So as a KT dork, I'm watching all these preview/review box videos.. And honestly, your style has been one of my favorites. Concise and hitting all the points I need. Maybe it helps that you're enthused for this team, but this is solid, useful work. Thanks for the effort man.
I used the tankbuster gunner on volkus terrain. Got him up on a vantage point early and for the rest of the game just kept shooting enemy operatives that came within his LoS, which was basically everywhere. I had blast and I could have also hit several of my opponents models but I missed it. He was basically one shot kill too. Killed several enemy ops in one shots. The scenario was from the Brutal and Cunning book and the deployment zone had the vantage points in it so I just deployed right on it. Fucking brutal really. He didnt move all game.
What I love so far is that in different review videos about the Wrecka Krew there are different opionions. Some say always double pistol for the knob and others say use the meele option. Some say the pulsa rocket is useful in turn 3 with wrecka points and others do not make that option work. Even if the team is not very strong I like that there are conflicting opinions which hopefully shows that there are multiple ways to go about it
I think destruction (saturate) for the glyphs and more long range dakka can actually be good vs some matchups, and especially elites. Managed to win my first game against plague marines with the long range setup. Otherwise I agree, more hammers and balanced is just better overall. Also, you can make frag grenades blast 3 if I'm not mistaken. Pretty funny.
Im not really clear on the tankhammer detonate. Do you target yourself with a D6+6 as well? I played it that way. Got a 12 and would have died but I took the armoured up equipment.
This team look fun, I agree the Nob should be 3AP same as Kommandos Nob. Annoying that the squigs are so rubbish now, need to have a piercing 1 or a blast range of at least 2” to make them of use.
I feel like I'm taking crazy pills, somebody please convince me that this isn't the best shooting team that's ever been released? 6 x 4/5 attacks with dice fixing means you have the potential to set a 12 damage floor on your attacks if you have the wrecka points available. That's a *floor*. 12 damage if the target makes every save, assuming they don't have some kind of FNP or other shenanigans. If you happen to roll hot then you simultaneously generate more wrecka points AND don't need to use as many on that attack in particular. Only counterplay seems to be to play cagey and deny them fights/shoots so they're stuck at 2APL and have a harder time generating wrecka points, but then you can't play too cagey because there are bomb squigs and melee operatives you'll need to get off objectives. Predicting a KT2.0 Chaos Cults level of domination coming from this team, mark my words.
Raw damage doesn't matter that much, unfortunately, in this case. The limiting factor is 2APL for such a small number of operatives. In my games so far it was far too easy for my opponents to just stay out of range (6" + action). Most of the time the only way to attack was to wait for the opponent to attack and counter, which meant unfavourable trading started by the opoonent. Elites with 3APL can move 9-10" and attack whenever they need flanking or closing to 2" to draw LOS to Concealed enemies. Lower APL hordes can put less valuable operatives in front as bait to lose without it being a problem and then counter, trading favourably. Wreckas can do neither. On ITD with all this door opening and losing 1" for moving through accessible it is even more tragic :( They don't even have a Comms effect to alleviate the problem of not being able to close the distance to attack. I think their Nob should be 3APL with Get it Done! like the Kommando one. That would be a start.
@robertchmielecki2580 I honestly just assumed that you'd want to spend TP1-2 not using a single APL to shoot with, and instead try to position yourself for favourable counteractions. Especially if you're going for a shooting strategy over a fighting strategy, where you'll be able to save your CP for just-a-scratch and heals, making it much easier to eat damage in exchange for having the counteraction flank or a position on objective. Obviously the match data so far haven't shown Wreckas dominating anything like Chaos Cults did, which I'm glad to see.
The first time i played Space marine 1 , i immediately wished they had models with the backpack rokkits , and here we have them. I absolutely know that the heavy missle guys are def not an autotake, but a whole roster of rokkit boys just seems so orky. I admit that the hammers fit the wrecka vibe more, but the hammers just seem so boring to me on these guys. Unfortunately this means this team has become a 2 box team for me. Thanx for the review
So as a KT dork, I'm watching all these preview/review box videos.. And honestly, your style has been one of my favorites. Concise and hitting all the points I need. Maybe it helps that you're enthused for this team, but this is solid, useful work. Thanks for the effort man.
You’re a stud, dude 🖤 from one KT dork to another, thanks man 🙏
I used the tankbuster gunner on volkus terrain. Got him up on a vantage point early and for the rest of the game just kept shooting enemy operatives that came within his LoS, which was basically everywhere. I had blast and I could have also hit several of my opponents models but I missed it. He was basically one shot kill too. Killed several enemy ops in one shots.
The scenario was from the Brutal and Cunning book and the deployment zone had the vantage points in it so I just deployed right on it. Fucking brutal really. He didnt move all game.
Yep, very excited, now even more so thanks to your infectious enthusiasm!
What I love so far is that in different review videos about the Wrecka Krew there are different opionions. Some say always double pistol for the knob and others say use the meele option. Some say the pulsa rocket is useful in turn 3 with wrecka points and others do not make that option work. Even if the team is not very strong I like that there are conflicting opinions which hopefully shows that there are multiple ways to go about it
Excellent review! Love this KT. They're so flavorful and seem mechanically fun just like I want orks to be!
Kommando’s is better than other Orks. Sneaky is the way.
🟪🟪🟪🟪🟪🟪🟪🟪🟪🟪
Finally - ‘proper’ Orks. Think I’m gonna go Deathskulls
I can't wait to paint mine as my first Deathskulls!
I look forward to seeing more material from you in future videos. Great stuff. You explain on a level that even I can understand!❤️
Love your breakdowns- thanks for providing your insights!
My favourite Wreckas breakdown so far
Great vid tyvm 💚
@@Bronthus what a stud 🖤
can you just a scratch detonate on the tankhammer?
🤣 "... they can't hurt you anymore..." Ben's talking to himself
Great video, keep em coming! =)
wrecka points unironically being better faith points
Great video, excited to get these fellas as my second kill team
I think destruction (saturate) for the glyphs and more long range dakka can actually be good vs some matchups, and especially elites. Managed to win my first game against plague marines with the long range setup. Otherwise I agree, more hammers and balanced is just better overall. Also, you can make frag grenades blast 3 if I'm not mistaken. Pretty funny.
Im not really clear on the tankhammer detonate. Do you target yourself with a D6+6 as well? I played it that way. Got a 12 and would have died but I took the armoured up equipment.
This team look fun, I agree the Nob should be 3AP same as Kommandos Nob. Annoying that the squigs are so rubbish now, need to have a piercing 1 or a blast range of at least 2” to make them of use.
They can Blast 2" with a Firefight Ploy in Wreckas and extra dice make up for the loss of piercing.
WAAGH!! I'm glad you did these guys.
Great video and team looks very fun! Talk to me about these bases!
@@iainmcdiarmid1009 pigment powders did all the work!
I feel like I'm taking crazy pills, somebody please convince me that this isn't the best shooting team that's ever been released? 6 x 4/5 attacks with dice fixing means you have the potential to set a 12 damage floor on your attacks if you have the wrecka points available. That's a *floor*. 12 damage if the target makes every save, assuming they don't have some kind of FNP or other shenanigans. If you happen to roll hot then you simultaneously generate more wrecka points AND don't need to use as many on that attack in particular.
Only counterplay seems to be to play cagey and deny them fights/shoots so they're stuck at 2APL and have a harder time generating wrecka points, but then you can't play too cagey because there are bomb squigs and melee operatives you'll need to get off objectives.
Predicting a KT2.0 Chaos Cults level of domination coming from this team, mark my words.
Raw damage doesn't matter that much, unfortunately, in this case. The limiting factor is 2APL for such a small number of operatives.
In my games so far it was far too easy for my opponents to just stay out of range (6" + action). Most of the time the only way to attack was to wait for the opponent to attack and counter, which meant unfavourable trading started by the opoonent.
Elites with 3APL can move 9-10" and attack whenever they need flanking or closing to 2" to draw LOS to Concealed enemies.
Lower APL hordes can put less valuable operatives in front as bait to lose without it being a problem and then counter, trading favourably.
Wreckas can do neither. On ITD with all this door opening and losing 1" for moving through accessible it is even more tragic :( They don't even have a Comms effect to alleviate the problem of not being able to close the distance to attack.
I think their Nob should be 3APL with Get it Done! like the Kommando one. That would be a start.
@robertchmielecki2580 I honestly just assumed that you'd want to spend TP1-2 not using a single APL to shoot with, and instead try to position yourself for favourable counteractions. Especially if you're going for a shooting strategy over a fighting strategy, where you'll be able to save your CP for just-a-scratch and heals, making it much easier to eat damage in exchange for having the counteraction flank or a position on objective. Obviously the match data so far haven't shown Wreckas dominating anything like Chaos Cults did, which I'm glad to see.
Thanks man! Will you make video on ratlings too? :)
So, the pulsa is the best choice?
No way, not enough boomboom
@@TheBoggartKing Agree with you, rocket rack with 12 dices...
How did you make bases for these orks? They look incredible!
@@tomyp9119 thanks dude! Just pigment powders over a reddish brown base coat. No talent whatsoever!
SNEAKY ORKZ IS REAL ORKZES YA BIGGOTED GIT
I am so excited for them!!
@@onceuponakillteam-sean I’m having so much fun with them. It’s nuts
Love this breakdown 🔥🔥🔥
Best quality videos with great takes. You're the best Ben!
I'm planning to proxy using Tyranid Warriors and Genestealers.
@@jameszeropr oh MAN I want to see pics of this
As your friend Ben.... TAKE THE GUNNAS >:D
@@ericcecil1810 it’s hammer time dudeeeee
The first time i played Space marine 1 , i immediately wished they had models with the backpack rokkits , and here we have them. I absolutely know that the heavy missle guys are def not an autotake, but a whole roster of rokkit boys just seems so orky. I admit that the hammers fit the wrecka vibe more, but the hammers just seem so boring to me on these guys. Unfortunately this means this team has become a 2 box team for me. Thanx for the review
I will not stand for this Kommandos erasure