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![[Post New]](/s/i/i.gif) 2021/07/22 13:17:21
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Tremble wrote:Love that list Jidmah!
I think I will probably try something very similar, probably drop the KBB and 3 bikes and fit in a Burna Bomber.
That's mostly due to models and my love of Ork planes though!
May try and squeeze in my wazbomb as well!
Yeah, you could easily switch the large FA block around to fit your favorite models. Right now I have added one of buggy mostly because I want to find out which ones are worth it and which ones are not. I'm not even that sold on the third unit of trukkboyz, so you might save points there but just running 'orrible lads or a unit of shoota boyz with a rokkit.
Putting beastsnaggas in a separate snakebite detachment seems like a no-brainer though. +1 to wound is just too powerful and deny the witch for 1 CP is nothing to sneeze at.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/22 13:27:16
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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Jidmah wrote:
Putting beastsnaggas in a separate snakebite detachment seems like a no-brainer though. +1 to wound is just too powerful and deny the witch for 1 CP is nothing to sneeze at.
Wouldn't you need warlord to be snakebites?
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This message was edited 1 time. Last update was at 2021/07/22 13:28:25
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![[Post New]](/s/i/i.gif) 2021/07/22 13:30:51
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Lysit wrote:Jidmah wrote: Putting beastsnaggas in a separate snakebite detachment seems like a no-brainer though. +1 to wound is just too powerful and deny the witch for 1 CP is nothing to sneeze at. Wouldn't you need warlord to be snakebites? Ah, drat, you're right. +1 to wound still beats one re-roll easily, especially since all of them have medium strength. But this makes goff look like a good option for them as well... hum.
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This message was edited 1 time. Last update was at 2021/07/22 13:32:07
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/22 13:33:41
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Please note, warbiker nob can only take one weapon. He doesn't get PK/Choppa, he can only take one.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2021/07/22 13:46:35
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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lessthanjeff wrote: addnid wrote:The list I suspect I will be bringing Saturday, unless someone with a better Finkin Kap gives me a better idea !
Any thoughts ? Do you spot any errors in the list ? I initially thought about bringing 3*1 mek gunz instead of one the kannonwagons, but they trigger the "kill more" secondary a little too easily. But I am unsure... Also I have never tried kanonwagons yet, so I figured I might as well now, as they combo quite well with speedwaagh. This list may use the waagh or the speedwaagh, depending on the situation.
Thanks in advance for any Orkput you fellas might provide. Waaagh to all ya gitz
One issue I see is stormboyz nobz can't take big choppas. They only get a powerklaw as an option.
Ah thanks, I will scrap the big choppa and find something else then to spend 5 points on.
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Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/07/22 13:51:13
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Jidmah wrote: Lysit wrote:Jidmah wrote:
Putting beastsnaggas in a separate snakebite detachment seems like a no-brainer though. +1 to wound is just too powerful and deny the witch for 1 CP is nothing to sneeze at.
Wouldn't you need warlord to be snakebites?
Ah, drat, you're right. +1 to wound still beats one re-roll easily, especially since all of them have medium strength.
But this makes goff look like a good option for them as well... hum.
in a sense for Squig units it still makes sense to do this since Squig units get +1 to wound on the charge, which is pretty dang huge. Kulture benefits arent blocked by warlord, just the strats/relics for some reason.
And they kinda dont benefit that much from other kultures except Goff anyway.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 14:12:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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kirotheavenger wrote:Personally I don't think those are modifiers to the attack, it's a modifier to the weapon they're holding which isn't the same thing. Also thematically I think it makes no sense either. It's definitely ambiguous though and I hope gets clarification. i was just thinking that infantry shooting gets literally zero buff to damage from neither waaagh, so i would assume that it may be correct that infantry in open topped vehicles would shoot with more damage when the speed waaagh happens. This way infantry like tankbustas, lootas and flash gitz would receive a buff as well. Because right now, they dont get jack gak from any waaagh. And -1 AP to a vehicle is not a modifier? i would assume it was.
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This message was edited 1 time. Last update was at 2021/07/22 14:16:31
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/22 14:16:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battleship Captain
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I would have really liked to see a "Dakka Waaagh", it's a shame that they didn't offer anything for that style of play.
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![[Post New]](/s/i/i.gif) 2021/07/22 14:17:23
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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Beardedragon wrote: kirotheavenger wrote:Personally I don't think those are modifiers to the attack, it's a modifier to the weapon they're holding which isn't the same thing.
Also thematically I think it makes no sense either.
It's definitely ambiguous though and I hope gets clarification.
i was just thinking that infantry shooting gets literally zero buff to damage from neither waaagh, so i would assume that it may be correct that infantry in open topped vehicles would shoot with more damage when the speed waaagh happens.
This way infantry like tankbustas, lootas and flash gitz would receive a buff as well. Because right now, they dont get jack gak from any waaagh
That's my thought as well Beardedragon.
As far as "modifier to attack" vs "modifier to weapon", wow. We're really getting down to the nats ass on things huh? How is it not thematic for a wartrike to call a speedwaagh, a bunch of lootas jump in a trukk and get a bonus to shoot? Sometimes I wonder if people actually believe the things they say on the internet.
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This message was edited 1 time. Last update was at 2021/07/22 14:17:52
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![[Post New]](/s/i/i.gif) 2021/07/22 14:20:30
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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modifiers are things that affect your die roll.
AP does not affect YOUR die roll.
Yeah, GW is confusing like that. They tend to act like they precisely define everything and yet they write rules like they assume we know wtf they mean by buzzwords like modifiers.
I dont get whats with GW's issue with transports, across the board but most noticeably in orks they keep screwing transports over.
KFF doesnt work on the vehicle youre embarked on now...for some reason
Still cant fix a vehicle youre in (which would have made spannas somewhat useful)
Auras dont work...for some reason (not even if the aura is inside said vehicle, which doubly makes no sense)
Cant Psyker out of one but can shoot?
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 14:25:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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Vineheart01 wrote:modifiers are things that affect your die roll.
AP does not affect YOUR die roll.
Yeah, GW is confusing like that. They tend to act like they precisely define everything and yet they write rules like they assume we know wtf they mean by buzzwords like modifiers.
I dont get whats with GW's issue with transports, across the board but most noticeably in orks they keep screwing transports over.
KFF doesnt work on the vehicle youre embarked on now...for some reason
Still cant fix a vehicle youre in (which would have made spannas somewhat useful)
Auras dont work...for some reason (not even if the aura is inside said vehicle, which doubly makes no sense)
Cant Psyker out of one but can shoot?
Is that defined somewhere?
I just don't understand how you can call something an army-wide rule if a large portion of the units in your army don't benefit from it. Actually, now that I think about it, tankbustas, burnas, and flash gitz don't benefit from a single one of our army wide rules. I guess lootas do because *dakka weapons*.
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![[Post New]](/s/i/i.gif) 2021/07/22 14:27:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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thats the issue, its not defined like a big bold section called MODIFIERS: This is what they are. The closest we got is the MODIFYING CHARACTERISTICS paragraph which doesnt really answer gak
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This message was edited 1 time. Last update was at 2021/07/22 14:29:38
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 14:35:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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I fall in the camp of: I doubt the bonus will end up transfering to the passengers in trukks, but I certainly understand the ambiguity. I'd ask GW about and hopefully we'll get a ruling one way or another in the first FAQ but until then I wouldn't play as if you get the bonus unless you ask your opponent and they okay it.
In the interim you could shoot an email asking the goonhammer boyz on their take on it to get a public (albeit still completely unofficial ruling).
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![[Post New]](/s/i/i.gif) 2021/07/22 14:35:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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![[Post New]](/s/i/i.gif) 2021/07/22 15:16:27
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Alright gang I've got a bit of a 'challenge mode' concept I'd like help on:
What's the best Gretchin Revolooshunary Committee list you can come up with?
I've got a number of 'cheatsies' models that I generally use as various proxies, so we're not entirely limited to gretchin units only. I'll put the model I have, and then what I typically proxy the model as, though I am open to other suggestions.
Proxy Collection:
Official models collection:
typically, the grotvolushun list has used Cheeky Zoggerz paired with Painboyz to make a huge blob of gretchins something that approaches "tough", and have a bunch of gretchins backed up by 30x 'squig' choppa boyz and killa kanz boosted up by a banner nob. The Manglers took the Forktress KJ and the fanatic nobz and Killa Klaw smashboss would ride in that to threaten somewhere off the main front, and then a line of smasha guns would hold the fort on the rear objectives trying to crack open armored targets.
Now...man, it's tough to know where to start. I'm thinking 15-man gretchin blobs so they can be scoring Green Tide, megaboss to call the waagh embarked inside the bonebreaka with the fanatic nobz. Squigs may now be Beast Snagga boyz as Grot Shields is now even better to keep them protected as the anti-infantry teeth of the main horde.
For now, until Grot Tanks get the updated rules for Rokkits, leaving the tanks and megatanks out in favor of Killa Kanz and Mek Gunz seems wise.
Here's my first draft:
Weirdboy with Fists and Warboss and nobz pile in to the Bonebreaka squigs to go off and project their own threat area, Painboy and Runtherd try to keep order in The Grot Zone, stank grots try to get forward and stank up the enemy lines somehow, rest of the grots basically serve as meatshields to deliver the killa kanz/snagga squigs and deff dread. All guns are designed to kill heavy targets as heavy targets are typically what threatens vehicles, usually i go for this as this is kind of a 'deceptive horde list' where I put down a lot of infantry bodies but theyre just generally garbage and the points are actually in the vehicles.
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This message was edited 1 time. Last update was at 2021/07/22 15:16:45
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/07/22 16:02:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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The only thing I can think of is trying to make an orible gitz specialist bomb… if you can find a way to somehow get that unit inside your opponents deployment zone and are able to spread it out to get within 3in of thier units. It makes any unit it’s near have a mass -1 to hit shooting debuff.
I just don’t see any way to make that work in a reasonable manner. It also doesn’t have survivability to last..
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![[Post New]](/s/i/i.gif) 2021/07/22 16:07:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
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kirotheavenger wrote:I would have really liked to see a "Dakka Waaagh", it's a shame that they didn't offer anything for that style of play.
So very much this.
It could be as simple as "All Dakka weapons gain +1 shot and -1AP" and then one turn of just half that.
Wouldn't even have to be ALL shooting weapons (tho that'd be nice) but something for the bosses that like hearing the guns blaze more than they like gettin' stuck in.
Ah, for a chance to make a 9.1 version...
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![[Post New]](/s/i/i.gif) 2021/07/22 16:29:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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Wakshaani wrote: kirotheavenger wrote:I would have really liked to see a "Dakka Waaagh", it's a shame that they didn't offer anything for that style of play.
So very much this.
It could be as simple as "All Dakka weapons gain +1 shot and -1AP" and then one turn of just half that.
Wouldn't even have to be ALL shooting weapons (tho that'd be nice) but something for the bosses that like hearing the guns blaze more than they like gettin' stuck in.
Ah, for a chance to make a 9.1 version...
Edit: I see the point now.
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This message was edited 1 time. Last update was at 2021/07/22 16:34:42
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![[Post New]](/s/i/i.gif) 2021/07/22 16:31:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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no he didnt?
He mentioned everything gets that, not just vehicles/bikers. Which is the issue since a good deal of our dakka is on infantry models.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 16:35:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
Vihti, Finland
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Wait, you can upgrade only 1 unit per detacment with Specialist mob rule, one of each?
Well there goes that Trukk boy army...
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This message was edited 2 times. Last update was at 2021/07/22 16:37:02
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![[Post New]](/s/i/i.gif) 2021/07/22 16:39:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Yup, that is part of the reason almost all of the subkultures are unusuable gak. Either by design (trukkboyz) or by virtue they still technically work but lose out on ALL the possible support that would actually make them do something.
One exception imo is the one for meganobz to get +1 to hit. Just tellyport them, they wont be getting character buffs anyway.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 17:01:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Still though.. it does say that the -AP bonus is given to orks IN an orks vehicle. i would still argue its a weird way of saying just vehicles. If we went by the idea that "in an orks vehicle" then the vehicles would receive the + to their dakka weapons, and can advance and charge without penalties to assault weapons. Then the shooting infantry that can sit in the vehicles actually get buffs. Again, that way everyone, vehicle, melee and shooting infantry could one way or the other get buffed. Maybe im over looking in to things, but i still dont understand why "In an orks vehicle" should not be embarked units rather than the vehicle itself. everyone gets a buff then. I feel like that would be the most sensible things to do. Just over increasing vehicles shooting power and give no gaks about infantry shooting just seem really really weird.
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This message was edited 3 times. Last update was at 2021/07/22 17:04:38
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/22 17:12:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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"in an ork vehicle or ork biker UNIT"
vehicles can be units. They would say "embarked" otherwise, since thats the term used for every rule that does affect units in a vehicle.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 17:14:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Vineheart01 wrote:"in an ork vehicle or ork biker UNIT"
vehicles can be units. They would say "embarked" otherwise, since thats the term used for every rule that does affect units in a vehicle.
oh yea i see what you're saying.
Dang! i so wanted more buffs to infantry shooting in a waaagh to happen
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/22 17:59:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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!!Goffik Rocker!!
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Buggies are nuts, I think they're getting a nerf soon. They sure are too good for the points.
I guess, it's the backward swing from mellee horde being the way to go in 8.
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![[Post New]](/s/i/i.gif) 2021/07/22 18:02:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Sneaky Kommando
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Something occurs to me about the killchoppa, sorry if it's already been discussed - maybe someone can tell me if I've got this right. You can give it to the squig-riding boss, and also give him brutal but kunning. Any attacks with the squig jaws that don't make it to "inflict damage" can then be rolled again with the killchoppa - including any sixes that inflict mortal wounds, since they inflict mortal wounds and the attack sequence ends before reaching the "inflict damage" step. Same with the killchoppa itself - it inflicts mortal wounds during the wound roll, so if your opponent then saves the rest of the damage with an invul or something you can roll those attacks again, but you still get to inflict your mortal wound, and you get another chance to inflict mortal wounds when you roll your attacks again.
Seems a good way to get a fair number of mortal wounds out of a character in melee.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2021/07/22 18:04:08
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazy Grot Kutta Driva
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Nice, Meganobs with 2 killsaws still get their bonus attack and the Dragstas Shokk rifle is still assault and treated as having BS3+.
Also I really like the idea of putting 20 Flash Gits in a battlewaggon.
Too bad the ammo runts don't count as models any more to die first in explosions.
Oh and full chapter master Goff melee rerolls with Ghazzi. Might be cool to reroll all 1-
4 results on a buffed unit to get more 5s and 6s.
And the Crusade rules are really cool. There is a mechanic that characters with more experience as your Warlord must challenge him and they fight in a little mini game against each other for the right to be the Warlord.
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![[Post New]](/s/i/i.gif) 2021/07/22 18:32:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Opinions? Maybe another bug…
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This message was edited 1 time. Last update was at 2021/07/22 18:32:59
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![[Post New]](/s/i/i.gif) 2021/07/22 18:52:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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oh look another "untargetedable unit" issue. Not the first one to pop up and wont be the last, it'll get addressed eventually
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/07/22 19:03:25
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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office_waaagh wrote:Something occurs to me about the killchoppa, sorry if it's already been discussed - maybe someone can tell me if I've got this right. You can give it to the squig-riding boss, and also give him brutal but kunning. Any attacks with the squig jaws that don't make it to "inflict damage" can then be rolled again with the killchoppa - including any sixes that inflict mortal wounds, since they inflict mortal wounds and the attack sequence ends before reaching the "inflict damage" step. Same with the killchoppa itself - it inflicts mortal wounds during the wound roll, so if your opponent then saves the rest of the damage with an invul or something you can roll those attacks again, but you still get to inflict your mortal wound, and you get another chance to inflict mortal wounds when you roll your attacks again.
Seems a good way to get a fair number of mortal wounds out of a character in melee.
The killchoppa does a bonus mortal wound - it doesn't stop the attack sequence. The squig's jaws does, so you would translate a 6 on the squig jaws to a bonus attack with the beast choppa, but that's more I would call 'amusing' than 'something you should actually plan around.'
....Oh, you're saying if you roll a 6 with the kilchoppa you deal the MW and I save the regular wound you then get to swing again.
Yeah, that's decently good. I wonder what the damage numbers look like between BBC/Kilchoppa squigosaur boss (Hey, dakka mods, I've got a new acronym for you to program in pretty please! The people need context!) and named character squiggo mcsharksquig.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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