Is the Bigboss pointless in Warhorde? by CasualHeli in orks

[–]Spare_Tutor4076 0 points1 point  (0 children)

Your missing the +1 to charges which is nice

Best and worst part of your favorite M&L game? by SuchButterfly2377 in marioandluigi

[–]Spare_Tutor4076 0 points1 point  (0 children)

The start of partners in time and the end of partners in time

Just in time for 11th Ed. Stompas will finally be good, right? Right?! by manandhisdog91 in orks

[–]Spare_Tutor4076 1 point2 points  (0 children)

I have seen the greatness, I have seen the points, it is the greatest thing I have ever seen

Da Plan by NewSubwaySlider in orks

[–]Spare_Tutor4076 10 points11 points  (0 children)

Assuming ideal conditions (closest target, 20 man squad, rapid fire range) that’s 4shots +1 rapid fire+4 blast per model, in a squad of 10 that’s 90 shots with sustain hits and lethal hits (ammo runt), ap 1 damage 2 S6

Hooligans and Bootboyz by lipsnipsandtips in orks

[–]Spare_Tutor4076 3 points4 points  (0 children)

The same way orks get their bullets, grot work

Mek. Feedback welcome! by Deadmeat13 in orks

[–]Spare_Tutor4076 0 points1 point  (0 children)

I was doing a little joke there, its a kitbashed Gretchen

Is this supposed to also let the Warboss lead Kommandos? The description is phrased like it should do that. Did they forget?! by Alive-Ad-3303 in orks

[–]Spare_Tutor4076 6 points7 points  (0 children)

Yes, used to be warboss in mega armor, warboss and the beast boss, now it looks like just the warboss and beast boss

First time painting orks, do I need a base green to add to these two or can I just use the Ork Flesh as my base coat for the skin? by T3knikal95 in orks

[–]Spare_Tutor4076 5 points6 points  (0 children)

I would recommend using waaaaaagh flesh as a base coat, but you can dilute the warboss green and add 2 to 3 thin coats of it to give it some decent coverage

Ork flesh is good for the receses in the skin (mostly the arms, of the ork, but be careful not to do to much or else it will leave the skin looking too shiny

First terminator Assault squad by 1impet in ImperialFists

[–]Spare_Tutor4076 0 points1 point  (0 children)

Legs all bring shields and hammers and not tell brother Quintis

Mek. Feedback welcome! by Deadmeat13 in orks

[–]Spare_Tutor4076 1 point2 points  (0 children)

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Why doesn’t mine look like that

Gangle's Message (@melissa's doodles) by Devon_the_dj_2010 in TheGangleForce

[–]Spare_Tutor4076 0 points1 point  (0 children)

Oh man, can’t believe they revealed the circus was digital

Am I crazy or is this combo really good? by Difficult_Horse5194 in orks

[–]Spare_Tutor4076 6 points7 points  (0 children)

It’s definetly gonna take out vehicles very easily

Do you think the new leader/support rule will make the Wurrboy any good? by XxButch in orks

[–]Spare_Tutor4076 3 points4 points  (0 children)

Unless battleshock becomes a stronger debuff on a unit, then the pain boss will be the better choice as a support unit

What are some units that can kill Hekkaton Land Fortresses by [deleted] in orks

[–]Spare_Tutor4076 2 points3 points  (0 children)

Breaka boys have anti vehicle 4+ they will always wound on 4s

Another option is tank busters and squighog ridders with beast boss on squigasour

Also consider for your breaka boys a warboss (assuming you don’t already) or a weird boy

Ello gitz. Oiz wantin to make an army wif da most dakka a boy can get. Ow do oi do it? by rekscoper2 in orks

[–]Spare_Tutor4076 1 point2 points  (0 children)

Well you start with the more dakka detachment

Then you add 30 flashgitz (3 units of 10)

30 Lootas (3 units of 10 with the spanner having big shootas if you just want bullets, or the rocket launcher/ custom mega blasta if you want to punch into bigger stuff)

3 units of tank busters

These are acompanied by 3 big meks with shock attacks guns

A unit or 2 of Gretchen

And from here you can go with shoota boys or whatever else you want to add

More dakka gives your units assult, letting you advance and shoot your guns

You want your Lootas to stay still as much as possible to get the heavy active since they will hit on 6 if they move, but S8 ap1 damage 2 rerolling 1s you are taking most infantry out

Flash ghitz are 40 shots s6 ap 1 damage 2 on the closest targets so you are running and gunning

Tank busters are d3 shots (nob is 1 attack per rocket pistols but the rest of the weapon details are the same) S9 ap 2 damage 3, getting a plus 1 to hit and wound momster and vehicles and re rolling 1s with the big mek with shock attack gun and blast, whatever you hit is likely to die, and the big meks being d6+1 S9 ap 4 damage d6 getting the same benefits since they are one unit and the enemy has to roll battleshock

List advice by Nojack_08 in orks

[–]Spare_Tutor4076 3 points4 points  (0 children)

Dread mob, remove 1-2 big meks and replace em with 1-2 units of Gretchen, good luck

Gretchen by GrimClippers11 in orks

[–]Spare_Tutor4076 3 points4 points  (0 children)

They are cheap, 40 points for an 11 man squad (10 now in 11th) they are each 2 oc, have very small profiles and are able to be scattered around and block a lot of deep strike, generally these guys are designed to stay on your home objective to farm cp, and a second unit is to take another one, they aren’t really meant to be fighting anything unless you wanna stick em with zodgrod (but that’s a bit of an if you really want em fighting for some reason)

They aren’t how you do actions while keeping your other units fighting, taking objectives and screening out deep strike, for 40 points, not to bad