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Xavier319

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Posts posted by Xavier319

  1. that is what I thought. If the wording was "Grants them It will not die on a 4+", they WOULD get it. But because it says "make THEIR it will not die" and they dont already have it, they get nothing. but if they HAVE IWND, they get it on a 4+ (such as dreadnaughts or a vehicle with that forge world IWND upgrade). Check.

  2. Since black library stated that all space marine supplamental codexes (such as Clan Raukaan and Sentinels of Terra) are still legal with the 2015 SM codex, i have a question about the ironstone.  It states...

     

    "All iron hands vehicles and dreadnaughts pass their it will not die rolls on a 4+, and repair weapon destroyed and immobilized results on a 6+"

     

    Since the iron hands chapter tactic (regardless of whether you agree if this is RAI or not) states RAW that ONLY dreadnaughts get IWND, does this item give the rest of their vehicles IWND within the 12" raidus? It SEEMS to, but I wanted to double check. I'll reserve my own opinion until I hear a few of yours, I want to hear your thoughts without my reasoning polluting the pool, so to speak.

     

    Thanks!

  3. I have a cool idea for an army, which i'll go into later when i hammer out the list.

     

    my questions are this... do vengeance weapon batters HAVE to target the nearest enemy? if i get the battlecannon one can they only shoot at the nearest enemy? and what boks are the tarantulas out of?  and the other space marine ones, like the hyperios AA batterys and stuff. I"m trying to make a really cool 'perimeter defense' type army, showing an iron hands outpost being attacked and defended by serf troops, while the space marines come in to defend their command structure.

     

  4. Yeah, I know that one is the only one that is symmetrical like that. Trust me. It's because it's a looted wagon. The mek wanted to try and recreate what he saw, and got carried away. He thought "Dem 'umies did it diz way, and it made a big boom". so he thought the symetry was what made it go boom. hah.

     

    Here are some WIP with the kopta, i know you guys wanted to see that. looted raider (old school), this is not done, but it's what i got so far. It's got a skorcha in the nose (figured a ork style flakk cannon was fine), and a twin-linked deffgun  under the wings (there's your asymmetry!)

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    • Like 1
  5. Here is where I will be putting up pictures of all the stuff I'm putting together for OFCC. Enjoy!

     

    First is my Mekboy Junkka. It' has a turreted supa skorcha, a hull-mounted skorcha, and two hull-mounted big shootas. it's AV 12 on all sides, and is (sometimes) a fast vehicle.

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    • Like 5
  6. Thanks! Yeah, I noticed it was a feature of S&P, but NOT relentless... and i did a double, then a triple take. Then i looked it up again. Then i re-read it. And then i did it. I haven't looked back. We are in the era of 10 scatter lasers on ten bikes and gargantuan wraith knights and d-scythes, so I don't feel bad. I'm not saying any of that stuff is "unfair" or "overpowered" or whatever, I'm just saying, I'm gonna take what I can get, and model the guns to be on little motorized trukks, so it makes sense.

  7. well you see, the grotz are part of the gun unit. and yes, the mek having S&P gives it to the unit, unlike relentless. the vehicles actually block for the mek gunz. the gunz follow the transports, giving the 4++ to the tanks for a turn or two to prevent me from getting alpha struck off the table. then everything splits up, and the boys all dehorse and engage. the massive unit of grotz and gunz do their thing, proving fire support, killing key targets and claiming objectives.

     

    I have a TON of grotz myself, so it doesnt bother me, i just had 'em lying around. I also built the gunz from scratch, so I didnt have to drop the 46 bucks or whatever on each of the five kannons.

  8. let's see.. buried in the middle of the army, it's nearly impossible to actually get to them, so they have yet to be assaulted. In addition, with the rest of the army barreling down the board at the opponent, they are rarely ever shot at, mostly because there are few units that can actually make that shooting count. With proper grot placement, they will mostly just be killing Tough 7 4++ save grotz, which just feels.. pointless. With how it's set up, including the gunz, you have to kill seven models in order to force a test at Ld 8, making leadership manipulation difficult. I did have them delayed by a farseer once using dominate to cause them to miss a shooting phase.

     

    Their shooting is incredibly punishing, and with five ammo runtz, I can choose to re-roll at the over-heat stage, or after i actually roll the scatter, making them FAR more reliable than people are expecting out of ork shooting. Str 8 means they can anti-tank, they can anti-MEQ, anti-MC, or whatever, and they double a lot of things out. Move and shoot (while gamey and silly) is a huge boon, and they cant stand and shoot anyway. That and people always roll their eyes when the mek adds his kustom-megablasta to the volley (though 5's to hit is still bad).

     

    As for specific stories.. they are brutal to all kinds of crisis suits. I've had them (with decent scatter) wipe out almost two units of suits in one firing phase, since every shot doubles them out. I've had them take out everything short of a land-raider, and they are board control. The mek's KFF protects my tanks, and the gunz. People are (rightfully so) afraid of that many powerful blasts, so it restricts and controls movement and board placement. And if they DO shoot at your gunz, it's shooting that's not going at your boyz. and in a pinch, the mega mek can do some work in CC if he has to (though I wouldn't advise it).  Best thing they've ever done so far was one game they worked in tandem with my lootaz. The lootaz hulled out a tank, and the kannons finished off what was inside. this happened four turns in a row, like clockwork. Devastating against MEQ. Also by the nature of blasts, you can use targeting shenanigans to target tanks or units you CAN see in order to hit stuff hiding behind it with the blast template. 

     

    Sorry for the wall of text!

  9. Sorry, i Use a short-hand and i'm too lazy to re-do it. I'll fix that next time I post a list. i WISH you could take 'ard armor just on nobz still. :(

     

    Want me to tell some mek gunz stories here, let you know how they've done on the table?

  10. ... i did what? HA. dumb me, sorry! That's my OFCC list. i'll send it again. i'm an idiot. enjoy the D&D paper.

     

    as for the kannons, they work amazing. just keep them out of assault. most people avoid them like the plague since they are so hard to kill with shooting. and the kannons are brutal against most effective lists. five plasma cannons that are str 8 (!) are amazing. they do so much damage.

     

    List resent to the email Fluger.

    • Like 2
  11. Hey all! Been playing this list a lot lately, and it does really well. It tends to overwhelm opponents, and presents the problem of there being no 'central' unit for the enemy to focus on. The Mek Gunz being the only one really, but there are only certain things that can tackle them. They Tend to be in the middle of the army, so assaulting them is difficult at best, which is their one real weakness. What do you guys think of this both as an OFCC list and as an overall list? And yes, every vehicle in the army is scratch built, as per usual.

     

    OFCC Ork Army – 2000

     

    HQ – 135

    Warboss – 130 (go in Big Trakk)

    Mega Armor/Lucky Stikk/Boss Pole

     

    Elites – 355

    Kommandoz (10) – 150

    Big Shoota (2)/Nob/Power Klaw/Boss Pole

    Mega Nobz (3) – 125 (go in Mekboy Junkka)

    Boss Pole

    Tank Bustas (5) – 80

    Bomb Squiggs (3)

    Trukk – 35 (dedicated Transport for Tank Bustas)

    Rokkit Launcha/Reinfored Ram

     

    Troops – 622

    Slugga Boyz (12) – 160

    ‘Ard Armor/Nob/Power Klaw/Boss Pole

    Trukk – 35 (dedicated transport for ‘Ard Boyz)

    Rokkit Launcha/Reinforced Ram

    Slugga Boyz (10) – 135 (go in Big Trakk with Warboss)

    ‘Ard Armor/Nob/Power Klaw

    Slugga Boyz (10) – 105 (go in Warkopta)

    Rokkit LaunchaNob/Power Klaw/Boss Pole

    Slugga Boyz (12) – 117

    Rokkit Launcha/Nob/Power Klaw/Boss Pole

    Trukk – 35 (dedicated Transport for Slugga Boyz)

    Rokkit Launcha/Reinforced Ram

     

    Fast Attack – 125

    Warkopta – 65

    Skorcha

    Grot Bomb Launcher – 35

    Warbuggy – 25

    Twin-Linked Rokkit Launcha

     

    Heavy Support – 418

    Lootaz (11) – 154

    Mekboy

    Big Trakk – 60

    Boarding Plank/Skorcha

    Mek Gunz (5) – 192

    Kustom Mega-Kannonz (5)/Extra Crew (9)/Ammo Runtz (5)

     

    Great WAAAGH! HQ – 255

    Big Mek – 150 (goes with Mek Gunz)

    Mega Armor/Supa Kustom Force Field

    Great WAAAGH! Elites – 105

    Mekboy Junkka – 105

    Skorcha/Reinforced Ram/Supa-Skorcha/’Eavy Plates

    Great WAAAGH! Troops – 35

    Gretchin – 35

    Great WAAAGH! Heavy Support – 60

    Looted Wagon – 72

    Killkannon/Skorcha

    • Like 2
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