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Topics - new@40k

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Discussion: Orks / 8th edition dread mob
« on: July 26, 2017, 11:54:01 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?

40K Rules Questions / Repairing vehicles
« on: July 19, 2017, 12:49:27 PM »
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.

Discussion: Orks / Overall 8th edition thoughts for orks
« on: June 22, 2017, 10:31:24 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.

Discussion: Orks / First draft 8th edition list 2000 points
« on: June 17, 2017, 11:13:11 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.

Discussion: Orks / Ork faction focus
« on: May 26, 2017, 09:42:21 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.

Discussion: Painting / Protecting the paint job
« on: March 28, 2015, 11:48:13 PM »
Do models painted with the standard citadel paints need to have a clear coat applied to protect them? If so any suggestions on brands of sealers would be much appreciated. I'm spending so much time painting my first army, I would be pretty bummed if it rubbed off or started getting chipped.

Discussion: Orks / What next
« on: March 15, 2015, 12:07:01 AM »
I'm building my army slowly and was wondering what else you guys thought i should add. I have 3 battle wagons filled with slugga boyz and nob bp/pk. A trukk with mega armor war boss, 3 mans and a pain boy. 10 war bikes with nob pb/pk. 4 deffkoptas. With out worrying about points what would fit in with my army? I'm basically going flat out and trying to get into combat ASAP. I have yet to play my first game but I've been building/painting for over a year now. I was think about storm boyz or more trukks, but was unsure what to put in the trukks. Any feed back would be greatly appreciated!

Discussion: Orks / deffkopta thoughts
« on: July 27, 2014, 11:58:30 PM »
I'm starting to think the deffkopta might be one of our best point for point units. 30 points for a t5 2 wound 4+ twinlinked rokkit platform! Some nice special rules and they can even take a powerklaw (basically). What size squads are you guys running them in? Lots of batreps I've seen have guys using them solo as a kind of throw away unit. Seems such a waste as this unit can do so many things. I recently got 5 Aobr koptas and wanted your guys thoughts.

Discussion: Orks / big mek with kff on a bike
« on: July 23, 2014, 12:57:01 AM »
I'm wanting to convert a kff mek on a bike to ride behind a couple battlewagons. Has anybody seen any good pics or have any ideas on how they would make one? I'm looking for inspiration and turning to fellow Waaaaaaggghhhaholics for advice. Has anybody else been thinking this is a good idea or am I crazy?

Discussion: Orks / What am I going to do?
« on: May 16, 2014, 03:50:10 PM »
With the new rumors about unbound armies I've been thinking about the models I've been buying. What the heck am I going to do with 120 shoota boyz lol. I've been conditioned to think that I need at least 4 troop choices for objectives and suddenly the rug has been pulled out from under me. I feel that ork boys are a solid troop choice, both shooting and in the assault, but do we really need them now? I think the killa kans are my favorite model in the codex and now I'm day dreaming of running an all grot army with like 20 kans some big gunz and some foot slogging gretchin. I know the new codex is about to drop and units are bound to change a little, but what are your guys thoughts? Is it unorky of me to think boyz won't be in every ork list?

Discussion: Orks / Answering fritz
« on: April 30, 2014, 10:30:14 PM »
Has anyone watch the video fritz put up on his youtube channel regarding what it will take to make orks competitive? I've been thinking about it, and my first reaction is that orks need a reliable high strength weapon. How are orks going to take out a land raider? Short of assaulting with a power klaw what do we have? Perhaps not the biggest hole in our codex but it is something that needs to be addressed. We have tons of anti infantry at our disposal i.e. Grotzooka and big gunz. Just the 2 cents of a new player, so what do you guys think we need?

Discussion: Orks / Nob question
« on: April 27, 2014, 01:54:24 PM »
In the ork codex it says that "for every 10 orks in the mob, one ork may exchange his slugga or shoota for big shoota or rocket launcha." does that mean I can give a big shoota to my nob? instead of 26 shootas, 3 big shootas and a slugga, I would get 27 shootas and 3 big shootas. Now the nob could take a big choppa or pk but still be able to dish out pain at distance. Im not trying to be shady and as far as I can tell this is legitimate. What do you guys think?

General Discussion / What tier is my army?
« on: February 09, 2014, 02:00:20 PM »
I hear many people talking about top tier armies/tournament winners. Tau and eldar are probably the most discussed and agreed upon when determining top tier that ive noticed. Where does that leave orks or blood angels? My question is how many tiers are there and what are you opinions as to who goes where? Who wins the title of lowest ranked army? I realise that just because an army isnt considered top tier, they can still win with skill and practice. I have always pulled for underdogs and i am very curious to see what we come up with.

Discussion: Orks / best hq's for orks
« on: January 02, 2014, 06:48:35 PM »
What are you guys opinions as to what are orks best hq choices? I'm thinking big mek with kff is probably the best overall choice, but what about the shokk attack gun? It seems risky but the potential damage it can unleash seems almost to good to pass up on. What are your guys thoughts on the shokk attack gun and how well or poorly has it performed? Warboss with mega armor seems pretty solid too.

Discussion: Orks / can i ignore AV 14?
« on: November 28, 2013, 03:00:08 PM »
I'm making a foot list thats gonna be shoota boy heavy and max out heavy support with 9 big guns (loobas). Warboss mega armour with 3 mega nobs in a trukk. Big mek with kff and maybe a dakka jet to finish off the 2000 points. Not sure the exact strategy I will employ yet, but with no real high strength weapons, am I inviting disaster? If someone brings a landraider my options are pretty limited. I have yet to play my first game actual game as I've been assembling and poorly painting my green tide. I've spent time watching and observing others play but my first hand experience is zero. I guess my question is, if I can't kill a land raider, can I just ignore it and keep pushing forward? The nobz will have power klaws but I'm thinking I can't rely on that alone. I'm gonna have around 150 shoota boyz on the table, how much damage can 1 or 2 AV 14's do to that much infantry realistically?

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