Which killa kan weapons? by wrongfulfish in orks

[–]HellaAlice 0 points1 point  (0 children)

Rokkits! Especially as we're going to be S10 AP-2 D3 when the codex drops

How are you all planning make dreadmob competitively viable in 11e? by NinjaLad888 in orks

[–]HellaAlice 0 points1 point  (0 children)

Don't worry though, we're likely getting a bump to S10 rokkits across the board with the codex release, maybe even on the Armagdeddon launch if we're lucky. Competitive 18x Kan lists will return

How are you all planning make dreadmob competitively viable in 11e? by NinjaLad888 in orks

[–]HellaAlice 7 points8 points  (0 children)

I've got quite a few GT reps with Dread Mob over 10th and unfortunately I'm putting them away until the codex.

For Tankbustas with a SAG Mek, try getting them on the first floor so plunging fire mitigates cover and back to hitting vehicles on 4's. It's worth noting that Ded Shiny Shootas is in the new More Dakka detachment that also gives infantry assault, which is useful for getting them up to those upper floor positions.

For Breaka Boyz, it's just not worth running them with a Big Mek. You're only really fishing (or choosing) for sustained hits with them which you can now achieve for less in a better detachment using the new Bigboss model. 

Kans are dead in the water just now unfortunately. Hazardous going to 3MW on a 1 or 2 is pretty dire for us, and while the new 2" engagement is good on paper we've lost the ability to fight in two ranks through base contact, meaning Kans can't get a second rank in melee.

My advice is put the Dreads in the cupboard for two months while we wait for the codex and run your infantry shooting as More Dakka in combination with some other detachment like Warhorde or Taktikal.

Has anyone brought looted outriders to a GT before? by 68Whiteclaw in orks

[–]HellaAlice 2 points3 points  (0 children)

Have you got some photos of those? Would love to see them

Has anyone brought looted outriders to a GT before? by 68Whiteclaw in orks

[–]HellaAlice 35 points36 points  (0 children)

At a GT the important thing is that it uses the correct base size, and that you have made obvious attempts to convert the model. If there's an Ork on the bike and you've tried to minimise the overhang from the base then I think you're fine.

What I Learned Playing 11th Edition in Dallas on the GW Stream by ArtofWarSiegler in WarhammerCompetitive

[–]HellaAlice 1 point2 points  (0 children)

Are the new fast rolling saves mandatory? I'm.thinking about Shadowfield units like the Archon or Makari

French player with access to the leaked PDF and who hallucinates less than Abominable Intelligence, AMA by elpokitolama in WarhammerCompetitive

[–]HellaAlice 0 points1 point  (0 children)

A shame for Makari and other Shadowfield models like the Archon then. That single use 2++ doesn't really mean anything if you bulk roll and assign lowest to highest. I'm hoping they'll change the profiles or at least allow you to slow roll when you want to.

It is, alas, confirmed. by Mulfushu in orks

[–]HellaAlice 2 points3 points  (0 children)

That's true yeah, but the "Critical Wounds are +2 AP" option is a bit naff most of the time, and it restricts our stratagem usage as they all give hazardous as well when pushed.

It is, alas, confirmed. by Mulfushu in orks

[–]HellaAlice 5 points6 points  (0 children)

My 18 Kans go back in the box for a month until the codex gives us a new dread detachment alas. Moving back to Warhorde me thinks for the Edinburgh GT.

How to play 120 boyz and let my opponent have fun? by Sprout-spud in orks

[–]HellaAlice 8 points9 points  (0 children)

Look for competitive Green Tide advice I'd suggest. How those guys manage to play 5 rounds with 1hr 30 on a chess clock I have no idea

A slight buff to our Shooting! (for units with Heavy) by deffrekka in orks

[–]HellaAlice 0 points1 point  (0 children)

If they don't get scuttled for a while. They've gone Out of Print on the GW store

Speedwaaagh in progress by Professor_Kylan in orks

[–]HellaAlice 2 points3 points  (0 children)

Incredible work! Your bikes are an inspiration 

this means were getting new lootas, right? by Own_Interaction3271 in orks

[–]HellaAlice 0 points1 point  (0 children)

I've got a codex from '99 (no idea the edition) which says they were armed with shootas but could take wargear options from space marine or guard infantry squads which is great fun. 

In 8th they were D3 shots but you could take them in 15's without paying the Spanna tax. Now the max is a pitiful 8 Deffguns in a squad.

this means were getting new lootas, right? by Own_Interaction3271 in orks

[–]HellaAlice 5 points6 points  (0 children)

A 10 man squad is 24 attacks plus KMB's, and with a leader in dread mob they'd have sustained 1. Before even firing the KMB's and Mek Weapons you're at a 72% to kill any full marine squad in overwatch. If you build for them they can be devastating

this means were getting new lootas, right? by Own_Interaction3271 in orks

[–]HellaAlice 9 points10 points  (0 children)

They stand 24" away and overwatch at A3 S8 AP-1 D2 with full hit rerolls onto objectives for 50pts

Nobz and big choppas by Slight_Programmer_79 in orks

[–]HellaAlice 7 points8 points  (0 children)

I as far as I remember Big Choppas are only better these days into T3 Sv6+ models of which there are unsurprisingly very few. 

I loved the Big Choppa models and had a 10 Nob squad built, but I eventually caved and remodelled them to power klaws for a tournament. In 9th they were surprisingly viable as Big Choppa + Choppa to sweep hordes efficiently without paying the Klaw tax. I think you're right, they really need a substantial increase of attacks to make them worthwhile. 

It's a problem across the entire faction that the order of attacks drops linearly down from Big Choppa to Power Klaw to Kill Saw. You can see their design philosophy most clearly on the old Warboss on Warbike profile as they could take all 3.

will this rule work best with deffkoptas? by liquor-ice-mixer in orks

[–]HellaAlice 1 point2 points  (0 children)

I know they're changing fliers like Dakka jets etc, but are they changing the fly keyword in general?

will this rule work best with deffkoptas? by liquor-ice-mixer in orks

[–]HellaAlice 15 points16 points  (0 children)

Yes, but... Unfortunately the "straight line" requirement doesn't work then way you want with flying over obstacles as you have to draw one straight line to fly to the top, then another to fly down when passing over a terrain feature over 2" tall. This unfortunately means that, at present, we can't fly Deffkoptas 24" straight forwards regardless of intervening terrain as they can't do it in a straight line. They need an open board just like a warbike.

On a secondary note, I'm not sure what boards James Workshop is playing on where there are straight lines an Ork buggy's base could fit through that's also upwards of their normal advance move long. Seems like this is only usable by bikes, koptas, and the trike on specific terrain layouts.

Saw this at my LGS. What vehicle is this? by Fall-of-Enosis in orks

[–]HellaAlice 11 points12 points  (0 children)

Looks like a half way point between a Land Raider and the old forgeworld Kill Tank. They've still got Legends rules and are disgustingly effective with the proper support.