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Lyraeus

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Everything posted by Lyraeus

  1. Lyraeus

    Tau...

    But it is considered soup. You are using 3 different abilities l, access to multiple relics not in your first choice, and stratagems
  2. Lyraeus

    Tau...

    Eh, it's still soup. Just limited and definitely min maxing soup
  3. Psshhhh I even make said list and get no response... Here I will even quote it for you 😜 ++ Battalion Detachment +5CP (Orks) [37 PL, 749pts] ++ + No Force Org Slot + Clan Kultur: Deathskulls + HQ + Big Mek (Index): Big Choppa, Kustom Force Field Warboss: Da Killa Klaw, Kombi-Rokkit, Power Klaw + Troops + Boyz: Tankbusta Bombs . Boss Nob: Choppa, Power Klaw . Ork Boy W/ 'Eavy Weapon: Rokkit Launcha . 11x Ork Boy W/ Slugga & Choppa Gretchin: 10x Gretchin Gretchin: 10x Gretchin + Elites + Meganobz . Boss Meganob w/ Saws: Killsaws (Pair) . Meganob w/ Saws: Killsaws (Pair) . Meganob w/ Saws: Killsaws (Pair) Nob with Waaagh! Banner: Kustom Shoota, Power Klaw + Fast Attack + Shokkjump Dragstas . Shokkjump Dragstas: Rokkit Launcha + Dedicated Transport + Trukk: Big Shoota ++ Total: [37 PL, 749pts] ++ Thinking about it... I could fit 2 Kustom Mega Kannons in place of the Dragsta... Hmmm.
  4. Lyraeus

    Tau...

    Yes... Yes... Let the soup take you!
  5. @paxmiles third list is up. I am still working with things I own now so it's not a great list but pretty decent
  6. Why would it be 10 wounds? They can't shift wounds around like 5th edition so a model would die eventually taking out a bit of firepower at a time They would just be so strong with 2 wounds each.
  7. You mad! You don't need Heavy Bolters you have Aggressors 😛 Well after listening to Dark Imperium today, yea one kind of gets the feeling that's how they were designed
  8. DO. NOT. WANT. THIS. NO!!! I really don't want to see W2 Devastators... Not with a base save of 2+ in cover... No. Thank. You.
  9. That is the greatest question. It all depends on mission and deployment. The vehicles can mess with most things but I suspect we will see many Primaris Hellblaster teams. This is one of those lists I am not sure what will happen and fully expect to be tabled by T3 at the latest
  10. Yup. Sadly at 750 with what I own it's hard to fully make a good Speed Waaaghh.... But I dare anyone bring a knight because if I get in with those Biker Nobz... Well, 20x S10 Dmg D3 attacks may just be scary enough.... I could in theory set the bikers in the Tellyporta... Ok, that's a STRONG reason for Evil Sunz right there... Sure it's T2 but how much chaff will people actually have...
  11. We have that for transports and several other things. For instance Gretchin don't get any benefits from the Kultur. They have it for transport limitations but don't get it otherwise.
  12. Sad but true... Dropfleet Commander exemplifies this for Andy Chambers... /sigh
  13. I was wondering how they were going to do this. Hmmmm we could even see mini codex in these for things like Kroot Formations/factions or other such things... Would be nice. I might even subscribe then
  14. As far as I can tell no. I can be wrong as an FAQ might specify something I missed but the book does not have it worded it so
  15. I answer the first part in the post above. The SAG is interesting. It can do things and it can't. It's unreliable but that makes it fun. You roll S after selecting a target. On 2d6 if you roll 11+ all wounds are Mortal Wounds. It gets D6 shots, gets Dakka Dakka Dakka and does D6 damage. Add in the way that wounding works in 8th edition and it's actually not bad. Unless I get a HORRIBLE roll of 2-4 or less for strength, I should always be wounding on 3-5's which isn't bad. Though... Hitting is an issue, hence why he is Deathskulls! I get to reroll a hit die for free!
  16. A brigade is an idea. The thing is, I am trying to maximize the capabilities of each main unit. The Warboss gets a free 6++ which is better than no invul, he and the Big Mek also get a super Objective Secured for being Deathskulls. There are also different stratagems only used by each kultur. For Bad Moons it's the ability to shoot twice for Deathskulls it's the ability to reroll wounds against vehicles. Which seems bad but I do have Tank Busta Bombs which are Grenade D3 S8 AP -2, Damage D6 that also get Dakka Dakka Dakka so their hits of a 6+ generate extra shots. The list is ok, and will bleed kill points but I think it has potential
  17. I am using the Trukk style and only printing the Gun Cores to attack the Cannon bits too. Everything outside of the gun core is GW bitz.
  18. Rokkits are expensive sadly. The reason I have one is because of the Kultur. Deathskulls let's me reroll a Hit, a Wound AND a Damage roll oer. Unit every turn so the Rokkit gets a second change for hits and wounds to get a 6 to hit and a 3-4 to wound multiple times. The Big Shootas are in a Bad Moons Detachment because they let me reroll 1's during the shooting phase so it's best for mass attacks.
  19. The only things not painted here at least in base colors are the Gretchin and Big Meks. The boyz are easy because one has a 2 handed gun the the others have melee weapons.
  20. Yup. Per the BRB, everyone has a basic melee weapon if they don't have one listed. It's S User AP 0 and D1. Like all weapons it can be modified
  21. I modified my reply for that. The Warboss is there to knock 'eads together for the grots and Boyz. It also helps that the KFF is there for a 5++ but the second battalion does have an auto 6++
  22. Well, in most games if I kill your ground you auto lose right? I also have my Warboss with a Kombi Rokkits and maybe a lucky Shock Attack Gun. I can also More Dakka the Shoota Boyz and still hit on 5+ generating more hits and then wounding on 5+. I can also use my superior CP and force the Shoota Boyz to shoot a second time getting all previous bonuses. Morale is helped by the Warboss knockin some 'eads together or just auto passing morale with 2 CP. Starting with 12 is a HUGE factor It's definitely not perfect but that's how I would handle that. Thoughts?
  23. That's the idea. It also helps that if I get desperate I can mob up the two Boyz group or Green Tide one to get back in the fight. As for heavy, many Redemptor dreads as you have seen. That's the fear here though with Da Jump and klaws, I should be able to do something against them
  24. With this being my first escalation league ever and the first time playing orks I am testing several list ideas. Having never played ITC before, hopefully this will help me figure out where to start and what I should focus on painting wise. I will post a single list at a time for the discussion then later add another list further in the thread. I am not looking for perfection in my lists just something robust enough to handle a variety of situations or something interesting. First list: Second List: Third List Fourth List ++ Battalion Detachment +5CP (Orks) ++ Clan Kultur: Bad Moons + HQ + Big Mek (Index): Choppa, Kustom Force Field Warboss: Da Killa Klaw, Kombi-Rokkit, Kunnin but Brutal, Power Klaw, Warlord + Troops + Boyz: 3x Tankbusta Bombs . Ork Boy W/ 'Eavy Weapon: Big Shoota . Ork Boy W/ 'Eavy Weapon: Big Shoota . Ork Boy W/ 'Eavy Weapon: Big Shoota . 27x Ork Boy W/ Shoota Gretchin: 10x Gretchin Gretchin: 10x Gretchin + Heavy Support + Lootas: 15x Loota Mek Gunz . Gun: Traktor Kannon ++ Total: [37 PL, 750pts] ++ This is a pretty vicious list. While not having a good amount of CP it can easily just nuke somethings in a single turn and make life hell for people. If I had a Dakkajet I would use that here as hitting on 4's with rerolls to 1's is pretty good. Still this list is mean and can mess with most things rather easily. Thoughts?
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