Thursday 5 November 2015

ORKS: PART TRES

To continue our little game of who's the worst, lets move onto the Heavy stuff.

The Mek Gunz come with enough variety to make them usefull no matter what you need.  They can do anti-air, anti-infantry, anti-tank, anti-heavy infantry.  They are artillery, and you can buy them extra grots, which is essentially extra wounds, you can have 5 in a unit and they cost, at MOST 30 points each.  Nuff said about them.

Battlewagons are still pretty good, they are versatile enough to suit any need you want and there is a pretty good formation out for them in which you can use all those dirty tank shock shenanigans I posted about earlier.

I couldn't find any decent art so you get to look at this bad boy instead.

This guy is basically a Dreadnaught, and has all the same foibles and flaws as all the others.  While the Deff Dread is a little cheaper, you get the discount because of his abysmal BS and just as terrible I.  His low initiative insures that he will lose almost any other fight against another Dreadnought, despite being able to get 6 attacks.  His BS is so low you want to ditch the shooting weapons, but if he happens to get immobilised he becomes actually useless instead of almost useless.  He is pretty scary if he can get up close and personal, but still needs tons of support from getting overrun or tied up.  Otherwise there is a chance he spends the entire game killing 3 worthless models a turn, or gets killed by a squad of marines with krakk grenades.  Ouch.
A potential use would be to buff a big unit of Killa Kans.  They could be his backup that he so desperately needs and a decent fire base to boot.


Which is a perfect segue into the Killa Kans.  Now, I don't honestly believe that these guys are bad, but I have not seen them in a list since the new book came out and I know the one reason why...
The Cowardly Grots rule.  This rule really chomps my ass, mainly because it takes one of the best gun in the ork book, the Grotzooka, and potentially makes it worthless on that critical turn.
However I feel that the addition of this rule is offset by the fact you can now take 6 of these bad boys per unit.  They are 50 points standard, and while not as effective at taking out tanks with their CCW being nerfed, they still work in conjunction with the Deff Dread who can handle a vehicle or 2.
Much like the Warbuggies, these guys can be used to take up a large footprint to limit enemy movement, yet are tough enough to withstand bolters and can put out some hurt in the assault phase.
I like this unit maxed out with a couple rokkits/KMBs and a couple skorchas for Wall of Death.  Get a Big Mek with a KFF and a unit of boys and make the old Kan wall list good again.
Not to mention the Dread Mob from the Waagh Ghazghkull has got some potential.  You might be able to fit in a small CAD, otherwise the army is unbound, but I would love to see that list play out.


The Gork/Morkanaught were so close to being great units, but unfortunately they missed the super-heavy boat.  These things are so close to being super heavies it's ridiculous. As it is, 250 points for these guys is WAY too high a cost.  Especially since the previously mentioned Deff Dread could tear one of these things apart for less than half the points.  A Chaos or Imperial Dreadnought could rip this thing a new B-hole and not be terribly worried about the return attacks.
Now that's not to say that AV 13 is something to scoff at, AV 13 is a pretty tough nut to crack for a lot of armies out there, and considering that you can load them with 4 meks and Grot riggers, this thing is potentially invincible.
No matter how you look at it, these guys are still a pretty big threat.  A S10 AP1 CCW and enough guns even for orks to hit something will mean these guys will do some work.  The way to make sure they get the job done is to keep them alive as long as possible.  A KFF nearby to stop those big guns, and fill him full of meks to fix anything that gets broken.  Then when you get close you can unleash the burna boys/meks in one direction and have him charge off in another.

Lootas are still good, except they have been moved from the Elites slot to the Heavy slot.  Which makes a pretty big difference because the Elites slot is pretty packed with sweet sweet nougatey goodness.  All the same tricks from previous editions work, take them a big unit or multiple small ones for all that Dakkadakka.  Now something that is new with these guys, you can upgrade 3 of them to be meks, and you can give them killsaws which is a chainfist.  So these guys are not your typical heavy weapons unit and hopeless in combat.


Flashgitz have gotten significantly better since the last codex, yet I still don't see them being used.  110 for 5 of them, with the stats of a Nob and toting a 3 shot S5 gun all with a bosspole and a Gitfinda that boosts you to BS 3 if you don't move.  The only downside is their gun has a AP of D6, and no one likes random shit.  Think of it this way though, AP D6 is better than AP4 50% of the time, and at AP 3 or less they are killing 5 marines a shooting phase(assuming they didn't move).  Don't forget they still have the Stat line of a Nob, so they have no qualms when it comes to punching something in the face after they shoot the shit out of it first.  Add some little Meks with Killsaws for a little more punchy power and to keep that Character count high for Mob Rule and the obligatory challenge chump, THEN throw them in a dedicated battlewagon and WOOOOHOOOO!

So that's it for the units, time to take a look at the not so popular wargear, now I'm not going to talk about all the basic weapons and stuff that I might have covered while talking about the unit that has them...
but I do want to talk about the Bubblechukka for just a second.  These things are idiotic, even in their description they don't make sense and they take the randomness to a new level.  I have never seen them used, and don't expect to.  These may be one of the few exceptions of a unit I won't even bother trying to make worth it.  Moving on.



The Shokk Attack Gun is another one of those weapons that takes random to new levels, but at least it's AP 2 permanently.  The randomness is on the S of the shot, which also corresponds with a chart which makes something wacky happen on the roll of a double, or an 11, and only 4 of those results are actually bad.  If you happen to roll 12, the gun has the Vortex special rule, which means there is a large blast vortex swirling around in your opponent's back field.  This gun seems fairly simple to use, point it at some hard infantry and watch as that unit is torn apart by super angry warp infused Gretchin, it's not reliable enough to point at hard vehicles, but with ordinance, can take out some lighter vehicles.  The downside is it's 50 points but I can see a Big Mek taking one of these and joining a unit of Artillery with like minded targets, like a kustom mega-kannon.


Headwoppa's Killchoppa is a big choppa with rending and causes ID on to wound rolls of 6.  It's not a bad weapon, but a power Klaw is way better.  The power klaw is way more versatile, making the Warboss S10 so he can take out vehicles with ease, but the Killchoppa will strike a I4.  I could see a Warboss joining a unit of meganobs with Mad Dok to get the extra attacks and getting some swings in before the power klaw rip everything else to shreds.  This weapon would be decent for taking out high T low I multi-wound creatures, as long as you roll that magical 6.  Taking an attack squig would be useful to max your hitting potential.

Da Fixer uppers are largely not needed as you can get multiple Meks for pretty cheap, but if you are playing a mechanised type list, or a walker heavy list, it might be worth it to boost you fixin power to a 3+.  Like a dread mob from the Gahzghkull suppliment.

Last of the wargear is the Dead Shiny Shoota, which is a gun so we all know where that's going.  It is only 5 points, but even though it's twin-linked it's still nearly useless, and on top of that it has a chance at hitting your own models.  However, since it's dirt cheap, I can see some potential.  It has 6 shots, and if you also buy a gitfinda, you will hit 4-5 times if you stand still, but with a range of 18" you will probably be moving.  Now you might think that overwatch is a good use for it, but again, it can hit your own models for each miss(after re-rolls).

So that's it.  I've covered all the units and wargear.  I hope you got at least a gleam of something useful, because I did while writing it.

Up next will be the Dark Eldar

Until next time, keep them dice rollin.

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