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![[Post New]](/s/i/i.gif) 2020/11/09 19:47:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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There really isn’t a whole lot of point to using zhardsnark anyway as the warboss on bike is better with the biggest boss strat... even moreso with the killa klaw.
Unfortunately none of the missing weapon options are in the legends book so all you people who made supaskorcha big trakk well.....
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This message was edited 1 time. Last update was at 2020/11/09 19:48:07
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![[Post New]](/s/i/i.gif) 2020/11/09 19:49:30
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Vineheart01 wrote:Legends stuff are up.
Funnily enough, they nerfed the chinork quite substantially AND shunted it to legends. Thats just low, man.
Yeah, you can really tell they just left it to the interns to do the legends pdf. One of the tauros units has a twin multilaser entry with 3 shots instead of 6, the deffrolla battlefortress doesn't have a melee profile or option to actually take a deffrolla and quite a few other things that are clear errors. Even Zhadsnark is only T6 compared to the new T7 of the Biker Boss we have in the Compendium.
I'm just glad that overall that the vast majority of the non-Legends FW rule for Orks is solid and we didn't lose the crucially important Warboss on Bike. Still sucks about the Chinork though.
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![[Post New]](/s/i/i.gif) 2020/11/09 19:57:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Well, legends are legends. Who cares. If you play legends, you can simply fix the rules. Honestly, I don' t know anybody around play it. It seems to me, it is the same like scrap it....
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![[Post New]](/s/i/i.gif) 2020/11/09 20:16:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Tomsug wrote:Well, legends are legends. Who cares. If you play legends, you can simply fix the rules. Honestly, I don' t know anybody around play it. It seems to me, it is the same like scrap it....
Speaking of Legends, I'm very tempted to use the MAW legends datasheet since this was released recently...
I feel like they're too visually distinct to be just used as Meganobz. I guess depending on how you want to convert it you could definitely use one as a MA Big Mek with KFF.
It's really sad when 3rd party sculptors make what we want while GW is still stuck in their perpetual marine-boner phase.
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![[Post New]](/s/i/i.gif) 2020/11/09 22:17:21
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Maybe it's the blurry screenshot of the video I've seen but has buzzgob lost the kff
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![[Post New]](/s/i/i.gif) 2020/11/09 22:28:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Buzzgob wasnt supposed to have a KFF in the first place.
The kFF on his datasheet before was a mistake, he didnt actually have one nor have access to it.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/11/09 23:17:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Bonde wrote:Is the Korkscrew Kustom job good enough to field multiple Scrapjets? Or would it be better to field a mix of Scrapjets and Shokk Dragstas to have the option for mortal wounds both in CC and at range?
Personally most of my lists will contain a unit of 3 scrapjets with corkscrew. They're a great all comers unit that help round out a list. I just wish that big shootas get scarier.
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![[Post New]](/s/i/i.gif) 2020/11/09 23:45:25
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I haven’t seen good pictures of the mek dread profile how did they Redo it’s feel no pain ability
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![[Post New]](/s/i/i.gif) 2020/11/10 00:54:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Anyone know the rough dimensions of Kill Tanks?
List like this looks kind of fun.
HQ -
KFF Mek (75)
Warboss on Bike (115), Relic Klaw, Da Biggest Boss, Follow me Lads!
Troops -
10 boys - Nob w/ Saw (90)
Elites
2 3x Mega Nobs, Saws (240)
Fast attack
Deff Kopta (35)
3x Dragsters, Whirlgig (330)
4x Mek Guns (160)
3 Kill Tanks, Giga Shoota (825)
Should be 2k I think.
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![[Post New]](/s/i/i.gif) 2020/11/10 01:24:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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gungo wrote:I haven’t seen good pictures of the mek dread profile how did they Redo it’s feel no pain ability
It's just the Ramshackle rule from the Trukk ported over to them, so they no longer have a pseudo 5+ FNP that degrades, they get a 6+ save to reduce damage to 1. Automatically Appended Next Post: tulun wrote:Anyone know the rough dimensions of Kill Tanks?
List like this looks kind of fun.
HQ -
KFF Mek (75)
Warboss on Bike (115), Relic Klaw, Da Biggest Boss, Follow me Lads!
Troops -
10 boys - Nob w/ Saw (90)
Elites
2 3x Mega Nobs, Saws (240)
Fast attack
Deff Kopta (35)
3x Dragsters, Whirlgig (330)
4x Mek Guns (160)
3 Kill Tanks, Giga Shoota (825)
Should be 2k I think.
Looks like a fun list, you certainly have enough dakka to deal with horde lists and enough weight of fire to give even marines pause if they try to go into the center without proper cover. I think the only concern would be having enough coverage between the KFF mek and the Kill Tanks since they're fairly big.
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This message was edited 1 time. Last update was at 2020/11/10 01:32:01
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![[Post New]](/s/i/i.gif) 2020/11/10 01:34:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Grimskul wrote:
Looks like a fun list, you certainly have enough dakka to deal with horde lists and enough weight of fire to give even marines pause if they try to go into the center without proper cover. I think the only concern would be having enough coverage between the KFF mek and the Kill Tanks since they're fairly big.
I think you could make it work turn 1 if you deploy around him in a triangle.
Beyond that, yeah, you could go Deathskulls here for the 6++ at least.
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![[Post New]](/s/i/i.gif) 2020/11/10 03:28:14
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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It's a shame the giga shoota isn't an assault weapon. The idea of using a biker boss to make them advance, shoot with no penalty (evil sunz of course) then charge is rather wonderful.
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![[Post New]](/s/i/i.gif) 2020/11/10 05:28:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Grimskul wrote:gungo wrote:I haven’t seen good pictures of the mek dread profile how did they Redo it’s feel no pain ability
It's just the Ramshackle rule from the Trukk ported over to them, so they no longer have a pseudo 5+ FNP that degrades, they get a 6+ save to reduce damage to 1.
It was a 4+ fnp that degraded
So this is a pretty big hit.
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![[Post New]](/s/i/i.gif) 2020/11/10 07:26:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
Denmark
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cody.d. wrote: Bonde wrote:Is the Korkscrew Kustom job good enough to field multiple Scrapjets? Or would it be better to field a mix of Scrapjets and Shokk Dragstas to have the option for mortal wounds both in CC and at range?
Personally most of my lists will contain a unit of 3 scrapjets with corkscrew. They're a great all comers unit that help round out a list. I just wish that big shootas get scarier.
Cheers for the input. I also hope that big shootas at least get -1 AP. Right now they rarely manage to down a single infantry model. Automatically Appended Next Post: gungo wrote: Grimskul wrote:gungo wrote:I haven’t seen good pictures of the mek dread profile how did they Redo it’s feel no pain ability
It's just the Ramshackle rule from the Trukk ported over to them, so they no longer have a pseudo 5+ FNP that degrades, they get a 6+ save to reduce damage to 1.
It was a 4+ fnp that degraded
So this is a pretty big hit.
They did go down close to 100 points, so they are much easier to include in a list now. However they lost access to the KFF, most likely because it was never part of the model.
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This message was edited 1 time. Last update was at 2020/11/10 07:28:31
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![[Post New]](/s/i/i.gif) 2020/11/10 07:44:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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tulun wrote:Anyone know the rough dimensions of Kill Tanks?
List like this looks kind of fun.
HQ -
KFF Mek (75)
Warboss on Bike (115), Relic Klaw, Da Biggest Boss, Follow me Lads!
Troops -
10 boys - Nob w/ Saw (90)
Elites
2 3x Mega Nobs, Saws (240)
Fast attack
Deff Kopta (35)
3x Dragsters, Whirlgig (330)
4x Mek Guns (160)
3 Kill Tanks, Giga Shoota (825)
Should be 2k I think.
I see a big problem to deploy such a list. Even thou you manage to fitt all three in you deployment zone, it is hard to see that you will manage to drive all three up to the mid board on a standard stable turn one, due to retain.
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![[Post New]](/s/i/i.gif) 2020/11/10 08:00:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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CaptainO wrote:Maybe it's the blurry screenshot of the video I've seen but has buzzgob lost the kff
Buzzgob never had a KFF, not even for a single second. He merely had the non-functional KFF rules copy&pasted onto him (among other errors, like his toughness).
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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. |
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![[Post New]](/s/i/i.gif) 2020/11/10 08:09:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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gungo wrote:There really isn’t a whole lot of point to using zhardsnark anyway as the warboss on bike is better with the biggest boss strat... even moreso with the killa klaw.
Well, Zhad may be an option if we get the same 0-1 warboss limitation that SM got for their captains and we'd want to field two mobile characters. Zhad is still way superior than a wartrike and 10pts cheaper. Locked to Evil Sunz though, which is the main reasosn I'll never play it. Automatically Appended Next Post: Bonde wrote:Is the Korkscrew Kustom job good enough to field multiple Scrapjets? Or would it be better to field a mix of Scrapjets and Shokk Dragstas to have the option for mortal wounds both in CC and at range?
Scrapjets are good even without the Kustom Job, fielding 3+ of them is a solid option anyway. SJD is also a good buggy, with a different role. Choosing which ones do you want and in what numbers is entirely subjective. For example my go to is 2-3 Scrapjets (typically without the kustom job), one KBB and 0-1 SJD in the most recent games I played.
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This message was edited 1 time. Last update was at 2020/11/10 08:12:50
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![[Post New]](/s/i/i.gif) 2020/11/10 08:26:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I will be playing a game with 3 killtanks as soon as I can, as it's the only way I ge tto use my kustom battlefortresses these days! I could even push to 4 of them, but to field a fifth I'd be using my looted bastion, which has significantly more guns than a killtank. I suppose the sheer volume could represent a gigashoota, but I'd have to hide the deathstrike missile... ...yeah, the looted bastion's more of a kustom stompa.
That said, kustom stompa + 4 killtanks comes in at 1900 points... might be able to squeeze in 100 points of something to get a KFF in there... then again maybe it's best to run 3 killtanks + stompa for the ultimate big-things-bonanza, plus boys inside to take objectives!
Automatically Appended Next Post: Throwing points together, I've got 3 killtanks and a kustom stompa which totals 1675pts. Now I'm trying to work out the best combination of support & klan to get the most out of them;
KFF mek - obvious support for a 5++ and backup healing if riggers fail, which is unlikely.
Weirdboy plus evil suns for visions in the smoke for full rerolls, which is good until the weirdboy dies, then evil suns is largely worthless due to heavy weapons and no need for extra speed.
Bad moons for rerolling 1's all the time, which is an obvious choice for this many dice!
Snakebites for 6+++ on an awful lot of wounds with decent saves, making them 1/6 more durable. married with the KFF this is a good choice, I think.
Deathskulls is a bit meh, 6++ is good but we can do 5++ with KFF or 6+++ with snakebites. Rerolling one dice will only help in damage phase, with this many dice involved!
Bloodaxe, with ranged weapons galore the cover over 18" could be useful. Also falling back & shooting or charging would make the most of the killtanks ram abilities. Hang back until imminent death, then charge forward and hope for explodes.
Freebootas for +1 to hit across the board if they kill a unit, which they should do. Best bet is probably to use a killtank to pick on a weak unit, then unload the kustom stompa at +1 to hit.
Currently I'm undecided between bad moons for easy rerolls, freebootas for army-wide firepower boost, snakebites for durability or bloodaxe for using the full utility of the killtanks. Such a shame visions in the smoke is klan locked, I'd love to run visions + freebootas for 4+ rerolling.
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This message was edited 1 time. Last update was at 2020/11/10 09:33:50
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![[Post New]](/s/i/i.gif) 2020/11/10 10:46:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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If you can only fit one KFF big mek, how do you intend to find room for all your models given that its only 9 inches around him? Both the killtank and stompas are quite large and the entire thing has to be covered to get cover. at best i can see room for 3 Kill tanks but no Kustom stompa.
Maybe all 4 units can fit, but thats without assuming there is terrain, which there is, which will mean in most cases i dont think the KFF will be able to help out your 3 Killtanks and kustom stompa. there will always be one or maybe even two left out i think.
Your deathskulls rerolls could still help you with hitting when you use the big guns that have few attacks.
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This message was edited 4 times. Last update was at 2020/11/10 10:51:20
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2020/11/10 11:26:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
Denmark
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Blackie wrote:gungo wrote:There really isn’t a whole lot of point to using zhardsnark anyway as the warboss on bike is better with the biggest boss strat... even moreso with the killa klaw.
Well, Zhad may be an option if we get the same 0-1 warboss limitation that SM got for their captains and we'd want to field two mobile characters. Zhad is still way superior than a wartrike and 10pts cheaper. Locked to Evil Sunz though, which is the main reasosn I'll never play it.
Automatically Appended Next Post:
Bonde wrote:Is the Korkscrew Kustom job good enough to field multiple Scrapjets? Or would it be better to field a mix of Scrapjets and Shokk Dragstas to have the option for mortal wounds both in CC and at range?
Scrapjets are good even without the Kustom Job, fielding 3+ of them is a solid option anyway. SJD is also a good buggy, with a different role. Choosing which ones do you want and in what numbers is entirely subjective. For example my go to is 2-3 Scrapjets (typically without the kustom job), one KBB and 0-1 SJD in the most recent games I played.
I have settled on a duo of scrapjets for now. The KBB seems a bit lackluste with the STR 4 and AP 0 on the burnas. It doesn't even ignore cover. Only the main gun has potential for taking down a couple of marines or Necrons.
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![[Post New]](/s/i/i.gif) 2020/11/10 11:54:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Beardedragon wrote:If you can only fit one KFF big mek, how do you intend to find room for all your models given that its only 9 inches around him? Both the killtank and stompas are quite large and the entire thing has to be covered to get cover. at best i can see room for 3 Kill tanks but no Kustom stompa.
Maybe all 4 units can fit, but thats without assuming there is terrain, which there is, which will mean in most cases i dont think the KFF will be able to help out your 3 Killtanks and kustom stompa. there will always be one or maybe even two left out i think.
Your deathskulls rerolls could still help you with hitting when you use the big guns that have few attacks.
I would look to use the stratagem for one turn to get an 18" KFF, so that would give me 1 turn of cover.
Then I'd probably embark on the stompa and have that as my focus.
IS a supreme command detachment still a thing? The one with lots of HQ's? could be a way to get multiple KFF's, one per tank.
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![[Post New]](/s/i/i.gif) 2020/11/10 12:29:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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Bonde wrote:
I have settled on a duo of scrapjets for now. The KBB seems a bit lackluste with the STR 4 and AP 0 on the burnas. It doesn't even ignore cover. Only the main gun has potential for taking down a couple of marines or Necrons.
The KBB is 20pts cheaper, has a nice anti primaris main weapon and a very nice stratagem that turns the burnas into Skorchas (10'' Assault3 S5 AP-1 on EACH burna). Check out Saga of the Beast for that.
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![[Post New]](/s/i/i.gif) 2020/11/10 13:02:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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I just want to confirm that the warlord trait "kunnin but brutal" wouldn't allow the Ork player to put a unit into strategic reserve (either by using an inherent deep strike ability or by paying the cp)
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![[Post New]](/s/i/i.gif) 2020/11/10 13:16:16
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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CaptainO wrote:I just want to confirm that the warlord trait "kunnin but brutal" wouldn't allow the Ork player to put a unit into strategic reserve (either by using an inherent deep strike ability or by paying the cp)
I don't think so, you have to declare this before deployment so it wouldn't work. I'm not sure if it lets you get out of or into transports either. If it does, that could be a real screwer for your opponent. It's a trait I keep meaning to try out, to redeploy some units and screw over my opponents deployment. Referring to my previous post on the stompa+killtank, I've now written off freebootas as an option, as the kill tanks have +1 to hit when in half range anyway, so they are largely immune to the effect. It might work (and will help their twin big shoota, woo!)but it's now between bad moons for offence and snakebites for defence. 6+++>6++ on big models, so deffskulls is out. Evil suns only matters while a weirdboy is alive to cast visions, which won't be long once your opponent realises what he's up to. List I've made miraculously fits into 1750pts, which will make it even more dangerous as the opponent will have less anti-tank! Mek is going to have Kunnin' but Brutal, methinks, to redeploy D3 of them after my opponent has set to cowering in an opposite corner. KFF is going to stand in the middle (unless there are snipers) and pop Force Field Projekta for a 37.5" bubble of 5++. If there are snipers he's hopping straight into the stompa and staying there! the list has 112 T8 3+ wounds to take down, and most importantly - my shooting never degrades, so the kustom stompa (oh no, he's slower now, dakka dakka dakka!) will operate at full capacity until it explodes. Objectives? I'll park a stompa on one, which will prevent anyone from getting within 3" of it, and try the same with the killtanks, positioning them to force people to make long moves around them in order to take objectives. And now I'm thinking of Bloodaxes again, to keep the guns shooting when people inevitably charge me to claim objectives... ...I've got some more thinkin' to do here... I expect my first 2 turns will unleash a withering amount of dakka, so with target priority I can hope to control the battlefield by turn 3. We shall see. Going up to 2k points I'd be looking at another KFF, and then boys for objective control.
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This message was edited 3 times. Last update was at 2020/11/10 13:27:32
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![[Post New]](/s/i/i.gif) 2020/11/10 13:17:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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CaptainO wrote:I just want to confirm that the warlord trait "kunnin but brutal" wouldn't allow the Ork player to put a unit into strategic reserve (either by using an inherent deep strike ability or by paying the cp)
Reserves must be declared way before deployment starts. You should check the ruleset your are running (the part right before the missions) to not do it wrong. There are quite a few things which have changed in sequence from 8th.
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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. |
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![[Post New]](/s/i/i.gif) 2020/11/10 14:05:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Jidmah wrote:CaptainO wrote:I just want to confirm that the warlord trait "kunnin but brutal" wouldn't allow the Ork player to put a unit into strategic reserve (either by using an inherent deep strike ability or by paying the cp)
Reserves must be declared way before deployment starts. You should check the ruleset your are running (the part right before the missions) to not do it wrong. There are quite a few things which have changed in sequence from 8th.
Well we also have an exception to this rule now -- the Deceiver lets you do this with a similar type of ability.
For no CP even.
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![[Post New]](/s/i/i.gif) 2020/11/10 14:09:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Locked in the Tower of Amareo
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tulun wrote: Jidmah wrote:CaptainO wrote:I just want to confirm that the warlord trait "kunnin but brutal" wouldn't allow the Ork player to put a unit into strategic reserve (either by using an inherent deep strike ability or by paying the cp)
Reserves must be declared way before deployment starts. You should check the ruleset your are running (the part right before the missions) to not do it wrong. There are quite a few things which have changed in sequence from 8th.
Well we also have an exception to this rule now -- the Deceiver lets you do this with a similar type of ability.
For no CP even.
That's specifically spelled out in datasheet though. Does kunning but brutal have similar wording?
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/11/10 14:11:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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gungo wrote: Grimskul wrote:gungo wrote:I haven’t seen good pictures of the mek dread profile how did they Redo it’s feel no pain ability
It's just the Ramshackle rule from the Trukk ported over to them, so they no longer have a pseudo 5+ FNP that degrades, they get a 6+ save to reduce damage to 1.
It was a 4+ fnp that degraded
So this is a pretty big hit.
They did go down close to 100 points, so they are much easier to include in a list now. However they lost access to the KFF, most likely because it was never part of the model.
Ouch the kff is gone too? What’s the entire point of the meka dread.. also the meka dread body had a kff on it.
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![[Post New]](/s/i/i.gif) 2020/11/10 14:12:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Deceiver specifically calls it out that way, Kunnin but Brutal does not.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/11/10 14:48:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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This message was edited 1 time. Last update was at 2020/11/10 15:16:49
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. |
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