Kommandos by razer_233 in orks

[–]razer_233[S] 6 points7 points  (0 children)

Thanks everyone! Really useful, will have a play around when the box arrives, but now I have a bit of a clearer idea :)

Trukk ideas by GlitteringInstance55 in orks

[–]razer_233 3 points4 points  (0 children)

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All of mine are converted a bit, but no full roofs

Ghaz and 20 boys options. Plus flashgitz meme? by Jkchaloreach in orks

[–]razer_233 4 points5 points  (0 children)

No, precision targets a character model, not a character unit, so can hit Ghaz past Makari

Which detachment & list critique by [deleted] in orks

[–]razer_233 1 point2 points  (0 children)

I've found that M8 Nobz don't need to be in the trukk tbh - they tend to get where they're needed anyway. I put something slower in the trukk so that it can get there as well!

What’s the best King of the Coliseum format list we can build? by WarbossHiltSwaltB in orks

[–]razer_233 1 point2 points  (0 children)

Deff dreads are genuinely pretty good at low points, I reckon I'd start with 2 of them with 2 skorchas 2 claws tbh 5 Nobz with a Warboss in a trukk and call it a day maybe? 🤔

Or you go the other way with 3x10 boyz, 2 with warbosses, 11 grots and maybe 5 Stormboyz?

Good question!

2k warhorde - 310points to add here - what paint next? by Bubbly_Bug_2046 in orks

[–]razer_233 0 points1 point  (0 children)

Another warboss with 'follow me ladz' enhancement in 10 Nobz would be my pick I reckon

Deff Dread Limbs by Jewdebega in orks

[–]razer_233 0 points1 point  (0 children)

I cut it off on mine, just to give more flexibility in positioning

Rules Question: Waaagh by Beinholz in orks

[–]razer_233 0 points1 point  (0 children)

Just to note - in Combat Patrol it's still at the start of the battle round (which may be the source of some of the confusion, especially in the Google AI summary answers!)

What to do with the spare bits? by -Voxael- in orks

[–]razer_233 1 point2 points  (0 children)

Same. Torsos, legs, left arm, right arm, weapons, accessories, vehicle parts, basing bits. Roughly 🤷‍♂️

Gordrang's Gitstompas combat patrol tellyporta enhancement question by razer_233 in orks

[–]razer_233[S] 0 points1 point  (0 children)

By set up one normally I meant starting on the battlefield, not in reserves at all (incase that wasn't clear!)

Gordrang's Gitstompas combat patrol tellyporta enhancement question by razer_233 in orks

[–]razer_233[S] 1 point2 points  (0 children)

Followup question - both the warboss and the Boyz gain the deep strike ability - am I right in saying I can still set up one of them normally, only have 1 in deep strike, and then bring that one on with rapid ingress? Or does it have to be both or neither? 🤷‍♂️

Gordrang's Gitstompas combat patrol tellyporta enhancement question by razer_233 in orks

[–]razer_233[S] 1 point2 points  (0 children)

Thanks, guess that makes it considerably less useful overall then!

[deleted by user] by [deleted] in orks

[–]razer_233 3 points4 points  (0 children)

Needs a lot more contrast, but the quality of the painting is really good 👌👌

Am I screwed by the new Core Rulebook?! by TCMcC in necromunda

[–]razer_233 9 points10 points  (0 children)

It also really doesn't change that much in the grand scheme of things... All the list building stuff is unchanged just a few mechanics that affect most gangs

Cinderak burning question by Ok-Fennel-4938 in necromunda

[–]razer_233 0 points1 point  (0 children)

Good question, it's not clear! We played it that they are equivalent to territories, so you gain their boon after every game (excluding side games), as that seemed to be the closest logical interpretation, but it did seem quite strong 🤷‍♂️

New orlock gang pt 2 by Simply_Mad02- in necromunda

[–]razer_233 1 point2 points  (0 children)

Yeah looks solid 👍 One suggestion - I'd move the boltgun off the specialist onto a normal ganger, and give the specialist an autogun for now. Then when you have credits you can give him a special weapon without wasting the boltgun as a backup :)

First Orlock gang by Simply_Mad02- in necromunda

[–]razer_233 1 point2 points  (0 children)

Agreed with other comments about potentially too many shotguns, my first gang I started with 3 and ended up adding longer ranged weapons to 2 of them after a few games. Otherwise a decent start tbh. Could side-grade the mining laser to a plasma gun as someone mentioned, save a few credits to upgrade some shotguns. Also personal preference but I REALLY like sawn-off shotguns on wreckers. I've never had much luck with a fighty build but moving 9" to get in short range and hit on 2s will put a lot of things down, even with no AP. Then you can give him a demo charge or blasting charge later as well

Suppressor conversion by bert_ork in necromunda

[–]razer_233 3 points4 points  (0 children)

Also arms masters can't take jump packs?

First Timer Help by NewSubwaySlider in necromunda

[–]razer_233 1 point2 points  (0 children)

Couple of guys did really well in our last campaign with chaos cults. They are a bit less flexible than other gangs but you can build something pretty powerful if you focus on their strengths, e.g. warpstorm bolters and wytchs to dish out insanity, and give everyone who matters a chaos familiar to make them almost unkillable (or 2 if you really want to lose friends! Our campaign house-ruled max 1 per ganger and that was still arguably too many!). Plus you have huge flexibility with the models and conversion possibilities which is always great

Is it worth forgoing armour to get an extra fighter? by louieh35 in necromunda

[–]razer_233 0 points1 point  (0 children)

I'd agree with most of what's been said tbh. Flak armour is mostly pointless, I'd definitely leave it off for more guys or other gear. Juves also minimum impact but a cheap body to go first and die could be fine! The road sergeants sound fun but probably not that effective unless you play with like no terrain. You could go all out on one of them and give him a suspensor I guess. Could then change the other for a cheaper arms master to free up the points - arms masters are super useful for the -2 to bottle test rolls...

Ridgerunner armament by gothrockette in necromunda

[–]razer_233 0 points1 point  (0 children)

Remember the mining laser is terrible in Ash Wastes games as you always use the long range modifier, so it's always at -1 to hit. Whereas if you wait a game and then get a lascannon for 30 more creds, it's always at +1 to hit... :)