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Made in bg
Regular Dakkanaut




Holy crap betraying shades deletes roughly 1/3 of a full boy squad...
   
Made in us
Regular Dakkanaut



Sheridan, WY

pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


It deletes 3 boyz (4 if they have warpath) unless they roll an 11+, in which case its 6 and 8.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Grimskul wrote:
 Tomsug wrote:
 Grimskul wrote:
Spoiler:
Ork Buggy and Battlewagon Buddies 2000 point list:

Total CP: 12 - 5 = 7 CP

Deffskullz Patrol Detachment - 1260

HQ - 115

Warboss on Warbike with Killa Klaw, The Biggest Boss
Warlord Trait: Brutal but Kunnin - 115

Troops - 90

10 Ork Boyz, Nob with Kombi-Rokkit - 90

Fast Attack - 660

3 Megatrakk Scrapjets with Korkscrew - 330

3 Shokkdrump Dragstas with Gyroscopic Whirlygig - 330

Elites - 90

5 Kommandos - 45

5 Kommandos - 45

Heavy Support - 240

6 Mek Gunz, 6 Smasha Gunz - 240

Dedicated Transports - 65

Trukk - 65

Ork Evil Sunz Patrol Detachment - 740

HQ - 135

Big Mek with KFF - 60

Weirdboy, Visions in the Smoke - 75

Troops - 80

10 Ork Boyz, Nob with 2 Choppas

Fast Attack - 120

5 Stormboyz, Boss Nob w/2 Choppas - 60

5 Stormboyz, Boss Nob w/2 Choppas - 60

Heavy Support - 340

Kannonwagon w/3 Big Shootas - 170

Kannonwagon w/3 Big Shootas - 170

Dedicated Transports - 65

Trukk - 65


Here's a rough draft of the list based on the advice given to me so far regarding going against DG, let me know your thoughts.


What secondaries are you gonna play?


That's what I'm currently debating atm. I'm not that familiar with the changes with the new chapter approved secondaries, but I'm guessing that I want to aim for Engage on All Fronts due to my speed, Retrieve Octarius Data because that's the new easy peasy deploy scramblers, and the I think my third secondary will be dependent on what the DG player brings or what the mission secondary is. I've always had issues finding a good third slot, maybe raise the banners?


Banners are an option for 6 Objective missions. But let your stormboyz stuck in back T1 raising them.
Engage and Octarius could be an option. They also depend on the mission. 32 Sweap and Clear is pretty hard to do Engage and Octarius in one quater because the whole quater is in fact opponent deploy. 33 Priority target suffer the similar issue.

In two weeks I go for holidays. My plan is to make a “Secondaries selection” based on 2 parametrs. One is the mission and second is the opponent. I want to use some sort of rating based on what Jidmah wrote there few months ago - armies sitting in their deploy, armies pinning you in your deploy and armies ocuppy the center.

Example: 31 Overrun againts home sitting army = Banners and new Domination => makes him to move out of his deploy. Or something like that. To help me decide what to take. Right now it is not so clever to have same secondaries for all missions IMHO

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Overseas

tulun wrote:

Betraying Shades: Witchfire warp charge 6. Select an enemy unit that is within 18" and visible to the caster. Select up to 6 models in that unit then add their unmodified attack characteristic. Roll a d6 for equal to that number and deal 1 mortal wound for each 6+.

Wreathed in Shades: Blessing warp charge 7. Select one Disciples of Be’lakor unit with in 12" of the caster. Until the start of your next psychic phase enemy units can not target the selected unit with range attacks unless they are within 12" of it.


Wreathed in Shades is a much more reasonable take on invisibility.

Betraying Shades is interesting, against Boyz that'd be 6x2 or 12d6; up to 18d6 if you're running a mob of Killa Kanz, haha the caster could even target a Bonebreaker and roll 6d6. Still it's only fishing for MW on a 6+. Now against Custodes that power will be brutally cost effective.

This message was edited 1 time. Last update was at 2021/06/29 16:58:43


 
   
Made in us
Regular Dakkanaut




Some of you already realized but I'm slow. This is Wurrboy is clearly a 2 part model that goes on top of the chariot. I'm taking a little back from what I said from the design now, as less is more if it's a component rather then simply by itself. I also love the idea that it's basically a glorified lightning rod on top of a contraption to help power it (already head canon)

I wonder what rules this thing will have. Looks like a Kannon/lobba and a grot in the back with a bigshoota-ish weapon. Plus the Wurrboy in the top making that 12 inch eye blast a little more viable.
[Thumb - s - Copy.jpg]

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


Against most ork units, it's just a worse version of plague wind. It's awesome against elite units though.

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
Longtime Dakkanaut




Keramory wrote:
Some of you already realized but I'm slow. This is Wurrboy is clearly a 2 part model that goes on top of the chariot. I'm taking a little back from what I said from the design now, as less is more if it's a component rather then simply by itself. I also love the idea that it's basically a glorified lightning rod on top of a contraption to help power it (already head canon)

I wonder what rules this thing will have. Looks like a Kannon/lobba and a grot in the back with a bigshoota-ish weapon. Plus the Wurrboy in the top making that 12 inch eye blast a little more viable.


I think you are correct on the wurrboy being a battery to the chariot… the mechanical tube on the model he has hanging off his back looks like something he plugs into. That might make this psychic mana battery model a bit better looking.
   
Made in us
Regular Dakkanaut




gungo wrote:
Keramory wrote:
Some of you already realized but I'm slow. This is Wurrboy is clearly a 2 part model that goes on top of the chariot. I'm taking a little back from what I said from the design now, as less is more if it's a component rather then simply by itself. I also love the idea that it's basically a glorified lightning rod on top of a contraption to help power it (already head canon)

I wonder what rules this thing will have. Looks like a Kannon/lobba and a grot in the back with a bigshoota-ish weapon. Plus the Wurrboy in the top making that 12 inch eye blast a little more viable.


I think you are correct on the wurrboy being a battery to the chariot… the mechanical tube on the model he has hanging off his back looks like something he plugs into. That might make this psychic mana battery model a bit better looking.


The more I look at it the more I'm convinced this is just a primitive battle wagon. Looking at it's loadout you can see an ork facing the side like a wagon. I can only imagine he has some wrecka ball or claw swinging off some stick and rope lol.
   
Made in us
Regular Dakkanaut




Gaze of Mork probably gets a boost when he's embarked. 24" range minimum and likely a good deal more shots, maybe 6?
   
Made in bg
Regular Dakkanaut




BDBurrow wrote:
pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


It deletes 3 boyz (4 if they have warpath) unless they roll an 11+, in which case its 6 and 8.


What am I missing? I understood it as: add the attack of each boi together (30x2) and you roll the result x d6 (60xd6)? which after several rolls was roughly 7-14 results of 6+


Automatically Appended Next Post:
I completely missed the "up to 6 models".....


Automatically Appended Next Post:
 Jidmah wrote:
pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


Against most ork units, it's just a worse version of plague wind. It's awesome against elite units though.


I don't know plague wind, is it a DG power?

This message was edited 2 times. Last update was at 2021/06/29 20:48:25


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

theres a cap to Betraying Shades and its unmodified attack characteristic. You select SIX models in that unit, so its actually trash against boyz

So at best a boy squad is doing (5x2)+3 dice assuming theres a nob. Unless you rolled an 11+ for the cast, thats 2-3 mortals on average, and ~5 if you did get 11+ on the cast.
Whooptiedoo

Now against Nobz/Meganobz its quite annoying since it caps at 6 and we EASILY hit that cap and they have 3 attacks and its mortals so no armor. It will do more against a 5man MANz squad (15 dice) than it will against a full Boyz squad (13 dice)

You kinda didnt read half of the spell if you didnt notice that since theres an example in the spell description before telling you what the result of the spell is that theres a cap and how to math it out.

edit: actually thinking more about it, Harlies Troupes are really the only ones that truly hate this spell since pretty much everything i can think of that has a high number of attacks with 6-10 models are getting extra attacks somehow. Troupe are 4 base.

This message was edited 6 times. Last update was at 2021/06/29 21:34:21


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






pepi55 wrote:
 Jidmah wrote:
pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


Against most ork units, it's just a worse version of plague wind. It's awesome against elite units though.


I don't know plague wind, is it a DG power?


Yes. You just roll a d6 for every model in the unit and do a mortal wound for each six.

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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yeah plague wind is irriating since it has no cap.
Ive not faced it with orks but i have with necrons. It still likes to swat about a third to half of a necron warrior blob away.

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
Regular Dakkanaut



Sheridan, WY

 Vineheart01 wrote:
theres a cap to Betraying Shades and its unmodified attack characteristic. You select SIX models in that unit, so its actually trash against boyz

So at best a boy squad is doing (5x2)+3 dice assuming theres a nob. Unless you rolled an 11+ for the cast, thats 2-3 mortals on average, and ~5 if you did get 11+ on the cast.
Whooptiedoo

Now against Nobz/Meganobz its quite annoying since it caps at 6 and we EASILY hit that cap and they have 3 attacks and its mortals so no armor. It will do more against a 5man MANz squad (15 dice) than it will against a full Boyz squad (13 dice)

You kinda didnt read half of the spell if you didnt notice that since theres an example in the spell description before telling you what the result of the spell is that theres a cap and how to math it out.

edit: actually thinking more about it, Harlies Troupes are really the only ones that truly hate this spell since pretty much everything i can think of that has a high number of attacks with 6-10 models are getting extra attacks somehow. Troupe are 4 base.


Edit. Missed "unmodified".

This message was edited 3 times. Last update was at 2021/06/29 22:43:05


 
   
Made in au
Battlewagon Driver with Charged Engine





BDBurrow wrote:
 Vineheart01 wrote:
theres a cap to Betraying Shades and its unmodified attack characteristic. You select SIX models in that unit, so its actually trash against boyz

So at best a boy squad is doing (5x2)+3 dice assuming theres a nob. Unless you rolled an 11+ for the cast, thats 2-3 mortals on average, and ~5 if you did get 11+ on the cast.
Whooptiedoo

Now against Nobz/Meganobz its quite annoying since it caps at 6 and we EASILY hit that cap and they have 3 attacks and its mortals so no armor. It will do more against a 5man MANz squad (15 dice) than it will against a full Boyz squad (13 dice)

You kinda didnt read half of the spell if you didnt notice that since theres an example in the spell description before telling you what the result of the spell is that theres a cap and how to math it out.

edit: actually thinking more about it, Harlies Troupes are really the only ones that truly hate this spell since pretty much everything i can think of that has a high number of attacks with 6-10 models are getting extra attacks somehow. Troupe are 4 base.


The boyz' "Green Tide' ability adds +1 to the attacks characteristic if the unit is 20+ models.

Warpath adds +1 to attacks characteristic as well.

Other auras/weapon abilities don't add to the attacks characteristic, but those do. Therefore, betraying shades would get 3 dice per boy for a full boyz squad, or 4 dice per boy if they have warpath. 6 models = 18 or 24 total dice, respectively. If he rolls 6-10, that's 3-4 dead boyz. If he rolls 11+, that's 6-8 dead boyz.


The spell does mention unmodified attack stat. So it would be 2 for boyz regardless of armament, 3 for nobz and if you were feeling spicy you could fish for a bunch of 6s against a warboss. Would be funny if he just punches himself to death.
   
Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:
pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


Against most ork units, it's just a worse version of plague wind. It's awesome against elite units though.


It's quite good against melee specialists that have 3 or 4 attacks base per model and high T and save, since it deals MWs. Boyz, even choppa ones, only have 2. Meganobz are definitely a better target for that power, especially when they'll be T5.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Blackie wrote:
 Jidmah wrote:
pepi55 wrote:
Holy crap betraying shades deletes roughly 1/3 of a full boy squad...


Against most ork units, it's just a worse version of plague wind. It's awesome against elite units though.


It's quite good against melee specialists that have 3 or 4 attacks base per model and high T and save, since it deals MWs. Boyz, even choppa ones, only have 2. Meganobz are definitely a better target for that power, especially when they'll be T5.


Well, even for 5 MANz it's 5x3 = 15 dice wo then end up dealing 2.5 MW on average. That's not too far from other smite-like powers.
For example, the new squig power would deal the same amount of MW on average to unit of MANz and possibly some extra wounds to models nearby.

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 bg
Regular Dakkanaut




What do you guys prefer, Might is Right or Follow Me, Ladz! as a warboss trait?

Im having trouble choosing between the 2. the extra CP from follow me ladz and the +3" range on his auras is very tempting but im not sure if its better than T7 A6
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






My go-to warlord trait is Brutal but Kunnin', I really enjoy having additional damage and more reliable hits to make sure I kill ded whatever needs killing ded.

That said, Might is Right increases strength, not toughness. Maybe this already solves your dilemma?

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 bg
Regular Dakkanaut




 Jidmah wrote:
My go-to warlord trait is Brutal but Kunnin', I really enjoy having additional damage and more reliable hits to make sure I kill ded whatever needs killing ded.

That said, Might is Right increases strength, not toughness. Maybe this already solves your dilemma?


Ah, yes that is actually what I meant, the T was a typo. That said, im running the team as evil sunz so maybe brutal but kunnin is indeed better than the stat increase.

This is for an open hostility death or glory (with pts instead of PL) game me and a buddy want to play. He's playing a horde of ad-mech which is quite ironic. a dominus, 3 squads of rangers and a dune rider filled with electro priests.
Since we dont even have a common ground of playing (him having 9th codex and me stuck with 8th) i have given up on winning so im going for a more spicy list:

Spoiler:

+++ 500 - Lets See What We Can Do (Orks) (Warhammer 40,000 9th Edition) [27 PL, 2CP, 497pts] +++
They don't think it be like this, but it do.

++ Patrol Detachment 0CP (Orks) [27 PL, 2CP, 497pts] ++
Rules: Dis Is Ours! Zog Off!

+ Configuration [3CP] +

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

Clan Kultur / Specialist Mobs: Evil Sunz
. Categories: Configuration
. Abilities: Evil Sunz
Profiles:
. Evil Sunz: Description:Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.

Detachment Command Cost
. Categories: Configuration

+ HQ [4 PL, 83pts] +

Warboss [4 PL, 83pts]: Attack Squig, Da Biggest Boss [-1CP], Da Killa Klaw, Follow Me, Ladz! [1CP], Kustom Shoota [3pts], Power Klaw [10pts], 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Ork, Warlord
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Breakin' Heads, Da Biggest Boss, Follow me Ladz!, Waaagh!, Unit: Warboss (Da Biggest Boss), Weapon: Attack Squig, Da Killa Klaw, Kustom Shoota, Power Klaw, Slugga, Stikkbomb
Profiles:
. Breakin' Heads: Description:If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.
. Da Biggest Boss: Description:Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
. Follow me Ladz!: Description:Your Warlord gains the Waaagh! and Breakin’ Heads abilities (pg 85). If your Warlord already has the Waaagh! and Breakin’ Heads abilities, the range of each ability is increased by 3". In addition, if your army is Battle-forged, you receive an additional +1 Command Point.
. Waaagh!: Description:Friendly <CLAN> Infantry units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
. Warboss (Da Biggest Boss): M:5"|WS:2+|BS:5+|S:6|T:5|W:7|A:5|Ld:8|Save:4+
. Attack Squig: Range:Melee|Type:Melee|S:4|AP:-1|D:1|Abilities:Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
. Da Killa Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.
. Kustom Shoota: Range:18"|Type:Assault 4|S:4|AP:0|D:1|Abilities:-
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [8 PL, 144pts] +

Boyz [8 PL, 144pts]: Tankbusta Bombs
. Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Green Tide, Weapon: Tankbusta Bomb
. Boss Nob [8pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 17x Ork Boy W/ Slugga & Choppa [136pts]: 17x Choppa, 17x Slugga, 17x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Green Tide: Description:If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:4|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:user|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast
. Tankbusta Bomb: Range:6"|Type:Grenade D3|S:8|AP:-2|D6|Abilities:Blast

+ Elites [6 PL, 110pts] +

Kommandos [3 PL, 45pts]: Tankbusta Bombs
. Categories: Infantry, Faction: Ork, Faction: <Clan>, Elites, Kommando
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Kunnin' Infiltrators, Sneaky Gits, Throat Slittas, Weapon: Tankbusta Bomb
. Boss Nob [9pts]: Big Choppa [Legends], Slugga, Stikkbombs
. . Unit: Kommando Nob, Weapon: Big Choppa, Slugga, Stikkbomb
. 4x Kommando [36pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Kunnin' Infiltrators: Descriptionuring Deployment, you may set up a unit of Kommandos in hiding instead of placing them on the battlefield. At the end of any of your Movement phases, they can stalk from their hiding place - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
. Sneaky Gits: Description:Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
. Throat Slittas: Description:Add 1 to wound rolls for attacks made with this unit's melee weapons when targeting enemy units wholly within or on a terrain feature.
. Kommando: M:6"|WS:3+|BS:5+|S:4|T:4|W:1|A:2|Ld:6|Save:6+
. Kommando Nob: M:6"|WS:3+|BS:5+|S:5|T:4|W:2|A:3|Ld:7|Save:6+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:user|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast
. Tankbusta Bomb: Range:6"|Type:Grenade D3|S:8|AP:-2|D6|Abilities:Blast

Painboy [3 PL, 65pts]: 'Urty Syringe, Power Klaw
. Categories: Character, Faction: <Clan>, Faction: Ork, Infantry, Elites, Painboy
. Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
. Abilities: Dok's Tools, Grot Orderly, Sawbonez, Unit: Painboy, Weapon: 'Urty Syringe, Power Klaw
Profiles:
. Dok's Tools: Description:Roll a D6 each time a <CLAN> INFANTRY or <CLAN> BIKER unit loses a wound whilst within 3" of any friendly <CLAN> PAINBOYZ. On a 6, that unit does not lose that wound.
. Grot Orderly: Description:Once per battle, you can re-roll the dice when this model is attempting to heal a model using the Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.
. Sawbonez: Description:At the end of your Movement phase, this model can attempt surgery on a single friendly <CLAN> INFANTRY or BIKER model within 1" of it. If it does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
. Painboy: M:5"|WS:3+|BS:5+|S:5|T:4|W:4|A:4|Ld:6|Save:6+
. 'Urty Syringe: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC model, in which case it wounds on a 6+.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D3|Abilities:When attacking with this weapon, you must subtract 1 from the hit roll

+ Heavy Support [9 PL, -1CP, 160pts] +

Battlewagon [9 PL, -1CP, 160pts]: Deff Rolla [20pts], Grot Rigger [5pts]
. Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support
. Rules: Dakka Dakka Dakka
. Abilities: Explodes, Grot Riggers, Open-Topped, Transport: Battlewagon, Transport Wound Track: Battlewagon1, Battlewagon2, Battlewagon3, Unit: Battlewagon, Weapon: Deff Rolla
. Kustom Job [-1CP]: Forktress
. . Categories: Stratagems
. . Abilities: Forktress, Kustom Job
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
. Forktress: Description:BATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
. Grot Riggers: Description:If a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
. Kustom Job: Description:Use this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.

. Open-Topped: Description:Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn.
While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
. Battlewagon: Capacity:This model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
. Battlewagon1: Wounds:8-16+|Move:12"|Strength:8|Attacks:6
. Battlewagon2: Wounds:4-7|Move:9"|Strength:6|Attacks6
. Battlewagon3: Wounds:1-3|Move:6"|Strength:4|Attacks3
. Battlewagon: M:*|WS:5+|BS:5+|S:*|T:7|W:16|A:*|Ld:7|Save:4+
. Deff Rolla: Range:Melee|Type:Melee|S:+1|AP:-2|D:2|Abilities:Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.

++ Roster Rules ++


. Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.

. Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.

. Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.


Want to make this as optimal as these models can get, what do you guys think? Maybe change the battlewagon for a trukk to make space for more bodies?

This message was edited 1 time. Last update was at 2021/06/30 12:08:07


 
   
Made in gb
Hungry Ork Hunta Lying in Wait





How are Gorkanauts and Morkanauts doing these days?

I'm mid building a Morkanaut for the avatar of Mork and converting my forge world Rogue Idol into a Gorkanaut for an avatar of Gork and I have no idea how they even do these days!!

I
   
Made in us
Regular Dakkanaut




 Gir Spirit Bane wrote:
How are Gorkanauts and Morkanauts doing these days?

I'm mid building a Morkanaut for the avatar of Mork and converting my forge world Rogue Idol into a Gorkanaut for an avatar of Gork and I have no idea how they even do these days!!

I


Fun but not great. You almost have to pay for their kustom jobs to make them... okay and even then they're expensive. Bringing 2 Gorks and Defftrike and t1 charging is tons of fun though
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Gir Spirit Bane wrote:
How are Gorkanauts and Morkanauts doing these days?

I'm mid building a Morkanaut for the avatar of Mork and converting my forge world Rogue Idol into a Gorkanaut for an avatar of Gork and I have no idea how they even do these days!!

I


I have lots of success with my Morkanaut upgrade with sparkly bits in my buggy list. Not a top tier choice, but it can pull its weight. The Gorkanaut has to rely on the tellyporta/ramming speed clutch to get things done, so it's not that much fun to play.

When you build the model, make sure to look up how magnetize the main gun - it's the only difference between them besides the KFF and it doesn't require any drilling. You can then decide at the drop of a hat which one you want and aren't screwed over when GW nerfs one of them into the ground.

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




 Jidmah wrote:

I have lots of success with my Morkanaut upgrade with sparkly bits in my buggy list. Not a top tier choice, but it can pull its weight. The Gorkanaut has to rely on the tellyporta/ramming speed clutch to get things done, so it's not that much fun to play.

When you build the model, make sure to look up how magnetize the main gun - it's the only difference between them besides the KFF and it doesn't require any drilling. You can then decide at the drop of a hat which one you want and aren't screwed over when GW nerfs one of them into the ground.


I love Mork more personally and have run him more then anyone ever should, but I don't think theres been a single case where he made more then his points back lol.

I will say though, there have been games where the only wounds Morky ever took were from himself. So thats kind of a victory within itself.
   
Made in ca
Longtime Dakkanaut




I have the feeling the 1 CP super aux thing that is lenient for Orks is a sign that those two may finally join the ranks of Super Heavies and given a bit more love.

Too expensive for how durable they are, and can't hide behind obscuring.

Edit: Honestly, they should feel more like a Kill Tank, and that thing is primo right now. And now you can take 1 for a single CP, it's not too bad a tax.

This message was edited 1 time. Last update was at 2021/06/30 17:06:35


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

tulun wrote:
I have the feeling the 1 CP super aux thing that is lenient for Orks is a sign that those two may finally join the ranks of Super Heavies and given a bit more love.

Too expensive for how durable they are, and can't hide behind obscuring.

Edit: Honestly, they should feel more like a Kill Tank, and that thing is primo right now. And now you can take 1 for a single CP, it's not too bad a tax.


I've been mucking about with my BW/Kill tank list and it's been a blast. Not the most competitive but I've had a great time with it. Having the extra CP available isn't always critical, but being able to make ballsier decisions because I have enough for an extra strat in my back pocket has been great.
   
Made in ca
Gargantuan Gargant






tulun wrote:
I have the feeling the 1 CP super aux thing that is lenient for Orks is a sign that those two may finally join the ranks of Super Heavies and given a bit more love.

Too expensive for how durable they are, and can't hide behind obscuring.

Edit: Honestly, they should feel more like a Kill Tank, and that thing is primo right now. And now you can take 1 for a single CP, it's not too bad a tax.


After what happened to Monoliths becoming SHV, I can see that happening, but I'm afraid that in the process they make them more expensive in the process. Either way, good big shoota buffs (and by extension the deffstorm megashoota) in the new codex and some form of improved ramshackle save for the Nauts would be a nice way of upping their survivability and damage output without overly changing their profile.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i really hope they dont do that. But i could see it happening.
Even though we already have a Stompa in that slot and its essentially the same thing, just not priced right at all.

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
Longtime Dakkanaut




 Jidmah wrote:
tulun wrote:
Does that power feel really meh to anyone else?

Out of context, Ork psykers are know 1, cast 1, and if that's his only power other than smite.. big whiff imo.


Yeah, wouldn't have killed them to throw a single squig with a small base in there just for the fun.

I do think that he will get a full discipline, similar to the phobos librarian and the master of possession. Both those disciplines suck though...

Outside the model is ok-ish. I like the boss pole and those hands pretty much allow you to put anything you want in his hands. Still probably the first thing to get cut when I start exceeding my hobby funds.


Completely in agreement, how the hell do you not put a squig model in that box set and deploy it as a unit? its fluffy, fun and wouldn't be game breaking. Massive opportunity lost.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




https://www.forgeworld.co.uk/resources/catalog/product/920x950/99590209004_ColossalSquig01NEW.jpg

They even have a model for it!

This message was edited 1 time. Last update was at 2021/07/01 03:05:06


 
   
 
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