinz
KILLA KANS or DEFF DREADS unit only. When resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Have a maxed unit of Kanz under a KFF and and this augment their resiliency of a notch. Problem is the other jobs are hard concurrent.
Slug Gubbin
GORKANAUT model only. Slug Gubbin replaces the model's deffstorm mega shoota and has the following profile: 36" Heavy 24 S6 AP-1 D1 "When resolving an attack made with this weapon, if the target was within 12" when this weapon was chosen to shoot with, add 1 to the hit roll.
Good but Dirty gubbinz is better, statistically speaking.
Gog Klaw
GORKANAUT or MORKANAUT model only. When rolling to determine the Damage characteristic of the crush profile of the bearer's klaw of Gork (or possibly Mork), rolls less than 4 count as 4.
Again a good one, but they both wanna shoot more than they wanna fight. If was a stratagem, that would be ace.
Blitza-Gatler
STOMPA only. This model mega gatling has a Damage characteristic of 2. In addition, when resolving the weapon's Psycho Dakka Blasta rule you can reroll the D6 once per phase.
Stompa, oh my heart... This is how it was always supposed to be. Rerolling psycho blasta is great.
Clan Psychic Powers Goffs - Bull Charge WC6
Select one friendly GOFF unit within 18" of this psyker. Until the end of the turn, charge distances of less than 7" rolled for that unit after modifiers count at 7".
This is what happens what you flunk at math but still wanna write rules.
Deathskulls - Maniacal Seizure WC7
Pick an enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the AP of weapons by 1 for that attack.
Incredible power that allows you to use it, theoretically 3 times: shooting, combat, fight twice or enemy turn of cc. The range is an issue, I believe, since it requires either the enemy coming at you, either you taking midfield with the Weirdboy, which happens not that often.
Bad Moons - Gleamin' Gear WC6
Select one friendly BAD MOONS unit within 18" of this psyker. Until the start of your next Psychic Phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).
Nice way to push those MANz to 1+ in the open. Nothing else really.
Snakebites - Constriction WC6
Select one enemy unit within 12" of this psyker. Until the end of your next Psychic phase, halve the Attacks characteristics of models in that unit.
Wasted power on a useless clan.
Evil Sunz - Visions in the smoke WC6
Select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of this psychic test was 9 or more). Until the start of your next Psychic Phase, when resolving an attack made by a model in that unit, you can reroll the hit roll.
This is kind of good, but requires you to risk to blow your own head often than your think. Good but situational.
Blood Axes - Clever Talk WC6
Select one enemy unit visible to this psyker. Until the start of your next Psychic Phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.
Could be great if wasn´t locked in such bad Klan.
Freebooterz - Jolly Ork's Glare WC6
Select one enemy unit within 18" of this psyker. Until the start of your next Psychic Phase, halve the Move characteristic of models in the enemy's unit and subtract 1 from Advance and Charge rolls.
Jolly good but not great. A TFC with 18". There are better ways to invest in 1CP for warphead.
This message was edited 2 times. Last update was at 2020/03/28 20:11:04
2020/03/28 15:31:28
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Yeah agree with Jidmah on this one, the KFF the big mek has is now different RAW from the KFF everybody else gets, that sentence in the PA book doesn't change that.
God knows what was intended towards any of them, the datasheet is such a mess it's impossible to tell.
2020/03/28 16:29:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Hmm I don't know about the Hunta's. I think it might be good for a small fast attack detachment. For something like stormboyz or deffkoptas. Drop m in cover and they have a 5++ for shooting and combat. And they negate most cover saves with their ap-1. Might be good coverhunta's.
And their plusside is, they can usually jump from cover to cover.
2020/03/28 17:31:03
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
„Kustom Jobs
On pages 76-77 you willfind new rules for Kustom Jobs. These are new upgrades available for various ORK VEHICLEunits in your army, courtesy of the genius and experimentation of Ork Meks. These rules can be used with a MEKBOY WORKSHOP or by using the Kustom job strategem found on page 72.“
Pg 68
This message was edited 1 time. Last update was at 2020/03/28 18:36:38
tulun wrote: RAW, you can’t even take kustom jobs without a workshop. The copy writers gak the bed here lol.
How do you read that? The first paragraph of p. 76 clearly talks about taking multiple kustom jobs (plural!) via stratagem.
If you think that "one additional" means one and only one, keep in mind that the unit stratagems in Codex: Space Marine use the same wording with "one" (Veteran Intercessors, for example) and can be used multiple times.
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.
2020/03/28 18:42:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
tulun wrote: RAW, you can’t even take kustom jobs without a workshop. The copy writers gak the bed here lol.
How do you read that? The first paragraph of p. 76 clearly talks about taking multiple kustom jobs (plural!) via stratagem.
If you think that "one additional" means one and only one, keep in mind that the unit stratagems in Codex: Space Marine use the same wording with "one" (Veteran Intercessors, for example) and can be used multiple times.
It's the word additional, sadly.
So I can't take an additional of something if I never had one to begin with. It's a poorly chosen word.
Basically, the way they phrased it, you get a Kustom Job by taking a Mek Workshop (how you get one in the person place), then you can take "additional ones" by using the stratagem.
But you can't have additional of anything without having a first one. Like, I can't have an additional banana if I never had a banana in the first place.
Like I said, I'm with y'all RAI (I'd use the community posts as evidence), but someone could very easily RAW you here because GW sucks at copywriting.
This message was edited 2 times. Last update was at 2020/03/28 18:48:14
2020/03/28 18:49:58
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I can assure you that you can indeed add one to zero
This message was edited 1 time. Last update was at 2020/03/28 18:50:25
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.
2020/03/28 18:53:02
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: I can assure you that you can indeed add one to zero
Definition of additional:
ad·di·tion·al
/əˈdiSH(ə)n(ə)l/
Learn to pronounce
adjective
added, extra, or supplementary to what is already present or available.
It's not presently available, because you don't have the first one.
Like I said: gakky copywriting. All they had to actually say is. "You instead may choose to take 1 Kustom Job using this stratagem". It doesn't tie it to having one in the first place.
2020/03/28 19:19:24
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
GW uses the words "additional" and "extra" frequently in these circumstances without actually meaning "you can only do this if you have one already." Extra relic strats, for example. Literally read, in a combined list, these arguably wouldn't allow you to take a relic from a book that your warlord isn't from. But AFAIK everyone plays it that you can.
I would say it's the same for the kustom jobs unless there's a FAQ that says otherwise.
2020/03/28 19:22:22
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
If you have 0 jobs and you take an additional job, you have 1 job.
Page 76 is rather clear on that the stratagem is an alternative way of gaining Kustom Jobs, so there is no need to assume such a narrow interpretation.
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.