doubleback
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I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 24, 2017 9:41:55 GMT -6
That new FAQ update is a hell of a quality of life increase for Orks. We still don't have a ton a flyer defense (I am working on an alternative option to Smite spam with a kill tank and a Waz jet) but knowing that spaming them can leave you in danger of a sudden death loss means I am less likely to face an overwhelming number of fliers.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 27, 2017 10:23:14 GMT -6
A couple thoughts from last nights EXTREMELY narrow win over the Tyrannids-
-I am still up in the air on Painboyz..they cost a lot, probably not enough to warrant their 6+ FNP. That said they also have Power Klaws, Dirty Syringes, and the ability to heal units, which brought a 4 wound Ghaz back up to 8 and made him a durable killer again. One is probably enough if you put him with your main big Boyz blob, two is probably overkill.
-Weirdboyz are great, but you really need a group of 3+ to really get a lot of bang for your buck.
-Kill tank is amazing, but for the love of Mork never let it near Ol' One Eye.....he dealt 24 wounds in one turn. Skorchas might also not be the best secondary weapon option...or at least not in the number I brought then. I also forgot to fire its secondary weaponry the entire game. A big Mek with a KFF is still probably an auto take to protect the point investment. Its transport capacity also helps you keep your initial unit count lower. THis is currently my undisputed artillery go to unit.
-Boyz are terrifying when there are more than 20 of them, but their ability to bring town T7+ is a bit overrated.
-For any army with melee Ghaz is an auto take, but for a shooty opponent Zhadsnark and his bike are probably still the best option.
-30 Storm Boyz with Zagstruck is well worth the cost. A 31 strong unit that can make almost any charge Turn 1 and doesn't suffer moral is going to be a problem for any army....as long as you go first.
-Ork are probably the worst match up for Tyrannids, considering their big models are largely T6 and very vulnerable to boyz swarm. They also do not have a ton of great anti horde tools, oddly enough.
-Outside of smite spam I still don't have any good tools to deal with flyers outside of a costly Tank Busta Truck spam. Hopefully the acquisition of two Big Trakks with Supa Skorchas will fix this and just be generally all around nasty.
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Post by Nick P on Jul 27, 2017 10:28:44 GMT -6
Nids have a ton of anti horde tools, its just that Godzilla lists with mostly monsters are all the hotness right now. 90 S4 shots a turn from a single unit of gaunts will thin out any horde my man!
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Post by Russell on Jul 27, 2017 10:55:34 GMT -6
It'll bring down a Stormraven. I seen it!
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 27, 2017 11:41:26 GMT -6
Yeah that big cannon bastard did not earn his points, and the godzillas tend to be just right in the sweet spot toughness wise for ork boyz to butcher. He did bring gaunts with guns, however he used them to ring his artillery and I was able to get to them with a jump first turn.
In His defense, that first turn my entire army was still running around with a 5+ invul against shooting, a 6+fnp, and his roll was less than ideal....so the shots he did get off was lack luster at best. After that his options were to either sit his units back and give me the first attack from charges, or move forward to charge first, but leave space in the backfield for additional deep strikes. Being able to Waaagh! every turn you are around a warboss gets me across the field surprisingly fast, and an average of 4 attacks per model with Ghaz makes those 180pt boyz blobs surprisingly dangerous. Throw in a banner and suddenly you are getting just short of 100 S4 hits on a charge. I know I will still struggle against heavy armor lists, but its just great at this point to see Orks as a mid-tier army.
Overall I think Tyrannids have waaaaaay more tactical flexibility than Orks, who at present are kind of a one trick pony. It is also worth noting that I barely beat them, and either a worse 1st round of shooting by my Kill Tank, or different deployment by my opponent might have handed me a loss
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 27, 2017 11:44:54 GMT -6
It'll bring down a Stormraven. I seen it! Well then thank Mork our only semi-usable flier explodes on a 4+ with 3 mortal wounds to all surrounding units. Getting shot down after turn 1 is basically the plan.
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Craig
initiate
Posts: 247
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Post by Craig on Jul 27, 2017 15:40:30 GMT -6
Yeah it was a solid game. Letting the Orks get off an easy 1st turn charge on my Dimacheron set me back on my heels. I thought he could survive long enough to allow my Exocrine and hive guard do some damage from range. At any rate the game saw OOE, 2 stonecrushers and 19 genestealers wipe his left flank while his storm boys wiped my opposite flank; then what was left met in the middle. Its nice to see close combat become a real thing in 8th.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 27, 2017 17:10:31 GMT -6
I would give my left nut for something like those Stonecrushers. When One Eye hit that Kill Tank I thought worst case you would drag it down in 2-3 turns, not wipe it in one charge. Got help the tank line those things hit.
How much was the flail upgrade? That really went a long way towards making that particular Stonecrusher a dual threat to armor and hoards. My other takeaway is that genestealers are literally my least favorite thing in the game to have to deal with.
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Post by Nick P on Jul 28, 2017 7:15:30 GMT -6
Sounds like I need more than 40 genestealers
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Post by Eric formerly Eric on Jul 28, 2017 8:47:42 GMT -6
Nice. Ill definitely bring OOE and 2 fexes next week just for the hell of it
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 28, 2017 9:32:02 GMT -6
Damn gene theives are like Ork boyz, but with double the range and all of the buffs I have to supply with characters already built in.
Plus they can actually wound T8. Whenever I see them immediately reducing their model count is always a big priority.
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Craig
initiate
Posts: 247
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Post by Craig on Jul 28, 2017 9:47:15 GMT -6
I would give my left nut for something like those Stonecrushers. When One Eye hit that Kill Tank I thought worst case you would drag it down in 2-3 turns, not wipe it in one charge. Got help the tank line those things hit. How much was the flail upgrade? That really went a long way towards making that particular Stonecrusher a dual threat to armor and hoards. My other takeaway is that genestealers are literally my least favorite thing in the game to have to deal with. The bio flail is a 7 pt upgrade. Standard stone crushers are 105pts; with bio-flail 112pts. They are about the same cost as standard carfifexes without having a -1 to hit with the claws.
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Post by rogerspacem on Jul 28, 2017 11:21:32 GMT -6
Stone crushers...scary beasts indeed.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jul 28, 2017 20:38:40 GMT -6
Then just an opinion from the other side of the table, that seems like a damn effective 7 points....
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Aug 2, 2017 9:36:27 GMT -6
I am thinking of building a speed freak list for the Horde United fluff theme I am trying to make, and I was wondering people's thoughts on Skorchas. I would have to make them myself (along with another 1-2 Warbosses on bikes, thank you GW for putting such a large number of codex entries that you don't make models for). They seem pretty damn point efficient and have the ability to "deepstrike", and even seem reasonably effective in close combat, considering that they can always fall back and still receive a guaranteed overwatch hit. The speed list would be a fun alterantive to 90+ footslogging boys from time to time, and I think the Skorchas would be a good addition.
I could also see them being useful in conjunction with either commandos or a jumped unit to create some back line chaos in my current Boyz heavy list.
SO I guess my question here is: Do I use them, and if I do, how many should I make? I have a design idea I am quite pleased with, but it involves getting ahold of some fairly disparate parts. Right now I have enough to make 3....should I be aiming for 6?
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