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....and nerfed the ever living out of tankbustas.

Finally GW have stepped upto the plate to curb the tyranny of the orks. :wink:
 

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The reason I don't consider this a nerf to anyone, is that I've been playing 1 grenade in the assault the entire time.

I've also seen on a lot of forums how "all models getting [insert special grenade] is stupid and useless now" Ignoring my above statement that I think it's been that way all of 7th edition: It's still nice to have more than one model that can plant the melta bomb or toss the krak grenade. I'd rather throw 1 haywire grenade or plant one melta bomb as long as something is alive in the unit, rather than have to protect the ball carrier. Of course points are a consideration, but just throwing that counter point at it.
You might not consider it a nerf, but I, and a huge amount of players who relied on meta bombs to take down tough targets like knights certainly do.
Orks had to sacrifice 3 attacks on the charge for one single meta bomb each, under the meta bomb rules it is an attack per model, and that seemed fair and reasonable for a specialised unit like the bustas. There is no ranged profile for a melta bomb, its a bomb not a grenade, itll never be thrown but now it's been lumped in with krak grenade abuse, it's how I always played it, how everyone in my local club and store played it, and how it was played at the tournaments I attended.
It's not like it was an easy thing to do, to maneuver a 5-10 man unit across the battlefield in a flimsy truck, leap out and successfully assault a Knight. Pulling that off meant you deserved to take that knight to the ground.
 

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Krak abuse was probably a bit strong, in my defence I am pretty pissed off about the really very solid nerf that we've suffered, yet again.

As to points cost, one truck full of 10x tankbustas and a nob with no bomb squigs and a reinforced ram?
193 points.

For a unit as fragile, but as lethal as it was, that was well worth it. You could strip off a couple of Hull with some lucky shooting on the way in, and if you weren't exploded and mob ruled to death, you could wreck face very effectively.

Usually though it's a 5 man mob, no nob in a truck, for about 100 points, but if you got hit by literally anything from bolters upwards, the unit is gone.

I tended to run my bust as in 2 mobs of 10, with squigs, in the slightly more resilient gunwagon for about 150 points a go. 2 of those would most likely take on a knight, but I would lose at least one wagon and most likely a large wedge of Boyz.
Lots of people would run 3 trucks with a bare mob of 5 bustas in each, so roughly 300 points devoted to taking on heavy and super heavy machinery and tough stuff.

Not exactly the most OP units in the game.
 

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It's 2016 and people still think that Imperial Knights are hard to kill?

What a time to be alive.
If you've ever played orks, you wouldn't be so glib.
But you're right, I could bring a stompa, it's only 700 points, what the hell, I could squeeze 2 into 1850 points, no trouble killing knights then.
 

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Except Buzzgob's Stompa is highly contentious, and taking that for 400 points can be seen as TFG by many. I'm OK with kustom stompas though, and prefer them to the codex version.
Powerklaws are great, but to take on a knight, you're swamping it in Boyz to deliver the klaw, or klaws if you chuck in a IC, or you could spam MANZ of course.
So we're down to spamming klaws, until GW notices, and nerfs that too.

Rush, I totally agree, tankbustas were excellent value for money, but they are so vulnerable, you have to spend points to protect them to get them in to combat, or spam the hell out of them.
However we weren't throwing as many grenades as we liked, we were sacrificing multiple base attacks for a single attack per model, so between 5-10. Totally lethal, but the attrition of getting there means you were most likely only attacking with 3-6 models, if you were lucky.
BS2 rockets are only really useful for knocking off a few hull you cannot rely on 5-10 BS2 shots to do any serious damage. Close combat melta bombs were where the bustas shined.
Also, open topped av10 trukks get blown to hell so easily by virtually everything it's not even funny. Then All those t-shirt save Orks are taking str4 hits, wiping out about half the squad, then if you do have mob rule, even more are wiped out by your own nob. It's ridiculous, basically you have to write them off.
Getting tankbustas into cc is an art in itself, requiring imagination, luck and flair, I've used All sorts of delivery systems, my favorite being weird boy ic and da jump, which has been great fun, but relies on so much luck it's hardly a viable or reliable strategy.

The main thing that grinds me is that Orks have so few quality units, yet GW can't even let us keep what we have.
TBH I am very salty over it, makes me want to take a hammer to my crimson fists in spite.
 

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I have only ever played orks in 7th, so I can only base what I know on the army as it stands now.

However, I a am well aware of the fragility of orks, and the tactics to deploy to embrace and overcome that. I was pointing out to Rush the downsides of tankbustas as I assumed he didn't know.

But thanks for trying to give tactical advice in a non-patronising, or passive aggressive LTP style. :grin:
 

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Because, I felt this aspect of the faq has been an unecessary and disproportionate nerf to the ork codex. Rush presented the opinion that he felt tankbustas were excellent value for points, even now, I was pointing out the downsides and fragility that balance them out whilst making the argument for their specialisation, and the utility of a meta bomb attack per busta.
 

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......I think I have a good grasp on the "downsides" of Tank Bustas, but as a none ork player I may be wrong, and I really appreciate the feedback, so thank you. As per Midnight's comment about Devastators, it's my honest held belief that Tank Busta's are on par (if not better) for their points cost when compared to other armies AT options, and that the multiple grenade ruling was just willful ignorance on the part of 6th edition fanatics......
I would take issue with the assertion that somehow this was willful ignorance, or an attempt to cheat, as for example, I initially was introduced to this ruling by a member of GW staff, and my reading of the rules supported the idea, which seemed reasonable, certainly when applied to orks.

I have to say that I also disagree with you both, for a start, devastators enjoy a 3+ armour save, high leadership, atsknf, and access to all sorts of long range reliable shooting. However, I have laid out my argument, and I'm going to leave it at that.

We shall see what comes out of the FAQ when they ratify it, eventually.
 

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....or, a guy with an axe to grind for some bizarre reason?
Why are you being so confrontational about this. If you are unable to grasp that the codex's are varied in power level, you have either never played the game or are trolling.
 

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Yep probably, serves me right for taking his posts seriously I suppose, if they were meant in jest of course.
Or, maybe he's right and we should all go and LTP. ;-)
 

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...apart from changing the goalposts from"pretending they suck" to "there is a power gap between the factions, absolutely ".
:laugh:

Just sensing a lot of incoherent rage from his posts, lot of anger, perhaps midnight sun should drop marines and play world eaters?
 
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