fluger Posted December 16, 2018 Report Share Posted December 16, 2018 I got to get two quick 500 pt games in last night with Dale and the Kirkmans. I ran a simple battalion of Warboss with PK, Weirdboy, 22 boyz with Nob with PK, 19 boyz with Nob with PK, and 10 Gretchin. I played one game against Saul with his Primaris Blood Angel force and one game against Lance with his Biel Tan Eldar. I was impressed with a lot of what I saw, and I came away with a few thoughts. 1 . I see the value of shoota boyz again. While most of the boyz abilities are geared towards melee, the ability to do damage at range is really important. Dakka Dakka Dakka is a great USR and really elevates Ork shooting. 2. The Unstoppable Green Tide Strat is awesome. 3. I agree with VonVilkee, Brutal but Kunning is an all star. Makes your Warboss a blender. Lots of fun overall! 3 2 Quote Link to comment Share on other sites More sharing options...
Ish Posted December 16, 2018 Report Share Posted December 16, 2018 ’Dakka Dakka Dakka’ strikes me as a rule that is so damned perfect at making the Space Orks play like and feel like they are “supposed to” that I’m kind of dumbfounded they haven’t had it for years. I’m really looking forward to future games against the interstellar fungal football hooligans... GW can try to push the Chaos vs. Imperium storyline as much as they want, but for me the “heart” of WH40k has always been two dozen Space Marines holding the line against hundreds of Orks. 7 Quote Link to comment Share on other sites More sharing options...
fluger Posted December 16, 2018 Author Report Share Posted December 16, 2018 1 hour ago, Ish said: GW can try to push the Chaos vs. Imperium storyline as much as they want, but for me the “heart” of WH40k has always been two dozen Space Marines holding the line against hundreds of Orks. My two main armies (Orks and IG) represent two sides of a Waagh! 2 Quote Link to comment Share on other sites More sharing options...
Guest Posted December 16, 2018 Report Share Posted December 16, 2018 4 hours ago, Ish said: GW can try to push the Chaos vs. Imperium storyline as much as they want, but for me the “heart” of WH40k has always been two dozen Space Marines holding the line against hundreds of Orks. I think the issue is that of the 40k armies, only a handful make good villians for the Imperium. The imperium is, by far, more evil than the orks, so it's hard to make them into villians. Have you been watching that Goblin Slayer anime? GW would need to do something like what that show does with goblins, to the ork fluff, if they wanted orks as the villians. That, or the imperium would need to become good...seems unlikely. TAU work well against orks. The Imperium needs a foe such as Tyranids, necrons, or chaos, just be considered good guys. Don't get me wrong, SM vs orks is still awesome, but it's just hard to think of the orks as being the bad guys. By comparison to star wars, Orks are the rebel alliance (or the Ewoks) and SM are part of the Empire. Quote Link to comment Share on other sites More sharing options...
Ish Posted December 17, 2018 Report Share Posted December 17, 2018 I don't think of any faction in Warhammer 40,000 as "good guys," there might be individual characters within the factions that lean towards the "good" end of the spectrum, but for the most part its all a giant cluster of Black versus Gray. The T'au wish to remake the galaxy in their own sterile image, but at least at the end of the process there'd be a galaxy left. The Eldar will gladly trade a hundred-thousand human lives in order to save one of their own, but if they can help the humans without undo risk to themselves, they will. The myriad factions of the Imperium may squabble among themselves, but they squabble about what to do with the galaxy - not how best to destroy it. The Space Orks may be insanely hellbent on causing destruction, but the destruction they cause is just a side effect to their attempts to create a more comfortable reality for themselves. The Necron Dynasties just want to be left alone and are willing to massacre untold millions in order to secure their privacy... But, at least they aren't the Tyranids. Chaos, by doing the will of the Ruinous Powers, would destroy all - not just worlds, not just the galaxy, but the universe itself - and they're cheerfully unapologetic about it! 1 Quote Link to comment Share on other sites More sharing options...
Romans832 Posted December 17, 2018 Report Share Posted December 17, 2018 Lots of fun last night, thank you gents!@PourSpelur@PumpkinHead@fluger 1 Quote Link to comment Share on other sites More sharing options...
PumpkinHead Posted December 17, 2018 Report Share Posted December 17, 2018 Inceptors are brutal against a horde. Also, shock attack guns are dumb... 1 Quote Link to comment Share on other sites More sharing options...
Lord Hanaur Posted December 17, 2018 Report Share Posted December 17, 2018 Aggressors are pretty good against hordes as well, as it turns out. Quote Link to comment Share on other sites More sharing options...
Ish Posted December 17, 2018 Report Share Posted December 17, 2018 Most of the Primaris Marines units seem to be really good against hordes. Lots and lots and lots of S 4 or 5, AP 0 or -1, D 1 weaponry almost always paired with high rates of fire. The main thin that Primaris Marines seem to be lacking is ranged anti-tank weaponry... It's all either plasma (and the inherent risks thereof) or the las-weapon loadout on the Repulsor. Quote Link to comment Share on other sites More sharing options...
PourSpelur Posted December 17, 2018 Report Share Posted December 17, 2018 3 hours ago, PumpkinHead said: Inceptors are brutal against a horde. Also, shock attack guns are dumb... And by dumb, you mean AWESOME! 😉 2 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted December 17, 2018 Report Share Posted December 17, 2018 1 hour ago, PourSpelur said: And by dumb, you mean AWESOME! 😉 Nah, he means they can't speak Quote Link to comment Share on other sites More sharing options...
fluger Posted December 17, 2018 Author Report Share Posted December 17, 2018 8 hours ago, PourSpelur said: And by dumb, you mean AWESOME! 😉 Yeah, massive regret on my part giving up mine in trade.. 2 Quote Link to comment Share on other sites More sharing options...
fluger Posted December 17, 2018 Author Report Share Posted December 17, 2018 My real issue is that I have thousands and thousands of points of Orks and I want top use all of it and I want MOAR. 3 Quote Link to comment Share on other sites More sharing options...
fluger Posted December 17, 2018 Author Report Share Posted December 17, 2018 ++ Brigade Detachment +12CP (Orks) [102 PL, 2000pts] ++ + No Force Org Slot + Clan Kultur: Blood Axes + HQ + Boss Snikrot [4 PL, 70pts] Warboss [4 PL, 80pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Kustom Shoota, Power Klaw, Warlord Weirdboy [3 PL, 62pts]: 2. Warpath + Troops + Boyz [11 PL, 223pts]: 3x Tankbusta Bombs . Boss Nob: Power Klaw, Slugga . 29x Ork Boy W/ Slugga & Choppa Boyz [11 PL, 223pts]: 3x Tankbusta Bombs . Boss Nob: Power Klaw, Slugga . 29x Ork Boy W/ Slugga & Choppa Boyz [11 PL, 246pts]: 3x Tankbusta Bombs . Boss Nob: Choppa, Slugga . Ork Boy W/ 'Eavy Weapon: Rokkit Launcha . Ork Boy W/ 'Eavy Weapon: Rokkit Launcha . Ork Boy W/ 'Eavy Weapon: Rokkit Launcha . 26x Ork Boy W/ Shoota Boyz [4 PL, 70pts]: 10x Ork Boy W/ Slugga & Choppa Boyz [4 PL, 70pts]: 10x Ork Boy W/ Slugga & Choppa Gretchin [1 PL, 30pts]: 10x Gretchin + Elites + Meganobz [6 PL, 105pts] . Boss Meganob w/ PK: Kustom Shoota, Power Klaw . Meganob W/ PK: Kustom Shoota, Power Klaw . Meganob W/ PK: Kustom Shoota, Power Klaw Meganobz [6 PL, 105pts] . Boss Meganob w/ PK: Kustom Shoota, Power Klaw . Meganob W/ PK: Kustom Shoota, Power Klaw . Meganob W/ PK: Kustom Shoota, Power Klaw Painboy [3 PL, 65pts]: Power Klaw + Fast Attack + Stormboyz [10 PL, 193pts] . Boss Nob: Power Klaw, Slugga . 19x Stormboy Warbuggies (Index) [4 PL, 57pts] . Warbuggy: Rack of Rokkits Warbuggies (Index) [4 PL, 57pts] . Warbuggy: Rack of Rokkits + Heavy Support + Big Gunz (Index) [2 PL, 30pts] . Gun: 2x Grot Gunner, Lobba Mek Gunz [4 PL, 90pts] . Gun: Traktor Kannon . Gun: Traktor Kannon Mek Gunz [4 PL, 90pts] . Gun: Traktor Kannon . Gun: Traktor Kannon + Dedicated Transport + Trukk [3 PL, 67pts]: Big Shoota, Wreckin' Ball Trukk [3 PL, 67pts]: Big Shoota, Wreckin' Ball ++ Total: [102 PL, 2000pts] ++ Created with BattleScribe New idea. The shoota boyz, buggies, snikrot, and meganobz "outflank". Mob up the small boyz units as they go. That's 6/15 CP accounted for, leaving me 9 for in game stuff. 2 Quote Link to comment Share on other sites More sharing options...
VonRuger Posted December 18, 2018 Report Share Posted December 18, 2018 I don't see warbuggies in the new codex. Are they Forge World? 1 Quote Link to comment Share on other sites More sharing options...
Dark Trainer Posted December 18, 2018 Report Share Posted December 18, 2018 58 minutes ago, VonRuger said: I don't see warbuggies in the new codex. Are they Forge World? Hmm...didnt' realize they might have 'cut' some stuff. 1 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted December 18, 2018 Report Share Posted December 18, 2018 57 minutes ago, VonRuger said: I don't see warbuggies in the new codex. Are they Forge World? They are index 3 Quote Link to comment Share on other sites More sharing options...
VonRuger Posted December 18, 2018 Report Share Posted December 18, 2018 Yeah the Little Vehicles are gone from the Codex 1 Quote Link to comment Share on other sites More sharing options...
VonRuger Posted December 18, 2018 Report Share Posted December 18, 2018 LOLO I forgot about the Index! And those are still viable per GW, thank you! 2 Quote Link to comment Share on other sites More sharing options...
fluger Posted December 18, 2018 Author Report Share Posted December 18, 2018 There are a few index items I plan on using, Lobbas, warbuggies/traks, KFF not in Mega Armor, and a Warboss in Mega Armor. After Westie corrected me, the trukks won't be outflanking and are expendable. 134 pts and maybe the 30 pts from the lobba is 9 Lootas instead? 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted December 18, 2018 Author Report Share Posted December 18, 2018 Also, I spaced on the Warboss' ability for failed Morale! AGH! He's so good! 3 Quote Link to comment Share on other sites More sharing options...
Dark Trainer Posted December 18, 2018 Report Share Posted December 18, 2018 2 hours ago, fluger said: Also, I spaced on the Warboss' ability for failed Morale! AGH! He's so good! Yeah, my Necrons love auto passing morale checks and not losing more guys to mortal wounds! Orks might not auto pass, but significantly better than nothing at all, I could see Orks needing that! 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted December 18, 2018 Author Report Share Posted December 18, 2018 53 minutes ago, Dark Trainer said: Yeah, my Necrons love auto passing morale checks and not losing more guys to mortal wounds! Orks might not auto pass, but significantly better than nothing at all, I could see Orks needing that! They're pretty rugged with Mob Rule, but the Warboss helps units that are getting low. For instance, if you get hit with 15 wounds on a 30 strong unit and don't have a big unit around to help but do have a warlord then you can take much less damage. 2 Quote Link to comment Share on other sites More sharing options...
Lyraeus Posted December 20, 2018 Report Share Posted December 20, 2018 As a brand new ork player who has loved them for years but never took the jump into the expense known as orks.... Yea these are going to be a blast. Still need to get my first game in... 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted December 20, 2018 Report Share Posted December 20, 2018 9 minutes ago, Lyraeus said: As a brand new ork player who has loved them for years but never took the jump into the expense known as orks.... You mean "Expanse"? Makes sense either way Quote Link to comment Share on other sites More sharing options...
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