Tuesday, July 29, 2014

Hobby update for Chaos Daemons

 In addition to my orks, I also have full Blood Angel and Grey Knight armies.  I started an Imperial Guard allied contingent, but have never used it.  I'm not sure when I'll pick it up again.  I just don't have a lot of interest in playing it.  My latest project is a Slaanesh Daemon army.


The list I'm targeting is
1850
350 Be'Lakor
90 Herald, steed, loci of grace, greater
90 Herald, steed, loci of Beguilement
105 Herald, loci of Beguilement, exalted
55 Herald, lesser

250 18 seekers, heartseeker

195 20 Daemonettes, alluress w/lesser
185 20 Daemonettes, alluress
90 10 Daemonettes
90 10 Daemonettes

170 Soul Grinder, MoS, Baleful Torrent
180 Soul Grinder, MoS, Phlegm

Of course this will need some play testing and refining.  I can't decide between using 2 squads of seekers at 20 strong each or more daemonettes.  So far I have Be'lakor and 30 daemonettes painted.


I'm really proud of my Be'Lakor.  He's such a beast.  He can cast shrouding on one of the Soul Grinders then flank them by the daemonette.

He can buff the seekers with invisibility and manage to keep up with them. Since he has shrouded, I may not even need to put him into swoop mode.  If he jinks he has a 2+ cover.

I primed black, drybrushed with slaanesh grey, then a wash of druchii violet.  I highlighted the skin a couple of times and picked out his icon with white.  The armor plates are sycorax bronze which looks really nice with the purple.

My only problem is that he's much smaller than I expected.  That's great for hiding him, but not as impressive on the table.  When I saw the initial model from GW, I was expecting something more akin to the FW greater daemons.

I'm undecided on bases for all of my models.  I like the idea of using ruined eldar temples, but haven't spend the money on any resin bases yet,



I've finished 30 daemonettes.  It took me about 6 test models before I came to a process & color scheme I like.  I have another 50 I want to complete.  Each squad of 10 has a psuedo alluress and 1 model with a magnetized arm for a banner or instrument.

The skin is a Violet wash then Slaanesh & light grey drybrush. Xereus on the hair with reddish highlights and a crimson wash.  The claws are a crimson wash then a light violet wash.  Dark grey on the armor then using secret weapon armor wash, picking out some highlights with a lighter grey and bronze.  The horns/toes are Celestra Grey and eyes are Temple guard blue.

They look good in person.  I'm trying my best not to repeat the body/claws/head combo.  I'm sure I'll duplicate at some point, but so far so good.

This is only 2 of the heralds I have.  Another 2 I didn't take a picture of.  Each of them have different heads and claw combos.  Mostly the same process as the daemonettes, but I spent more time on the gems and the cloak is purple with red on the inside.  I wish there were more options for poses.

I have 2 soul grinders.  One of them is primed and ready to start painting.  The other is on my desk now awaiting cleanup and assembly.  I have not figured out how I want to paint those yet, so I keep painting daemonettes until I make a decision.

I have 5 seekers so far, with 10 more ordered that I'll pick up this week.  I'll buy another 5.  I think I'll make 2 of them into heralds.  I'd prefer to use the seekers from the exalted chariot, but don't want to buy the kit. I have the riders for the first 5 painted, but haven't figured out how to paint the seekers yet.

I have one daemon prince primed, but I'm not sure if I want to use him in my latest lists and he keeps getting pushed out further.  Also, I don't really like the model.

Eventually, I'd like to fill out with more seekers and another daemon prince.  I'm holding off on a keeper of secrets until creature caster is selling their pincer or spider daemons.

Eventually, I'd like some fiends, but they're not terribly good and I don't like the models.  The finecast is terribly expensive for what it is.  I haven't found alternate models I like yet.

Saturday, July 26, 2014

Orks vs. Space Wolves 1500pts

Unfortunately, I didn't take pictures.  It won't take long to recount the game though as it only lasted 2 rounds.

Pre-game

I ended up bringing my FU troops list

1500 pts Orks
125 warboss, bike, klaw, Da finkin Kap, BP
75 Painboy, bike, orderly
385 Nob Biker Mob banner, bp, 3 klaws, 3 BC
202 8 Warbikers, 1 Nob w/PK & BP
90 3 Deffkoptas
111 5 Lobbas, 3 gretchin, 4 runts
210 15 lootas
210 15 lootas
46 12 Grots, 1 runtherd & hound
46 12 Grots, 1 runtherd & hound

LaRon ran his wolfkin list with Vindicator support.
1500 Space Wolves
Wolf Lord on mount, runic armor, thunderhammer, storm shield, other stuff
Canis Wolfborn
10 Fenrisian  wolves
10 Fenrisian  wolves
Vindicator w/dozer
Vindicator w/dozer
5 Thunderwolf Cavalry
5 Thunderwolf Cavalry
4 Thunderwolf Cavalry

Things started out well enough.  I got the move through cover warlord trait so I didn't end up killing myself with dangerous terrain and the strategic trait that causes 3 pinning test (the squads of TWC, all passed).  He rolled the FNP trait, which ended up saving him two wounds over the course of the game.

Deployment

We had a maelstrom mission that didn't matter because there was almost nothing left after the 2nd turn and we called it, but it was dawn of war deployment.
The Vindicators were off center on each side with a squad of wolves and the wolf lord dead center.  The other two TWF squads were at the edges.  The other wolves tried to provide cover for one of the vindicators in case I siezed.

I deployed 2nd, trying to hide everything from the vindicators.  The lootas were in the corners opposite the TWC, the lobbas slightly off center and the bikes in front of the lobbas.  The nobz were dead center, but slightly back with the koptas in front of them.  I scout moved them up behind some terrain to block LoS.

Round 1

I didn't seize and unfortunately, ended up being in range of the vindicator, losing 2 BC nobz after failing both jink rolls.  The wolves and lord were able to pull off a turn 1 charge since my koptas weren't as hidden as I would have liked apparently.  The wolves whiffed, koptas killed a couple, but the lord insta-gibbed them (this is going to be a theme) for first blood.

My turn, the lootas blew up the vindicator that killed the nobz in retribution, unfortunately, there was a squad of TWC right in front of them.  The other vindicator was showing av13, so I elected to shoot at the TWC in front of them after popping the grots out to screen the lootas from assault.  Managed to kill 3 of the squad after rolling well with 3 shots each and 11 wounds.  The jinking nobz still managed to kill a few wolves and the biker boyz and warboss killed a TWC then the lobbas contributed another TWC kill.  I was able to get off both charges.  Other than losing my deffkoptas, things were going almost exactly as I wanted.  This is where things going my way ended.

The nob assault did wipe out the wolves.  The Lord was in a challenge with a boss nob, brought the hammer down and killed 3 nobz (with no saves or FNP).  Some wounds from the nobz did carry over and he either saved (storm shield) or passed FNP.  The nobz & painboy ended up running but at least didn't get swept.  The bikerboyz nob was in a challenge with Canis who caused two wounds, no saves, bye-bye Nob.  The warbikers under weight of 15 TWC attacks lost just 2 guys, but flailed back helplessly and ineffectively.  The Warboss krumped 3.  I lost the assault, failed morale, but with the bosspole reroll stayed in combat.

Round 2

The lootas got smashed by the vindicator, failed morale, but stayed on the table, barely.  The other lootas killed 2 TWC in overwatch.  The remaining 2 charged and killed 4 lootas, then swept them (would have still been fearless before).  The squad of fenrision wolves on their own lost 2 to overwatch from the nobz, but the nobz failed their Ld7 test (not eligible for mob rule) and were destroyed for failing to regroup.  The other thunderwolves ran over the speed bump grots easily.  The Wolf Lord managed to get into the other combat.  I challenged with the Warboss, Canis accepted, did no wounds, and was doubled out by the warboss .  The boyz flailed helplessly again, were murdered more by the TWC then obliterated by the Lord.  Somehow combat was tied.

My turn two, the lootas fell off the board, the other grots hid, and the lobbas killed the remaining fenrisians.  The final assault saw the Lord put three wounds on the warboss, with none to the lord in return (my kingdom for a storm shield warboss).   The remaining bikes were swept and that was it.  With only a squad of grots and the lobbas left vs 2 squads of 2 TWC and a wolf Lord, it was over.

Conclusion

  • Regular bikers are no threat in CC against anything assault oriented.  After the first round strength 3 sucks, even with 3 attacks.  They can't go toe to toe with other T5 armies (white scars with hit and run are much better and they're troops).
  • Morale was a problem all game.  Losing 3 warbikers (18pts/each) to 2 TWC (50 pts/each) is a trade I'll make every time.  Unfortunately, the assault results say otherwise, and the Ork's low leadership and tendency to get swept means they're losing most combats and maybe even the whole squad.  Small squads don't have the numbers to do anything, big squads risk killing themselves with mob rule.
  • Not having Cybork hurt, a lot.  I'm not sure how an assault army is supposed to handle a beatstick character.  In the nobs versus Worf Lord, he killed 3, with cybork I would have had a ~70% chance to save one, tie combat and get another crack at him, or at least hold him off from joining the fight with the warboss.  If the warboss had cybork, he would have also had a ~70% chance of saving 1 and living for another turn.
  • Challenges still suck for Orks.  Anything with a power weapon will kill them before they get a chance to swing.  Now they'll get to start killing the rest of the unit too.  Remind me why an Ork would honor a challenge instead of just getting to the krumpin'?
  • My grots were purely wasted points.  They never once threatened anything.  Conscripts are substantially better at 3pts each with a lasgun, frag grenades, +1S, +1T, +1I, 5+ .  Termagants at 4pts are also substantially better.  There is no point wasting 5pts for a squig hound or adding extra bodies to mess around with the wound ratio.  Either 35pts for 10 to fulfill a requirement or 62 for 20 bodies as a mobile cover save.  I think in most cases, I'd rather just spend the extra 25 for a min squad of choppa boyz.  They are a little harder to kill, but at least have a decent chance to kill something at some point.  Since everything scores now, it's hard to justify them even for that purpose.  Realistically, Objective Secured does nothing for them.  Anything that can contest them can wipe them out.
  • Lobbas are very solid for their points.  At 3 for 75, they just didn't do enough, but at 90 for 5 with ammo runts making them more reliable, I think they're a good value.


Rules missteps

  1. I completely forgot about 'ere we go.  I nearly failed both charges as both were really close.  It might have helped me get more HoW hits too.  
  2. I didn't roll for Mob Rule on my 2nd squad of lootas, which would have helped them stay in the fight, but wouldn't have made any difference in the game.
  3. My warboss should only have had 4 attacks, plus 1 on the charge.  I rolled for 6 on the charge.  I forgot that the attack squig only gives a re-roll not a plus 1 attack.  I didn't take it anyways, although it would have really helped me.  I should consider adding it back.
  4. Forgot that biker boys have 4 attacks on the charge.  I've been running shoota boyz for so long, it just slipped my mind.
  5. When the warboss and bikers lost combat against the TWC, it should have been a tied combat.  I counted the boyz as 2 wounds, but forgot to count the TWC as 2 also.  The bosspole reroll was a 1, so I managed to live anyways.
  6. Not necessarily a mistake, but the BAO FAQs says to measure start and end by measuring 3d space.  We were measuring going up and down terrain.  Sounds too much like the advantage jump packs are supposed to have, but it would have made things easier.

Other observations

  • Our FLGS terrain is setup to be area terrain, which doesn't exist anymore.  There was nary a cover save to be had.  This was especially difficult for my lootas, since I knew they would be a target.
  • I only passed 1 morale test the entire game, super sad face. Ld 7 sucks.
  • Mob Rule didn't cause me to kill myself because I didn't take any boyz, but it also didn't help me much either.
  • Warbike dakka is underrated, 3 TL Str5 ap5 can put the hurt on.
  • I rolled well with my Lootas. The 3 times I got to shoot the squads I rolled 3 shots, 3 shots, 2 shots (overwatch).
  • I didn't get to attempt a single FNP with my nob bikers.  Not as many lists will be able to pack this much Str10 at 1500, but my nobz might as well have had 1 wound, the 2nd wound only caused me to lose combat that much quicker.
  • I miss Coteaz.  The extra chance to sieze always made my opponents deploy more conservatively.

Friday, July 25, 2014

Mob Rule and bosspoles


If they had simply left mob rule alone, this codex would be a success.  Instead (like instinctive behaviour or daemonic instability) GW seems to think assault is too over powered and needs some limiting factor.  Nothing comes to mind specifically for shooting armies as a limiting factor.  Gets hot (especially on a marine) doesn't count.  Morale affects Orks just as much (though not Tyranids and Daemons except in the cases of ID and DI).

It's not the fact that you kill yourself (which also sucks), but that morale is so easy to fail.  Nobs don't even give out Ld8 like a proper upgrade character.  Outside of HQs (or Lords of War) you can't even get Ld8.  Hell, some of the HQs are still Ld7.  This means you fail tests all the time forcing you to roll on the .


Cyborks
The leadership bonus is also gone.  For those that don't remember, you could substitute your leadership for the number of orks in your unit and at 11 and above you were fearless.  Fearless and Ld10, don't forget.  Leadership tests or attacks that wound on leadership are now more deadly.  Psychic Shriek is very common now and extremely deadly to Nobz and meaganobz who cannot get an invuln.  Fear is a leadership test, not morale, so mob rule doesn't help you here at all.  Abyssal staves formally wounded on 6s, now wound on 2s.

Tank shocks are a very valid tactic against orks.  Make them take a Ld test on 7, if they pass they're bunched up, if they fail they either kill some of their own guys and then bunch up or kill some of their own guys and fall back.

Unlike marines, if you fall back you don't automatically regroup.  If you are above 25% of your starting unit size, it's just a normal leadership (usually on 7)  test not a morale test so mob rule doesn't help you here.  If you're below 25% you can only recover on double 1s.  Even if you do recover, you can only move 3", cannot run, can only shoot snap shots, and cannot assault.  If you end  up failing, it will be 2 turns before you're back where you started.  This hurts a lot.

Bosspoles abound

 Just as big of a kick in the nuts was the change to bosspole.  If BPs allowed a morale reroll before mob rule that would be helpful.  Unfortunately, it only allows you reroll the mob rule table.  I'm not sure it is always worth it now.  It does let you reroll the 1 result on the chart so if you're not in combat you can still pass the morale check.

The bosspole does help you if you lose an assault.  For instance if you lose an assault by 5 to take you from 14 guys to 9, you would have been testing leadership on a 4.  Even with a reroll you only had a 30% chance to pass.  Now, if you fail you roll on the mob rule table, re-roll to try for a 1-3 result giving you a 75% chance of staying in combat (at the cost of D6 str4 hits).

Luckily, 7th seems to favor MSU.  I think this may be the way to go.  Make your opponents shoot grots and put your points into a lot of small units that give you tactical flexibility.  Especially if your run multiple CADs.

Thursday, July 24, 2014

Dakka in multiple CADs

Most of the tournaments I've seen look like they're allowing 2 detachments.  That would be 1 primary and another ally/formation/detachment.  With that in mind, it's time to start thinking about 2 detachments for orks so I can go max dakka again.


1850 - 2 CADs with max heavy support
1077pts CAD 
125 warboss, bike, klaw, Da finkin kap, BP
202 8 Warbikers, 1 Nob w/PK & BP
165 20 choppa boyz (1 rokkit) w/Nob bp & pk
165 20 choppa boyz (1 rokkit) w/Nob bp & pk
140 10 Lootas
140 10 Lootas
140 10 Lootas

773pts CAD 2
75 Painboy, bike
170 20 choppa boyz (2 rokkits) w/Nob bp & pk
46 12 grots w/runtherd and hound
111 5 Lobbas, 3 gretchin, 4 runts
147 4 Traktor Kannons, 5 gretchin 4 runts
174 5 Kustom Mega Kannons, 3gretchin 5 runts
50 Aegis


Once again, I'm doubling up on Strategic traits hoping for master of ambush.  If I can get first turn with infiltrate and this much dakka backing me up then I feel like I can take on most anything (except knights).

Why 30 lootas, not 45?  I don't have 45 lootas.  I only have 30 painted and another 7 primed.  I feel like I could use the 210 points as a whole other other rather than taking each squad from 10 to 15.

I love the traktor kannons because it's inevitable you'll see fliers at 1850 and they are unquestionably the best option in the codex. Str8, ap3 against ground targets isn't ideal.  I could be convinced to drop to 3, but I used to run hyperios defense batteries which were always twin linked and they barely got the job done.  Against av12, they were spotty.  The added immobilization for TKs will make up for that, so I'm just trying to maximize getting glances.

I'm waffling on the 3rd artillery spot with Kustom Mega Kannons.  I love that it is str8, but don't love that I have to burn a runt to prevent gets hot.  I'm also worried about scattering into my own guys.  I could save 60+ points and go with just kannons since they have the flexibility to be single shots, but losing ap2 is pretty big.

The ground presence is pretty decent with a squad of biker boyz joined by the warboss and painboy then running behind them 3 squads of boyz.  I'm starting to feel like 20 is the minimum for choppa boyz with a nob.

The artillery is certainly higher quality than what I was putting out in 6th with the increase in unit size and options, but I really miss my shoota boyz.  with 30 @180 points they were ultra reliable until they went below 10, then you just hid them on an objective.  Now they require a nob with bosspole.  Otherwise mob rule will cause them to fail too many morale checks.  Now we're talking 224 pts over 180.  Now they're too inefficient for the points.

With biker boyz being cheaper, I think they're better as a bodyguard unit to the warboss.  The boyz follow behind for a 2nd wave.  Plenty of dakka to pop vehicles and 2+ armor.  AV13/14 is still a problem, but with a nob in all the advancing squads at least I have more squads that can harm them.  Necrons are still scary.  The fliers aren't as a big of a concern, but high volume of shots (damn tesla), rear armor 11, and reanimation protocols makes for a very long day.

Wednesday, July 23, 2014

Latest list building idea

My previous lists included troops because they were required but grots don't contribute  anything beyond holding an objective , acting as a meat shield for SAGs, or mobile cover.

This is my attempt at making a troop focused list.

1495 Useful troops

125 warboss, bike, klaw, Da finkin kap, BP
50 Painboy
385 Nob Biker Mob, 3 PK, 3 BC, banner, bp
340 29 ard boys, Nob w/BP & PK
70 10 Shoota boyz
70 10 Shoota boyz
64 18 grots w/runtherd and hound
140 10 Lootas
140 10 Lootas
111 5 Lobbas, 3 gretchin, 4 runts

A squad of 30 ard boyz might be a liability, but I think with a painboy, they'll be pretty hard to remove, especially with the nob bikers absorbing the first wave of fire.  Importantly, I think that they'll also distract from the lootas and lobbas.

The shoota boyz strategically provide some firepower, but are there to hold objectives and hopefully live long enough to make a difference.

Warlord traits can really help this list.  I'm rolling on Strategic (with re-rolls) and hoping to get master of ambush to infiltrate 3 units (nobz & ard boyz primarily.).  Roll Da Finkin' Kap trait first and if I get MoA then I will roll on Command or maybe double down in Strategic since there are so many good things there.

Heavy armor is going to be a problem.  There are few ork lists that don't have a problem with it in general.  The Nobz will make a beeline for any Land Raider it sees.  The Warboss can split off to take on 2 heavy targets at once, which I would want against Astra Militarum or Waveserpent lists.  Necron lists are going to be a problem.  I'm going to need to rely on assault with their AV13 vehicles.

Friday, July 18, 2014

Ork Long Range Dakka


I have yet to see any Ork builds straight from the codex I'm excited about.  I usually like to compare it to standard lists I bring with my other armies (Blood Angels, Grey Knights) and consider how I would have to change my list to handle it and what would give me a hard time.  Without relying on multiple FOC or formations from the ghaz supplement, I have yet to see an Ork list that scares me.
One list I had fun running in 6th was a max-dakka list with Nob bikers.  For the dakka base I would take 3x10 lootas, 3xbig  guns squads, SAG with grots, ADL w/Quad manned by more grots.  That's 10 backfield shooty units with a 4+cover (2+ if I go to ground) for only around 950 (depending on how I ran the gunz).  A squad of nob bikers with a warboss would absorb the first few rounds of shooting and shoota boyz on foot in 30 strong squads would represent the 2nd wave.  MSU shooty backed by blobs (boyz) and a resilient & fast deathstar (nobz).  This list was fairly scary for orks, especially if I went first.

Grot overload
Orks can not overwhelm their opponents with long range Dakka in this codex.  Most units have mid range 24" guns or less.  Lootas, Mek Gunz, and SAG are pretty much it when it comes to long range.  Unfortunately, since Lootas and Gunz now share heavy support so we're limited to 3 in this slot and nothing long range in elite or fast attack.  The Quad gun only snap fires against ground targets, losing substantial utility.  Really hard choice have to be made for our dakka support.

30 Lootas
Lootas themselves got cheaper, though mob rule made them less resilient.  Mek gunz are hardy, but very susceptible to morale and assault.  Lobbas and Kannons are as good as ever, the Traktor kannon is A+ air support, The Kustom Mega Kannon at Str8 AP2 is being overlooked.  The smash gun is an improvement over the Zzap gun, and I can see merits in the bubble chucka (though I am unlikely to ever use it myself).  With 2 FOC, I can see myself taking 3 squads of loots, Lobbas, Traktor Kannons, and Kustom Mega Kannons.  Of course if I do that, then I'm likely going to get obliterated by a 6 vindicator list or any other list that can spam even better units.

Custom Zzap guns built from BW kit

We'll explore exactly what works best for dakka unit by unit in a post coming soon, but the end result is that we're limited in what we can bring.  We can only support a very small tail with the majority of the army pushing forward into assault. We could also ignore the firebase completely and just try to push to midfield and control.  Of course, our vehicles and infantry are not resilient, so that's very hard to do.  2 Manz in BW, 2 squads of flash gitz in BW, Tankbustas, etc.

There is marked lack of armourbane in the codex outside of boom bombs, but that has always been the case.  Outside of mek guns, very few ranged weapons are ap1 or 2 so vehicle killing has to be through hull point attrition or assault. The kustom mega blasta and pistol are very underwhelming. Against a target in cover or with a 5++ you're almost as likely to kill yourself (13.8%) as you are your opponent (18.5%).   The odds go down dramatically to kill yourself if you are in eavy or mega armor but 1 shot BS2 weapons can hardly be counted on for my liking.

The only other platform for these guns are on walkers.  The flaw in this is that you'll be sacrificing speed (i.e. running) for fairly underwhelming firepower.  I'm not considering them since they all occupy the heavy support slot and you can get more efficient fire in other units.

Ol' Rustbucket on wings

This leaves the Dakkajet.  It has 36" range plus the mobility of a flyer to get the shots where you need to be.  It went up 15pts for the same configuration and lost substantial firepower during a waaagh at the same time.  It was decent at stripping hp off of av10/11 flyers (night scythes, ST), but inefficient against av12 (SR, Helldrake, Valkyrie) and middling against FMC (except Harpy/Hive Crone it would rock them).  Combining this with the FOC that let's you Waagh every turn would have been pretty sick.  It does offer decent range and fire output nonetheless.  I initially dismissed it when the codex came out (I thought it needed a cost reduction) I'm coming around to it again. It's going to be tough to compete with 5 deffkoptas though for roughly the same price.

Just as rockets in general get worse (cannot explode, except open topped), the Orks can now mass them.  Tankbustas are very efficient but need support.  A KFF probably won't help that much.  A trukk is really flimsy and mob rule will hurt  Dedicating a battlewagon to them requires using two slots for one purpose, which I don't like.  One of the few units that need a nob, but not a PK. Was the option for 'eavy armor just too OP?

Magnetized buzzsaw

Aside from the rare hit from a Trukk, Battlewagon, or boyz squad rokkits can be massed in FA.  Both Deffkoptas and buggies come stock with TL rokkits.  They can move 12" and fire effetively giving them a 36" range.  I prefer Deffkoptas to the 2 hp buggy even at 5 pts cheaper.  I have bad luck with terrain rolls and the risk of immobilizing themselves is too great.  The most important consideration is that I have 6 Deffkoptas already and only 1 buggy.  Buggies are much uglier and looks like it hasn't been updated since the rogue trader days.

Definitely should have clipped the magazine

Assault is one of the more effective ways to break armor. At least tankbusta bombs and kill saws have armourbane in assault (plus a wierdboy who perils and rolls a 6 on the chart and passes his leadership, yippee).  This means Powerklaws and Big Choppas on Nobz.


  

The SAG is a quintessential Orky 'fun' item.  A 60" large blast template is no joke. As a new player, the first time I rolled double 6s I took out 2 Zoanthropes and a Tyrannofex in one glorious blast.  It has ordnance, but given the variability of the strength you shouldn't be firing at anything but squadrons of av10.  It's real potential is the AP2 large blast.  Now you can take up to 3 ammo runts to help with BS2.  It's cheaper baseline makes this an appealing option.  It's hard to compete with the painboy though (assuming mandatory Warboss).

It's clear that GW doesn't want Orks to sit back and shoot.  We can have a few units sitting back shooting, with rokkits in mid field support and a charging assault wave that tries to hit everything turn 2.


Thursday, July 17, 2014

Warlord traits for Orks

I've been taking a hard look at the warlord trait choices available to Orks.  What works best for your list won't work for every list, but I think there are certainly standout possibilities.

Ork unique characters, except the Mad Dok, suck so I will usually rolling on the tables. I prefer to take the combined arms detachment which gives the underrated rule that you get to re-roll your warlord trait (as well as OS).  Combine this will Da Finkin's Kap for only 10 pts and the improvement to the book tables in 7th and they should come in handy, provided you remember that you actually have them.  There were many times in 6th where my Warlord trait was useless and I never thought twice about them once the game started.

Ork traits

  1. Warlord gains the Waaagh! special rule, warbosses' Waagh gives fearless until next turn - If you elect to make a painboy your warlord, you can still get a Waaag, which is a nice bonus.  Making units fearless.  Since Waaagh now affects more units than it used to, fearless for a turn will be very important.  You could even consider saving it until a turn when you have multiple units falling back.  It gives you an extra tool and a turn of reliability.
  2. Warlord, and all Ork units within 12" of him, re-roll failed Morale and Pinning tests - An old style boss pole, but with range.  Orks are still cowardly gits that succumb to fear with no re-roll.  Great for an assaulting warboss or a sit back SAG gun.
  3. Warlord, and all Ork units within 12" of him, can re-roll all the dice for Run moves or charge range - For sheer utility this is the top choice for me but notably doesn't allow fear tests to be rerolled - This should have just been fleet to make things simpler, but instead is slightly worse.  Since 'ere we go is already pretty decent, this doesn't have as much utility as I would like.
  4. Warlord can re-roll one failed To Hit or To Wound roll each turn - Most valuable on a warboss. Combine this with an attack squig and you could be getting 2 rerolls in to hit in assault. It might be nice for a SAG too, essentially a free ammo runt per turn.
  5. Warlord can re-roll one failed armour or invulnerable saving throw each turn - The go to choice for mega armored warbosses, but even biker bosses will use it to tank wounds.  The loss of cybork 5+++ really hurts here, since there is no way to get an invuln so any power weapon wounds won't benefit from this and you just have to rely on just your FNP (if available).  It would be nice if you could use it for cover saves too.  It's quite kunnin to hide behnd appropriate terrain.
  6. Warlord has +1 Strength -  This just isn't that useful.  A warboss is usually going to take a PK anyways, so moving from S5 to S6 is a waste.  I guess you're still S10 even if enfeebled, but this is so situational that you don't waste time thinking about it.  For a Warboss with BC, you move from S7 to S8, I guess that helps, but strongly consider a Klaw and just reroll this result.  It wouldn't be the end of the world if I got this for a painboy or big mek since they're both S4, pushing the Big Mek to S10 with a Klaw and giving the Painboy S5 poison, allowing a reroll against T4, which is nice, but there are plenty of better traits.

The first two options are very solid.  Both of the re-roll traits work well with Da Lucky Stixx, giving you an extra free reroll per turn before you kill yourself.  They work well enough on their own. The psuedo-fleet isn't bad, but the +1 strength is a real dud.  As it stands, it's a pretty solid option for nearly any warlord choice.



Command Traits

  1. Friendlies w/in 12” use Warlord's Ld - useful with a warboss at Ld9 since Mob Rule no longer ups leadership values.  Useless with a weirdboy or painboy as they are only Ld7
  2. Enemy units within 12” use lowest Ld - I've never found this to be very useful, but on a warboss assaulting in could break a unit or two that wouldn't normally break.
  3. Friendlies w/in 12” have Move through cover - I would love to get this on my biker boss just to speed the game up ignoring all those dangerous terrain tests.
  4. Friendlies w/in 12” add 1” run and charge - Combos well with Waagh, but doesn't add range to turbo boosts
  5. Friendlies w/in 12” re-roll 1s to hit shooting - not too useful with Orks at BS2.  Maybe on a Big Mek with Sag near lootas and mek guns.  Orks only gain about 5% with this so we're looking at 1 extra hit per 10 shoota boys.  Weakest option.
  6. Friendlies w/in 12” re-roll 1s to hit in assault - now we're cooking.  Especially juicy with the waagh banner or lucky stixx.  May lead to overkill though. Not as flexible as the Ork re-roll to hit or wound, but comparable.
I like this table for a biker boss with everything having at least some utility except #5 (bc dakkaguns are already TL).  I'd hope for #3 then #6, #4, #1, then #2.

 Personal Traits

  1. Warlord has counter-attack - At least counter attack extends to the whole squad.  Can help mitigate a failed charge., but you still lose the FC bonus.
  2. Warlord has Furious Charge - useless, all Orks have FC already
  3. Warlord has outflank - It gives you additional deployment options, but you're usually better starting on the board and charging forward to close the gap quickly.  An outflanking squad of ard boyz in hammer and anvil would be nice.
  4. +1 VP for each char warlord slays in a challenge - A warboss with this is nice since it prevents the opponent from feeding you a useless Sgt.  On a painboy or big mek it is pretty useless.
  5. Warlord has FNP - Useful if you decide not to bring a painboy, but FNP is something Orks already do well.  Maybe if it improved FNP it would be better.
  6. Warlord has Fearless and It Will Not Die - Hot diggity, gimme.  Fearless nobs, fearless boyz, fearless any squad is good stuff
I love #6 with #1 and #4 being decent enough.  However, with #2, 3, and 5 bringing very limited utility, I just don't see myself rolling on this table ever to minimize risking a dead trait.

Strategic Traits

Since you now know if you're going first or second before you roll, this table is even better than before and gives you some good options
  1. All units have Move Through Cover and Stealth in ruins - The revamp of terrain means ruins are going to be everywhere.  Bikes can now assault up terrain too.  Depends on the board obviously.
  2. Can activate Night Fighting and have Night Vision - Very useful to help mitigate alpha strikes.  Range isn't a factor anymore, so it will even help against drop pod armies.
  3. Warlord and 3 non vehicles have Infiltrate - Invaluable to foot squads to ensure 2nd turn charges.  It can really help to close the gap. Plus you get outflank.  There are lot of uses for this.  It can even be something as simple as waiting to deploy your lootas until after you've seen where your opponent put his armor.  This can make a unit of grots into scout move blockers against bikes or flesh hounds.
  4. Add +1 to sieze, can re-roll reserves (while alive) - The sieze bonus is nice, but I don't usually hold much in reserve with Orks.  You can reroll successes so it can be used to keep grots off the table.
  5. Opponent has -1 to reserve rolls - Some opponents aren't going to care about this, but it can help spread out a 2nd wave of drop pods or fliers.  Has value if you go first or 2nd.  If first you'll subtly affect your opponents deployment decisions.  Could be even better going 2nd since your opponent will have already committed units to reserve.
  6. Choose 3 units to take a pinning test their 1st turn - Pretty sweet deal against Tau with their low leadership or other Orks to maybe cause some early mob rule wounds.  Since pinned units cannot snap fire anymore, it gives you a chance to suppress some enemies.  Won't have any effect against Daemons, pure bike armies, mech forces, Knights, Necrons, or Tyranids in synapse.  That still leaves a lot of solid armies and options that you'll want it against.  It could be just enough to disrupt someone's plan

Taking Da Finkin' Kap gives you a roll on this table and I plan to take it whenever I can. Almost everything has utility.
Seen above, a dead warboss
I will most likely still be taking a warboss on bike until I can come up with something better (like a Mega Armoured warboss like this badboy).  In addition to my strategic trait, I'll probably roll on the Ork table and reroll hoping for one of the first two options.  Command is still good and a 2nd roll on Strategic is a possibility.  It's worth knowing and thinking about it depending on your opponent.  Lists that have a lot of flexibility built into them benefit the most.

Note that any character can now be the warlord, please consider giving your runtherd's their due.