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Made in se
Rogue Grot Kannon Gunna






 Jidmah wrote:
 Emicrania wrote:
 Jidmah wrote:
 Emicrania wrote:
How big you reckon he is? Kills kan size or deff dredd?

See below. If you want, I can take a picture next to a kan and deff dread tomorrow. Makari is about he size of a regular grot, and on a 28mm base.



Holy cannoli that´s big! Yes please, I want to be accurate with my proxy.


Here you go - the bases are aligned so the middle of each is on a single line.
Funny enough, the ork inside that huge armor doesn't seem to be much bigger than the AOBR boss.



Ok, I´m sold. I´ll swear I´ll make it work. Now I need some SW to share a box or some sketchy reseller on ebay to fulfil my dream.
   
Made in us
Longtime Dakkanaut




He’s bigger then I thought. Is his base bigger then the deff dread base?
   
Made in us
Regular Dakkanaut






Its an 80m base. He actually looked smaller in my hand than I would of thought until I placed him next to some other figures, then you really see how big it is.
   
Made in au
Battlewagon Driver with Charged Engine





SemperMortis wrote:
cody.d. wrote:
It's probably one of my fave list styles at the moment. But it does really beg for an all in approach. Either have most of your army Freebootaz or it's sorta wasted. Upon saying that i'm toying with the idea of 2 grot detachments, maybe have a few smasha guns to soften things up, then throw the gunwagon with it's auto hitting zapzap to finish off a weakened unit. Trying to push in a burna bommba to likewise weaken some units, wound some characters etc etc.


Freebootas are kind of an all or nothing army like you said, and those grot detachments, while alluring are a trap unless they either change the rules for the subkultures OR they allow you to keep the keyword for the kulture just not the benefits. IE you can't get the +1 to hit but you can still proc it since you are still a freeboota. my first thought upon seeing the grot rules was "My mek guns are going to get even better!" but if they can't proc the +1 to hit for everything else its kind of a waste, and while rerolling 1s is good for them, its not game breaking. 1/6th chance to get a 1/2 chance to hit. likewise the invuln isn't that amazing either, at most its going to be annoying to my opponents, but generally, when they want a mek gun dead...it dies.

At the moment in my Freeboota list i use mek gunz to pick off weak units to proc the +1 to hit. If my opponent brings a flimsy walker or a rhino or weak transport i'll pop it. otherwise I rely on my scrapjets using their big shootas to gun down light infantry.

 Emicrania wrote:
I played Freeboterz ad nothing but freeboterz for 6 months last year. Is not that easy to proc that +1, let me tell you.
And if you miss, you are playing klanless for a turn, wich sucks hard.



Automatically Appended Next Post:
Ohh, and I will be utilizing the Corkscrew buff next time i play. My Scrapjets love getting into CC with weak opponents.


I'm thinking about putting the grots in the subculture as it gives them a minor toughness buff while not really losing all that much. The characters I'd put in their detachments would be weirdboyz and possibly a warboss to keep the chaff from running and maybe counter charging something, he doesn't really need to be freebootaz to do his thing anyway.

And often I don't find the smashas kill their preferred target anyway, but soften it up for things like the buggies or shokkboss to finish up. But yes, I will likely move them from bootaz to grots and back a few times to see which works more consistently.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






gungo wrote:
He’s bigger then I thought. Is his base bigger then the deff dread base?


Yes, he is on the 80mm base - larger than deff dreads, but smaller than Mortarion's.

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 es
Fresh-Faced New User



Spain

Question for those who already have Ghaz model: it looks feasible to attach the optional smoke trails to the exhaust pipes instead of his gun? Or are they too small?

This message was edited 1 time. Last update was at 2020/03/31 22:25:16


 
   
Made in us
Longtime Dakkanaut




Esper wrote:
Question for those who already have Ghaz model: it looks feasible to attach the optional smoke trails to the exhaust pipes instead of his gun? Or are they too small?

They are bullets not smoke
   
Made in au
Fresh-Faced New User




gungo wrote:
Esper wrote:
Question for those who already have Ghaz model: it looks feasible to attach the optional smoke trails to the exhaust pipes instead of his gun? Or are they too small?

They are bullets not smoke


There is also smoke.

[Thumb - images (2).jpeg]

   
Made in au
Battlewagon Driver with Charged Engine





I still kinda wanna convert my gaz a bit, give him a nice chunky minigun or something similar. Maybe also give him an armored helmet, like the ironmanesque face from the nobz kit.
   
Made in au
Fresh-Faced New User




I want to try and change his pose to make it like the previous ghaz. Menacing walk instead of heroic pose
   
Made in au
Battlewagon Driver with Charged Engine





You could probably with the gun down pose have him coolaid man his way through a wall? Or go the other way, give him something good to stand on like a trashed imperial knight ala Perterabo.

This message was edited 1 time. Last update was at 2020/04/01 03:51:32


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Esper wrote:Question for those who already have Ghaz model: it looks feasible to attach the optional smoke trails to the exhaust pipes instead of his gun? Or are they too small?

Should work with a bit of green stuff to hold them in place.

cody.d. wrote:I still kinda wanna convert my gaz a bit, give him a nice chunky minigun or something similar. Maybe also give him an armored helmet, like the ironmanesque face from the nobz kit.

Putting on another head is going to be tricky, as the "head" is made of two pieces which include the neck, the stiches and basically all the skin you can see around his head. You'll probably have to do a lot of cutting and even some green stuff modeling to put on another head.

Thayme wrote:I want to try and change his pose to make it like the previous ghaz. Menacing walk instead of heroic pose

To get that effect, you can just leave off the terrain pieces and plonk him on the base without it. Unlike other models with terrain bases, Thrakka doesn't need it for support and can stand on his own.

This message was edited 1 time. Last update was at 2020/04/01 04:57:29


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
Hierarch





Since there was some discussion of freebooterz, I'd like to present my current all-in-on-the-pirates brew for everyone here to take a look at. I wanted to try double naught, since both have a very strong ranged Kustom upgrade (souped up main gun on the gorka and BS 4+ on the Morka), and I wanted to bring flyers to try and help give the list some reach potential to get at those small units (like scouts and guardsmen) for the purposes of proccing the hit buff. Would appreciate some input from vets here. The list is primarily slanted at beating infantry, and I worry it will struggle against Leman Russ spam or Knights.

Spoiler:

++ Brigade Detachment +12CP (Orks) [81 PL, -1CP, 1,537pts] ++

+ Configuration +

Clan Kultur: Freebooterz

+ Stratagems +

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Shokk Attack Gun, Warlord

Kaptin Badrukk [5 PL, 88pts]: Ammo Runt

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

+ Elites +

Mek [2 PL, 29pts]: Choppa, Kustom Mega-Slugga

Mek [2 PL, 29pts]: Choppa, Kustom Mega-Slugga

Mek [2 PL, 29pts]: Choppa, Kustom Mega-Slugga

+ Fast Attack +

DeffKopta [2 PL, 30pts]
. DeffKopta: Twin Big Shoota

Kustom Boosta Blastas [5 PL, 80pts]
. Kustom Boosta Blastas

Kustom Boosta Blastas [5 PL, 80pts]
. Kustom Boosta Blastas

+ Heavy Support +

Flash Gitz [7 PL, 124pts]: Ammo Runt, Kaptin
. 4x Flash Git: 4x Snazzgun, 4x Stikkbombs

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Morkanaut [15 PL, 310pts]: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Air Wing Detachment +1CP (Orks) [22 PL, 461pts] ++

+ Configuration +

Clan Kultur: Freebooterz

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Wazbom Blastajet [8 PL, 165pts]: 2x Wazbom Mega-Kannons, Smasha Gun, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [103 PL, -1CP, 1,998pts] ++

This message was edited 1 time. Last update was at 2020/04/01 05:59:05


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in es
Fresh-Faced New User



Spain

 Jidmah wrote:
Esper wrote:Question for those who already have Ghaz model: it looks feasible to attach the optional smoke trails to the exhaust pipes instead of his gun? Or are they too small?

Should work with a bit of green stuff to hold them in place.


I may give it a try (as soon as I can get the model, which seems not so soon...

Thanks!

This message was edited 1 time. Last update was at 2020/04/01 06:05:55


 
   
Made in au
Ork Boy Hangin' off a Trukk





 Swampmist wrote:
Since there was some discussion of freebooterz, I'd like to present my current all-in-on-the-pirates brew for everyone here to take a look at. I wanted to try double naught, since both have a very strong ranged Kustom upgrade (souped up main gun on the gorka and BS 4+ on the Morka), and I wanted to bring flyers to try and help give the list some reach potential to get at those small units (like scouts and guardsmen) for the purposes of proccing the hit buff. Would appreciate some input from vets here. The list is primarily slanted at beating infantry, and I worry it will struggle against Leman Russ spam or Knights.

Spoiler:

++ Brigade Detachment +12CP (Orks) [81 PL, -1CP, 1,537pts] ++

+ Configuration +

Clan Kultur: Freebooterz

+ Stratagems +

Specialist Detachment [-1CP]: Dread Waaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Shokk Attack Gun, Warlord

Kaptin Badrukk [5 PL, 88pts]: Ammo Runt

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

Gretchin [2 PL, 33pts]
. 11x Gretchin: 11x Grot Blaster

+ Elites +

Mek [2 PL, 29pts]: Choppa, Kustom Mega-Slugga

Mek [2 PL, 29pts]: Choppa, Kustom Mega-Slugga

Mek [2 PL, 29pts]: Choppa, Kustom Mega-Slugga

+ Fast Attack +

DeffKopta [2 PL, 30pts]
. DeffKopta: Twin Big Shoota

Kustom Boosta Blastas [5 PL, 80pts]
. Kustom Boosta Blastas

Kustom Boosta Blastas [5 PL, 80pts]
. Kustom Boosta Blastas

+ Heavy Support +

Flash Gitz [7 PL, 124pts]: Ammo Runt, Kaptin
. 4x Flash Git: 4x Snazzgun, 4x Stikkbombs

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Morkanaut [15 PL, 310pts]: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

++ Air Wing Detachment +1CP (Orks) [22 PL, 461pts] ++

+ Configuration +

Clan Kultur: Freebooterz

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Wazbom Blastajet [8 PL, 165pts]: 2x Wazbom Mega-Kannons, Smasha Gun, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [103 PL, -1CP, 1,998pts] ++


I would break up the brigade into two battalions. The mek's, kopta, and boosta blasta's don't seem worth it in my opinion. Culling those and the spare grots would net you 292 points, some of which you'll have to buy an extra character but you will also be able to double your flash gitz or work in mek gunz. From memory I tried a list a while ago that had triple battalion with 3 SAG's, bikerboss, biker mek w/kff (before legends), weirdboy, 2 gorkanauts, 1 morkanaut, and 3 dakkajets. The rest of the list was gretchin. So it is possible to cram in some jets and nauts and come out with a lot of CP but it involves culling everything else.

This message was edited 2 times. Last update was at 2020/04/01 06:57:23


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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Quackzo wrote:
 Swampmist wrote:
Since there was some discussion of freebooterz, I'd like to present my current all-in-on-the-pirates brew for everyone here to take a look at. I wanted to try double naught, since both have a very strong ranged Kustom upgrade (souped up main gun on the gorka and BS 4+ on the Morka), and I wanted to bring flyers to try and help give the list some reach potential to get at those small units (like scouts and guardsmen) for the purposes of proccing the hit buff. Would appreciate some input from vets here. The list is primarily slanted at beating infantry, and I worry it will struggle against Leman Russ spam or Knights.


I would break up the brigade into two battalions. The mek's, kopta, and boosta blasta's don't seem worth it in my opinion. Culling those and the spare grots would net you 292 points, some of which you'll have to buy an extra character but you will also be able to double your flash gitz or work in mek gunz.


Agree. You have 277 points sunk into getting two CP.
There is also absolutely no need to bring 9 units of gretchin, drop any that you don't need to generate CP, for another 105 points freed up.

Get yourself some serious dakka like a trio of scapjets and another SAG to trigger/benefit of your culture bonus instead.

This message was edited 1 time. Last update was at 2020/04/01 07:01:26


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 se
Regular Dakkanaut






regarding the new KFF Mek, do you think it is intended that this model is 20p cheaper than before?

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Nora wrote:
regarding the new KFF Mek, do you think it is intended that this model is 20p cheaper than before?

I doubt that any part of that datasheet was written with anything in mind but "I'm going home after this". The whole thing is so messed up, it's hard to guess any intention.

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
Been Around the Block




 Jidmah wrote:
 Nora wrote:
regarding the new KFF Mek, do you think it is intended that this model is 20p cheaper than before?

I doubt that any part of that datasheet was written with anything in mind but "I'm going home after this". The whole thing is so messed up, it's hard to guess any intention.


It's really embarrassing even for GW to release such a shoddy product, especially for a unit/+wargear that is such an integral part of the Ork force.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Did a simple 1500pt game against my roommate's tau he's been building.
Gotta say, the stratagem for the shokkjump is silly good combined with the kustom job. He couldnt do anything to it as it jumped in, sporked a broadside, jumped out of sight of the only other gun that could reach across the table (literal, across the table as i went to the far corner), and next turn did it again lol.

Man i want 3 shokkjumps now so i can get 3 of them auto-jumping. That alone was amazing, ive had too many times in the past where it just refused to advance enough and totally shafted what i was trying to do.

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
Lead-Footed Trukkboy Driver






MT

I have three SJD, and I squeeze them into every list that I can. I think the kustom job is a no brainier.

I don't know if this has been mentioned, but I think Kans with Sparkly Bits and the Grot faction, has play. +3 w/ reroll ones seems real good to me.


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Longtime Dakkanaut




 Geemoney wrote:
I have three SJD, and I squeeze them into every list that I can. I think the kustom job is a no brainier.

I don't know if this has been mentioned, but I think Kans with Sparkly Bits and the Grot faction, has play. +3 w/ reroll ones seems real good to me.


My only issue with 3x SJD is only one benefits from the strat.. so if your jumping 3. 1-2 are likely dying.
I really like 6 kans with sparkly and grot rules, a unit of 6 or more Mek guns as well.. even your mandatory 3x10 Gretchin troops are better... my only issue is what 2x HQ do I use.. nothing benefits from the detachment. It’s not like The Gretchin rule confere to the SAG mech just becuase he has a grot Oiler. Weirdboy is ok but honestly I rather take one in a deathskull detachment with the new power.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I mean, i used them before w/o the stratagem and they usually lasted awhile because i was always putting them in places where i either force my opponent to go the wrong direction to shoot it, or only a couple of minor things have a good shot anyway.

All this stratagem means is 1 of them can be super ballsy. Ive had numerous times in the past where if i wanted to i could drop in a totally suicidal position, but have a clear shot at a character. I opted out because generally none of the characters are worth it, since im hitting on 4s and they usually have a 3++ or 4++ so good odds i wont do anything since its only 2 shots (i really dont count the rokkit, i wish i could not take it it never hits).
Now with that stratagem, i'm totally gonna be that ballsy because i can get away, while being reserved with the other two's positioning.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fr
Been Around the Block





gungo wrote:
my only issue is what 2x HQ do I use.. nothing benefits from the detachment.


Big mek to fix up Kanz/Gunz (currently the KFF mek is cheap and would give 5+ invul in as well).
Da jump weird boy is not a bad option to dump in this detachment to as he can cast on anyone, and rarely gains much from any kulture anyway.
   
Made in ca
Longtime Dakkanaut




If Big Meks stay at 55 points, will you start fielding more?

Technically they are our cheapest HQ now. And spreading more aura sounds awesome to me, and may even be necessary in soup armies due to our new shields being racist.
   
Made in us
Lead-Footed Trukkboy Driver






MT

I was fielding three Dragstas before we had the strat or the kustom job...

I feel like weirdboyz or big meks are the way to go in a grot detachment. I wish we could use Malakari or the Red Gobbo as an HQ, in that detachment...if only because it would be cool.

This message was edited 2 times. Last update was at 2020/04/01 16:22:04


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Hierarch





 Jidmah wrote:
 Quackzo wrote:
 Swampmist wrote:
Since there was some discussion of freebooterz, I'd like to present my current all-in-on-the-pirates brew for everyone here to take a look at. I wanted to try double naught, since both have a very strong ranged Kustom upgrade (souped up main gun on the gorka and BS 4+ on the Morka), and I wanted to bring flyers to try and help give the list some reach potential to get at those small units (like scouts and guardsmen) for the purposes of proccing the hit buff. Would appreciate some input from vets here. The list is primarily slanted at beating infantry, and I worry it will struggle against Leman Russ spam or Knights.


I would break up the brigade into two battalions. The mek's, kopta, and boosta blasta's don't seem worth it in my opinion. Culling those and the spare grots would net you 292 points, some of which you'll have to buy an extra character but you will also be able to double your flash gitz or work in mek gunz.


Agree. You have 277 points sunk into getting two CP.
There is also absolutely no need to bring 9 units of gretchin, drop any that you don't need to generate CP, for another 105 points freed up.

Get yourself some serious dakka like a trio of scapjets and another SAG to trigger/benefit of your culture bonus instead.


Huh, alright. I have found orks are super cp hungry as-so-far, so expected the 2 extra cp to be worth playing 3 meks instead of a weirdboy. I actually took the fast attack options on purpose notably; I've found a deffkopta helps a ton with new ITC for scoring recon and behind enemy lines, and I wanted to test the boosta blastas with the new strat that makes their flamers significantly stronger.


Automatically Appended Next Post:
I do agree that the scrapjets feel stronger than the boosta blastas, so I can see where that's valuable. They are another CP sink though, in a list that is going to devour its CP

This message was edited 1 time. Last update was at 2020/04/01 16:32:29


 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in ca
Longtime Dakkanaut




 Swampmist wrote:
I do agree that the scrapjets feel stronger than the boosta blastas, so I can see where that's valuable. They are another CP sink though, in a list that is going to devour its CP


They are both good in different ways.

The Megatrakk is probably just better all round. I do like that new KBB stratagem, though. 1 CP to get 2 max shot skorchas for a turn seems very valuable in a pinch.




Automatically Appended Next Post:
The more I think about the new Deathskull power, the more I think it'll really change up how you wanna build that clan's list.

Like, even Big Shootas start to look better if they can shoot at AP-1... and AP-1 Shootas and Choppa attacks seem amazing.

We can really choose to delete or cripple some troublesome units if our bulk attacks get that bonus. SM have shown massed AP-1 shooting is devastating.

This message was edited 1 time. Last update was at 2020/04/01 17:13:53


 
   
Made in us
Longtime Dakkanaut




 Lysit wrote:
gungo wrote:
my only issue is what 2x HQ do I use.. nothing benefits from the detachment.


Big mek to fix up Kanz/Gunz (currently the KFF mek is cheap and would give 5+ invul in as well).
Da jump weird boy is not a bad option to dump in this detachment to as he can cast on anyone, and rarely gains much from any kulture anyway.

A kff mek would be nice if the kff isn't clan locked and/or the kff is free.. I could use him as either a shield for mek guns or kans however they do have a 6+ invul so it's not a massive increase.
It comes down to me a da jump weird boy and sag mek without any bonus to hit.
   
Made in au
Battlewagon Driver with Charged Engine





I'm wondering, how easy would it be to have 2 burna bommas using flying headbutt to KO a variety of support pieces in short order. The first turn is easy enough. Slap the bomma in any corner to be away from enemy tank fire and you can turboboost pretty much anywhere your base can fit to splash that damage. But the second one is a little trickier. You could put it in the opposite corner, move the minimum 20" first turn then second turn land in the same spot as the first. But would this be practical? Knocking out anything short of a primaris gravis captain is very juicy, but can you actually maneuver as you need to drop those 2 turn hits? It'd be hard for battlesuit commanders I think, but even the first drop would wipe out a lot of those small drone units, making the actual shooting and CQC vastly easier.

This message was edited 2 times. Last update was at 2020/04/02 01:36:16


 
   
 
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