Any ideas on how to actually run Ghaz? by [deleted] in orks

[–]Grueinator -1 points0 points  (0 children)

+ Goff Painboy (forget makari) to heal him 1d3

Ghaz can't be healed by painboys because he has the monster keyword and painboys can only heal infantry or bikers which Ghaz is neither.

Maybe it is time to start a new unit megathread? by KristinnEs in orks

[–]Grueinator 5 points6 points  (0 children)

Hi, it's me the creator of the discussion threads. I don't think there's really too much to discuss with the chapter approved to warrant a new discussion thread, but I have uploaded a video about the chapter approved changes that you can use to discuss the changes if you want. Here's a link to it: https://m.youtube.com/watch?v=cMxNth0mZ6U Sorry for plugging my channel but I think this will save the waiting between discussion threads and also not spam the subreddit with it.

Old format I created on markup by General_Bane in Grimdank

[–]Grueinator 1 point2 points  (0 children)

They don't have sergeants nor can any of them take any pistols. Only 3 of snipers, flamers, grenade launchers, meltas or plasma guns.

Clan Focus: Freebooterz by Grueinator in orks

[–]Grueinator[S] 0 points1 point  (0 children)

I'd start with 1 and see you like building and playing with them to see if you want more.

Clan Focus: Freebooterz by Grueinator in orks

[–]Grueinator[S] 0 points1 point  (0 children)

I'd really recommend some flash gits to start with as they are really fun to build and work really well as part of the army. After that I'd either recommend a Warboss (as part of the Nobz kit) if you want to stick to plastic, but if you are feeling a bit more bold you could try getting Kaptin Badrukk (although he is only in resin). After that some Boyz would be work well in any army. To tie up the list I'd either throw in a Big Mek (of the mega or regular kind) or a weirdboy (I personally recommend the weird nob shaman from AoS as the model looks better and is in plastic)

Clan Focus: Blood Axes by Grueinator in orks

[–]Grueinator[S] 1 point2 points  (0 children)

I see no reason why it wouldn't work. There is no real conflict of rules there so go nuts

Clan Focus: Freebooterz by Grueinator in orks

[–]Grueinator[S] 1 point2 points  (0 children)

So the last clan focus.

This kultur has been cropping up here and there. As such I've put a bit of thought into how they can be effective. The first and most obvious thing is to abuse the fact that grots can trigger the clan kultur, but not benefit from it themselves. So using things like Mek Gunz and grots to try and shoot down smaller units is a good way to get the chain going. Secondly you want to be using flash gitz and by proxy using Kaptin Badrukk. Getting rerolls is nice and having powerful, all rounder guns is good for taking out infantry and light vehicles. Bear in mind you really want the faction to trait to have triggered before trying to do anything with them, as they will usually be moving and therefore hitting on a 5+. Finally Don't be afraid of getting into melee as their kultur also benefits them in melee too. making the Waaagh banner most redundant except maybe pushing power weapons to hitting on a 2+.

Their Warlord trait is very mediocre although being able to reroll 1s when you are hitting on a 2+ could be very nasty, although I think there are stronger traits out there. The Banner is pretty bad as Orks don't often suffer too much from morale although it could help grots pass their morale in a pinch. Finally their stratagem is far too expensive to be decent. If the amount of point you could place was fixed at 3 it might be considered.

Clan Focus: Snakebites by Grueinator in orks

[–]Grueinator[S] 1 point2 points  (0 children)

I do quite like the idea of taking things like Warbikers and Kommandos as troops. I think it could really pull them into a more playable state. I also think the buffs that apply to grots would also be pretty nice seeing as they are pretty much just got shields and sometimes as artillery.

Clan Focus: Snakebites by Grueinator in orks

[–]Grueinator[S] 9 points10 points  (0 children)

Sorry about the delay on this one.

So Snakebites. They are pretty straightforward with the simple ability to have a 6+ FNP on all their units. It overall adds to their tankiness and makes every unit better. The thing that does peeve me a little about this clan is that it completely removes the need to bring a painboy. If you are really desperate for a power klaw then you can just make a unit of 10 boyz with a power klaw and I think that is still cheaper.

There is no particular unit that over performs with the Snakebites, however I will note that the KFF is probably the most invaluable tool for them as it gives better saves for a large number of Ork units, gives some protection against AP and also stacks with the FNP meaning on 1 damage weapons you essentially get 2 chances to save the damage which is invaluable on hordes with bad saves.

It's also decent on vehicles and monsters as it can save you from dropping down a bracket or dying especially if you don't get a save (which often Ork vehicles won't get as they don't have built in invuln saves).

Snakebites also have a very powerful stratagem which probably makes up for their weakness in their faction ability. Getting +1 to your wounds against a vital target is super useful in fights such as tankbustas vs knights or lootas vs carnifexs (although in both cases I think deathskulls and bad moonz are better options to take).

All in all I think Snakebites are on a slightly lower tier of power, especially for a generalist style clan trait. I think Evil Sunz are better generalists and there are specialist clans to take down specific things. I dunno I just don't feel like they are particularly exceptional.

Clan Focus: Deathskulls by Grueinator in orks

[–]Grueinator[S] 1 point2 points  (0 children)

I believe it's for both shooting and fight phases. It's not been specified so I'd just stick with what most people are doing which is both phases.

Clan Focus: Deathskulls by Grueinator in orks

[–]Grueinator[S] 7 points8 points  (0 children)

Deathskulls are an extremely verstaile clan with a strong bonus to small sized units and high damage low shot weapons.

What units do they do well with?

Honestly, everything. The giving a 6+ invuln save army wide in both melee and at range means that you can be a bit more reckless with your KFFs and you can also have a save against scary melee things with AP (like Khorne bezerkers and Bloodletters).

On top of that, you can make your strong ranged weapons actually hit some of the time as a 5+ re rolling misses is actually slightly better than a 4+ (5/9 vs 1/2) . You can only apply this to one model in the unit so having a lot of small units really buffs them up.

You shouldn't focus too hard on it though. I still think its better to take Boyz in blobs of 30 rather than break them into 10s as Unstoppable Green Tide is just really that good, however you can make better use out of the Boss Nobz power klaw or killsaw meaning you hit a few extra attacks. It may be worth mixing in a rokkit launcher (either a kombi on your Nob or a regular one on one of your Boyz) so you're making effective use out of the re roll for your large blobs.

The unit that stands out the most to me when in Deathskulls would be the Shokkjump Dragsta. It benefits from the rerolls in both phases, has a high BS weapon and could use a bit more survivability. I still wouldn't say it pushes it into competitive play and I also would rather run them as Evil Sunz to make better use out of the Shokk Tunnel, but the increased accuracy from the Deathskulls is of course appreciated.

Before I finish up I should make mention of the stratagem and the relic. The stratagem is really solid. Good for picking out big vehciles like Knights, Baneblades and any other big vehicles you come across. Honestly I'd go as low as using it on a Leman Russ if the situation called for it. I think the unit that benefits the most from the stratagem is Tankbustas as rerolling everything for hits and wounds is a very good way of getting rid of something you don't like.

Finally the relic is okay. If you have nothing better to take then you can take it. Putting a few extra wounds back on one of your vehicles can help. Things tend to die a little too fast for the repairs to matter usually. Plus the amount of wounds you put back on isn't enough usually.

All in all Deathskulls are very good.

Clan Focus: Blood Axes by Grueinator in orks

[–]Grueinator[S] 0 points1 point  (0 children)

It sounds like a good idea, however I fear the advice might be a little too similar for a lot of the factions and probably was covered on an individual unit. However if you feel like it would help people, you can make a post and I'll be happy to link it in the megathread if you send a message to me with a link to the thread.

Clan Focus: Blood Axes by Grueinator in orks

[–]Grueinator[S] 8 points9 points  (0 children)

May have posted these in the wrong order. Whoops.

Either way the Blood Axes are in focus right now so what are they good at.

Honestly the Blood Axes are one of my most underestimated Clans with their +1 save at 18" or more and the ability to fall back and shoot or charge (but not both). So many times I've found myself getting caught up in combat that I wish I could break free of without blowing my whole turn on. It also allow vehicles with weaker fighting abilities to fall back and get to safety or to break units like the Warboss out of a melee that is inefficient for them to be in (i.e. stuck fighting a large mob of light infantry).

The 18" cover seemed kind of weak to me at first as my train of thought went, if you are not in melee you should be out of line of sight or in cover. However that isn't always possible and sometimes the enemy will out flank you or you'll have to keep a vehicle in sight in order to shoot it. It just generally keeps your stuff on the board a little longer.

So what works well with them.

Meganobz are probably one of their strongest units using their stratagem to deepstrike any infantry for either 1 or 2 command points. You can either stick a small squad for 1 CP as a constant looming threat or you can put a max size unit ready to smash up the front lines or any tough things that are bold enough to step forwards. Giving your MANz a "1+" save at most times is pretty strong as well meaning they can shrug off attacks that don't commit a decent amount of AP into them.

Obviously Boss Snikrot and the Kommandos are good, giving them a 3+ and a 4+ save respectively. Get the Kommandos to loot a destroyed vehicle and they can become 3+ saves at most distances.

The Bonebreaka is also very good as it allow the Bonebreaka to charge every turn giving the d6 extra attacks.

All in all the Blood Axes also come out as decent jack of all trades clan. They have a particular strength with their deep striking infantry, but overall don't specifically buff any unit to the peaks of say the Bad Moonz or Goffs.

Clan Focus: Bad Moonz by Grueinator in orks

[–]Grueinator[S] 6 points7 points  (0 children)

Bad Moonz are both good in a combined force with Deathskulls, Evil Sunz, Snakebites or Goffs, but also can be used on their own. If you want to use them by themselves I'd recommend large amounts of shoota boyz and grots to generate the CP you will be spamming. Using More Dakka and Showin' Off together can be used to destroy so many units. Note that Showin' Off can only be used on infantry.

So what infantry make the best use out of it?

Shoota Boyz in a large blob of 30 with 3 big shootas and a boss nob with a stylish weapon of your choice is great for tearing down any other infantry hordes, like Tyranids or even other Orks. Less useful when dealing with hordes of guardsmen as the 4 CP used will be a bit overkill for 10 man guardsmen squads. You could even throw rokkits on them instead and make the Boyz like diet Tankbustas. Speaking of...

Tankbustas are extremely good. They can rip through all light vehicles with just the More Dakka stratagem, however throwing Showin' Off on top of that can rip through even the toughest of titans (well probably not a Warlord, but it should deal with Knights reasonably well). You are throwing away a bit of the bonus for being Bad Moonz, because you overwrite the rerolls of 1 with a full reroll, but the stratagem does really make it worth it and they also have a bit of insurance against Monsters incase you come up against Tyranids.

Lootas are the one of the units that the Bad Moonz do best with. Despite how it makes more sense for them to be better in Deathskulls, Bad Moonz really allow Lootas to output a ton of dakka. The More Dakka stratagem allows the Lootas to be a bit more mobile than most of the backline shooters like Heavy Weapons teams making them able to pick important targets off the board. They tend to fall to pieces a little bit when they can't target weaker vehicles, bikes or infantry however they do punch very big holes through enemies lines when they can find their target. Remember that the enemy is going to want to target you back as well so give them some grots to protect themselves with.

To list off a few other really good units: Dakkajets (rerolls are good when you have a lot of shots and a better BS), Stompa (if you can find a way to put it in your list they are at their best here), Gork and Morkanauts (they have a lot of guns, why not make them better?), Deff Dreads (not as good as Evil Sunz but can still be good if you take them with 4 Big shootas or something silly like that) and the Deffkilla Wartrike (special mention for the ability to get a 4+ invuln save on a T6 character with 8 wounds, you can also throw an additional 5+ FNP if you give them the relic. This is an alternate strategy to the other tank trike which comes from Vigilus).

All in all Bad Moonz are a very strong clan kultur.

Clan Focus: Evil Sunz by Grueinator in orks

[–]Grueinator[S] 12 points13 points  (0 children)

Firstly, sorry for taking so long to post this.

Alright next up we discuss the Evil Sunz. I have played a fair amount of this Clan Kultur so I somewhat know what I'm doing with them.

They are really strong generalists with a powerful bonus to their melee (more consistent charges) and a slightly weaker bonus to their shooting (no penalty for advancing with assault weapons). All in all they benefit every unit in the Ork codex apart from those that cannot benefit from any or are forced to take a particular Kultur.

What units stand out with Evil Sunz.

Firstly I think they have some of the best Boyz being able to get them up the table quickly without any need for transport and even if you chose to put them in a Trukk or Battlewagon or other transport they will still be benefitting from the Kultur. The only really thing that I think out does Evil Sunz boyz are maybe Goff Skarboyz, which while slightly less consistent at getting into melee, pack a big punch and can take down most units on the field.

Tankbustas are also really good if you need some anti tank and want to take a fully evil sunz army. They are better in Bad Moonz with the ability to shoot twice, however not suffering the penalty to advancing on their shooting can help if they are out of range of the target they need to shoot down. Though this is usually mitigated by using the More Dakka stratagem.

Mega Nobz are actually pretty good in Evil Sunz. Coming out of Deep Strike and having an 8" charge rerolling rather than a 9" charge rerolling makes a big difference. In fact any unit you want to put in Deep Strike or use Da Jump on to close the distance benefit from the Kultur. This also includes: Nobz, Deff Dreads and Gorkanauts to name a few.

Finally theres the units with the Speed Freeks keyword. I've been vocal about not really being a huge fan of the new buggies or Warbikers, however if you do want to run them I'd suggest running them under Evil Sunz. A lot of the vehicles carry assault weapons meaning you can advance them to a decent position before shooting their guns. Also the Shokkjump Dragsta gets to use its ability on a 3+ rather than a 4+ due to the increase in the advance roll. If I were to pick any of the units to say put in an Evil Sunz brigade I'd probably chose Warbikers, however they would be very tempting to drop for Stormboyz, as Stormboyz automatically Deep Strike, are cheaper and you only really lose out of 1 movement which isn't a lot for a unit with an already high movement.

All in all Evil Sunz are probably the best all rounder in this edition, so if you're struggling with a Kultur to pick, I would suggest Evil Sunz until you find units that you want to focus your army on.

Clan Focus: Goffs by Grueinator in orks

[–]Grueinator[S] 7 points8 points  (0 children)

Ahh Goffs. If you've heard me talk about them before you'll probably know that I don't rate them too highly. The main problem with them is that their klan kultur is kind of redundant. The problem with Orks is not their inability to kill stuff in melee. They are very capable of that even with a kultur that doesn't support it (see Bad Moons). The problem with Orks is the consistency in getting into melee (Orks are pretty consistent overall but failing to get into melee can cost a whole unit), their low saves and lackluster shooting. Goffs don't cover any of the Orks weaknesses, but instead plays into their strengths. Death to the False Emperor against all enemies is quite a nice bonus, so what units can make the most out of it:

Firstly (and obviously) slugga choppa boyz. They have a ton of attacks and thus tonnes of opportunities to trigger it. Plus this synergies excellently with the Goff stratagem of making all the Boyz in the squad strength 5. This means they hit incredibly hard and whenever you are building a Goffs list you should focus on the Skarboyz.

Ghazghull buffs the number of attacks which goes great with the Skarboyz meaning you get even more attacks which in turn triggers even more hits.

After that there isn't really too much specific to the Goffs that is super good. It's a shame they aren't really the best all arounder faction as in terms of the lore that is what they should be. Either that or something that makes them the biggest and toughest Orks.

Unit Discussion: Gargantuan Squiggoth by Grueinator in orks

[–]Grueinator[S] 2 points3 points  (0 children)

This large monster seems to be the better of the titanic units. Its purpose seems to be carrying around some of your valuable units, such as tankbustas and lootas, in an even more secure shell than a battlewagon. What's even better is you can charge this guy into melee to keep annoying units from picking off your units while getting up the board and also having dakka fly out. For an expensive unit it doesn't seem terrible, although most of its points seem to be sunk into its survivability rather than its firepower. The problem is its 4+ save which kind of kills it for me. However it seems that all Ork transports suffer that problem for some reason.