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Made in au
Battlewagon Driver with Charged Engine





Maybe a sort of "mark" or bounty system? The boss points at something big or fancy and the lads go at it with different klans doing it in different ways. Goffs wanna hit it, deffskulls wanna loot it, evil suns wanna ram it really fast. Seems like the sort of thing orks would do.
   
Made in us
Longtime Dakkanaut




Looks like Ork codex in March...

http://natfka.blogspot.com/2021/02/evidence-of-ork-waaagh.html?m=1
   
Made in ca
Longtime Dakkanaut




I'll laugh if that coin somehow corresponded to Age of Sigmar.
   
Made in us
Regular Dakkanaut





Eureka, CA

Hey all, if I bring 3 trukks but only hope to use 1-2 to transport units, would that be enough or should I expect all 3 to be blown up turn 1?

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Boris420 wrote:
Hey all, if I bring 3 trukks but only hope to use 1-2 to transport units, would that be enough or should I expect all 3 to be blown up turn 1?

What's the third trukk for?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Gargantuan Gargant






 Boris420 wrote:
Hey all, if I bring 3 trukks but only hope to use 1-2 to transport units, would that be enough or should I expect all 3 to be blown up turn 1?



Depends on what the rest of your list is. If those are the only vehicles in your army then you should expect most to be destroyed if not severely damaged if you don't hide them behind obscuring terrain T1. If you run multiple trukks it's best to do it alongside buggies or other vehicles in order to have armour saturation.
   
Made in us
Regular Dakkanaut





Eureka, CA

 JNAProductions wrote:
 Boris420 wrote:
Hey all, if I bring 3 trukks but only hope to use 1-2 to transport units, would that be enough or should I expect all 3 to be blown up turn 1?

What's the third trukk for?


Haha hopefully to use what I intend to transport if possible if any of them survive


Automatically Appended Next Post:
 Grimskul wrote:
 Boris420 wrote:
Hey all, if I bring 3 trukks but only hope to use 1-2 to transport units, would that be enough or should I expect all 3 to be blown up turn 1?



Depends on what the rest of your list is. If those are the only vehicles in your army then you should expect most to be destroyed if not severely damaged if you don't hide them behind obscuring terrain T1. If you run multiple trukks it's best to do it alongside buggies or other vehicles in order to have armour saturation.


My only other vehicles are 5 deffkoptas & some mek gunz until I get some buggies. I got some stormboyz along with Boyz using da jump. I guess even a KFF wouldn't help much to protect the trukks. I just hoped bringing 3 would guarantee 1 left to transport nobz or meganobz. Tellyporta could work but it might arrive on the board too late...

This message was edited 1 time. Last update was at 2021/02/03 02:45:57


 
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
i could see it being a cascading thing that either simply gets meaner every turn or after certain events it gets meaner.
Such as bringing down something big (18+ wounds or just LoW tag) grants a permanent armywide buff.



It could also a new Waaagh! mechanic in the style of the Orruk Warclans Big Waaagh! Increases over the course of the game.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California



How does one acquire this coin?
   
Made in us
Longtime Dakkanaut




 Sal4m4nd3r wrote:


How does one acquire this coin?

Warhammer store promo item when you spend £60/$75. Usually tied to a related release. I believe a new one is issued each month until supplies last... you can also request previous months coins if they still have them.

This message was edited 1 time. Last update was at 2021/02/03 19:09:11


 
   
Made in ca
Regular Dakkanaut




Jidmah wrote:Orks are apparently due "soon":
https://www.dakkadakka.com/dakkaforum/posts/list/795837.page


Previous comments I kept hearing was projected release Jan but I think Covid plans threw it out a bit further and I keep hearing Q1 and early Q2 at the latest.

gungo wrote:Looks like Ork codex in March...

http://natfka.blogspot.com/2021/02/evidence-of-ork-waaagh.html?m=1


natfka is the worst rumour site in existence and no one should ever quote it.

tulun wrote:I'll laugh if that coin somehow corresponded to Age of Sigmar.


Would be funny but there are no "Orcs" in AoS any longer in the traditional sense.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






popisdead wrote:
Jidmah wrote:Orks are apparently due "soon":
https://www.dakkadakka.com/dakkaforum/posts/list/795837.page


Previous comments I kept hearing was projected release Jan but I think Covid plans threw it out a bit further and I keep hearing Q1 and early Q2 at the latest.


Currently we know it's one 40k release per month, with the next up being Drukhari. Considering how we have already seen models for two other factions in addition to orks, they are likely to be released in April, May or June.


Automatically Appended Next Post:
https://www.dakkadakka.com/dakkaforum/posts/list/795941.page

Munitorum update - point costs for options nob bikers and warbiker boss nob couldn't take anyways are gone once again. So definitely no dual killsaws on warbike.

This message was edited 1 time. Last update was at 2021/02/05 08:32:32


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks 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 dk
Longtime Dakkanaut




Danmark

Im not very good with the points (memorizing them etc), but are there any point changes to orks? My first look at it tells me there are no changes

This message was edited 1 time. Last update was at 2021/02/05 11:34:08


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






No changes besides removing invalid option for nobz on bikes.

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
Regular Dakkanaut





Eureka, CA

Watched the Dice Check Battle Report of Markys Orks vs. SW. Deathskulls trait seems really strong this edition with objec sec & free re-rolls. He only had a 30 man unit of Boyz with killsaws Nob & 2x 10 shootas plain. Mostly had Mek Gunz & Dragstas with tankbustas plus Kommandos. Didn't seem to even need the KFF with just 50 Boyz in a 2K game and made it to the final round defeating everything from Crons, Quinns, DA, DG, DW, SW twice, BA, IG, SoB, etc. Only had 2 trukks and they survived most of the game granted he was facing a mostly melee army.. Lots of terrain too.

Made me rethink trukks auto-dying turn 1 if you take them (except against guard/T'au), Da Jump not being as important with smaller tables & deep-strike denial, even needing a Weirdboy at all, needing a Nob in Boyz mobs or banking on Unstoppable Green Tide.

Vanilla Kommandos definitely pulled their weight, KMK is clutch, Dragsta's seemed better as Deathskulls vs. Bad Moon/Evil Sunz & the tankbustas made their points back & then some. I do think that if he faced another competent Ork player all the things I questioned would be for naught as a pure horde list of Orks would have given him trouble simply by having numbers but I wonder if that tournament would even have time allotment for such a list hence why he probably had a few small mobs to begin with...

Anywho, I have seen other BatReps where Da Jump still seems strong imo & I would always take a KFF/painboy combo with waagh banner. I always like to take Sunz but all the extra movement may no longer be necessary compared to free re-rolls & objec sec. on all units on a smaller board. I will dust off my trukks in hopes they indeed do survive long enough to be useful. All in all it was a great insight to 9th ed.

This message was edited 1 time. Last update was at 2021/02/06 04:38:53


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Damn.... All ORK TROOPS (= incl. Grots!!) - no matter of the clan or grottines - have obsec... it is nothing new, it' s in the codex since the beginning. I'm perplexed. This is newbee faux pass...

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in ie
Regular Dakkanaut




So kff is still 60 points! Cashback!
   
Made in ca
Gargantuan Gargant






CaptainO wrote:
So kff is still 60 points! Cashback!


Yeah, I'm glad they didn't change that. Good to have a cheap defensive unit.
   
Made in au
Battlewagon Driver with Charged Engine





So, finally got to try out my Killtanks in a game. Ran 2 dakka one bursta with 2 trukks of boyz with rokkit and klaw. Sittin in the back was 30boyz with mechanical seizures weirdboy and KFF mek. A pair of min kommando units and a max smashagun unit rounded out the force.

Was against a Blood angel player with a pretty aggressive army. bladeguard, sang guard dethcompany and several buffing characters with a some full sized marine squads for holding objectives.

The killtanks did fairly well in durability and killing. One lost half it's health to a DC unit, the other got wiped a turn later by the sang guard. They feel decently accurate with nice guns the mechanical seizures helping to get around the meh AP. But dang I sorta wish for DMG2 on the dakka. The dakka version usually killed 4 or so marines every time it fired. The bursta squished 3 bladeguard even with transhuman up. Smasha gunz are fantastic for cutting through transhuman as well. I tried to use the boyz in their various forms to either clog charge lanes or push onto objectives and largely they did fairly well at that. But also had a minor tendency to keep the killtanks for advancing as well and using that chunky CQC profile. Still run over marines fairly nicely.

By the end of it I had well over 1K points left, 2 of the killtanks at full health while the BA player had very, very little left. if we had of gone past turn 3 I think I would have tabled him. Buuuut BA are BA and he played aggressive and controlled the objectives. Winning by over 30points. I certainly need to get better at secondaries honestly.
   
Made in fr
Mekboy Hammerin' Somethin'






cody.d. wrote:
So, finally got to try out my Killtanks in a game. Ran 2 dakka one bursta with 2 trukks of boyz with rokkit and klaw. Sittin in the back was 30boyz with mechanical seizures weirdboy and KFF mek. A pair of min kommando units and a max smashagun unit rounded out the force.

Was against a Blood angel player with a pretty aggressive army. bladeguard, sang guard dethcompany and several buffing characters with a some full sized marine squads for holding objectives.

The killtanks did fairly well in durability and killing. One lost half it's health to a DC unit, the other got wiped a turn later by the sang guard. They feel decently accurate with nice guns the mechanical seizures helping to get around the meh AP. But dang I sorta wish for DMG2 on the dakka. The dakka version usually killed 4 or so marines every time it fired. The bursta squished 3 bladeguard even with transhuman up. Smasha gunz are fantastic for cutting through transhuman as well. I tried to use the boyz in their various forms to either clog charge lanes or push onto objectives and largely they did fairly well at that. But also had a minor tendency to keep the killtanks for advancing as well and using that chunky CQC profile. Still run over marines fairly nicely.

By the end of it I had well over 1K points left, 2 of the killtanks at full health while the BA player had very, very little left. if we had of gone past turn 3 I think I would have tabled him. Buuuut BA are BA and he played aggressive and controlled the objectives. Winning by over 30points. I certainly need to get better at secondaries honestly.


I have had two games in with triple KT (all of them cheap dakka version) I believe they pull their weight fairly well. Second game I played them as bad moons, they much better ! Interesting, you kept a blob of boyz, were they useful ?
On another note, for me you probably had the win for the game,, unless you were the one playing too slowly. You don’t think you could have caught up being 30 point behind ?
   
Made in au
Battlewagon Driver with Charged Engine





 addnid wrote:
cody.d. wrote:
So, finally got to try out my Killtanks in a game. Ran 2 dakka one bursta with 2 trukks of boyz with rokkit and klaw. Sittin in the back was 30boyz with mechanical seizures weirdboy and KFF mek. A pair of min kommando units and a max smashagun unit rounded out the force.

Was against a Blood angel player with a pretty aggressive army. bladeguard, sang guard dethcompany and several buffing characters with a some full sized marine squads for holding objectives.

The killtanks did fairly well in durability and killing. One lost half it's health to a DC unit, the other got wiped a turn later by the sang guard. They feel decently accurate with nice guns the mechanical seizures helping to get around the meh AP. But dang I sorta wish for DMG2 on the dakka. The dakka version usually killed 4 or so marines every time it fired. The bursta squished 3 bladeguard even with transhuman up. Smasha gunz are fantastic for cutting through transhuman as well. I tried to use the boyz in their various forms to either clog charge lanes or push onto objectives and largely they did fairly well at that. But also had a minor tendency to keep the killtanks for advancing as well and using that chunky CQC profile. Still run over marines fairly nicely.

By the end of it I had well over 1K points left, 2 of the killtanks at full health while the BA player had very, very little left. if we had of gone past turn 3 I think I would have tabled him. Buuuut BA are BA and he played aggressive and controlled the objectives. Winning by over 30points. I certainly need to get better at secondaries honestly.


I have had two games in with triple KT (all of them cheap dakka version) I believe they pull their weight fairly well. Second game I played them as bad moons, they much better ! Interesting, you kept a blob of boyz, were they useful ?
On another note, for me you probably had the win for the game,, unless you were the one playing too slowly. You don’t think you could have caught up being 30 point behind ?


We called it at turn 3 or 4 I think, the secondaries I took were engage, assasin and banners. Banners were was a mistake. I wanted to use the kommandos to grab it but sadly that didn't work out. A libby dashed across the field to take care of them. Likely the characters would have been killed by the tanks as he had no solution to them after the big hitters were killed. But even with that we agreed he was just too far ahead.

The boys were useful for keeping CQC units off the tanks and giving the buffs to spellcasting, but besides that only really killed an impulsor and actually got in the way of my tanks. Though terrain didn't help. It was on the short edges and some shipping containers pretty much made for a traffic jam. So a lot of factors. But I do like them as Deffskullz, for the invul as much as the rerolls and access to the extra AP. AP is the only thing holding the tanks back IMO. They hit hard with AP3 and AP2 Melee.
   
Made in us
Grovelin' Grot



Austin

Playing against thousand sons this saturday for the first time and could use some advice! Opponents list includes 2 daemon prince of tzeentch, 2 squads of 5 rubrics, a maulerfiend w/ lasher tendrils, and a rhino w/ combi bolter and combi melta. I'm running a goffs list with a Big mek w/ MA, 30 boyz, 2 squads of 5 nobz, and 1 deff dread.

What should my priority targets be?

This message was edited 2 times. Last update was at 2021/02/08 16:49:26


 
   
Made in ca
Gargantuan Gargant






zoltan88 wrote:
Playing against thousand sons this saturday for the first time and could use some advice! Opponents list includes 2 daemon prince of tzeentch, 2 squads of 5 rubrics, a maulerfiend w/ lasher tendrils, and a rhino w/ combi bolter and combi melta. I'm running a goffs list with a Big mek w/ MA, 30 boyz, 2 squads of 5 nobz, and 1 deff dread.

What should my priority targets be?

I'm thinking I need to get rid of that maulerfiend ASAP cause he will tear through my skwads. Maybe throw the deff dread and a squad of nobz on him? Do I focus on the marines after that?


You're in luck that currently Thousand Sons are NOT a good faction in the current game. However, you still need to prioritize the mission and threats, which you've already stated and that's great. The Maulerfiend is actually a significantly smaller threat than that of the Daemon Princes IMO, since the Daemon Princes are the ones that are casting the buffs and spells that will make life harder for you, which you currently can't stop given your lack of psykers. That's okay though! This enables you to take the Abhor the Witch secondary, which will give you decent VP's for more than half his list since they are all pretty much psyker units barring the rhino an forge fiend. Also, what do you currently have equipped for your Nobz squads? I would actually avoid having them in combat with the Maulerfiend because the multi-wound attacks he has with the tendrils and his basic fists basically oneshot your Nobz currently, you're more likely to kill it through weight of numbers and the Nob with Killsaws in your boyz unit squatting on an objective since he has to come to you anyways and he won't be able to contest it until he wipes out your whole unit.

Speaking of Klans, depending on how much you want to push for your preferred Klan trait, your army is right now much better off as Deffskullz than Goffs. Deffskullz will give a 6+ invulnerable save against both his shooting and CC, versus what you currently have which would be nothing in most instances. Furthermore, it would give both your Big Mek and your Nobz Objective Secured, making it even harder for him to knock you off objectives since his only Obsec units are his 2 squads of Rubric Marines. It also helps your Deff Dread a lot since he (and the rest of your units) get to reroll one hit and one wound, and damage roll every time they attack, so it makes it a lot more consistent IMO.

So I would say if you can target them, kill the Daemon Princes first, followed by the marines since they're the only Obsec thing in his army which means you have the numbers advantage afterwards to hold objectives after they're dead.

On a side note, anyone notice the changes to the Splinter Cannon for the DE preview? They've basically got heavy bolter stats, but became heavy. I'm surprised by the heavy given the emphasis on mobility for DE, but the damage boost is a welcome change. Do you think they're just going to normalize HB equivalents across all armies at this point?

This message was edited 1 time. Last update was at 2021/02/08 17:03:13


 
   
Made in us
Grovelin' Grot



Austin

 Grimskul wrote:
zoltan88 wrote:
Playing against thousand sons this saturday for the first time and could use some advice! Opponents list includes 2 daemon prince of tzeentch, 2 squads of 5 rubrics, a maulerfiend w/ lasher tendrils, and a rhino w/ combi bolter and combi melta. I'm running a goffs list with a Big mek w/ MA, 30 boyz, 2 squads of 5 nobz, and 1 deff dread.

What should my priority targets be?

I'm thinking I need to get rid of that maulerfiend ASAP cause he will tear through my skwads. Maybe throw the deff dread and a squad of nobz on him? Do I focus on the marines after that?


You're in luck that currently Thousand Sons are NOT a good faction in the current game. However, you still need to prioritize the mission and threats, which you've already stated and that's great. The Maulerfiend is actually a significantly smaller threat than that of the Daemon Princes IMO, since the Daemon Princes are the ones that are casting the buffs and spells that will make life harder for you, which you currently can't stop given your lack of psykers. That's okay though! This enables you to take the Abhor the Witch secondary, which will give you decent VP's for more than half his list since they are all pretty much psyker units barring the rhino an forge fiend. Also, what do you currently have equipped for your Nobz squads? I would actually avoid having them in combat with the Maulerfiend because the multi-wound attacks he has with the tendrils and his basic fists basically oneshot your Nobz currently, you're more likely to kill it through weight of numbers and the Nob with Killsaws in your boyz unit squatting on an objective since he has to come to you anyways and he won't be able to contest it until he wipes out your whole unit.

Speaking of Klans, depending on how much you want to push for your preferred Klan trait, your army is right now much better off as Deffskullz than Goffs. Deffskullz will give a 6+ invulnerable save against both his shooting and CC, versus what you currently have which would be nothing in most instances. Furthermore, it would give both your Big Mek and your Nobz Objective Secured, making it even harder for him to knock you off objectives since his only Obsec units are his 2 squads of Rubric Marines. It also helps your Deff Dread a lot since he (and the rest of your units) get to reroll one hit and one wound, and damage roll every time they attack, so it makes it a lot more consistent IMO.

So I would say if you can target them, kill the Daemon Princes first, followed by the marines since they're the only Obsec thing in his army which means you have the numbers advantage afterwards to hold objectives after they're dead.

On a side note, anyone notice the changes to the Splinter Cannon for the DE preview? They've basically got heavy bolter stats, but became heavy. I'm surprised by the heavy given the emphasis on mobility for DE, but the damage boost is a welcome change. Do you think they're just going to normalize HB equivalents across all armies at this point?


This is wonderful advice. Thank you! I had not thought about switching to deffskullz but that makes total since in this game. Most of my lists include Ghaz so I don't even think about it.

My only concern with focusing on the daemon princes first is they are going to be SO tanky. Likely -1 to hit because she has two psykers with glamour. 1 of the rubrics has temporal manipulation as well just to add salt to the wound. But I do like the idea of combining abhor the witch with cut off the head and just going all out of the DPs. No good options on the 3rd secondary. I don't like engage at 750 pts.
   
Made in dk
Longtime Dakkanaut




Danmark

Hey guys. having a friendly match soon against a custodies player, and i intend to bring a Da Boomer, A kannon wagon, a Gorkanaut and an auxillary gargantuan squiggoth with supa kannon (which wont get any klan kulture of course).

the rest is just chaff units to take points etc.

Anyway, i cant figure out if the Gorkanaut, Boomer and kannon wagon benefits the most from being Evil sunz where you throw visions in the smoke on the boomer (or one of the others in case it dies) to make it extra killy with more dakka, or its more beneficial to simply go Bad Moon.

Going evil sunz is risky if you fail your casting, but rewarding by turning at least one of those 3 vehicles in to a murder machine, where as if Bad Moonz just outright buffs all 3 vehicles with rerollings of 1 in the shooting phase. But im terrible with math so i dont know if rerolling 1s for all 3 vehicles in the shooting phase is better than turning 1 vehicle in to a reroll all failed hits and potentially throwing more dakka on it.

This message was edited 2 times. Last update was at 2021/02/08 21:46:08


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in au
Battlewagon Driver with Charged Engine





It's certainly possible they could make the big shoota a standard heavy bolter. I'm fairly certain it will have little to no negatives for us as besides the occasional boyz squad all our big shootaz are on vehicles and usually in groups of 4. A pip of AP and/or D2 would certainly go a long way in making the big shoota a credible threat.
   
Made in de
Krazy Grot Kutta Driva





zoltan88 wrote:


This is wonderful advice. Thank you! I had not thought about switching to deffskullz but that makes total since in this game. Most of my lists include Ghaz so I don't even think about it.

My only concern with focusing on the daemon princes first is they are going to be SO tanky. Likely -1 to hit because she has two psykers with glamour. 1 of the rubrics has temporal manipulation as well just to add salt to the wound. But I do like the idea of combining abhor the witch with cut off the head and just going all out of the DPs. No good options on the 3rd secondary. I don't like engage at 750 pts.

Each psychic power can only be cast once, so only one prince can have -1 to hit, but it is possible both will have a 3++ with warlord trait / psychic power.
They will shred your nobs but your boys won`t care much about them.

Take big choppas / double saw on the boss nobs, as Rubrics have a 2+ AS against D1 weapons, which can be a pain for your boys. (Plus they will hurt the princes.)
5 Rubrics don`t have that much firepower, but be aware of a strat that lets them double down on bolter shots if they didn`t move.
Buffed by +1 to hit, rerolling 1s (Prince) and +1 to wound (strat) they can dish out 16 shots which will kill about 10 boys / 5 nobs in 24".
Not that much but in a small game this can possibly hurt.
Also the TS might bring warptime (double movement psychic power, possible to combine with advance & charge WL trait). Possible 30-40" charge with a DP here.
   
Made in de
Fresh-Faced New User




Beardedragon wrote:
Hey guys. having a friendly match soon against a custodies player, and i intend to bring a Da Boomer, A kannon wagon, a Gorkanaut and an auxillary gargantuan squiggoth with supa kannon (which wont get any klan kulture of course).

the rest is just chaff units to take points etc.

Anyway, i cant figure out if the Gorkanaut, Boomer and kannon wagon benefits the most from being Evil sunz where you throw visions in the smoke on the boomer (or one of the others in case it dies) to make it extra killy with more dakka, or its more beneficial to simply go Bad Moon.

Going evil sunz is risky if you fail your casting, but rewarding by turning at least one of those 3 vehicles in to a murder machine, where as if Bad Moonz just outright buffs all 3 vehicles with rerollings of 1 in the shooting phase. But im terrible with math so i dont know if rerolling 1s for all 3 vehicles in the shooting phase is better than turning 1 vehicle in to a reroll all failed hits and potentially throwing more dakka on it.


I think the sad truth is that the answer is as always: deathskulls

Reasons:

1) deathskull rerolls are per attack sequence and hence the boomer gunwagon benefits twice.

2) as all your platforms offer you a reasonable amount of shots, you may asume to be able to use both rerolls at least halve the times you shoot. In this case the 2 rerolls are just like having +1.5 extra shots. (I have the impression I use both rerolls nearly 75 percent of time, be it only on a big shoota)

Average 2d6 = 7, so you will on average roll one 1 and bad moons reroll 1s gives you like +1 shot

Blast gives you 12 shots for two 1s on average and hence +2 shots.

Vision in the smoke has like a 70 percent chance to be cast on gunwagon or kannonwagon (without modifiers or denies) and less than 30 percent to resolve on gorkanaut.

The benefits are great as you effectively gain

almost +5 shots on average da boomer rolls (+8 if it uses its blast)

more than +3 shots from kannonwagon (+6 on blast)

with visions only one vehicle gains a 50 percent boost while deathskulls rerolls will up the output of all by approximately 20 percent (gorkanaut gains less).

3) deathskulls rerolls work in cc

4) deathskulls give your entire army a 6++

5) all your infantry gains obsec

If you like playing bad moons and its a friendly game with less of a competitive mindset then go for it. I really like them (fluff wise). The one thing that really made them stand out was their shoot twice on infantry strat.

Visions walkers are just cool, but can really fail you. How can custodes deny other than 12" strat or allies?

I'm more and more annoyed by the disparity of culture benefits and stratagem quality, time for a new codex i guess.

By the way: more dakka is just a multiplier of 8/6 instead of dakka dakka's 7/6. You only truely gain from it if there are negative to hit modifiers

This message was edited 1 time. Last update was at 2021/02/08 23:21:14


 
   
Made in us
Regular Dakkanaut





Eureka, CA

⬆️ Great insight! Speaking of Deathskulls are Stormboyz worth taking over Kommandos for any reason with this kultur or in general? They would get obsec obviously with Skulls but they would cost considerably more to field. They probably get shot off anyways like Kommandos but similarly they could score objectives while delivering double killsaws on backfield targets.
   
Made in ca
Gargantuan Gargant






 Boris420 wrote:
⬆️ Great insight! Speaking of Deathskulls are Stormboyz worth taking over Kommandos for any reason with this kultur or in general? They would get obsec obviously with Skulls but they would cost considerably more to field. They probably get shot off anyways like Kommandos but similarly they could score objectives while delivering double killsaws on backfield targets.


Personally, I feel like that's a no. Kommandos are far cheaper and have almost the same level of mobility thanks to deep striking. Stormboyz with their paper thin armour can only really threaten backfield units if you start investing points into them and then at that point you may as well have just go for a better platform for damage.
   
 
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