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Messages - new@40k

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Yes for the kff to have any effect the unit must be completely within 9" of the kff. Would be awesome if 2 kff's could overlap and cover each other like that though. Wish it was worded that friendly ork "models" that are completely within 9" got the 5+ invulnerable save.

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Discussion: Orks / Re: 8th edition dread mob
« on: July 27, 2017, 03:27:26 PM »
Spearhead detachment
HQ - big mek 55
Heavy - gorkanaut 364
Heavy - gorkanaut 364
Heavy - morkanaut with kff 374

Spearhead detachment
HQ - big mek 55
Heavy - deff dread x 3 (4) dread klaws each 447
Heavy - killa kan x 3 with big shootas 171
Heavy - killa kan x 3 with big shootas 171

Comes to 2001 points. I don't own the 2nd gorkanaut and I only have 3 kans so far, but this looks like a pretty fun list. No boys in this list, just a bunch of rusty walkers.

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Discussion: Orks / 8th edition dread mob
« on: July 26, 2017, 08:54:01 PM »
I'm investing all my time and resources lately in building a dread mob army. I've spent the past few years assembling a speed freaks type list but I want to play orks differently now. I've always liked the ork walkers but in all but the most casual setting they were pretty much unplayable in the past few editions. I want to know what you fellow warboss can come up with to help me finish off the models I should get. I'm off to a pretty solid start I think, but Ive got some points to play with in making a 2k point army. I've got the following so far: big mek with kff x2, gorkanaut/morkanaut x 2, deff dread x3,  killa kans x3. If I drop the kff off the meks, I will have enough points to add a 3rd gorkanaut and another unit of 3 kans. I can still get the kff bubble by making one of the big boys into a morkinaut. Is 3 gork/morkanauts crazy? In the 2 games when I have used them, they have been absolute beasts. Killa Kans seem important to add a little bit of bs4 shooting and to beef up the number of models on the table. I guess my question is boiling down to, do you think a 3rd gorkanaut or 6 killa kans would be the better choice?

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40K Rules Questions / Repairing vehicles
« on: July 19, 2017, 09:49:27 AM »
Can an ork big mek still repair a vehicle if its riding inside? I assumed you still could but I've heard a nasty rumor that repairs have to be done from outside now.

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Discussion: THE LIST / Re: Orks - Dreadmob - 2000 pts
« on: July 06, 2017, 11:38:28 AM »
Have you tried this list yet? I have a similar list but I have 2 deff dreads and only one unit of kans but I bring a morkinaut.

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That looks good, I didn't realize they didn't make the kff big mek anymore. Just checked eBay and there are still some of them floating around but no need I like the way yours turned out. Mine is fine cast and if I find myself needing a second I will probably do a conversion also. There are quite a few hq options that don't have official models, I.e. Warboss on bike (unless you buy forge world) and painboy on bike would be nice too although technically not a hq anymore.

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Discussion: Orks / Overall 8th edition thoughts for orks
« on: June 22, 2017, 07:31:24 AM »
Why are burnas only d3 hits when every other flamer is d6? I realize that burnas can be used as a power weapon in cc but I don't want my burnas getting into the assault if I can avoid it. I want 20 of them in a battle wagon with deff rolla acting like a mobile bbq. Why is the Stompa almost 1000 points? I realize it has 40 wounds but its the biggest fire magnet in the universe and with bs 5+ it's fire power although impressive will more often than not underwhelm you. Getting rid of blast templates is a blessing and a curse for orks, overall it's great for horde armies but it was also our most reliable way to actually land shots. Okay that last point is kinda crazy cause no templates is amazing for us but it makes the shokk attack gun super unreliable now and that makes me sad. My old speed freaks lists just don't seem to be viable anymore with the massive points increase to vehicles and the massive advantages to running blobs of boyz/stormboyz now. Overall orks look much improved and I'm happy about that but I feel like gw has basically determined that orks need to be played with the horde mentality to have a chance of success. I feel like I'm on an island with my thoughts cause everywhere I go I see people so excited about orks now. These are just my opinions and I would be curious to know what you guys think about the points cost of our units and our special rules.

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Discussion: Orks / Re: First draft 8th edition list 2000 points
« on: June 20, 2017, 07:43:43 PM »
Thank you, yes i completely forgot to add the +3 points for being a battle forged army. Would actually be 7 cp. 3 for battle forged, 3 for my battalion and 1 for a spearhead detachment. Nice catch and I feel dumb for not noticing that myself haha.

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Discussion: Orks / First draft 8th edition list 2000 points
« on: June 17, 2017, 08:13:11 PM »
So it looks like 2000 points is the new standard list at my local store.(at least for now) Got my codex and rule book today, and like everybody knows by now, most things other than boyz are way more expensive. Came up with a list that I think I like, any feed back would be greatly appreciated. Morkanaut with big mek inside(no upgrades)=413, 2 deff dreads 3 dread klaws and scorchas=302, ghazghkull=215, 3 squads of 30 boyz with nob pk=615, weird boy =62, nob with waaagh banner=79, 5 killa kans with rokkit launchas=315. 2001 points is the total for this pain train. Weird boy takes war path for his power giving a boy squad +1 attack and ghaz also gives +1 attack to all units within 6" if they charge. Waaagh banner means that all those boyz are hitting on 2's. Keep ghaz,weird boy and nob banner in the middle of the boyz. Everything moves up and tries to make it into combat as fast as possible, killa kans might hang back a little and use that sexy BS 4+ to soften up things with rokkits. This list only gives me 4 command points, im not sure how many I should be shooting for. P.s. I have never used my morkanaut and it's not even painted yet, but I really want to try him out.

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Discussion: Orks / Re: Ork faction focus
« on: June 02, 2017, 11:20:49 AM »
Just got back from my local flgs and they have a copy of the xenos 2 rules that I was browsing through. I bought every box of stormboyz they had after reading it lol, I've always liked them as one of my favorite looking models. Now with the points jump of trukks/battle wagons it seems like a great way of getting a large blob of boyz into combat quickly. I'm getting more excited about orks now but it's gonna be impossible to get as many vehicles in lists. My old list was 3 trukks with boyz and nob bp/pk, 2 battle wagons with boyz and nob bp/pk, small unit of mega nobs with mega armor warboss in a battle wagon, medium size biker unit with nob bp/pk and any left over points went into a couple deff koptas. You can probably guess how the army played... Get into combat as quickly as you can. I have a rather large ork army as far as models i.e. Lootas,burna boyz,tankbustas but I have always just kinda favored the assault more.

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Discussion: Orks / Re: Ork faction focus
« on: June 02, 2017, 08:15:47 AM »
New edition ork points have been leaked and it's pretty crazy. Vehicles have had a massive points increase but I believe that is pretty true across all the armies from what I've seen. Infantry lists are looking strong right now with the changes to template weapon and the doubling of transport costs. This is looking bad for my speed freaks  :'(

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Discussion: Orks / Re: Ork faction focus
« on: May 28, 2017, 03:29:35 PM »
6 fast attack slots would be interesting. A unit of bikers with a bike warboss/painboy and 150 stormboyz. Fastest green tide list ever lol

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Discussion: Orks / Ork faction focus
« on: May 26, 2017, 06:42:21 PM »
I like the mob rule change orks are getting, I guess it's basically back to the way it was a few editions ago. I didn't play back then but it sounds pretty legit for massive 30 strong squads of boyz. My only issue is that it doesn't seem as useful for a speed freaks style list. I don't own any killa kans and i don't really want play a massive model infantry style list. I suppose battle wagons full of boyz might be interesting but your still maxed at 20 and battle wagons take up heavy slots/cost a decent amount of points. This is all theory, I know we don't know all the facts and that this was just a small sample of the ork changes. I guess my point is that I was personally hoping for more, not just fixing mob rule/morale issues. What are your guys thoughts? I watched a YouTube video from a pretty well known ork player on this subject and he was super pumped with what has been leaked about orks so far. The fact that orks can actually get a chance to hit first in the assault (including power klaw!!!) has me more excited than anything.

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Discussion: Orks / Re: Ork Dream Unit
« on: April 29, 2017, 08:42:47 AM »
The Stompa is a seriously awesome model, if we are talking dream model then that's my choice. I recently bought one and in the process of assembling it now. I read a post on a different forum about a guy who jokingly mentioned he wanted to add small speakers inside his. Well ... I have become obsessed with the idea and want to blast 80's music out of my Stompa. If I had room I would cram a smoke machine in there too. I don't care that's it's half my points in an 1850 game, I want to unleash my beats by Stompa on the world!!!

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General Discussion / Re: Best Vehicle In 40K?
« on: April 20, 2017, 07:04:28 AM »
Ork trukk for sure. Av10 open topped transport, what's not to love? More than likely going to get blown off the table first turn and take half your ork boyz along with it. Unless you spend the points to upgrade their armor, in which case they don't seems poins effective anymore....ohhh you said best vehicle....sigh....wave serpent

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