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Made in ca
Regular Dakkanaut




gungo wrote:As were goff rockers...


Were there narrative rules for Goff Rockers? I noticed in 'Ere We Go they allowed the retinue to shoot a second time.


Orkimedez_Atalaya wrote:
 Afrodactyl wrote:

But there's also what looks like a Bretonnian flag as well.... Unless the "mystery" on the last day is a release date for Warhammer: The Old World?

In which case.... 'Ere we goooooo


The Lis flower is most surely related to sisters.


For sure Sisters of Battle. GW is not bringing back medieval knights they cannot copyright. The Old World won't have old stuff. Didn't sell in 8th ed, won't sell now with higher prices. It will be entirely new ranges.
   
Made in us
Longtime Dakkanaut




Goff rocker narrative and open rules. https://spikeybits.com/2020/05/3-new-ork-40k-rules-datasheets-in-junes-white-dwarf.html

This message was edited 1 time. Last update was at 2021/04/29 00:10:05


 
   
Made in dk
Longtime Dakkanaut




Danmark

When i look at the power of Broggs Buzzbomb i keep thinking to myself, that it would be worth having a Deffkilla wartrike in a patrol as snakebites, just for this relic. Deffkilla because of his 6+ advance that he can do once per turn, that gives him a solid move of 20. Plenty of speed to get close to an enemy to both burn them with his own profile, and then grenade some sorry gits.Furthermore the smart people in the rules forum states, that after you throw the bomb, you are allowed to ignore Look out sir when it bounces for that 2D6 damage. thats pretty neat.


Maybe couple it with a death skulls (or something) batallion with 2 burna bombs for extra infantry destruction, and then maybe the rest of the army as mech based. after 2x burna bommas, and this deffkilla broggs buzzbomb there shouldnt be a ton of infantry left unless they play super heavy horde focused. Which most dont really do given the space marine Meta.

I tried to make like a fun little list but i dont know if it works or not, maybe it would maybe it wouldnt.

Spoiler:
Patrol, snakebites
Deffkilla wartrike --> Brogs Buzzbomb

10x Grots

Spearhead detatchment: Evil Sunz/Death skulls
Extra gubbinz

Warboss on Warbike w, da biggest boss, Da Killa Klaw, Warlord, Brutal but kunnin

9x boys with shoota, nob with powerklaw
9x boys withs hoota, nob with big choppa and choppa
9x boys withs hoota, nob with big choppa and choppa

5x Kommandos
5x Kommandos

Mega dread with 2x Klaws
Mega Dread with 2x Klaws
Meka Dread with klaw and kill kannon
Meka Dread with klaw and kill kannon
6x Mek Gunz all with Smasha Guns

Burna Bomma
Burna Bomma

Trukk
Trukk


I dont own all the items here, but i just thought that burna bommas and the deffkilla guy with brogs buzzbomb would annihilate a lot of infantry, making way for your mechanized army, to deal with the heavy infantry.
I would deploy mek Gunz at the backline to screen out and take and hold backline objective, i would furthermore put warboss on warbike on one side, and deffkilla on the other. Then 1 Mega and 1 meka dread + a trukk with boyz on one side, and the same on the other side. The last 10x grots and 10x Boys which has no transports can do what ever.

Kommandos for objectives like scramblers i guess as usual.

The first burna bomma flies over, bombs and kills it self. The second, flies over, bombs and fly out of the stage (returns turn 2, and moves, bombs and suicides turn 3). Your deffkilla charges up, destroys as much infantry as he can after the burna bommas have wreaked havoc. Your trukks move up to take the neutral objectives forming the first line, your Mega Dreads pushes up as well slightly behind it to counter charge as wave two. The Meka Dread is wave three as they dont advance so they can use their kill kannons, and their job is to defend objectives with the kill kannon while klawing stuff that gets close. The Mega Dreads will charge in turn 1 if for whatever reason it makes sense to, otherwise its wave two. As long as you have boys in front its not that critical to go for turn 1 charges. Better wait to get juicy targets. But again, your deffkilla will have Moved 20 inches at this point, and has, along side the burna bommas burned a ton of infantry to a crisp. Thats why i figured maybe having those 2 mega dreads, and 2x meka dreads and Mek Gunz would be enough to destroy the rest. They (meka/mega/mek gunz) dont deal with hordes well but they do destroy anything else. But the army should deal with tons of infantry well i think.

All this is theory crafting, building around the fact i have 4x Mega Dread bodies (which FW sent to me by accident, i only ordered two) as well as the fact that im looking at that damned Buzzbomb and just cant thinking help that putting it on a deffkilla in a patrol for snakebites just for the relic alone, wouldnt be the worst idea ever. So much damage. I dont own a deffkilla yet as i have a warboss on warbike, but... that combo seem worth the 2CP you waste on it i feel like. well 3CP if you go for extra gubbinz for the warboss killa klaw.

What do you guys think about it?

This message was edited 8 times. Last update was at 2021/04/29 13:27:15


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

- About Dawn of War 3 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

You can’t throw grenades after advancing, though.

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



Sheridan, WY

As JNAP stated, you can't advance and throw grenades. So you're looking at a 14" move to get w/in 6".

Additionally, I don't think the grenade is as strong as you are making it out to be. In today's meta, blast rarely has a target. W/o 11+ man squads, and assuming you get to target two units adjacent to each other, you will average 18 shots. Let's use standard intercessors for this experiment. All hit. Wounding on 12 of them. At AP -1 they fail 6. So you've killed 3 marines.

Now let's assume you somehow manage to target two 11+ man units to get the max blast shots. 30 shots, all hit, wounding on 20 of them. Assuming 4+ saves at AP -1, you've done 10 damage.

In reality, enemy units are going to be spread out by the time you get the chance to use this making it very situational. Also, if a model fires a grenade it can't fire any other ranged weapons that turn.

This message was edited 4 times. Last update was at 2021/04/29 15:06:39


 
   
Made in nz
Disguised Speculo





Been out of the game for years. Have a ton of stuff that I've just spent like a month of evenings refurbishing.

Kill Tank
Multiple Battlewagons
200~ boyz
Lootas
Nob Bikers
Bikers
Squiggoth
like 8 warbosses inc several on bikes
Weirdboys

OP says just jump to the end and ask away, so just wondering, whats good in Orks? Keen to run something that involves the boyz in vehicles so I don't have to manually push hundreds of them around!

Edit: Semi-competitive setting. If the game is still about top-tier monobuilds I'm not interested, but also don't want to run anything thats garbage.

This message was edited 1 time. Last update was at 2021/04/29 19:41:18


 
   
Made in ca
Gargantuan Gargant






 Dakkamite wrote:
Been out of the game for years. Have a ton of stuff that I've just spent like a month of evenings refurbishing.

Kill Tank
Multiple Battlewagons
200~ boyz
Lootas
Nob Bikers
Bikers
Squiggoth
like 8 warbosses inc several on bikes
Weirdboys

OP says just jump to the end and ask away, so just wondering, whats good in Orks? Keen to run something that involves the boyz in vehicles so I don't have to manually push hundreds of them around!

Edit: Semi-competitive setting. If the game is still about top-tier monobuilds I'm not interested, but also don't want to run anything thats garbage.


Right now the main competitive builds for Orks basically go around being heavy on skew lists that are mostly anti-meta. So that means between Goff green tide with Ghazghkull as the main force multiplier (which you already said doesn't interest you) or deffskullz buggy spam. What you said about boyz in vehicles means that it synergizes most with deffskullz buggy spam, as trukk boyz aren't terrible as troop filler. Right now the best buggies that people use are Megatrakk scrapjets that are maxed out in a unit with the korkscrew kustom job (some people don't take it, it's a personal choice for you), kustom boosta blastas (often with the squig hyde tyres to get that extra movement for our burnas to get in range), and shokkjump dragstas, particularly with the gyroscopic whirlygig kustom job. This list is usually supported with a Warboss on Warbike with the Killa Klaw relic and the Biggest Boss upgrade, followed by a basic Big Mek with KFF to watch over any Mek Gunz (Smasha Gunz usually) you have holding the backfield. Some people like to throw in either a deffkopta and 5 man squads of kommandos/stormboyz to hold back in reserve for Engage on All Fronts or Deploy Scramblers for secondaries.

Unfortunately, the only thing you've probably noticed at this point is that your collection AFAIK doesn't include most of these. You could attempt to do a battlewagon oriented list, but you'll basically be stuck with a few mandatory upgrades with the Forktress being the first one, and either Da Boomer or Big Zzappa kustom jobs for some shooty support. I would also consider using Kannonwagons from the FW list since they're straight up better IMO than our killkannon choices (even Da Boomer one), especially if you're Evil Sunz and you cast Visions in the Smoke on it.

Needless to say, let me know if you need any rules references since at this point you need the Saga of the Beast Psychic Awakening Book as well as the newest FW Compendium to stay up to date with what I'm saying. Wahapedia has a pretty up to date ruleset for Ork stuff right now, so I'd check our faction page on that site if you have no idea what I'm talking about.

This message was edited 1 time. Last update was at 2021/04/29 19:57:31


 
   
Made in ca
Regular Dakkanaut






oh wow thanks kindly.
   
Made in dk
Longtime Dakkanaut




Danmark

Oh yea advance and grenades dont work. I forgot about that. Valid point.

I think i will try and make such an army and see what happens. even if i cant advance and charge, having a move of 14 is still quite decent for getting in range of grenades being thrown.

This message was edited 1 time. Last update was at 2021/04/30 08:29:09


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

- About Dawn of War 3 
   
Made in nl
Regular Dakkanaut




Hello all,

Im a newbie to all things 40k and got pulled into the game by the greenskins. I got a start collecting box with a few other minis I thought looked cool. With the ones that I got I thought of creating a list like this:

Spoiler:

++ Patrol Detachment 0CP (Orks) [31 PL, , 498pts] ++

+ Configuration +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points)

Clan Kultur / Specialist Mobs
. Tin 'Eads

Detachment Command Cost

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 60pts]: Da Kleverest Boss, Follow Me, Ladz!, Super Cybork Body, Warlord

+ Troops +

Gretchin [2 PL, 50pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Meganobz [6 PL, 118pts]
. Boss Meganob w/ power klaw: Kustom Shoota, Power Klaw
. Meganob w/ 2 kill saws: Killsaws (Pair)
. Meganob w/ 2 kill saws: Killsaws (Pair)

+ Heavy Support +

Deff Dreads [6 PL, -1CP, 105pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Dread Saw
. Kustom Job: Orkymatic Pistons

Killa Kans [9 PL, -1CP, 100pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Big Shoota, Buzzsaw
. Kustom Job: Sparkly Bitz

+ Dedicated Transport +

Trukk [4 PL, -1CP, 65pts]
. Kustom Job: Squig-Hide Tyres

++ Total: [31 PL, 498pts] ++


Im trying to setup some kind of walker army (dreads and kans look very cool) up to 500pts but I can't seem to fit all of the units I want.
Ideally I would like to have 5 meganobz instead of 3, a mega armoured big mek 3 kans and a deff dread as a list but im not sure if there is any way to get a battleforged army without troops.

I have all of the listed units listed here except the kans (will get them eventually) and the normal big mek (will maybe kitbash a nob into a mek?) as well as a weirdboy and whatever else came in the start collecting box.

I hope I have given enough information in order for someone to answer my question: How would you build a tin 'eads list up to 500pts with these models? Also, any strats and tactic info would be greatly appreciated since Im new to 40k, I have no clue what should be considered threats and how to focus my army, let alone manage it properly.

This doesnt have to be an ultra competitive list, I will play this mostly with my friends and winning isnt necessarily of the highest importance as long as I stand a chance against whatever.

Thanks in advance!
   
Made in us
Regular Dakkanaut



Sheridan, WY

This doesnt have to be an ultra competitive list, I will play this mostly with my friends and winning isnt necessarily of the highest importance as long as I stand a chance against whatever.


TBH, this list wouldn't really fit the bill of what you are wanting right now. Maybe it will be a little better once our codex comes out. Right now it wouldn't even be slightly competitive.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree, walker armies are pretty weak right now, especially kanz feel like they don't work at all in 9th.
The issue your army has is that you have absolutely no shooting, which means you have no way of harming a dangerous unit that stays outside of shooting range. A single battletank hanging back could wipe out most of your army before you can get into combat range.
The best way to change that would probably be dropping those kanz for something like lootas, mek guns or a shooty dread. Also avoid big shootas whereever possible.

If you really want to run walkers at higher point levels, your best shot is creating a buggy core and supporting it with nauts and dreads.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Nasty Nob




Crescent City Fl..

I tried to play a solo game as I was really excited to see if my Ork army list would work as intended or fall apart at first contact. The game was a slog that ended in 3 turns of rules mistakes and forgetfulness. However I think the idea may have some small merit in less competitive play. I doubt it will be of much use in the "Big times".

The list is built with 80 boys, a bom of 30 and 5 mobs of 10 and verious other units. The over all theme is to build a green tide with mob up all the small mobs trying to join the big mob over 5 turns.
I managed to mob up 3 times total due to ending the game after a grueling 5 hours. I've only played 3 actual games so fat, this shouldn't really count as number 4. Defiantly not a proppa game.
What I learned is that the idea played as I had hoped and off set a lot of my casualties from my main mob and kept the unit well above 20 for 3 turns and likely the next two turns as well. Which was important because of the number of Ork Boys fighting in close combat never got above 10 to 12 models tops in 3 or 4 rounds of close combat, turn 2 and 3. with so few boys stuck in the extra attack was solid help. I will also note that I was playing as Goffs and mostly forgot to look for my 6's but 80 scar boys seems to put in some work.
Obviously ymmv. I kept them near a WAAAGH Banner nob and paint boy, who followed them around but aside from the hit bonus the pain boy, well I hardly made the rolls, too many failures on my part.
I'll agree this was completely unscientific and needs more testing and improvement.
But I was wondering if anyone else was doing anything like this and how it was working for them.
Other units in the list include 3X10 grots 3 Bubble chukkas, 3 Smasha gunz, 3 Deff Dreads big shootas and klaws to keep them at stock costs, 3 solo Deff Koptas with big shootas to keep their costs down and fill that fast attack slot and 2 trukks. Some of the boys mobs were shoota boys, because some times I like having a bit of extra range.
War boss, warphead and KFF Big Mek. and a single little mek. Needed to fill out that last elite for a Brigade.
So not amazing for sure.
I know this list had it easy as I was super excited to push the Orks around and forgot to play my Blood angels to their best. I forgot all kinds of things to be fair.

So again, after all that mess, any one else working boys the same way?

Sigh, Yet another doomed attempt by man to bridge the gap between the material and spiritual worlds 
   
Made in nl
Regular Dakkanaut




 Jidmah wrote:
Agree, walker armies are pretty weak right now, especially kanz feel like they don't work at all in 9th.
The issue your army has is that you have absolutely no shooting, which means you have no way of harming a dangerous unit that stays outside of shooting range. A single battletank hanging back could wipe out most of your army before you can get into combat range.
The best way to change that would probably be dropping those kanz for something like lootas, mek guns or a shooty dread. Also avoid big shootas whereever possible.

If you really want to run walkers at higher point levels, your best shot is creating a buggy core and supporting it with nauts and dreads.


Big sad :(
What kind of list would you suggest that runs at least the dread(s) and meganobz up to 500pts?
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Killsaw meganobs and kmb sparkly dreads are decently strong picks in Deathskulls lists.

The issue lies in the low point sized games. A blob of MANz or three sparkly dreads is most of your army at that point.

At 500 points I would just go for a blob of boys, a weirdboy and fill the rest of the points with as many smasha guns or KMKs as you can fit. It's a solid base for any Ork list, and you can add more flashy units as the game size goes up.
   
Made in dk
Longtime Dakkanaut




Danmark

Would it be cheating to put a Stompa on a base to then be able to get the "wholly within" for the KFF and then measure to the base at a tournement? Would tournement organizers allow that?

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

- About Dawn of War 3 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Beardedragon wrote:
Would it be cheating to put a Stompa on a base to then be able to get the "wholly within" for the KFF and then measure to the base at a tournement? Would tournement organizers allow that?


I would say it would be fine if you had a base the same size as the "skirt" of the stompa, so that you had a definitive point on the lowest point of the table where you could say the stompa extends to and was purely for determining the area that the stompa covers/controls.

If you're asking about whether sticking it on a base to then say that the whole base is covered by the KFF, ergo the whole model is covered, then it's hard to say. Off the top of my head I can't remember whether the rules specify whether it is the base or the model itself that needs to be covered. I think the head of the stompa would stick out of a 9" KFF bubble.

Easiest way of dealing with it if you really want it on a base? Pin/magnetise it to a base and then speak to the TO's in advance as to how they would rule it.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The rules are looking for a base in all situations if a model has one
Stompa does not have a base so adding one would only be for stability reasons, you would still treat it like it doesnt have a base

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

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






 Vineheart01 wrote:
The rules are looking for a base in all situations if a model has one
Stompa does not have a base so adding one would only be for stability reasons, you would still treat it like it doesnt have a base


Yup, similar to how some people model the Mek Gunz on bases with their grot krew as an easier way of transporting, but there's no base as far as rules interactions go.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Kustom stompa succesfull on the tournaments recently. Both Evil Sunz + bunch of Boyz. Visions rules...

W4 Gaming GT / Robert Thoen 3rd
War in the Burg GT / Anthony Birdsong 7th

It worth to ask them how they fit the Stompa in KFF bouble does anybody know some of them?

Few another previously here discussed lists (evil sunz greentide with grot mob smg spam and Blood Axe triple killtank) spotted there
https://www.goonhammer.com/competitive-innovations-in-9th-lightning-round-29-04/

Spoiler:

Robert Thoen - W4 Gaming GT

++ Battalion Detachment 0CP (Orks) [62 PL, 10CP, 1,146pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur / Specialist Mobs: Evil Sunz

Detachment Command Cost

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 60pts]

Warboss on Warbike [6 PL, -1CP, 115pts]: Brutal but Kunnin, Da Biggest Boss, Da Killa Klaw, Power Klaw, Warlord

Weirdboy [4 PL, -1CP, 75pts]: 3. Da Jump, Evil Sunz: Visions in the Smoke, Warphead

+ Troops +

Boyz [12 PL, 232pts]
. Boss Nob: Choppa, Slugga
. 28x Ork Boy W/ Slugga & Choppa: 28x Choppa, 28x Slugga, 28x Stikkbombs

Boyz [12 PL, 232pts]
. Boss Nob: Choppa, Slugga
. 28x Ork Boy W/ Slugga & Choppa: 28x Choppa, 28x Slugga, 28x Stikkbombs

Boyz [12 PL, 232pts]
. Boss Nob: Choppa, Slugga
. 28x Ork Boy W/ Slugga & Choppa: 28x Choppa, 28x Slugga, 28x Stikkbombs

+ Elites +

Kommandos [3 PL, 45pts]
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

Kommandos [3 PL, 45pts]
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

Kommandos [3 PL, 45pts]
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

Painboy [3 PL, 65pts]

++ Super-Heavy Auxiliary Detachment -3CP (Orks) [42 PL, -3CP, 850pts] ++

+ Configuration +

Detachment Command Cost [-3CP]

+ Lord of War +

Kustom Stompa [42 PL, 850pts]: Belly Gun, Stompa Lifta-Droppa
. Deffkannon, Supa-Gatler & Supa-Rokkits

++ Total: [104 PL, 7CP, 1,996pts] ++



Automatically Appended Next Post:
Well, I was thinking about Kustom Stompa and bunch of Boyz list.

It' s in fact the same type of the list like Smashagun spam with boyz.

Just significantly cheaper in $, more fun in painting and more cool on the table.

This message was edited 7 times. Last update was at 2021/05/01 14:41:29


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

That Kustom Stompa list to me just epitomises the idea that Orks are an anti meta army through and through. For years we've all said that stompas are overpriced trash and suddenly a load of lists built around them pop up and do pretty well at tournaments
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Afrodactyl wrote:
That Kustom Stompa list to me just epitomises the idea that Orks are an anti meta army through and through. For years we've all said that stompas are overpriced trash and suddenly a load of lists built around them pop up and do pretty well at tournaments


Yeah, what is super funny is, that you have to declare all your shooting at once. With tons of xD3 and xD6 weapons. That is a pure gamble

Yes, with More Dakka and Visions you can be pretty sure that 2 of 3 shots hits, but you have 27-90 shots excl. Psychodakkablasta

Mastercrafting in fast mathammer and nerves made of steel

This message was edited 1 time. Last update was at 2021/05/02 06:46:39


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in au
Battlewagon Driver with Charged Engine





Though mostly the Kustom stompras are appearing due to being equpped with a bunch of buffed smashagunz and the ability to give them full re-rolls on all their guns.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

cody.d. wrote:
Though mostly the Kustom stompras are appearing due to being equpped with a bunch of buffed smashagunz and the ability to give them full re-rolls on all their guns.


And use More Dakka on them...
   
Made in au
Battlewagon Driver with Charged Engine





 Tomsug wrote:
cody.d. wrote:
Though mostly the Kustom stompras are appearing due to being equpped with a bunch of buffed smashagunz and the ability to give them full re-rolls on all their guns.


And use More Dakka on them...


Naturally, in for a penny, in for a pound. Only downside is that it can only fire it's lifa droppas at one target per droppa.
   
Made in dk
Regular Dakkanaut




It worth to ask them how they fit the Stompa in KFF bouble


Well, after measuring my own Stompa, they were cheating/ rules bending if they applied the KFF save. It's clearly higher than 9" if built correctly. They only option would be to not take the belly gun and put the Mek inside the stompa... Or they had only protection for 1 Turn via force field projekta stratagem...
   
Made in dk
Longtime Dakkanaut




Danmark

i find a lot of people telling me that you only measure horizontally for when it comes to within/wholly within auras. Is this correct? I cant seem to find that anywhere in the rules, so it feels like they are the ones not understanding the rule.

I too would say, RAW you cant give a KFF to a Stompa by standing outside of it. unless you pay 3CP.

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

- About Dawn of War 3 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

RAW in the eyes of this forum - yes, you' re right.

On any TTS game - almost impossible to measure such distance. So I guess a lot of people play it “horizontaly” there.

IRL a lot of oepople could play it both way....

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

its one of those dumb interactions different between base and no-base models.

A plane is sitting pretty high off the ground and has a wide wingspan, a kff wont cover it unless its touching its base (and even then i feel like its still too wide a wingspan off hand). Nobody would say anything though because it has a base, thus is all that matters and is easy to cover.

I imagine most people wouldnt even challenge the KFF covering a stompa heightwise. Its not like its an overpowered unit and people will grasp at ANY straws they can to weaken it lol

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

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






Why are having this argument again? This was clarified a few page ago with the same people.

Stompas can't be wholly within a 9" KFF bubble because wholly within means absolutely no part of a non-based model may stick out. Claiming that save without house-ruling it first is cheating. Adding a base to modify how your model plays is modeling for advantage which also is just a form of cheating.

If you want the full blown dakka gakshow on this topic, feel free to take it to YMDC, but as there is no ambiguity on this topic in regards to rules, let's not bring it up again.


Automatically Appended Next Post:
 Tomsug wrote:
It worth to ask them how they fit the Stompa in KFF bouble does anybody know some of them?


The simple answer is that almost no one is aware of this issue so they are most likely unknowingly playing it wrong. The battlewagon is a model that also is regularly affected by this problem and there are hundreds of battle reports and recorded videos out there where people are playing it wrong. Essentially every time someone is covering two battlewagons with a single KFF there is a good chance of one of them having some part outside of the 9" sphere.

This message was edited 1 time. Last update was at 2021/05/02 20:22:25


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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