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Made in de
Krazy Grot Kutta Driva





Behind enemy lines excludes Aircraft and Teleport homers only finishes at the end of your turn if you are TROOPs, but our bikes only get ObSec
So both Secondaries are pretty bad with Speedmob.

   
Made in pt
Maniacal Gibbering Madboy





Beardedragon wrote:
Forceride wrote:
Beardedragon wrote:
 Jidmah wrote:
I agree with that assessment, but the extra AP is modifying a characteristic of a weapon, not the roll itself.

It's similar to how degrading BS of a raider doesn't affect the passengers shooting from the damaged transport.


i see where you are going.

I wish that GW wouldnt be such tea pots about FAQs its like: Hey guys! we finally made it clear with an FAQ!

except its not clear at all. i mean it cleared up the trukk boyz +1 to hit for vehicles, sure and other things. but it keeps the AP part pretty murky. Why not just add a note stating: yes it works, or no it doesnt.


I am not sure what you don't understand or is unclear. Jidmah already posted the rule and it mention ALL MODIFIERS.

Here's a link for what modifiers means: https://www.goonhammer.com/ruleshammer-dice-dice-modifiers-re-rolls-and-modifying-characteristics/#Dice_Modifiers


What?

I say AP is a modifier to your ranged attack because it actively changes the die you need from a 3+ to a 4+ if i get 1 extra AP while shooting at a standard space marine.

Jidmah says that it may not work that way because it modifies the characteristics of the weapon itself. And by all means he might be correct.

I say its murky waters still because it says:
"If a Transport model is under the effects of an ability which
would apply a modifier to a dice roll made when making a
ranged attack (such as a modifier to its hit rolls, wound rolls,
etc.) the same modifier applies each time an embarked model
makes a ranged attack.
"
As i see it, its within the realms of ranged attacks (a ranged attack being a hit roll, wound roll, save roll, damage roll and technically damage allocation i suppose). Save rolls (which are directly affected by AP) are part of that ranged attack that im making, even though my opponent has to make the roll. Does AP being a weapon characteristic stop it from working as a modifier even though it modifies my opponents save roll? I dont know. I would like to believe that it does, but im open for the idea that it doesnt. Because at the end of the day, i dont know. Nor do half the ork community.

As far as im aware theres no clear cut list of all modifiers because it ends with etc. (et cetera or in common folk tongue, "so on and so on"). Like 33% of the ork players i meet, even online, dont even know that modifiers given to a vehicle is given to the passengers, so that narrows it sort of down to a very small group of people you can even discuss these things with. Because at the end of the day, not many other factions except for orks make use of open topped transports where this could be relevant to begin with.

So no, i DONT think its clear cut whether you are meant to get -1AP on shoota boyz in a vehicle during a speedwaaagh or not. Because of anything, GWs writing skills is like that of a toddler. They always over complicate things. As things are right now, im not giving my infantry an extra AP, nor did i do that by the previous FAQ. I was hoping this FAQ made me smarter but it didnt.

Being part of the Ork group on facebook where the admin pinned a post stating that you DO indeed get the extra AP just makes it even more confusing. So you have some orks that says: sure it works, and others that says: nah it dont work. And i cant make a list based on: it could work, or it might not work". So i hate that GW has to be so ambiguous about what they want.

I just want it to be clear so that we can all agree on how it works. And the reason people dont agree is because GW write things in a less than precise way.


You seem to have not picked up the DICE i forgot to add and edited afterwards... my bad there.

Your conclusion is correct and there is a small piece at the end of the article that dives a bit on something similar with ignore AP , -1 AP is a characteristics modifier, so no the boarded models don't get it that modifier.

Also scummy edit but just to clarify further, i assume your talking about Bad Moons trait:
"Each time a model with this kultur makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1." This is where the confusion might be coming from has ypu can see it mentions the characteristics not the roll itself

I do agree it's easy to get confused, even i though the same ate first, but the link i posted it makes the distinction between the 2 types of modifiers available.

I do have a thought coming up though that if a stratagem that applies DICE modifiers applied to the transport also affect's the embarked units, something like the opportunist stratagem from Deathskulls?

One last Edit i promise
Question to the old guard, but the way i read this is that characteristic modifier are independent of dice modifiers, does that mean that something like a shockattack dragsta with it's rule set's ballistic skill to it's main weapon to 3 and the +1 from freebota can be added on top? I though this was not possible, am i reading this wrong? Or is it just wishful thinking from my part?


Automatically Appended Next Post:
Also whish to post 2 new list available for those that do not wish to use the army of renown

https://www.youtube.com/watch?v=w8FPEgDgwUM

Starts at 3:07, a Deathskull army and a Goff pressure

Deathskull takes advantage of opportunist with comb-skorcha from meganobz

Goff has a really nice squigboyz/battlewagon

I really liked both.

This message was edited 6 times. Last update was at 2022/04/09 18:14:15


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Grotrebel wrote:
Behind enemy lines excludes Aircraft and Teleport homers only finishes at the end of your turn if you are TROOPs, but our bikes only get ObSec
So both Secondaries are pretty bad with Speedmob.



Agree. I play Homers just in case of wide deployment, small, slow and non-shooting opponent and crazy mood.


Anyway. I was on a tournament today.

ES speed mob. 16 players. I finished 7. with w-l-w

Spoiler:


++ Outrider Detachment -3CP (Orks) [43 PL, 855pts, 9CP] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Evil Sunz

Detachment Command Cost [-3CP]

Unit Filter: Hide Legends Units

+ HQ +

Warboss on Warbike [6 PL, 115pts]: Killsaw

+ Fast Attack +

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Megatrakk Scrapjets [5 PL, 100pts]
. Megatrakk Scrapjet

Rukkatrukk Squigbuggies [18 PL, 330pts]
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 230pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field, 2x Supa Shoota

++ Outrider Detachment 0CP (Orks) [72 PL, 1,145pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Warlord

+ Fast Attack +

DeffKoptas [16 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

DeffKoptas [16 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Warbikers [8 PL, 100pts]
. Boss Nob: Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [8 PL, 100pts]
. Boss Nob: Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [8 PL, 100pts]
. Boss Nob: Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

+ Flyer +

Wazbom Blastajet [10 PL, 230pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field, 2x Supa Shoota

++ Total: [115 PL, 9CP, 2,000pts] ++

Created with BattleScribe


1. Custodes - mission 31. win. For some reason the guy had no bikes. Just a bunch of dreadnoughts and infantry. Bad shooting and slow. Terribly hard to kill. Easy to score with the speedmob via Engage, TTL and Bitz.

2. Stampede - mission 11. Stampede first time in my life! Lost. The only game I put the wazbooms and Koptas in DS and it was a bad decision. The Bugs have too many wounds. I need to kill tham asap. In deep deployments, it was possible to screen their alpha strike out to protect my koptas and wazbooms. And his bugs screened out my Koptas and Wazbooms so de facto I was not able to shoot him efectively for 2 turns. That was bad.

3. Necrons - mission 33. Nice victory. Despite some stupid fails in positioning on my side, he was wiped on the end. Next time I should do it faster.

Lessons learned
- Engage with wazbooms and Koptas in DS is a very stupid idea. Can' t score T1 and if they screen you out, you cannot score it T2 either.
- There is really no reason to pay CP for extra relic and trait on second warbos. It ' s just a cool Kannonfutter with the obsec. Dies anyway.
- crucial is to have more smaller units to feed the opponent, control, screen, score.
- simple Scrapjet hits like a wet noodl mostly.
- I like the speedmob. It is fun to play. Lot of movement, no auras, no rerolls. Cool



Automatically Appended Next Post:
- Badskull Banner Warboss on Warbike is definitely something to consider. Againts some builds (custodes) pretty crucial.

On the end the only I use from ES is Move after Shooting. The rest is very situational and mostly useless.

This message was edited 2 times. Last update was at 2022/04/10 06:36:59


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

Forceride wrote:
Beardedragon wrote:
Forceride wrote:
Beardedragon wrote:
 Jidmah wrote:
I agree with that assessment, but the extra AP is modifying a characteristic of a weapon, not the roll itself.

It's similar to how degrading BS of a raider doesn't affect the passengers shooting from the damaged transport.


i see where you are going.

I wish that GW wouldnt be such tea pots about FAQs its like: Hey guys! we finally made it clear with an FAQ!

except its not clear at all. i mean it cleared up the trukk boyz +1 to hit for vehicles, sure and other things. but it keeps the AP part pretty murky. Why not just add a note stating: yes it works, or no it doesnt.


I am not sure what you don't understand or is unclear. Jidmah already posted the rule and it mention ALL MODIFIERS.

Here's a link for what modifiers means: https://www.goonhammer.com/ruleshammer-dice-dice-modifiers-re-rolls-and-modifying-characteristics/#Dice_Modifiers


What?

I say AP is a modifier to your ranged attack because it actively changes the die you need from a 3+ to a 4+ if i get 1 extra AP while shooting at a standard space marine.

Jidmah says that it may not work that way because it modifies the characteristics of the weapon itself. And by all means he might be correct.

I say its murky waters still because it says:
"If a Transport model is under the effects of an ability which
would apply a modifier to a dice roll made when making a
ranged attack (such as a modifier to its hit rolls, wound rolls,
etc.) the same modifier applies each time an embarked model
makes a ranged attack.
"
As i see it, its within the realms of ranged attacks (a ranged attack being a hit roll, wound roll, save roll, damage roll and technically damage allocation i suppose). Save rolls (which are directly affected by AP) are part of that ranged attack that im making, even though my opponent has to make the roll. Does AP being a weapon characteristic stop it from working as a modifier even though it modifies my opponents save roll? I dont know. I would like to believe that it does, but im open for the idea that it doesnt. Because at the end of the day, i dont know. Nor do half the ork community.

As far as im aware theres no clear cut list of all modifiers because it ends with etc. (et cetera or in common folk tongue, "so on and so on"). Like 33% of the ork players i meet, even online, dont even know that modifiers given to a vehicle is given to the passengers, so that narrows it sort of down to a very small group of people you can even discuss these things with. Because at the end of the day, not many other factions except for orks make use of open topped transports where this could be relevant to begin with.

So no, i DONT think its clear cut whether you are meant to get -1AP on shoota boyz in a vehicle during a speedwaaagh or not. Because of anything, GWs writing skills is like that of a toddler. They always over complicate things. As things are right now, im not giving my infantry an extra AP, nor did i do that by the previous FAQ. I was hoping this FAQ made me smarter but it didnt.

Being part of the Ork group on facebook where the admin pinned a post stating that you DO indeed get the extra AP just makes it even more confusing. So you have some orks that says: sure it works, and others that says: nah it dont work. And i cant make a list based on: it could work, or it might not work". So i hate that GW has to be so ambiguous about what they want.

I just want it to be clear so that we can all agree on how it works. And the reason people dont agree is because GW write things in a less than precise way.


You seem to have not picked up the DICE i forgot to add and edited afterwards... my bad there.

Your conclusion is correct and there is a small piece at the end of the article that dives a bit on something similar with ignore AP , -1 AP is a characteristics modifier, so no the boarded models don't get it that modifier.

Also scummy edit but just to clarify further, i assume your talking about Bad Moons trait:
"Each time a model with this kultur makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1." This is where the confusion might be coming from has ypu can see it mentions the characteristics not the roll itself

I do agree it's easy to get confused, even i though the same ate first, but the link i posted it makes the distinction between the 2 types of modifiers available.

I do have a thought coming up though that if a stratagem that applies DICE modifiers applied to the transport also affect's the embarked units, something like the opportunist stratagem from Deathskulls?

One last Edit i promise
Question to the old guard, but the way i read this is that characteristic modifier are independent of dice modifiers, does that mean that something like a shockattack dragsta with it's rule set's ballistic skill to it's main weapon to 3 and the +1 from freebota can be added on top? I though this was not possible, am i reading this wrong? Or is it just wishful thinking from my part?


Automatically Appended Next Post:
Also whish to post 2 new list available for those that do not wish to use the army of renown

https://www.youtube.com/watch?v=w8FPEgDgwUM

Starts at 3:07, a Deathskull army and a Goff pressure

Deathskull takes advantage of opportunist with comb-skorcha from meganobz

Goff has a really nice squigboyz/battlewagon

I really liked both.



Im not talking about bad moon traits? I would mention it if i were. Units in vehicles still get their own detatchment rules so obviously your shoota boys get -1AP on wound rolls of 6 while sitting in a trukk. So yes the bad moon trait is still usable in vehicles.


Im purely talking about units sitting in a vehicle during a Speed waaagh gaining the extra AP value. Its not kulture related. Also i dont see anywhere in the article that explains what you are talking about. Im not saying it isnt there, i just dont see it. An article not related to AP modifiers but specifically talking about AP ignoring abilities dont seem to me to correlate to each other. I dont see the connection between whether AP is a modifier or not based on an article related to ignoring AP values.

The only thing i would get from it is the same thing jidmah talked about earlier, that its a characteristic, and characteristics arent modifiers. And while i agree to that, the fact also still remains that the extra AP DOES modify your enemys save roll by making the dice roll they have to get to save the unit worse. So i would say its still up to debate.

If a vehicle has a modifier to its dice roll during a ranged attack (ranged attack being a hit roll, wound roll, save roll, damage roll), the embarked units receive the same modifier. Making someones save roll worse is by all means a modifier as it modifies their save roll. At the very least its still debatable i would say, especially because it ends with "etc" after mentioning hit rolls and wound rolls. It never fully explains whether save rolls are part of it or not which would be related to AP then.

This message was edited 7 times. Last update was at 2022/04/10 09:21:33


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

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





Prague

This is also very good reason why play speedmob

This message was edited 1 time. Last update was at 2022/04/10 10:06:40


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

 Tomsug wrote:
This is also very good reason why play speedmob


true. I attempt to play vehicle heavy speed waagh or goff infantry in general.

I dont use any lists that even relate to this issue. but if it were clarified by GW then i probably would if it worked.

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

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





Prague

Yeah…

The fact is that it´s actualy pretty sad and shame…

This message was edited 1 time. Last update was at 2022/04/10 11:09:03


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in pt
Maniacal Gibbering Madboy





Beardedragon wrote:


Im not talking about bad moon traits? I would mention it if i were. Units in vehicles still get their own detatchment rules so obviously your shoota boys get -1AP on wound rolls of 6 while sitting in a trukk. So yes the bad moon trait is still usable in vehicles.


Im purely talking about units sitting in a vehicle during a Speed waaagh gaining the extra AP value. Its not kulture related. Also i dont see anywhere in the article that explains what you are talking about. Im not saying it isnt there, i just dont see it. An article not related to AP modifiers but specifically talking about AP ignoring abilities dont seem to me to correlate to each other. I dont see the connection between whether AP is a modifier or not based on an article related to ignoring AP values.

The only thing i would get from it is the same thing jidmah talked about earlier, that its a characteristic, and characteristics arent modifiers. And while i agree to that, the fact also still remains that the extra AP DOES modify your enemys save roll by making the dice roll they have to get to save the unit worse. So i would say its still up to debate.

If a vehicle has a modifier to its dice roll during a ranged attack (ranged attack being a hit roll, wound roll, save roll, damage roll), the embarked units receive the same modifier. Making someones save roll worse is by all means a modifier as it modifies their save roll. At the very least its still debatable i would say, especially because it ends with "etc" after mentioning hit rolls and wound rolls. It never fully explains whether save rolls are part of it or not which would be related to AP then.


I don't exactly see it your way. What i understood from the article is that there are 2 types of modifiers. Characteristic and dice. As an example characteristic affects the profile while dice affects a dice. I am reading as RAW and the reason i though you mentioned Bad Moonz is because it clary mentions that it changes the characteristics of the attacks. I wish to remind you that in rule page 200 and 203 it says "all characteristic modifiers are cumulative." this is an important distinction because dice modifiers are not stackable as in rule page 18 and 220 where it states that hit and wound roles are not stackable.

So the first stipulation is reading the rule, is it a dice or characteristic modifier. In the rule it says dice so I go by that as in RAW.

I also not sure your right about Bad Moons triggering for embarked, this would cause a precedent where relics and traits from warlords would then be legal to trigger. I am trying to find the rule, but my understanding when a model is embarked it is effectively none existent so no trait can affect it.

For this reason anything from inside the vehicle would not affect it in anyway or shape unless it states otherwise in the rule, what i believe you can argue is because the vehicle is doing ranged attacks and is of bad moons culture the attacks should take the AP but even that would be a stretch because we are back to the what is a characteristic or a dice roll that i mentioned before.

Yes the AP does modify the dice roll but you have to understand that dice rolls are not stackable else AP would not stack that's the other reason for me to classify it as a characteristic modifier.

I also don't think the waaagh bonus affects the embarked units:

1.ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
2.Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration characteristic of that attack by 1.


the second line of the rule reads characteristics, this is why i made the distinction between characteristic rolls and dice ones.
   
Made in dk
Longtime Dakkanaut




Danmark

Its a fact that embarked models still get their own detatchment rules (klan kulture).

Embarked shoota boyz would still get -1AP on a wound roll of 6.

I cant remember where it was written but i think it was an FAQ. it was written long ago.

Edit: i think its from january 2022. found on goonhammer:
https://www.goonhammer.com/ruleshammer-40k-qa-january-21-2022/

"Any abilities (including Detachment abilities) that models in an embarked unit have, or that their weapons have, continue to apply when they make ranged attacks."

And again, you could be right about the AP thing.

But as things are right now I would argue you could also be wrong. So i just dont make any lists revolving around the issue. I run vehicle heavy freebootas or goff infantry. I dont have enough vehicles for an actual army of renown though.

This message was edited 7 times. Last update was at 2022/04/10 12:28:41


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

- About Dawn of War 3 
   
Made in pt
Maniacal Gibbering Madboy





I have to agree with you, GW really makes a poor job making things clear.

So i scavenged the rare rules section of the core, bare in mind this is not updated with Jidmah rule.

https://www.warhammer-community.com/wp-content/uploads/2020/08/lKo58OjfYV7Ysecp.pdf

head page 8
*Page 363, Rare Rules
Shooting Whilst Embarked on a Transport

Has you can see the only thing that GW did was adding the dice in front of the modifier... in other words, if i am right, it's basically another nerf, because the previous rule stated ANY modifier so it actually made things more complex

Also yeah the rule you mentioned makes so that Bad Moons trait applies but the waagh buff will not.

This message was edited 1 time. Last update was at 2022/04/10 12:35:11


 
   
Made in dk
Longtime Dakkanaut




Danmark

Forceride wrote:
I have to agree with you, GW really makes a poor job making things clear.

So i scavenged the rare rules section of the core, bare in mind this is not updated with Jidmah rule.

https://www.warhammer-community.com/wp-content/uploads/2020/08/lKo58OjfYV7Ysecp.pdf

head page 8
*Page 363, Rare Rules
Shooting Whilst Embarked on a Transport

Has you can see the only thing that GW did was adding the dice in front of the modifier... in other words, if i am right, it's basically another nerf, because the previous rule stated ANY modifier so it actually made things more complex


exactly. GW makes things super complicated for no reason.

IF you get AP from being embarked in a vehicle during a speed waaagh, then that opens up for a multitude of potential combos. But for as long as its not clear, we cant open up for those combos and make lists based around it.

a dedicated Ork FAQ stating: IT EFFING WORKS! would be really appreciated! hell, just stating that it DOESNT work would be great too. Then i dont need to think about it anymore and can move on.

This message was edited 2 times. Last update was at 2022/04/10 12:34:40


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

- About Dawn of War 3 
   
Made in pt
Maniacal Gibbering Madboy





Beardedragon wrote:
Forceride wrote:
I have to agree with you, GW really makes a poor job making things clear.

So i scavenged the rare rules section of the core, bare in mind this is not updated with Jidmah rule.

https://www.warhammer-community.com/wp-content/uploads/2020/08/lKo58OjfYV7Ysecp.pdf

head page 8
*Page 363, Rare Rules
Shooting Whilst Embarked on a Transport

Has you can see the only thing that GW did was adding the dice in front of the modifier... in other words, if i am right, it's basically another nerf, because the previous rule stated ANY modifier so it actually made things more complex


exactly. GW makes things super complicated for no reason.

IF you get AP from being embarked in a vehicle during a speed waaagh, then that opens up for a multitude of potential combos. But for as long as its not clear, we cant open up for those combos and make lists based around it.

a dedicated Ork FAQ stating: IT EFFING WORKS! would be really appreciated! hell, just stating that it DOESNT work would be great too. Then i dont need to think about it anymore and can move on.


We are talking GW, your expecting competece from them is a stretch... But yeah i know what you mean. But here is a bit you might want to think about the shockattack dragsta might effectively hit on 2 with freebota and still be legal, i can't find anything saying otherwise
   
Made in dk
Longtime Dakkanaut




Danmark

Forceride wrote:
Beardedragon wrote:
Forceride wrote:
I have to agree with you, GW really makes a poor job making things clear.

So i scavenged the rare rules section of the core, bare in mind this is not updated with Jidmah rule.

https://www.warhammer-community.com/wp-content/uploads/2020/08/lKo58OjfYV7Ysecp.pdf

head page 8
*Page 363, Rare Rules
Shooting Whilst Embarked on a Transport

Has you can see the only thing that GW did was adding the dice in front of the modifier... in other words, if i am right, it's basically another nerf, because the previous rule stated ANY modifier so it actually made things more complex


exactly. GW makes things super complicated for no reason.

IF you get AP from being embarked in a vehicle during a speed waaagh, then that opens up for a multitude of potential combos. But for as long as its not clear, we cant open up for those combos and make lists based around it.

a dedicated Ork FAQ stating: IT EFFING WORKS! would be really appreciated! hell, just stating that it DOESNT work would be great too. Then i dont need to think about it anymore and can move on.


We are talking GW, your expecting competece from them is a stretch... But yeah i know what you mean. But here is a bit you might want to think about the shockattack dragsta might effectively hit on 2 with freebota and still be legal, i can't find anything saying otherwise


I think everyone plays it that way. It doesnt get +2 to hit as it did in 8th edition it hits as if it had a ballistic skill of 3. If its ballistic skill is 3 it can still get +1 to hit to hit on 2s so yea.

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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




I had never looked at the SJD like that before...i don't see why it would be illegal honestly. The Freeboota kulture says
each time an attack is made by another FREEBOOTERZ unit with this kultur from your army, add 1 to that attack's hit roll.


And the special rule for SJD is
Each time a model from this unit makes an attack with a kustom shokk rifle, treat that model as having a Ballistic Skill characteristic of 3+.


So the first rule from the SJD says you treat the model as BS3 for using the Shokk Rifle. And Freeboota says +1 to hit. So yeah, with the SJD's main gun, you hit on 2s if the kulture procs.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in pt
Maniacal Gibbering Madboy





SemperMortis wrote:
I had never looked at the SJD like that before...i don't see why it would be illegal honestly. The Freeboota kulture says
each time an attack is made by another FREEBOOTERZ unit with this kultur from your army, add 1 to that attack's hit roll.


And the special rule for SJD is
Each time a model from this unit makes an attack with a kustom shokk rifle, treat that model as having a Ballistic Skill characteristic of 3+.


So the first rule from the SJD says you treat the model as BS3 for using the Shokk Rifle. And Freeboota says +1 to hit. So yeah, with the SJD's main gun, you hit on 2s if the kulture procs.


Local shop i played before they said it was illegal, since i was new to the scene i went with it.. so i was trying to figure out where was the rule that they mentioned.. that's why things feel so poorly written for me, since there is all these details you need to know and is not very explicit. Like hidden mechanics. I hate those in games.
   
Made in dk
Longtime Dakkanaut




Danmark

I dont feel like the dragsta rule is too complicated. Your local shop was factually wrong. you cant get more than +1 to hit from your ballistic characteristic, but the dragsta does have ballistic skill 3 when using the rifle (not the rokkits though).

So you should be able to get +1 to hit from ballistic skill 3.

This message was edited 1 time. Last update was at 2022/04/10 13:14:23


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

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





Prague

Exactly. The wording of SJD in old codex was fixed for this pourpose when the 9th ed rules came out. It used to be “add 2 to BS” and they changed it “consider the BS of this weapon as 3+” which is a go around formulation to avoid “max +/-1 to hit”.

This message was edited 1 time. Last update was at 2022/04/10 16:32:43


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in pt
Maniacal Gibbering Madboy





Might have been a confusion from 8th then, they had several editions in their belt, but none was a true ork player... It's in the past and now i know better. Live and learn.
   
Made in us
Longtime Dakkanaut




Played a few games against new Tau yesterday.

Long story short, HOLY CRAP lol. The sheer dakka they can put out is ridiculous. They are almost always +1 ballistic skill, they are almost always buffed with re-rolls etc, I think the only way you have a chance is to get in their face as quickly as possible and shut down their shooting to the greatest extent possible.

The bad news is....they can shoot in combat LOL. And its only -1 to hit for heavy weapons so they are deadly as all hell. To add insult to injury, they can use a strat to turn their guns on firewarriors into Pistol 2. That means in the shooting phase, if you consolidated into them or they had a few leftover, each firewarrior gets 3 shots at S5 AP-2 hitting on 4s. Let that sink in for a minute!

Best advice I can give you is to target a single squad of suits and just pour everything you have as far as ranged dmg into it. Your goal is to pop as many of his drones as possible so that when you do get into CC your guys have a chance of putting some hurt on those suits. More bad news, they mostly all have invuln saves and FNPs thanks to the ethereal. Also...more bad news, one of hte suits will be 2+ armor saves so he will be more durable than you expect.

One tactic I used which worked wonders was to suicide a unit of trukk boyz or kommandos into a unit to eat their overwatch and then bum rush multiple units with my warboss on warbike. He will murder some suits and live until your opponents turn at the least. And here is the best part, he either gets to fight again in the tau turn OR he dies in the shooting phase while in engagement range which means you can use the fight on death strat to murder more suits. Two separate games I got this trick to work and My warboss on warbike murdered close to 250-300pts of Suits both times.

Remember to keep a watch out for the Tau melee commander with onager fist and CC flamer. Against a squishy CC character or unit he will mulch them, against a durable warboss (Cybork and -1 to wound) he mostly bounces off but its still important to not under-estimate him.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in pe
Regular Dakkanaut




 Grotrebel wrote:
Behind enemy lines excludes Aircraft and Teleport homers only finishes at the end of your turn if you are TROOPs, but our bikes only get ObSec
So both Secondaries are pretty bad with Speedmob.



Ya I'd look at using the warboss on bike to do homers, as he can't be targeted unless he's the closest. Tops out at 14 points (T2 2 points then 12 over t3,4&5)

I personally enjoy deep striking 2 squads of deffkoptas and my two wazbomms (at least the option to) which makes engage harder but combines well with my 3 large bike squads and warboss on bike who will be in a good position to get behind enemy lines
   
Made in us
Tough-as-Nails Ork Boy




United Kingdom

Beardedragon wrote:
Forceride wrote:
I have to agree with you, GW really makes a poor job making things clear.

So i scavenged the rare rules section of the core, bare in mind this is not updated with Jidmah rule.

https://www.warhammer-community.com/wp-content/uploads/2020/08/lKo58OjfYV7Ysecp.pdf

head page 8
*Page 363, Rare Rules
Shooting Whilst Embarked on a Transport

Has you can see the only thing that GW did was adding the dice in front of the modifier... in other words, if i am right, it's basically another nerf, because the previous rule stated ANY modifier so it actually made things more complex


exactly. GW makes things super complicated for no reason.

IF you get AP from being embarked in a vehicle during a speed waaagh, then that opens up for a multitude of potential combos. But for as long as its not clear, we cant open up for those combos and make lists based around it.

a dedicated Ork FAQ stating: IT EFFING WORKS! would be really appreciated! hell, just stating that it DOESNT work would be great too. Then i dont need to think about it anymore and can move on.


AP is a characteristic so you don't get it from being embarked in a vehicle during a speed waaagh, only dice modifiers are passed down, not characteristic modifiers like AP, Strength, Leadership etc

SMASH  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I think beardedragon's point was that GW should just spell it out properly in the a FAQ... which kind of is the job of a document called "Frequently Asked Questions".

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 gb
Been Around the Block





Hello all,
It’s been a rough few weeks but hopefully going to get a game in soon. I’ll be playing against Drukhari this time.
I’m toying with the idea of buying a flyer, I’m torn between a Wazbom to take out harder targets early (barges, cronos, talos etc) or a Dakkajet to deal with the infantry. I’m assuming all his infantry will be in transports at the start.
Any advice appreciated, also if this is a stupid idea let me know.

This message was edited 1 time. Last update was at 2022/04/12 20:25:10


 
   
Made in pe
Regular Dakkanaut




I love my wazbomms so I don't think you can go wrong with one. It's s8 plus weapons will bypass the Talos and cronos's ramshackle.

Just be aware both of those unit can charge your flyers
   
Made in ca
Gargantuan Gargant






Yeah, Wazboms are really good because they address one of the core weakness of Orks having mostly short ranged weaponry that is heavily affected by -1BS and -1D effects, which is a consistently high damage weapon that goes beyond flat 3 damage with high BS (by Orky standards) and it's mobile enough to get past LoS blocking terrain to get to its targets.

This message was edited 1 time. Last update was at 2022/04/12 20:58:09


 
   
Made in gb
Been Around the Block





Thanks, hopefully I can blast them down first

This message was edited 1 time. Last update was at 2022/04/12 20:58:04


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Waznoom is now a pure gold, but regarding the model - magnetize! It' s essential, because what flyier is the best change every 6 month.
[Thumb - 5767BD4B-0FEB-41C8-BD8C-7D2C6C3E8484.jpeg]

This message was edited 1 time. Last update was at 2022/04/13 04:48:43


 
   
Made in it
Waaagh! Ork Warboss




Italy

DoktaRoksta wrote:
Hello all,
It’s been a rough few weeks but hopefully going to get a game in soon. I’ll be playing against Drukhari this time.
I’m toying with the idea of buying a flyer, I’m torn between a Wazbom to take out harder targets early (barges, cronos, talos etc) or a Dakkajet to deal with the infantry. I’m assuming all his infantry will be in transports at the start.
Any advice appreciated, also if this is a stupid idea let me know.


It really depends on the rest of your army and what your opponents field. Both flyers are amazing but aim at different targets. Personally, for a TAC list with just one flyer, I favor the dakkajet simply because it's dirty cheap and I already have tons of S8 shots thanks to mek gunz, koptas and buggies while S5-S6 shots are basically just the bikes and something on the buggies.

 
   
Made in dk
Longtime Dakkanaut




Danmark

 Tomsug wrote:
Waznoom is now a pure gold, but regarding the model - magnetize! It' s essential, because what flyier is the best change every 6 month.


Magnetizing a flyer isnt a small job though
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
 Tomsug wrote:
Waznoom is now a pure gold, but regarding the model - magnetize! It' s essential, because what flyier is the best change every 6 month.


Magnetizing a flyer isnt a small job though


I disagree. Fliers were the second model I ever tried to magnetize and it's fairly easy to do. The only thing that need drilling are the supa-shootas on the wings, everything else can just be solved by putting strong magnets inside wings, bombs or hull and stick smaller magnets with super-glue or greenstuff to whatever part you want to magnetize.

The only challenge is ordering the right size of magnets.

This message was edited 1 time. Last update was at 2022/04/13 09:24:52


 
   
 
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