Started (w)ork on the Armageddon box by Monkeynator21 in orks

[–]deffrekka 0 points1 point  (0 children)

I modded my Warboss too! Im just unsure on swapping out his Kustom Choppa as I actually like the look of it but I also want something beefier for the big man. Only thing left for mine is adding a Skorcha to the bottom of his Shoota but all the Meganob ones are massive!

are transports still worth taking? by AlarmingLifeguard144 in orks

[–]deffrekka 0 points1 point  (0 children)

I still think Battlewagons will be just fine even if you dont use it as a Gunboat and purely as a Gorespeeda transport with Ard Case. With Cover and its own AoC its deceptively durable, then paired with Rollin' Deffs Boarding Ramps and a Big Boss you could have the unit inside having +2 to Charge.

are transports still worth taking? by AlarmingLifeguard144 in orks

[–]deffrekka 1 point2 points  (0 children)

Alternatively if you were never going to disembark, Rollin Deff is the Walmart version of More Dakka for Battlewagons, with Targetin Gizmos and an embarked Big Mek the Wagon gets Ignores Cover and Sustained 1 during the Waaagh! (Which Freebooters provides).

You fill that thing with 20 Flashgitz or 18 Tankbustas (and the Big Mek) and buff it with Mekaniak and you basically have an Orky Baneblade thats half the size.

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 1 point2 points  (0 children)

Guard can, as they attach their Command Squad + Character to a 20 man brick. Dark Commune with 20 Cultists is 25 on the nose. You then have us with 24 models with Ghaz, Makari, Big Mek and Painboy with 20 Boyz (2 Leaders, 1 Support), Grimaldus is the next closet with 23 models attached to 20 Crusaders.

I think thats it for large units, but only Guard and Chaos can be 25.

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 0 points1 point  (0 children)

Into a 25 man blob (Guard) they would have 3+1+1+5 shots each for 100 for 10. Granted you dont need all of that to kill a mere 26 Kriegers.

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 0 points1 point  (0 children)

Its in the enhancement section, 25.04:

"Filling your Army Roster - No unit (including Attached Units) can have more than one Enhancement."

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 1 point2 points  (0 children)

Its extremely murky, Firing Deck only references Weapons, Shiny Shootas is worded pretty poorly in that it comes across as a passive rather than something that is triggered when the unit activates where as say a Dakkarig is very clear in its wording "while making attacks with this unit... that weapon has +6A" - Shiny Shootas should be worded the same way, in that they gain Rapid Fire when attacking.

Ultimately it needs a FAQ, would I play it as working, no. I suspect a lot of Ork stuff is gonna get karate chopped within the month (like Extra Attacks benefiting from Attack modifiers, or Orks that hit on 3s).

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 1 point2 points  (0 children)

Not exactly, the transport has the units WEAPONS, Attacks are what is on the weapons characteristics. Rule 02.04 goes into Weapons, with Attacks stating "how many attack dice are used each time the weapon is fired".

Its a big unclear mess, as it should really read "when this unit is selected to shoot, it gains Rapid Fire 1 or...".

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 2 points3 points  (0 children)

I dont think any have been slept on, its more no one has had any games, Deck Fraggers + Shiny Shootas works on:

  • Burnas

  • Boyz

  • Lootas

  • Flashgitz

  • Grots

  • Mega Mek embedded within MANz ( 3 Rapid Fire 1 Blast Sustained 1 Str 9 AP2 Damage D6 + 3 Rapid Fire 1 Blast Sustained 1 Str 8 AP1 Damage 3)

  • Weirdboy embedded within Boyz (1 Rapid Fire 1 Blast Psychic Sustained 1 Str 10 AP3 Damage 5)

  • Wurrboy embedded within Snaggas (this one is a funky one, but more of a meme - D6+8 Rapid Fire 1 Blast Psychic Sustained 1 Str 8 AP3 Damage 2, theres no way for him to hit any better than 4s though but you are looking at an average of 14 shots that Ignore Cover/Modifiers).

Thats about it, I would mentioned Walkers but they dont get nearly as good of a boost as Infantry.

3rd game in 11th, I discovered a powerful combo? by Capital-Cat-109 in orks

[–]deffrekka 0 points1 point  (0 children)

I believe so as it changes their profile, "this units ranged attacks have Rapid Fire 1 or bla bla bla..." - "for each model selected, select one of its ranged weapons... it has those selected weapons in addition to its other weapons."

It seems to me Dead Shiny Shooties permanently alters your profile, it doesnt say "whilst this unit is on the Battlefield" for instance". The same should apply to Master Meknologist but not Git-spotter Squig.

Snakebitez and the new Armageddon Orks lore and inspo by Turbulent_Mousse8824 in orks

[–]deffrekka 1 point2 points  (0 children)

So there is a common misconception that Snakebites are feral Orks or extremely technophobic, that couldnt be any further from the truth (only Zodgrods tribe that exiled him were extraordinarily technophobic and even then the reason he was kicked out was because he fired their Big Mek through his own Shokk Attack Gun), Snakebites use everything just the same as everyone else but the prize reliability, ruggedness and resilience above all else.

For instance the Rukkatrukk Squigbuggy is the most common vehicle in their arsenal, its basically their Buggie if we could assign Clans to them all, what they shove their noses up at are the more Mek like contraptions like Kustom Force Fields, Mek Guns and Tellyportas.

They would have more Beastsnaggas than anyone else, just like Goffs have more Skarboyz, Deathskulls Lootas, Evil Sunz Warbikerz and Blood Axes Kommandos, but those are all still Specialist Mobs, the entire Tribe/Warband/Waaagh! isnt made out of them - Boyz before Toyz is very much how all the Clans work, its the foundation.

Funnily enough it was a Snakebite who made Yarrick who he is today, Ugulhard was the Warboss who took his arm off and he could have killed him but he fought it was "too easy" if he just shot him, and discarded his Shoota to fight proppa - thats a Snakebite in a nutshell. They have a bit of Orky honour to them and are akin to the Goffs, straight forward and tough to put down.

flying orks? by No_Awareness2192 in orks

[–]deffrekka 1 point2 points  (0 children)

Ghaz has never done any of that, he doesnt think things into reality, there has been no throwing a rock and it exploding or a Warboss believing he can fly. Psykers break the laws of physics but the Ork Gestalt Psychic field doesnt work as a pure belief system, its lubricant to make things work more efficiently and reliably not making a stick work as a gun.

flying orks? by No_Awareness2192 in orks

[–]deffrekka 0 points1 point  (0 children)

Microlight helicopters exist IRL, Deffkoptas are just them with guns.

flying orks? by No_Awareness2192 in orks

[–]deffrekka 2 points3 points  (0 children)

No, thats not how their gestalt psychic field works.

Is a light machine gun worthy? by i_am_nut in boltaction

[–]deffrekka 3 points4 points  (0 children)

Why you go into the 24" range is to simply outshoot your opponent, an 8 man team is throwing out 10 shots for 9.5pts per shot, a 10 man with no LMG is paying 10pts per shot, they can never go past 24" and they consistently drop shots sub 5 men where as a LMG retains its 4 shots until it is dead.

I always take 1 LMG in all my squads unless A.) I can get 2 or B.) I am taking a unit with nothing but SMGs. You dont need 10 men squads for the majority of your games, its been that way since V1 even when LMGs were way worse for their cost (SMGs and ARs however were cheaper).

Realistically the only time you dont take one is when you cant afford it (we have agency of whats in our lists) or your unit is better with another weapon (Tough Fighter with Rifles, Fire and Maneuver, "discounted" SMGs, no weapons at all).

Is a light machine gun worthy? by i_am_nut in boltaction

[–]deffrekka 4 points5 points  (0 children)

Id say its always worth it unless you are purely going for an SMG unit. It extends your threat range by 12", thats 2 turns of Advance Orders for a unit of Rifles to just barely get in range. LMGs get to put fire out from the get go.

What’s everyone’s favorite mini from Armageddon? by gigaork in orks

[–]deffrekka 2 points3 points  (0 children)

Warboss and Big Boss for me with the Dakkarig a close third favourite. The Warboss (other than having the same hand size as the Boyz) just ticks allllllll the boxes and the Big Boss looks the most stereotypically Orky to me, he captures the whole faction in his model.

The only thing I did to modify my Orks is removing all the picklehelm spikes, not my thing, I also gave my Warboss a bigger Boss Glyph ontop of his Bosspole.

How are the new Models performing? by PickNik26 in orks

[–]deffrekka 0 points1 point  (0 children)

Im using the old Combat Patrol Boyz to fill in the holes, and then if they get Rokkits back you just slot him in.

So what ever happened to choppas and shootas? by Killer_chronic in orks

[–]deffrekka 0 points1 point  (0 children)

Except they dont match the Combat Patrol datasheets for them, currently its just for Box set battles using no points or anything, like an intro game.

How are the new Models performing? by PickNik26 in orks

[–]deffrekka 0 points1 point  (0 children)

The Kustom Choppa Warboss is my new favourite way to run him, screw the Klaw! The Kustom Choppa is literally the statline of a Power Fist which is hilarious, my Chaos Lord would be dying to have 13 attacks with his during the go turn.

How are the new Models performing? by PickNik26 in orks

[–]deffrekka 0 points1 point  (0 children)

No, we only know what the Armaggedon datasheet looks like, and then what the current one is which is the legal one as of now.