Except that I hate everything about Tau, that's a great idea!
Except that I hate everything about Tau, that's a great idea!
Actually...Meri needs to find an army that works and runs on Chaos Spawn...
Current Project - Dark Eldar: Legion of Equestria - Making 40k 20% cooler.
If you want something unconventional and seen as 'difficult', run an army of warbikes and stick to purely 'bike theme' (i.e. nothing but bikes and jetbikes. And make sure the only Nob bikers are your unit leaders.
"You're not a good person, you know that, right? Good people don't end up here..."
hey I have a quick opinion question. I got IA8, and got convinced to make a dread mob. But I am going to include a Mekboy Junka. Anyone got any opinions on how to equip em up?
Come Check out some Orks! http://www.warseer.com/forums/showthread.php?t=239268
No Orks? How about some of the 252nd Fire Dragoons! http://www.warseer.com/forums/showthread.php?t=210102
I wish I had IA8 to help you!
Hopefully by the end of the year if DE doesn't bankrupt me....
I've played them a few times, and they are made of pure win. The transport capacity sucks, but it does fit a single basic unit of spanna boyz. I've got a couple of different setups.hey I have a quick opinion question. I got IA8, and got convinced to make a dread mob. But I am going to include a Mekboy Junka. Anyone got any opinions on how to equip em up?
Assault Transport: Three Scorchas, Deff Rolla, Red Paint.
This is basic and effective. It has a 19" effective range with a Deff Rolla, and should it survive the round it can absolutely wreck infantry with three scorchas, while still deffrolling units within 7", and getting to be hit only on 6s (go go Red Paint). With a unit of Spanna boyz + Mek, and Grot Riggers buildt in, this thing can take a lot of damage as long as it isn't wrecked (especially if you give it an armoured top).
Allround: Three Scorchas, Deff Rolla, Red Paint, Two Grot Bombs.
Basicly the same as above, but it has something to do if your opponent holds back. It cannot transport anything worth stuffing in it, but it does have a very potent set of weapons strapped to it. This is my normal setup.
Artillery: Three TL-Rokkits, Deff Rolla, Red Paint, Two Grot Bombs, Armoured Top.
This is quite expensive, but it has some pretty amazing firepower. Three TL Rokkits and two rounds of improved battlecannon fire makes the opponent cry and focus fire. Keep a KFF near this one, and you can soak incredible amounts of AT fire. You also still have the ability to reach out 19" with a rolla, if you get shaken or have your weapons blown of, so this guy is hard to keep out of business.
That's my three basic setups, as I think the KFF & SaG options are way to expensive (Apocalypse though, I might do it).
Theoretically, could I rely on rokkits over PKs for general anti-tank?
Rokkits - everyone in the mob has to shoot at the tank, and then when the assault phase comes around, can only charge the big lump of metal.
PKs - In order to charge it in the assault phase, everyone has to fire at it previously anyway.
Trukks with rokkits/wrecking balls/RRams means your boys can aim at better targets, but trukks are pretty flimsy weapon delivery systems
Not really, and I've been trying this out for the last six months or so. No matter how many Rokkits you bring, they will not handle enemy medium armour in time for it to matter. Light armour is a great snack, but as soon as they clear AV12 your rokkits start to bounce. Standard Ork Rokkits need 5+ to hit, 5+ to penetrate, and 5+ to wreck, which amounts to something like 3.6% chance of destroying it per Rokkit. This means you need to pack 30+ rokkits in an 2000 points army to be on the safe side, and even then you're screwed when the heavy armour shows up.Theoretically, could I rely on rokkits over PKs for general anti-tank?
My grots pack 10 BS3 Kannons/Rokkits in 1000 points, which on average stops around one medium vehicle a round (not wrecked, stopped), which is fine because then my Kans can run up and rip them apart in melee, but melee just works for Orks. Stun them with Rokkits, rip them apart in melee.
But a Trukk with ramp & ram is cheaper, and will destroy vehicles with the nob swinging from inside. I have horrible luck with wrecking balls, but some luck with Rokkit Trukks. Orks need melee to finish of the opposing vehicles, but Rokkits are great for keeping them out of action untill the big boys roll in.Trukks with rokkits/wrecking balls/RRams means your boys can aim at better targets, but trukks are pretty flimsy weapon delivery systems
i've decided to build a dread mob aswell. the idea of tonnes of dreads n tanks really appeals but i can see it being very expensive.
is the meka dread worth taking with the KFF it seems very pricy but a good way to shield my deffdred n kanz mobs on the way. i suppose if it saves just one dred then its earnt its points back.
i think you just answered your own question
I was thinking the same thing when I read that. I just had not had time to break the codex out to check it.
This has been discussed before and never resolved (http://www.warseer.com/forums/showth...=red+paint+job). The side claiming that you indeed need 6s to hit a vehicle moving 7" with RPJ, was a lot more convincing and well thought out. I know how every tournament will do it, I know how 95% of the Warseer community will decide it works, but ever since the Deffrolla...
So far Games Workshop FAQs have only let my interpretations/decisions down once, but boy they did it in style with the Tyranid Prime pod issue. I do however think, that GW will rule this one in favour of 4+ simplicity, but untill that day I'm demanding RAW 6s
Edit: wrong link
I understand where your coming from, you are reading it as written. The word that's causing such a debate is 'penalties'. Personally I believe the spirit of the rules is when you go over the maximum distance. Why would you want to go faster just to go 7". Sure it has it's game advantages but it's just not Orky nature. An ork painted the trukk to go as far and fast as possible.
It's indeed a poorly written rule, and I'd settle for RPJ adding an extra inch only when going flat out, but most people use it to move 13" in order to disembark and assault. When talking about Battlewagons this is top speed, but on Trukks it's not.An ork painted the trukk to go as far and fast as possible.
I'm normally not a big fan of RAW, but sometimes (well most of the time actually) RAI discussion will just never end. It should have been clear for everyone that the Mawloc was able to deepstrike on top of units, but that particular discussion ended up proving that by RAW you cannot even play Warhammer 40.000 (it's impossible).
I think I'm going to have to create a new thread on this issue, and make a huge ruckus so GW will notice and make a ruling in a couple of years
It's definitely another rule that should be cleared up by GW.
What do you mean by "When talking about Battlewagons this is top speed, but on Trukks it's not."?
By the way, dig your Russian Grot Army!
I mean, that a Battlewagon has a top speed of 12", while a Trukk is fast and has a top speed of 18". If you move 13" inches to be able to disembark on a Trukk with RPJ, you're not moving at top speed either. I was just trying to make the point, that moving slower than top speed in order to gain an advantage from RPJ, is nothing newWhat do you mean by "When talking about Battlewagons this is top speed, but on Trukks it's not."?
I love my Russian Grots as well, though tonight they will remain in the box. I got permission to field my Mekboy Junka army, and I'll not miss a chance to test out 5 Mekboy Junkas with twin Grot Bombs.
It never occurred to me that people wouldn't move slower than top speed, and then add 1" to it with RPJ...