A blog dedicated to my Warhammer 40k Ork army, as well as my other endevours: Dark Angels, Tau, and Orcs & Goblins. Modeling, converting, gaming, tactics and more!
Showing posts with label orks. Show all posts
Showing posts with label orks. Show all posts
Saturday, September 22, 2018
Friday, August 24, 2018
Evil Sunz Surprise!
So here is the complete 2000pt (ish) Evil Sunz list:
Battalion detachment
HQ: Zadsnark
HQ: Big Mek on bike, kff, big choppa, Relic.
Troops: 12 boys, nob w/pk
Troops: 12 boys, nob w/pl
Troops: 12 boys, nob w/BC
Troops: 30 shoota boys, 3 rokkits, nob w/BC
Elite: Mek, Killsaw, grot oiler
Elite: Tankbustas, nob, 2 bomb squigs
Flyer: wazbom blastajet, WMK, kff
Flyer: Blitza-bommer
Heavy: 5 Lootas
Heavy: Battlewagon, defrolla, big shoota
Heavy: 3 Kans, rokkets
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota *unpainted
2034pts, 127PL
So now that I've crossed the 2k barrier it motivates me to finish the last truck.
Monday, July 30, 2018
First Kill Team
So after pouring over the Kill Team rules, I think I've come up with a good starting point.
Boss Nob - Big Choppa, Kombi-Skorcha (Demolitions specialist)
Kommando Nob, PK (combat specialist)
Kommando x3
Loota x2
Loota Spanner, KMB (Comms specialist)
Grot x4 (one of which is leader)
Notes:
-Having a nob as leader sounds like a bad idea, because you will want them up front and in the enemy's face. Not worth losing the extra command point
-Grots are there for grot shield.
-Comms spec is going to be very important to orks, with the tactic to get the -1 to nerve tests, and giving a loota +1 to hit
-Kombi-skorcha with demo will almost always wound on 2+
-I don't see needing heavy spec anywhere.
I have yet to play but hopefully soon!
Boss Nob - Big Choppa, Kombi-Skorcha (Demolitions specialist)
Kommando Nob, PK (combat specialist)
Kommando x3
Loota x2
Loota Spanner, KMB (Comms specialist)
Grot x4 (one of which is leader)
Notes:
-Having a nob as leader sounds like a bad idea, because you will want them up front and in the enemy's face. Not worth losing the extra command point
-Grots are there for grot shield.
-Comms spec is going to be very important to orks, with the tactic to get the -1 to nerve tests, and giving a loota +1 to hit
-Kombi-skorcha with demo will almost always wound on 2+
-I don't see needing heavy spec anywhere.
I have yet to play but hopefully soon!
Monday, July 9, 2018
Showcase: Evil Sunz Big Mek on Jetbike w/kff
I would call this a side project. Realizing I needed a 2nd HQ choice to field a battalion, I went with the obvious of a Mek on bike w/kff. But going through my bits I found a big inspiration: Left over engine bits from a Stormhawk.
Didn't take long to build, and not long to paint but I could not be happier with the outcome. It's just about my favorite model other than the Valkyrie battlewagon.
So now I can actually field an Evil Sunz only army! Sure it does not mean anything yet, but we're getting there!
This is what I have:
Battalion detachment
HQ: Zadsnark
HQ: Big Mek on bike, kff, big choppa, Relic.
Troops: 12 boys, nob w/pk
Troops: 12 boys, nob w/pl
Troops: 12 boys, nob w/BC
Troops: 30 shoota boys, 3 rokkits, nob w/BC
Elite: Mek, Killsaw, grot oiler
Elite: Tankbustas, nob, 2 bomb squigs
Flyer: wazbom blastajet, WMK, kff *unpainted
Flyer: Blitza-bommer
Heavy: 5 Lootas
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota *unpainted
That currently sits at 1659 pts
I have a used Battlewagon I may re-purpose for Evil Sunz, to hold the lootas.
Didn't take long to build, and not long to paint but I could not be happier with the outcome. It's just about my favorite model other than the Valkyrie battlewagon.
So now I can actually field an Evil Sunz only army! Sure it does not mean anything yet, but we're getting there!
This is what I have:
Battalion detachment
HQ: Zadsnark
HQ: Big Mek on bike, kff, big choppa, Relic.
Troops: 12 boys, nob w/pk
Troops: 12 boys, nob w/pl
Troops: 12 boys, nob w/BC
Troops: 30 shoota boys, 3 rokkits, nob w/BC
Elite: Mek, Killsaw, grot oiler
Elite: Tankbustas, nob, 2 bomb squigs
Flyer: wazbom blastajet, WMK, kff *unpainted
Flyer: Blitza-bommer
Heavy: 5 Lootas
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota
Dedicated: Trukk, big shoota *unpainted
That currently sits at 1659 pts
I have a used Battlewagon I may re-purpose for Evil Sunz, to hold the lootas.
Thursday, July 5, 2018
Project Evil Sunz continues: Loota showcase.
Not much to say here, finished the lootas. that means I've completed all the first wave of models for Project Evil Sunz: 10 tankbustas, trukk, 4 extra boys, mek and 5 lootas.
They go fairly fast, so it hasn't taken much time to get everything complete.
I also needed a 2nd HQ choice to field a battalion. Plus the other trukk. More building!!!
Wednesday, June 27, 2018
Showcase: Evil Sunz Tankbustas
Project Evil Sunz is moving along quickly, with the Trukk and tankbustas done. I am already diving into the Lootas and then I need to paint the Blastajet.
I am still trying to figure out what to do with my last Trukk kit. But that will be Evil Sunz as well.
That's it for now, they look great piling out of their Trukk ready to shoot up some armor!
I am still trying to figure out what to do with my last Trukk kit. But that will be Evil Sunz as well.
That's it for now, they look great piling out of their Trukk ready to shoot up some armor!
Sunday, June 17, 2018
Showcase: Evil Sunz Trukk and Grot gunner Warlord
I've been making a lot of progress and quickly this week. I wanted to do the Trukk first because it's just that awesome of a model. didn't actually take all that long. very rusty exhaust, lots of pigments and Typhus Corrosion, and flames!!
Plus the Grot gunner warlord from Kromlech is done, ready to lead - from the back!
Plus the Grot gunner warlord from Kromlech is done, ready to lead - from the back!
Sunday, June 3, 2018
Project Evil Sunz
I've been doing a lot of building this last week on my Evil Sunz Army/detachment. It's a project I want simply because I like how the Evil Sunz paint scheme looks, so I'd like to eventually have a whole army (or at least a battalion) of these guys. Plus with the codex at least at the announced stage, I would like to think different detachments of different clans will be a thing.
So far I have 1 trukk, 2 units of boyz and the blasta bommer. Oh, and Zadsnark.
I am adding a unit of Tankbustas (because I need a 3rd anyway), 5 lootas, a mek w/killsaw, 2 more Trukks and a Wazbom Blastajet. For now. I still need more HQ's though.
So far I have 1 trukk, 2 units of boyz and the blasta bommer. Oh, and Zadsnark.
I am adding a unit of Tankbustas (because I need a 3rd anyway), 5 lootas, a mek w/killsaw, 2 more Trukks and a Wazbom Blastajet. For now. I still need more HQ's though.
Sunday, May 13, 2018
Showcase: Kromlech Orc Dakka Bunkers
Very happy with these kits. Not only are they cheaper than the official
GW model, but were very easy to put together, look great and are perfect
for keeping stuff alive.
These might even end up in a battle report soon. Will be almost strange playing Orks again.
These might even end up in a battle report soon. Will be almost strange playing Orks again.
Monday, January 15, 2018
The Ork Horde - Tournament viable?
Green Tide is a popular way to play Orks under 8th edition, and I can't disagree with the effectiveness. Now there are a lot of pros and cons to the list.
First, let's start with what I've been playing:
Battalion Detachment 1
HQ: Warboss, Attack Squig, Headwoppa's Killchoppa
HQ: Wierdboy
HQ: Boss Snikrot
Troop: 30 slugga boyz, nob w/pk
Troop: 30 slugga boyz, nob w/pk
Troop: 30 slugga boyz, nob w/pk
Elite: Painboy
Battalion Detachment 1
HQ: Big Mek, KFF
HQ: Big Mek, KFF
HQ: Wierdboy
Troop: 30 Shoota boyz, 3x rokkit, nob w/pk
Troop: 30 Shoota boyz, 3x rokkit, nob w/pk
Troop: 10 grots
Elite: Painboy
Elite: 15 Kommandoz, 2x burna, Nob /pk
Elite: Nob w/waggh! banner
Heavy: 2 KMK
Heavy: 3 lobba
1999pts, 123 PL, 9 command points
The plan seems obvious. Boys sit under the KFF/Painboy and then move forward with the option of jumping to back up the kommandos. Killing that many models is a problem for most, but not all armies.
So far my toughest matchup was Mortarian, which in CC can pretty much guarantee 17-18 dead boys a turn (18 attacks, hitting and wounding on 2+, both with re-roll 1s) plus auto mortal wounds and debuffs.
The question of taking out big models. Sure, 100+ attacks sounds good but when wounding on 6's there is a limit. The KMK seems the best way so I might change out the lobbas for more of them. Or drop the rokkets in the boys mobs and lobbas for a unit of tankbustas hiding in the mob. But that kind of tweaking is also a matter of personal preference.
The biggest problem with this list is the number of drops. Almost always guaranteed to go second, which in 8th is a problem. The 2nd biggest problem only applies to ITC, where the list seems to actively try to give up points to my opponent with 7 units of 10+ models and 9 characters!
I would also like to add another unit of kommandos for mob up purposes, a unit of 25 with a snikrot buff and jumping the banner (maybe a 2nd banner?) for a lot of goodness.
Anyway, what tweaks to be made?
First, let's start with what I've been playing:
Battalion Detachment 1
HQ: Warboss, Attack Squig, Headwoppa's Killchoppa
HQ: Wierdboy
HQ: Boss Snikrot
Troop: 30 slugga boyz, nob w/pk
Troop: 30 slugga boyz, nob w/pk
Troop: 30 slugga boyz, nob w/pk
Elite: Painboy
Battalion Detachment 1
HQ: Big Mek, KFF
HQ: Big Mek, KFF
HQ: Wierdboy
Troop: 30 Shoota boyz, 3x rokkit, nob w/pk
Troop: 30 Shoota boyz, 3x rokkit, nob w/pk
Troop: 10 grots
Elite: Painboy
Elite: 15 Kommandoz, 2x burna, Nob /pk
Elite: Nob w/waggh! banner
Heavy: 2 KMK
Heavy: 3 lobba
1999pts, 123 PL, 9 command points
The plan seems obvious. Boys sit under the KFF/Painboy and then move forward with the option of jumping to back up the kommandos. Killing that many models is a problem for most, but not all armies.
So far my toughest matchup was Mortarian, which in CC can pretty much guarantee 17-18 dead boys a turn (18 attacks, hitting and wounding on 2+, both with re-roll 1s) plus auto mortal wounds and debuffs.
The question of taking out big models. Sure, 100+ attacks sounds good but when wounding on 6's there is a limit. The KMK seems the best way so I might change out the lobbas for more of them. Or drop the rokkets in the boys mobs and lobbas for a unit of tankbustas hiding in the mob. But that kind of tweaking is also a matter of personal preference.
The biggest problem with this list is the number of drops. Almost always guaranteed to go second, which in 8th is a problem. The 2nd biggest problem only applies to ITC, where the list seems to actively try to give up points to my opponent with 7 units of 10+ models and 9 characters!
I would also like to add another unit of kommandos for mob up purposes, a unit of 25 with a snikrot buff and jumping the banner (maybe a 2nd banner?) for a lot of goodness.
Anyway, what tweaks to be made?
Sunday, November 26, 2017
Showcase: Evil Sunz Killa Kanz
Yep I actually finished them.
That gives me 12 kanz for 2 full units. These guys aren't really all that bad.
That gives me 12 kanz for 2 full units. These guys aren't really all that bad.
Sunday, October 8, 2017
100 Power Level Dread mob tournament list
As the leaves turn and my financial situation stabilizes a bit, time to start thinking about tournaments again.
This time it's at a store I've never been too, but yet it's not that far away.
And it's using power level instead of points. Orks usually lose out on that front. Oh, also no forgeworld so the killtank stays at home.
I also got another box of kans from my cousin so it's time for more!
The biggest downside to this list is having just 4 command points. Every game I find myself wanting more.
But here it is:
Spearhead Detachment
HQ: Mek on bike, KFF, PK
HQ: Wierdboy w/warpath
Elite: Nob w/Waggh! banna
Elite: 15 kommandos, 2x burna, nob w/BC
Heavy: 6 kans, rokkits
Heavy: 6 kans, grotzookas
Heavy: Gorkanaut
Heavy: 2 dreads, 2x skorcha
Heavy: 2 Mek Gunz, 2x KMK
99PL, 1921pts
Not a lot of models but there sure is a heck of a lot of wounds with a 5++
If I had another kff mek on bike I might run that instead of the wierdboy just to get better coverage but I will be spending my time finishing off the Kans.
Next couple of weeks of league I'm going to swap out the Gorkanaut with a Mork- and dropping one of the KFF meks. We'll see how that goes.
This time it's at a store I've never been too, but yet it's not that far away.
And it's using power level instead of points. Orks usually lose out on that front. Oh, also no forgeworld so the killtank stays at home.
I also got another box of kans from my cousin so it's time for more!
The biggest downside to this list is having just 4 command points. Every game I find myself wanting more.
But here it is:
Spearhead Detachment
HQ: Mek on bike, KFF, PK
HQ: Wierdboy w/warpath
Elite: Nob w/Waggh! banna
Elite: 15 kommandos, 2x burna, nob w/BC
Heavy: 6 kans, rokkits
Heavy: 6 kans, grotzookas
Heavy: Gorkanaut
Heavy: 2 dreads, 2x skorcha
Heavy: 2 Mek Gunz, 2x KMK
99PL, 1921pts
Not a lot of models but there sure is a heck of a lot of wounds with a 5++
If I had another kff mek on bike I might run that instead of the wierdboy just to get better coverage but I will be spending my time finishing off the Kans.
Next couple of weeks of league I'm going to swap out the Gorkanaut with a Mork- and dropping one of the KFF meks. We'll see how that goes.
Sunday, September 3, 2017
Showcase: Blood Axe Magnetized, Motorized Gorkanaut complete!
Well it's been a slow month for me on the channel, the blog and actual hobby.
I've been enthralled by my old self, the car guy. The guy that worked on cars throughout high school and beyond right up to the point of getting first into M:TG and then 40k.
I did finally finish the 'naut today though.
I've been enthralled by my old self, the car guy. The guy that worked on cars throughout high school and beyond right up to the point of getting first into M:TG and then 40k.
I did finally finish the 'naut today though.
Tuesday, August 8, 2017
Dread Mob? Let's try it!
OK, I got seriously bored with the gunline. It's worse than the old decurion. But now that I have the 'naut at least built I can try fielding a more mechanized list.
Going heavy support heavy means fewer command points, but we'll see how that goes. I tend to use them pretty quickly.
Spearhead Detachment
HQ: Big mek on bike, KFF
HQ: Big mek, KFF
Elites: 10 Kommandos, 2x burna, Nob w/BC
Elites: 10 Kommandos, 2x burna, Nob w/BC
Heavy: 4 Lobbas
Heavy: Gorkanaut
Heavy: 2 Dreads, 2x CCW, 2x skorcha
Heavy: 6 kans, 3x rokket, 3x grotzooka
Heavy: 3 kans, 3x big shoota
Super heavy aux detachment
Kill Tank, Bursta kannon, 2x extra twin BS
2000pts, 4 command points
That's every walker I own on the field. I might try to get more in the future, we'll see. So I have the lobbas for a bit of back field objective sitting and some more anti-infantry, plus the kommandos for disruption. They probably won't be first turn though, using them 2nd turn as the walkers get closer sounds like a better plan. And the Kill tank with it's own KFF mek for even more ranged punch.
Going heavy support heavy means fewer command points, but we'll see how that goes. I tend to use them pretty quickly.
Spearhead Detachment
HQ: Big mek on bike, KFF
HQ: Big mek, KFF
Elites: 10 Kommandos, 2x burna, Nob w/BC
Elites: 10 Kommandos, 2x burna, Nob w/BC
Heavy: 4 Lobbas
Heavy: Gorkanaut
Heavy: 2 Dreads, 2x CCW, 2x skorcha
Heavy: 6 kans, 3x rokket, 3x grotzooka
Heavy: 3 kans, 3x big shoota
Super heavy aux detachment
Kill Tank, Bursta kannon, 2x extra twin BS
2000pts, 4 command points
That's every walker I own on the field. I might try to get more in the future, we'll see. So I have the lobbas for a bit of back field objective sitting and some more anti-infantry, plus the kommandos for disruption. They probably won't be first turn though, using them 2nd turn as the walkers get closer sounds like a better plan. And the Kill tank with it's own KFF mek for even more ranged punch.
Tuesday, August 1, 2017
Gun line part duex
After realizing the VSG was nerfed to uselessness, I needed a new list.
The basis would be the same - 10 artillery and 30 lootas - but this time with much more KFF action. 3, in fact, to make sure everything is covered.
I also went to 2 units of 30 boys and Da Jump, along with 2 units of 9 kommandos. Lots of backfield pressure. I ended up with a few grots because I needed a 3rd Troops choice and for some bubble wrapping.
Here is the list:
Spearhead Detachment
HQ: Big Mek, KFF
HQ: Big Mek, KFF
Elite: 9x Kommando, 2x burna, Nob w/BC
Elite: 9x Kommando, 2x burna, Nob w/BC
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 5 Big Guns, Lobba
Heavy: 2 Big Guns, Kannon
Heavy: 3 Mek Guns, KMK
Betallion Detachment
HQ: Warboss, pk, squig
HQ: Wierdboy
HQ: Big Mek, KFF
Troop: 30 sluggas, nob w/pk
Troop: 30 shootas, 3x rokket, nob w/pk
Troop: 14 grots
Elite: Mad Doc
1999pts, 7 command points
I made some slight changes, going from Smasha guns to kannon. I didn't have too much luck with the smashas, so trying these out instead. Surprisingly, kannon are almost the same price. Gives more flexibility too with the d6 shot option.
The biggest downside is 17 drops, which means I'll be fighting to go first. At least I play under ITC. I also doubt I'll be doing reserves first turn, instead using the army to soften up targets before jumping or bringing on the kommandos.
Anyway I'll be putting this list on the table tomorrow. We'll see how it goes.
The basis would be the same - 10 artillery and 30 lootas - but this time with much more KFF action. 3, in fact, to make sure everything is covered.
I also went to 2 units of 30 boys and Da Jump, along with 2 units of 9 kommandos. Lots of backfield pressure. I ended up with a few grots because I needed a 3rd Troops choice and for some bubble wrapping.
![]() | |
| ya, kinda like this.. |
Here is the list:
Spearhead Detachment
HQ: Big Mek, KFF
HQ: Big Mek, KFF
Elite: 9x Kommando, 2x burna, Nob w/BC
Elite: 9x Kommando, 2x burna, Nob w/BC
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 5 Big Guns, Lobba
Heavy: 2 Big Guns, Kannon
Heavy: 3 Mek Guns, KMK
Betallion Detachment
HQ: Warboss, pk, squig
HQ: Wierdboy
HQ: Big Mek, KFF
Troop: 30 sluggas, nob w/pk
Troop: 30 shootas, 3x rokket, nob w/pk
Troop: 14 grots
Elite: Mad Doc
1999pts, 7 command points
I made some slight changes, going from Smasha guns to kannon. I didn't have too much luck with the smashas, so trying these out instead. Surprisingly, kannon are almost the same price. Gives more flexibility too with the d6 shot option.
The biggest downside is 17 drops, which means I'll be fighting to go first. At least I play under ITC. I also doubt I'll be doing reserves first turn, instead using the army to soften up targets before jumping or bringing on the kommandos.
Anyway I'll be putting this list on the table tomorrow. We'll see how it goes.
Monday, July 31, 2017
Oooops! Forget the Void Shield.
I didn't know the VSG got hit with a giant nerf bat in the faq. It was reduced to a 6" bubble and a 5++. That basically renders it completely useless! It might be ok for some armies, but not for Orks.
That means having to use KFF meks instead. Which, in hindsight, is probably going to work out better because adding elite slots will need to add HQ slots as well.
The difference between a 5++ and 4++ is pretty significant, so I'm not sure how much it will really help though.
You can take 2 KFF meks for the price of a VSG and have points left over, and probably end up with better coverage and more deployment options.
So I have to apologize to my opponents this weekend. Luckily it was a fun event and not a competitive tournament.
But back to the gun line. With the reduction of the invul save, it's going to be imperative to go first. Not sure how I will accomplish this, so time to tweak the list.
That means having to use KFF meks instead. Which, in hindsight, is probably going to work out better because adding elite slots will need to add HQ slots as well.
The difference between a 5++ and 4++ is pretty significant, so I'm not sure how much it will really help though.
You can take 2 KFF meks for the price of a VSG and have points left over, and probably end up with better coverage and more deployment options.
| Pew Pew |
So I have to apologize to my opponents this weekend. Luckily it was a fun event and not a competitive tournament.
But back to the gun line. With the reduction of the invul save, it's going to be imperative to go first. Not sure how I will accomplish this, so time to tweak the list.
Saturday, July 29, 2017
Ork gun line?
So I'm playing in a tournament this weekend, that was set up a long time ago as 7th. However we have the option to play 8th - which all my games have been.
Anyway I wrote out a 7th edition list and then slightly modified it for 8th. In 7th it was ok, but in 8th it's doing pretty well. I'm sure that has a lot to do with 8th though.
Here's the list:
Spearhead Detachment
HQ: Warboss, PK, Squig
Troop: 30 Sluggas, Nob w/PK
Troop: 12 Sluggas, Nob w/BC
Troop: 12 Sluggas, Nob w/BC
Elite: Mad Doc
Elite: Waggh! Banna Nob
Fast: 2 Deffkoptas
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 3 Mek Gunz, KMK
Heavy: 2 Mek Gunz, Smasha Guns
Heavy: 5 Big Gunz, Lobbas
Fortification Network detachment
Void Shield Generator
Again, this was built primarily from the 7th ed models I was bringing with me.
However this list just has a BRUTAL amount of shooting. Smasha guns are just fantastic at taking down any big model, KMKs can really pile on the damage and lootas handle just about everything else. the key though, by far, is the VSG itself. It provides a level of protection unlike anything else we can field. Combined with the FNP from mad doc, the lootas stick around quite a while.
It took me a while to decide to NOT take Da Jump with this list. Pretty much jumping the unit of 30 boys would mean leaving the gunline completely unprotected. The Waggh! banner nob though was totally worth it, helping every single game.
The trukks are not really working out though, they just are not as fast as they use to be and the 8th disembark means they are even slower. I think the answer is to replace them both with Kommandos. That gives me quite a bit more distraction than those trukks. It also means re-arranging the detachments so I can fit them in. Dropping the koptas will also give me more kommandos. Remember, free burnas!
Anyway I wrote out a 7th edition list and then slightly modified it for 8th. In 7th it was ok, but in 8th it's doing pretty well. I'm sure that has a lot to do with 8th though.
Here's the list:
Spearhead Detachment
HQ: Warboss, PK, Squig
Troop: 30 Sluggas, Nob w/PK
Troop: 12 Sluggas, Nob w/BC
Troop: 12 Sluggas, Nob w/BC
Elite: Mad Doc
Elite: Waggh! Banna Nob
Fast: 2 Deffkoptas
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 10 Lootas
Heavy: 3 Mek Gunz, KMK
Heavy: 2 Mek Gunz, Smasha Guns
Heavy: 5 Big Gunz, Lobbas
Fortification Network detachment
Void Shield Generator
Again, this was built primarily from the 7th ed models I was bringing with me.
However this list just has a BRUTAL amount of shooting. Smasha guns are just fantastic at taking down any big model, KMKs can really pile on the damage and lootas handle just about everything else. the key though, by far, is the VSG itself. It provides a level of protection unlike anything else we can field. Combined with the FNP from mad doc, the lootas stick around quite a while.
It took me a while to decide to NOT take Da Jump with this list. Pretty much jumping the unit of 30 boys would mean leaving the gunline completely unprotected. The Waggh! banner nob though was totally worth it, helping every single game.
The trukks are not really working out though, they just are not as fast as they use to be and the 8th disembark means they are even slower. I think the answer is to replace them both with Kommandos. That gives me quite a bit more distraction than those trukks. It also means re-arranging the detachments so I can fit them in. Dropping the koptas will also give me more kommandos. Remember, free burnas!
Sunday, July 23, 2017
Showcase: Big Choppa Nobz
Finished up the Big Choppa Nobz, one for each of my 6 units of boyz.
Not much else to say, pics!
New commentary soon!
Not much else to say, pics!
New commentary soon!
Wednesday, July 19, 2017
40k 8th edition Ork commentary: Boyz vs bikes, a case study.
What happens when rules drastically changes how you field your models? A great example is the new index and Boyz vs Warbikes.
Warbikes were, IMO, unequivocally the best unit in the 7th edition codex. Especially when combined with Zhadsnark.
So what made the bikes so good?
-had slugga/choppa for 3 attacks each
-had slugga/choppa for 3 attacks each
-3 TL S5 shots per bike
-+1 to cover save when turbo-boosting.
-4+ armor save included
-Fast! 24" per turn move + more if Zhadsnark around.
-Fast! 24" per turn move + more if Zhadsnark around.
-Just 18pts per model!
-the T and save made them far less susceptible to mob rule.
-the T and save made them far less susceptible to mob rule.
And where did boyz suffer in 8th?
-Slow
-Slow
-Suffered greatly at the hands of mob rule
-not very resilient
-were not able to kill everything.
-were not able to kill everything.
Then the index hit, turning the situation completely around.
Bikes:
-increased 50% in points
-Lost a LOT of their speed, from 24" to 14+d6"
-No "exhaust cloud" at all, which has been a stable fluffy rule for decades!
Mainly, though, it was the dramatic increase in cost. There wasn't even really anything in the edition change that made bikes so much worse..just the points increase.
What did boyz gain?
-Mob rule. The best morale mitigation in the game outside of "fearless". Who doesn't want a LD30 unit of models?
-Attack buffs, both number and to-hit.
-Being able to be jumped across the board.
What it comes down to is while the points didn't change for the boyz, the difference between the two became much greater. Resulting in boyz just being a much more important staple than before.
Bikes:
-increased 50% in points
-Lost a LOT of their speed, from 24" to 14+d6"
-No "exhaust cloud" at all, which has been a stable fluffy rule for decades!
Mainly, though, it was the dramatic increase in cost. There wasn't even really anything in the edition change that made bikes so much worse..just the points increase.
What did boyz gain?
-Mob rule. The best morale mitigation in the game outside of "fearless". Who doesn't want a LD30 unit of models?
-Attack buffs, both number and to-hit.
-Being able to be jumped across the board.
What it comes down to is while the points didn't change for the boyz, the difference between the two became much greater. Resulting in boyz just being a much more important staple than before.
Friday, July 7, 2017
Warhammer 40k 8th edition Ork commentary: Big Choppas vs Power Klaws (warning: Mathhammer!)
Time to consider big choppas. They have never been viable options, with just a slugga/choppa being statistically better.
So anyway, 8th edition has changed that. Both due to the weapon profile and the rules.
So viable, in fact, I went ahead and bought a box of nobs so I can make a big choppa nob for each of my 6 units of boys!
Let's examine the difference.
Big Choppa: S+2 (so S7), AP-1, 2 damage you'll notice this is essentially the same as a Deffgun
Power KLaw Sx2 (so S10), AP-3, D3 damage, -1 to hit.
Big Choppa is also 36% of the points. If I take 3 units of boys, that's a savings of 48points!
The 3 categories:
Strength: When is S10 better than S7? Anything T5 or lower. Then you're wounding on 2+ Also anything with T20 or higher - which does not exist. But once you get to vehicles you're still at a 3+, and thus have no benefit over S7.
AP: -3 vs -1. That means you have a much better chance of getting that damage through, but having any AP at all makes the Big Choppa usable. Taking a 3+ to a 4+ is pretty nice.
Damage: D3 vs 2. Even if you do get the PK through, there is a 1/3 chance you'll only do 1 damage.
Let's do some mathhammer:
Vs a Space Marine (T4, 3+ save, 1W)
BC: 3A * (2/3 chance to hit) * (2/3 chance to wound) * (1/2 chance to not save) = .667 dead marine
Points/damage =13pts per dead marine
PK: 3A * (1/2 chance to hit) * (5/6 chance to wound) * (5/6 chance to not save) = 1.04 dead marine
Points/damage=24pts per dead marine
Vs an average vehicle (T7, 3+ save, multiple wounds)
BC: 3A * (2/3 chance to hit) * (1/2 chance to wound) * (1/2 chance to not save) * (2 damage) = 1 wound
Points/damage=9
PK: 3A * (1/2 chance to hit) * (2/3 chance to wound) * (5/6 chance to not save) * d3 wounds = 1.66 wounds
Points/damage=15
So as we can see here the big choppa is statistically more points efficient, and by that I mean you pay fewer points for equivalent damage. That's not a bad deal at all.
So anyway, 8th edition has changed that. Both due to the weapon profile and the rules.
So viable, in fact, I went ahead and bought a box of nobs so I can make a big choppa nob for each of my 6 units of boys!
| 1 Goff, 2 Evil Sunz, 3 Blood Axe. |
Let's examine the difference.
Big Choppa: S+2 (so S7), AP-1, 2 damage you'll notice this is essentially the same as a Deffgun
Power KLaw Sx2 (so S10), AP-3, D3 damage, -1 to hit.
Big Choppa is also 36% of the points. If I take 3 units of boys, that's a savings of 48points!
The 3 categories:
Strength: When is S10 better than S7? Anything T5 or lower. Then you're wounding on 2+ Also anything with T20 or higher - which does not exist. But once you get to vehicles you're still at a 3+, and thus have no benefit over S7.
AP: -3 vs -1. That means you have a much better chance of getting that damage through, but having any AP at all makes the Big Choppa usable. Taking a 3+ to a 4+ is pretty nice.
Damage: D3 vs 2. Even if you do get the PK through, there is a 1/3 chance you'll only do 1 damage.
Let's do some mathhammer:
Vs a Space Marine (T4, 3+ save, 1W)
BC: 3A * (2/3 chance to hit) * (2/3 chance to wound) * (1/2 chance to not save) = .667 dead marine
Points/damage =13pts per dead marine
PK: 3A * (1/2 chance to hit) * (5/6 chance to wound) * (5/6 chance to not save) = 1.04 dead marine
Points/damage=24pts per dead marine
Vs an average vehicle (T7, 3+ save, multiple wounds)
BC: 3A * (2/3 chance to hit) * (1/2 chance to wound) * (1/2 chance to not save) * (2 damage) = 1 wound
Points/damage=9
PK: 3A * (1/2 chance to hit) * (2/3 chance to wound) * (5/6 chance to not save) * d3 wounds = 1.66 wounds
Points/damage=15
So as we can see here the big choppa is statistically more points efficient, and by that I mean you pay fewer points for equivalent damage. That's not a bad deal at all.
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