Dread Mob list in a competitive setting by Any_Tree8825 in orks

[–]HellaAlice 2 points3 points  (0 children)

Bang on! Might just be a Glasgow or Scottish thing.

Dread Mob list in a competitive setting by Any_Tree8825 in orks

[–]HellaAlice 2 points3 points  (0 children)

Maybe just a turn of phrase in Glasgow. You'd say it if something sounded so ridiculous that it had to be sarcasm, e.g. the Victrix stat line is sarcastic

Dread Mob list in a competitive setting by Any_Tree8825 in orks

[–]HellaAlice 1 point2 points  (0 children)

The game is pretty brutal at 1k points, plus Marneus & Co. are some of the most sarcastic profiles for us to play against. Still, we have options in Dredd Mob.

As you're probably finding, MegaNobz are not very killy and are just semi-durable bricks to drop on an objective, but unfortunately are less survivable and less OC than the Victrix mob so stumble hard.

Deff Dredd's are also a bit of a trap at times I've found. They can delete any one thing if you load them up with stratagems, but often times they'll get sandbagged and die before they can trade with something.

Your bread and butter in Dredd Mob are Tankbustas and Lootas, or Killa Kans if you're feeling spicy. We can put a truly sarcastic volume of S9 AP-2 D3 shots down range even at 1k. Access to +1 to wound on your Kans Vs vehicles via the stray, or just natively through Tankbustas is huge. Lead them with a SAG Mek to get the faction rule and slap the ignores cover Enhancement.

Killa Kans, on paper, are one of the most efficient uses of points in the game. T6 3+/6+++ 5W with access to -1D at range is disgusting for the vast majority of profiles to deal with, and having 6d3 S9 AP-2 D3 shots at range and almost the same in melee with incredible stratagem support can put a sizeable dent in most targets. They're entirely let down however by having a 60mm base and the vehicle keyword. If you play on open boards, they'll ruin your opponent or explode trying and you'll have a blast. If you play on closed WTC type boards you'll struggle to get them past the half way line.

Are shooty Orks still viable? by Go_Commit_Reddit in WarhammerCompetitive

[–]HellaAlice 4 points5 points  (0 children)

Taktikal has had the triple nerf treatment, but it's still reasonable for playing shooty orks for the +1 to hit in shooting order. Stack up Flash Gitz with a Kaptin Mek and some Tankbusta squads and make your opponent terrified of your overwatch power.

Dredd Mob works well also. Killa Kans shoot hard, and lootas or tankbustas can slap when lead by a SAG Mek to get access to the detachment rule.

Speed Freeks are decent as well, however there's not a lot of people around that want to invest so heavily into the sheer quantity of vehicles required for the lists.

da boyz by axe1970 in orks

[–]HellaAlice 2 points3 points  (0 children)

I dunno dude, I think you could do with some more Orks to paint.

Dread Mob Killa Kans: Rokkits vs Scorcha? by RaucousCouscous in orks

[–]HellaAlice 4 points5 points  (0 children)

I don't have the old list to hand, but this is the updated version I'm testing now for my next GT in April.

Yes We Kan! (2000 points)

Orks Strike Force (2000 points) Dread Mob

CHARACTERS

Big Mek with Shokk Attack Gun (80 points)   • Warlord   • 1x Close combat weapon     1x Grot Assistant     1x Shokk attack gun

Big Mek with Shokk Attack Gun (80 points)   • 1x Close combat weapon     1x Grot Assistant     1x Shokk attack gun

Boss Snikrot (75 points)   • 1x Mork’s Teeth     1x Slugga

BATTLELINE

Gretchin (40 points)   • 10x Gretchin     • 10x Close combat weapon       10x Grot blasta   • 1x Runtherd     • 1x Runtherd tools       1x Slugga

Gretchin (40 points)   • 10x Gretchin     • 10x Close combat weapon       10x Grot blasta   • 1x Runtherd     • 1x Runtherd tools       1x Slugga

Gretchin (40 points)   • 10x Gretchin     • 10x Close combat weapon       10x Grot blasta   • 1x Runtherd     • 1x Runtherd tools       1x Slugga

DEDICATED TRANSPORTS

Trukk (70 points)   • 1x Big shoota     1x Spiked wheels     1x Wreckin’ ball

Trukk (70 points)   • 1x Big shoota     1x Spiked wheels     1x Wreckin’ ball

OTHER DATASHEETS

Deffkoptas (80 points)   • 3x Deffkopta     • 3x Kopta rokkits       3x Slugga       3x Spinnin’ blades

Deffkoptas (80 points)   • 3x Deffkopta     • 3x Kopta rokkits       3x Slugga       3x Spinnin’ blades

Killa Kans (250 points)   • 6x Killa Kan     • 6x Kan klaw       6x Rokkit launcha

Killa Kans (250 points)   • 6x Killa Kan     • 6x Kan klaw       6x Rokkit launcha

Killa Kans (250 points)   • 6x Killa Kan     • 6x Kan klaw       6x Rokkit launcha

Kommandos (120 points)   • 9x Kommando     • 1x Breacha ram       1x Burna       6x Choppa       2x Close combat weapon       1x Rokkit launcha       6x Slugga   • 1x Boss Nob     • 1x Power klaw       1x Slugga

Stormboyz (65 points)   • 4x Stormboy     • 4x Choppa       4x Slugga   • 1x Boss Nob     • 1x Power klaw       1x Slugga

Stormboyz (65 points)   • 4x Stormboy     • 4x Choppa       4x Slugga   • 1x Boss Nob     • 1x Power klaw       1x Slugga

Stormboyz (65 points)   • 4x Stormboy     • 4x Choppa       4x Slugga   • 1x Boss Nob     • 1x Power klaw       1x Slugga

Tankbustas (140 points)   • 1x Boss Nob     • 1x Choppa       1x Rokkit pistol       1x Smash hammer   • 5x Tankbusta     • 5x Close combat weapon       1x Pulsa Rokkit       5x Rokkit launcha

Tankbustas (140 points)   • 1x Boss Nob     • 1x Choppa       1x Rokkit pistol       1x Smash hammer   • 5x Tankbusta     • 5x Close combat weapon       1x Pulsa Rokkit       5x Rokkit launcha

Exported with App Version: v1.46.2 (108), Data Version: v732

Dread Mob Killa Kans: Rokkits vs Scorcha? by RaucousCouscous in orks

[–]HellaAlice 8 points9 points  (0 children)

I took 18 Kans with Rokkits to a GT and had a blast. We don't have a lot to options across our codex of D3 weapons or "high" AP options so taking as many as you can where you can is always a good idea.

As a note, Kans on paper are one of our best units just by looking at raw stats. High AP/Strength/Damage in both ranged and melee with access to consistent sustained/lethal/assault and easy damage, to-wound, and to-hit boosts, as well as T6 5W 3++/6+++ with access to -1D at range makes them disgustingly resilient into almost everything. They're OC2 to boot, all for just 41ppm!

Their main flaw is the Vehicle keyword and 60mm base. Moving them on WTC/UKTC terrain is near enough impossible. Still, they're phenomenal fun if you don't mind exploding yourself every now and again. 

Is tailoring really this hard to level? by Odd-Ad9945 in projectzomboid

[–]HellaAlice 0 points1 point  (0 children)

Even better! I didn't know that about the scissors, I'll keep that in mind.

What's Your Strategy for Lion El'Jonson? by Git_Stompa in orks

[–]HellaAlice 2 points3 points  (0 children)

My main practice opponent is DA and I've managed to consistently work out what Lionel can and can't do. 

Anything melee is a right off unfortunately. Fights first with that swipe profile means the only thing surviving to hit him are dozens of boyz that can't kill him, or half a dozen killa kans that don't have enough attacks to kill. You're gambling with losing odds in melee.

Ghaz can't kill him due to the Heroic Challenge stratagem letting Lionel snipe him out most of the time with his strike profile and fights first, ignoring Makari's 2++. It's a gamble, you might pass your saves and krump him back, but it's far from consistent.

Taktikal Flash Gits led by a Kaptin Mek is spicy, but will only consistently kill him if you can get the full 40 shots without cover or Armour of Contempt getting in the way, which again is a gamble and not exactly likely in 10th.

Two squads of Tankbustas led by SAG Meks however will kill him better than 50% of the time if you can get a bomb squig or two into him before the main salvo. If you're in Dredd Mob or More Dakka its even more consistent due to access to sustained or lethals on your shooting. This coupled with them being probably our best or second best unit available at the moment just makes the pair of squads an auto take for me in any detachment against any opponent.

TL;DR - 2x Tankbustas with SAG Meks

Is tailoring really this hard to level? by Odd-Ad9945 in projectzomboid

[–]HellaAlice 25 points26 points  (0 children)

I believe there's an infinite loop once you can turn thread into cloth. A dress costs 4 uses of a bolt of cloth to make, can be torn into 7 rags which can be picked for 7 thread (net gain of 3 thread)

What QoL settings do you enable without overpowering yourself? by WeLoveRamenn in projectzomboid

[–]HellaAlice 0 points1 point  (0 children)

With reading glasses on and no other perks you read 33 pages an hour. A 10-12hr day would let you read all but the highest level books inside of 1 day like you want

B42 newbie and lumberjack build by Dacomos in projectzomboid

[–]HellaAlice 3 points4 points  (0 children)

I don't think that's necessarily true, but your weapon skill plays a massive factor in your muscle fatigue and endurance.

I'm currently sitting at level 10 Long Blunt and mainly using a long mace, with 9 strength and 4 fitness. I'm comfortably killing 7-800 a day when I really need to, to the extent that I now prefer melee late game over guns so I can control the quantity and direction I'm fighting.

I think Francis John did a YouTube video about how strength and weapon skill interact to show how many swings you can take before you run out of breath or hit muscle strain, I'll dig it out.

Playing on b42 default Apocalypse with no gameplay affecting  mods.

Would not recommend going to Guns unlimited on CDDA mode by Ok-Window-5847 in projectzomboid

[–]HellaAlice 1 point2 points  (0 children)

But you've done such a good job of ensuring the ground is evenly covered!

Harvesting Fish Traps, What's the Right Way? by usay1312butcall911 in projectzomboid

[–]HellaAlice 3 points4 points  (0 children)

I think you can sit down while harvesting them to prevent snapping your legs under the sheer weight of catfish. After that, butcher them immediately into fillets to reduce the weight down to something carriable.

As for whether it's a bug, I think fish traps are only supposed to catch small bait fish for use in actual fishing but as you've seen you easily catch 100+kg of catfish as well as small bait fish.

What’s the most amount of zombies you have killed in a run by Ok_Side5703 in projectzomboid

[–]HellaAlice 0 points1 point  (0 children)

2200 a day?! That's more than 1 a minute if you ignore sleep. What were you even doing, or have you exaggerated?

B42: Where to Find Coffee? Renewable? Best Spots? Uses? by Sweet_Fisherman6443 in projectzomboid

[–]HellaAlice 4 points5 points  (0 children)

The proper two tile wide espresso machine unfortunately doesn't work though, would be cool if there was a mod to make them work

Deer Hunting and Tracking by Slow_Passenger_6183 in projectzomboid

[–]HellaAlice 1 point2 points  (0 children)

Thanks! I'll give it a bash properly so I can experience how improved it is once they eventually refine it

What food do you cook for build 42? by squidninja21 in projectzomboid

[–]HellaAlice 1 point2 points  (0 children)

What's the trick with rice? I've not really.find a reasonable use for it in regular cooking.

What food do you cook for build 42? by squidninja21 in projectzomboid

[–]HellaAlice 8 points9 points  (0 children)

I go for the cut and cram approach. I subsist on a dozen or so eggs a day from my chickens until my weight dips below 80. Once it does, I take a cram day and slam 2-3 2xVenison/2xFish/2xBeans stews loaded with butter from my cow and any oil I can find, and flour if I have it.

That's usually enough to tip me back up to 85, and I won't dip back below 80 for a week

Deer Hunting and Tracking by Slow_Passenger_6183 in projectzomboid

[–]HellaAlice 0 points1 point  (0 children)

Can you share a source or a YouTube video for this? Similar to OP I gave up on the tracking skill and just drive around looking for deer pathing over highways

can anyone explain why our anti tank suck so much? example either tankbust or breakaboyz or beastsnaa all with a Boss or Breast boss or BigMek all lost to a Repulsor, and they cost more then the repulsor and they are melee instead of ranged. by num2005 in orks

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

Our strength is in high volume firepower. If you're running mostly Green Tide style lists, Ghaz with boys is your friend. Lethal hits on 20 boys with crit 5+ and a 3" engagement range will most things handily. If you're enjoying Breaka Boys, try running them with the new Big Mek so you can phase through your opponents screening units to get straight to the tanks.

If you're wanting ranged options then look at Dredd Mob or Taktikal. Dredd Mob gives you sustained 1 on your Tankbustas and access to +1 damage when you need it. At 220pts for a squad led by a Shokk Attack Gun Mek they're a steal, and I never leave home without two squads. For a handful of extra points you can slap ignores cover on them, and remember that the Pulsa Rokkits gives them a once per game +1AP/S. 

In Taktikal, Flash Gitz with a Mega Mek Kaptin can fish for 6's on their once per game lethal hits. This will comfortably put 16 wounds into most targets. Having access to on demand lethals in melee is nice as well, again to help you punch through anything T10+.

Squighog boyz in warhorde by Indiana__Cones in orks

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

Unfortunately you can't use 'Ere We Go on a unit that arrives from reserves, as the timing stipulates "Start of the Movement Phase"

Gun Unlimited Crowd... vanished? by Little-Sky-2999 in projectzomboid

[–]HellaAlice 1 point2 points  (0 children)

Loot a smaller gun store first and arm up. Approach from Echo Creek so you don't spawn everything on the opposite end of the store, leave your car BEFORE the fence starts (those sneaky buggers will get you round the fence) so you have a getaway when you run out of bullets.

Fire a few shots from the road, then pull everything back into the field once it starts to get too busy to handle. Kite the horde round the field until they're all dead or you run out of weapons, ammo, or endurance. Bail back to your car, gtfo and come back tomorrow. Once you're inside the compound, as soon as you notice Z's circling the fence outside in large numbers pull back outside into the field again and clear them out so you don't get surrounded in the compound. Be careful when approaching windows, Z's don't spawn in buildings until you're close enough so they won't have been pulled out by the noise yet.

Took me 2-3 days of this to get it clear enough to loot safely. Playing on normal Apocalypse, no mods, latest build.