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CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 16:12:00


Post by: Frowbakk


I'm still Theory-Hammering out a list (harder since I said "I won't get the Index, I'll just wait for the Codex") and then find Index options so preferable over the Codex...
Spoiler:
Evil Sunz Brigade (+12 CP)(-3 CP for Extra Gubbinz) 1650 points
120 HQ Deffkilla Wartrike (Warlord: Brutal but Kunnin’ – Reroll hits; +1 Damage)
91 HQ Warboss on Warbike w/ Big Choppa = Headwoppa’s Killchoppa
120 HQ Zhadsnark Da Ripper w/ Da Beast: 2x Big Shoota
90 TROOP 3x 10 Grots
215 TROOP 30 Choppa Boyz, Big Choppa Nob, 3x Tankbusta Bombz
215 TROOP 30 Choppa Boyz, Big Choppa Nob, 3x Tankbusta Bombz
75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb
29 ELITE Mek w/ Kustom Mega Slugga, Choppa
45 ELITE 5 Kommandos, Big Choppa Nob, 2x Burnas, Tankbusta Bomb
103 ELITE Painboy on Warbike w/’Urty Syringe, Power Klaw = Da Killa Klaw
164 FAST 3x Deff Kopta w/ Kopta Rokkits
200 HEAVY 2x Deff Dread w/Dread Klaw, 3x Dread Saw
93 HEAVY 3x Mek Gunz: Smasha Gunz
90 HEAVY 2x Mek Gunz: Traktor Kannonz

Blood Axe Battalion (+5 CP)(-1 CP for Warphead) 349 points
70 HQ Boss Snikrot
62 HQ Weirdboy Warphead w/ Da Jump + Warpath
90 TROOP 3x 10 Grots
53 ELITE 5 Kommandos: Power Klaw Nob, 2x Burnas, Tankbusta Bomb
45 ELITE 5 Kommandos, Big Choppa Nob, 2x Burnas, Tankbusta Bomb
29 ELITE Mek w/ Kustom Mega Slugga, Choppa, & Finkin Kap: I’ve Got A Plan, Ladz! (CP Farming on a 6+)

1999 Points Total, 16 CP left after list construction.

Snikrot (70 point HQ unit! So Cheap!) and two units of Blood Axe Kommandos to take advantage of his +1 to hit aura and one Evil Sunz Kommandos unit to get the charge bonus will disrupt backfield campers without eating up CP for Tellyportin’ units. The Mek with the Finkin’ Kap is there to hide among the Blood Axe Gretchin and be untargetable while camping objectives. Unfortunately he can’t repair any Mek Gunz due <CLAN> mismatch, but at least he counts as being in Cover at more than 18” so the CP farming should stick around through most of the game.The Weirdboy Warphead can still cast Da Jump and Warpath on Evil Sunz units since Psyker powers don’t care about <CLAN> mismatches.

On the Evil Sunz side 3 Bikes & a Trike should get off a first turn charge on something. 30 Choppa Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to be recycled with 3 CP later. The lone Mek can repair Mek Gunz to keep them in the fight while the two Deff Dreads get Tellyported for a probable Turn 2 Charge for 2 CP before the game, leaving 14 CP to use during the game and see if any CP get refunded on a 6+ due to bullet catching Gretchin, fighting twice, mobbing up, and so forth.

If the Blood Axes aren’t your cup of tea, I could see replacing Snikrot with a KFF Mek from the Index (or spend 119 points for the Mega Armored version from the Codex) since KFFs don’t care about <CLAN> mismatches and re-purpose the remaining 79 points into another unit, but that wouldn’t even get 5 Lootas or Tankbustas, unless you can scrape up 6 points somewhere.

...and now my second thoughts are having third thoughts about renoberating the whole thing into Deathskulls for the 6++ and ObSec.... aaaAAARRRrrgh.

Gotta stop being paralyzed by the Theory-Hammer possibilities and actually go get a game in and get some real-world experience.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 16:12:20


Post by: Kaiyanwang


 lord_blackfang wrote:
I honestly feel like Deffskulls might be the best faction bonus in the game, in a vacuum. Even the -1 to be hit stuff is only better if you can stack it with another instance of the effect. It feels like GW just kept piling rules on it for some reason. It's 3 medium power effects in one. You could glue Snakebites and Blood Axes and Goffs together to be on about the same tier.

It's perhaps the sub-faction of the only Ork player in the studio


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 16:35:40


Post by: Jidmah


So, since my army is painted as bloodaxes, some thoughts on them:

- My banner nob is getting the finkin' cap to pick the warlod trait for Waaagh! and breakin' heads and +1 CP. Hide him with the blood axes stratagem for instant aura-nob anywhere.
- I will have 3x 20 boyz set up in hiding for 3CP, they will appear somewhere in force or just take objectives from my opponents, depending on what the Maelstrom deck dictates.
- One of my bonebreakas will be transporting units of 10 boyz, so they can mob up with the hiding boyz later, where needed. Two bonebreaker will be carrying nobz.
- A kff big mek will start out between the wagons and then run after them, from experience 5+d6+3" is enough to repair them at least once after moving. The KFF, looting and cover from the bloodaxe trait should be enough to keep the army alive until the reinforcements hit hopefully the enemy tries to go after the nobz first, just to find out they are 2+ after looting.
- Warphead with Firsts of Gork and Warpath. He will get the bloodaxe warlord trait to regenerate CP, if my opponent is bringing lots of snipers, he'll just start the game in the boyz' bonebreaka, otherwise he will try to get to a position where he can fist of gork the warboss and support the koptas with warpath (+d3 hit rolls each) and smite.
- Bike warboss with relic klaw for punching stuff.
- Unit of 5 koptas as retinue. If I go first, they get -1 to hit, if I go second they have cover for 3+.
- Two single koptas will start off the board and try to eat overwatch for the sneaky boyz.
- 20 gretchin and a pain boy to complete the brigade. I like the pain boy over the minimek, because it actually has some impact on the game, while the points spent on the mek are just lost


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 16:53:50


Post by: Kzraahk


Hey guys, would a 1000pt Evil Sunz elite build be possible? Something like Meganobz, Nob Bikers, Stormboyz and such


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 16:56:22


Post by: Emicrania


I'm going ES brigade:

Runtherd
Warboss on bike Da Klaw and Brutal
Mek KFF
Weirboy

10×6 gretchin

Mek
Mek
10x Tankabusta+2 squig

12x Bikes
24x Stormboyz
1x Köpta

G-Naut
3x Smasha
1x Traktor

Trunk


A lot of object grabbing, some decent shooting, a lot of mobility, tellyporta+3d6 G-Naut with kff (20 pl on the nose), support for the gun and runtherd for the cowardly grots

Edit: is the nob worthy of a KS instead o ff the PK? It is just 2 pts and it feels more likely to kill something juicy.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 17:34:23


Post by: Snotrokkit


the_scotsman wrote:
 BaconCatBug wrote:
Snotrokkit wrote:
Do embarked Freebooterz units benefit from the +1 to hit if a friendly clan unit within 24” of their transport has destroyed a unit that phase?
Not unless the transport is open topped and also FreeBooterz.


Isn't that the only instance where a Freebooterz unit would be in a transport and able to make use of the kultur anyway?



Technically there is also the boarding action stratagem, so in either of these situations does the embarked unit get to use the kultur “aura effect.” The TO for the tournament I will be playing in this weekend says “no.” So say your freebooterz boyz mob destroys an enemy unit with their Sluggaz; the unit of freebooterz Tankbustaz in a trukk nearby does not receive a +1 to hit from the kultur. The TO is treating it like an aura effect, even though the 24” bubble is centered on the unit receiving the buff, not on the buffing unit. It is a similar situation with psychic powers or Imperial Guard orders.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 17:44:53


Post by: the_scotsman


Snotrokkit wrote:
the_scotsman wrote:
 BaconCatBug wrote:
Snotrokkit wrote:
Do embarked Freebooterz units benefit from the +1 to hit if a friendly clan unit within 24” of their transport has destroyed a unit that phase?
Not unless the transport is open topped and also FreeBooterz.


Isn't that the only instance where a Freebooterz unit would be in a transport and able to make use of the kultur anyway?



Technically there is also the boarding action stratagem, so in either of these situations does the embarked unit get to use the kultur “aura effect.” The TO for the tournament I will be playing in this weekend says “no.” So say your freebooterz boyz mob destroys an enemy unit with their Sluggaz; the unit of freebooterz Tankbustaz in a trukk nearby does not receive a +1 to hit from the kultur. The TO is treating it like an aura effect, even though the 24” bubble is centered on the unit receiving the buff, not on the buffing unit. It is a similar situation with psychic powers or Imperial Guard orders.


So, would your TO not allow a Bad Moonz unit in a trukk to reroll 1s to hit?

Would he allow a Tankbusta unit to reroll all hits against a vehicle?

These are all rules that the unit inside the transport has, and they all still apply. Why is it a similar situation with psychic powers or IG orders? In the case of psychic powers, a modifier applied to the transport would be applied to the passengers (explicitly RAW) and IG orders do not work on units in transports because IG does not have any open topped transports and they require an infantry unit on the board.

This is an asinine ruling.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 17:48:44


Post by: SemperMortis


the_scotsman wrote:

So you've managed to turn "this horde faction that can generate an assload of cp has amazing Stratagems" and reframe it as a whine. Amazing. Orks have:

-the most reliable deep strike in the game with zero CP expenditure

-among the best upfront anti tank units in the game in the smasha gun/trakktor, again with no cp, almost totally immune to rule of 3 since you can have frickin 15.

-multiple amazing detachment rules, evil sunz for deep strike/rush, deffskullz for msu, freebootas for mek gun spam, bad moonz with double shot Stratagem.

Don't like Stratagems? Run evil sunz, freebootas, or deff skulls, all of them don't give a feth about cp for the most part, except for dumping things into deep strike for sunz.



1: not a horde anymore. Since most lists people are building contact mostly grotz with 1 or 2 units of 30 boyz they aren't really a horde anymore.

2: Stating an opinion about the codex isn't a whine. Sorry I am not a fan of a codex that relies exclusively on stratagems to be good.

3: Most reliable deep strike......compared to what? A lot of armies have similar abilities. We are codex deep strike though because of The Evil Sunz tactic that lets us get a 75%ish chance of getting a charge off.

4: best upfront anti-tank units in the game...no. Smasha gunz are good as are traktor kannons, but they aren't OP nor are they the best. Also you can have 18 not just 15

5: Amazing detachment rules. I agree. Damn shame that GW doesn't know how to write them though. Or do you not find it odd that the BEST faction for Kommandos isn't blood axes, its Evil sunz, or that Warbikers are better taken as Bad Moonz instead of Evil Sunz?

6: Evil sunz dont work without stratagems. you need the tellyporta strike in order to be competitive.

Basically you and I disagree on how good the codex is, and we will have to wait for the next few months for players to make their own decisions. However, I do remember saying that the index was hot trash and nobody agreed for the longest time and now its almost universally known that the Ork index was held up exclusively by Boyz and that was about it.

Please don't call someone a "whiner" because they disagree with your opinion.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 17:54:43


Post by: Mellon


Kzraahk wrote:
Hey guys, would a 1000pt Evil Sunz elite build be possible? Something like Meganobz, Nob Bikers, Stormboyz and such


This should be roughly 1000p and could be fun to play. A bit dependent on the meganobs making a good charge...

Batallion Evil suns:
Biker boss
Deffkilla wartrike
3x 10x gretchin
10x meganobs (telly porta)

Outrider Evil suns:
Zhadsnark
2x 5x stormboys (flying high)
3x warbikes



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 18:34:41


Post by: KillerOfMany


Quick thoughts...

I'll be able to protect my backline characters with my MSU grechin and grot shield strat against snipers... surprised me.

Can you give the fixer uperz to a tiny mek and he has mechanic, right? Just 1 but... would that give him the flat 3 repair? seems good for the points if true...

What do you think would be the best clans/strats for a Garg-Squig focused list? Itchy to play him with the new rules in some way, was thinking snakebites for a 5++/6+++ with the KFF I stick in/next to him, or elts evil sunz to get that sweet mele stat line into combat all the sooner.. not much elts comes to mind...



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 18:36:08


Post by: the_scotsman


SemperMortis wrote:
the_scotsman wrote:

So you've managed to turn "this horde faction that can generate an assload of cp has amazing Stratagems" and reframe it as a whine. Amazing. Orks have:

-the most reliable deep strike in the game with zero CP expenditure

-among the best upfront anti tank units in the game in the smasha gun/trakktor, again with no cp, almost totally immune to rule of 3 since you can have frickin 15.

-multiple amazing detachment rules, evil sunz for deep strike/rush, deffskullz for msu, freebootas for mek gun spam, bad moonz with double shot Stratagem.

Don't like Stratagems? Run evil sunz, freebootas, or deff skulls, all of them don't give a feth about cp for the most part, except for dumping things into deep strike for sunz.



1: not a horde anymore. Since most lists people are building contact mostly grotz with 1 or 2 units of 30 boyz they aren't really a horde anymore.

2: Stating an opinion about the codex isn't a whine. Sorry I am not a fan of a codex that relies exclusively on stratagems to be good.

3: Most reliable deep strike......compared to what? A lot of armies have similar abilities. We are codex deep strike though because of The Evil Sunz tactic that lets us get a 75%ish chance of getting a charge off.

4: best upfront anti-tank units in the game...no. Smasha gunz are good as are traktor kannons, but they aren't OP nor are they the best. Also you can have 18 not just 15

5: Amazing detachment rules. I agree. Damn shame that GW doesn't know how to write them though. Or do you not find it odd that the BEST faction for Kommandos isn't blood axes, its Evil sunz, or that Warbikers are better taken as Bad Moonz instead of Evil Sunz?

6: Evil sunz dont work without stratagems. you need the tellyporta strike in order to be competitive.

Basically you and I disagree on how good the codex is, and we will have to wait for the next few months for players to make their own decisions. However, I do remember saying that the index was hot trash and nobody agreed for the longest time and now its almost universally known that the Ork index was held up exclusively by Boyz and that was about it.

Please don't call someone a "whiner" because they disagree with your opinion.


Most reliable deep strike with no CP compared to anyone. Literally any army and any subfaction - all the other armies with access to reroll charges can't choose one or both dice to reroll, and even GSC have to use CP to boost up their chance of a 5 or 6 to have better odds than us. And I'm not just talking about Evil Sunz - any ork unit from any kultur has better odds of getting in off deep strike without spending CP than any other army's unit.

I'm pretty confused as to where you'd put the line where Smasha Guns would go from "Good" to "OP". They do more damage per point to T7 3+ and T8 3+ 5++ vehicles than tons of things that are currently considered "OP" - Dissie ravagers in reroll 1 to hit auras, catachan shadowswords and basilisks, and onager dunecrawlers standing in Cawl's aura. If you do not see these things spammed in at least one top table tourney list in the next couple months I will eat my hat.

You seem to think everyone shares your exact definition of "best". The "best" way to run warbikes is the way that maximises their damage output? To me, the "best" way to run them is the way that maximises their ability to score and tie up weaker units in melee while still shooting at full capacity, which is definitely Evil Sunz. if you only care about damage with them, why not run them as Freebootas, where you get a bigger bonus, or Deffskullz, where the one Nob in the unit can do some real work? Oh, that's weird, it looks like you can choose multiple different clans and get different benefits depending on what you want out of the unit, and there's not just one "best" option. Same deal with Kommandos - here you switch "best" from "most damage" to "most reliable off of deep strike" because it suits the complaint you want to make. Blood Axe kommandos have the Snikrot aura buff. Deffskullz kommandos would get the most mileage out of the single klaw and tankbusta bomb. Evil Sunz kommandos have a 15% higher chance of getting into combat.

There are still plenty of people who complain about the pieces of the dark eldar codex they don't like over at thedarkcity, and people that complain about how underpowered Guard is here on dakka. When you exclusively focus on negatives and reframe all positives into negatives just so you can continue to complain, you cross the boundary from "disagreement" to "whining."



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 18:44:50


Post by: lord_blackfang


the_scotsman wrote:
Snotrokkit wrote:
the_scotsman wrote:
 BaconCatBug wrote:
Snotrokkit wrote:
Do embarked Freebooterz units benefit from the +1 to hit if a friendly clan unit within 24” of their transport has destroyed a unit that phase?
Not unless the transport is open topped and also FreeBooterz.


Isn't that the only instance where a Freebooterz unit would be in a transport and able to make use of the kultur anyway?



Technically there is also the boarding action stratagem, so in either of these situations does the embarked unit get to use the kultur “aura effect.” The TO for the tournament I will be playing in this weekend says “no.” So say your freebooterz boyz mob destroys an enemy unit with their Sluggaz; the unit of freebooterz Tankbustaz in a trukk nearby does not receive a +1 to hit from the kultur. The TO is treating it like an aura effect, even though the 24” bubble is centered on the unit receiving the buff, not on the buffing unit. It is a similar situation with psychic powers or Imperial Guard orders.


So, would your TO not allow a Bad Moonz unit in a trukk to reroll 1s to hit?

Would he allow a Tankbusta unit to reroll all hits against a vehicle?

These are all rules that the unit inside the transport has, and they all still apply. Why is it a similar situation with psychic powers or IG orders? In the case of psychic powers, a modifier applied to the transport would be applied to the passengers (explicitly RAW) and IG orders do not work on units in transports because IG does not have any open topped transports and they require an infantry unit on the board.

This is an asinine ruling.


That's a false comparison. Transported units can benefit from their own abilities just fine, but they cannot be affected bu range-dependent abilities like auras and the Freebooter kultur because they are not on the table and thus cannot be within x inches of anything.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 19:12:56


Post by: TedNugent


 Vineheart01 wrote:
technically speaking Bad Moonz are probably one of the worst kultures.

Rerolls of 1 when shooting doesnt help a good chunk of orks, either because they have no shooting in the first place or its just a slugga. They offer absolutely nothing for melee, which is weird since Meganobz are commonly shown off as Bad Moonz.

However i still love them both because its always been my fav colorscheme (and that wins on its own) and ESPECIALLY with KustomMegas doing D6 damage now its pretty easy to pop or severely damage big threats before the charge, and our charge is strong by default. If i face a numbers list then this is pretty moot.
So many rokkits and KMBs.....


The klan ability is awful.

The saving grace of bad moons is the ridiculously exploitable shoot twice strategem. Combine with more Dakka, salt to taste on whatever giant shooty unit catches your fancy.

It's easily the most braindead clan to optimize. Tankbustas, Lootas, take your pick and roll buckets of dice.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 19:29:21


Post by: Trimarius


 lord_blackfang wrote:
the_scotsman wrote:
Snotrokkit wrote:
the_scotsman wrote:
 BaconCatBug wrote:
Snotrokkit wrote:
Do embarked Freebooterz units benefit from the +1 to hit if a friendly clan unit within 24” of their transport has destroyed a unit that phase?
Not unless the transport is open topped and also FreeBooterz.


Isn't that the only instance where a Freebooterz unit would be in a transport and able to make use of the kultur anyway?



Technically there is also the boarding action stratagem, so in either of these situations does the embarked unit get to use the kultur “aura effect.” The TO for the tournament I will be playing in this weekend says “no.” So say your freebooterz boyz mob destroys an enemy unit with their Sluggaz; the unit of freebooterz Tankbustaz in a trukk nearby does not receive a +1 to hit from the kultur. The TO is treating it like an aura effect, even though the 24” bubble is centered on the unit receiving the buff, not on the buffing unit. It is a similar situation with psychic powers or Imperial Guard orders.


So, would your TO not allow a Bad Moonz unit in a trukk to reroll 1s to hit?

Would he allow a Tankbusta unit to reroll all hits against a vehicle?

These are all rules that the unit inside the transport has, and they all still apply. Why is it a similar situation with psychic powers or IG orders? In the case of psychic powers, a modifier applied to the transport would be applied to the passengers (explicitly RAW) and IG orders do not work on units in transports because IG does not have any open topped transports and they require an infantry unit on the board.

This is an asinine ruling.


That's a false comparison. Transported units can benefit from their own abilities just fine, but they cannot be affected bu range-dependent abilities like auras and the Freebooter kultur because they are not on the table and thus cannot be within x inches of anything.

The TO's wrong, but not for that reason. There's no way to measure from the unit (since it isn't on the table), you are right, but that's irrelevant. Open Topped gives the unit inside the vehicle the +1 (assuming they are both Freeboota tagged), as that's most definitely a modifier and "any restrictions or modifiers that apply to this model also apply to its passengers".

If they start ignoring that, then you end up being able to shoot heavy weapons while the transport advances or shoot while the vehicle's engaged. What happens when your mounted Freeboota unit shoots at a Raven Guard unit? How do you measure if they're within 18"?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 19:48:26


Post by: JimOnMars


 Trimarius wrote:
If they start ignoring that, then you end up being able to shoot heavy weapons while the transport advances or shoot while the vehicle's engaged. What happens when your mounted Freeboota unit shoots at a Raven Guard unit? How do you measure if they're within 18"?
I agree with this completely. If 12 tankbustas can all shoot from the front bumper, even though none of them are standing on it, why can't my warboss call a waaagh! from there?

The correct answer is "because GW said so, that's why." Unfortunately this isn't a very satisfying answer.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 20:09:55


Post by: Vineheart01


i'd bring the open topped rule to that TO's attention.
Even if the units inside ARENT freebootas, but the transport is, they'd get the modifier because of Open Topped. Only thing that isnt shared is Mobile Fortress strictly because it says it doesnt.
(though i think thats an impossible scenario anyway, as freebootas are granted access to other clan transports but not other way around)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 20:16:37


Post by: PuppetSoul


 Trimarius wrote:
What happens when your mounted Freeboota unit shoots at a Raven Guard unit? How do you measure if they're within 18"?


It says to measure distances from the vehicle hull when shooting; otherwise, even with infinite range they would never be in range to shoot anything.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 21:02:33


Post by: CaptainO


do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?


Automatically Appended Next Post:
Do boys within transport count towards the "+1 to psychic test per 10 ork models within 6""?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 21:03:40


Post by: Trimarius


PuppetSoul wrote:
 Trimarius wrote:
What happens when your mounted Freeboota unit shoots at a Raven Guard unit? How do you measure if they're within 18"?


It says to measure distances from the vehicle hull when shooting; otherwise, even with infinite range they would never be in range to shoot anything.


That was part of my point. The vehicle is what's important, the passengers almost become equipment for it. So if the vehicle is getting the Freeboota +1 to hit, the boyz inside are too (otherwise the game falls apart).

I can't think of a way to give non-Freeboota models the +1 (since transports are klan locked besides the already Freeboota Flash Gitz), but you do run into some silly situations where you can give transported Gretchin the +1 or a unit in a Chinork a +1 to hit flyers with the flying vehicle only strat Long, Uncontrolled Bursts (again, only the transport matters, it passes modifiers on to the payload, however counter-intuitive that might be). Though I did just notice that Flash Gitz can't get into another clan's transports if they have any Ammo Runts, funnily enough, as the grots don't have the Flash Gitz tag, only the Freeboota tag. I guess everyone else is afraid the runts are incontinent?

It gets really awkward when you have to define what "modifiers" means, though. Obviously +/- to a roll is pretty straightforward, but what about rerolls? More Dakka? I'd definitely say they modify the result of the action, but should they count? Now we're into contentious territory.


-Edit-
CaptainO - No, the boyz basically don't exist while inside a transport. They wouldn't even count if they were embarked in the same transport, as there's nothing to measure to. Kaptain Badrukk doesn't let Flash Gitz he's riding with reroll 1s, for example, even though they're presumably rubbing shoulders in that trukk.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 21:16:05


Post by: Sal4m4nd3r


1: not a horde anymore. Since most lists people are building contact mostly grotz with 1 or 2 units of 30 boyz they aren't really a horde anymore.


Just because others are running minimum grot squads +toys.. doesnt mean orks arent a horde army. I plunked down 180 goff boyz the other night and wrecked face.

2: Stating an opinion about the codex isn't a whine. Sorry I am not a fan of a codex that relies exclusively on stratagems to be good.


You're right. An opinion isnt a whine. Maybe the tone (which is ironic because this is the internet, but we all know there is a tone to these things) that came across as whiny. But youre statement that the codex is only good because of/using the starts isnt true. Its a great book because it values multiple playstyles and unit choices then ever before..as well as relevant warlord traits, and kulture.

3: Most reliable deep strike......compared to what? A lot of armies have similar abilities. We are codex deep strike though because of The Evil Sunz tactic that lets us get a 75%ish chance of getting a charge off.


This is not debateable. Its not subjective. Orks are the absolute best deep strikers in the game right now. Between multiple ways to do it (blood axe strat, tellyport, da jump etc) and re-roll one OR both dice on charging... its not even close. Also evil sunz shenangans are icing on the green cake.

4: best upfront anti-tank units in the game...no. Smasha gunz are good as are traktor kannons, but they aren't OP nor are they the best. Also you can have 18 not just 15


I think he meant tankbustas which are amazing at killing vehicles. RR all hits and flat three damage is great. ESPECIALLY with a shoot twice strat.

5: Amazing detachment rules. I agree. Damn shame that GW doesn't know how to write them though. Or do you not find it odd that the BEST faction for Kommandos isn't blood axes, its Evil sunz, or that Warbikers are better taken as Bad Moonz instead of Evil Sunz?


I admit this bugs me. but not much you can do. Atleast evil sunz bikes and evil sunz wartrike can easily get first turn charge off.. which is very fluffy.

6: Evil sunz dont work without stratagems. you need the tellyporta strike in order to be competitive.


Again this isnt true. da jumping boyz turn one is amazing with evil sunz. sure tellyporting MANz and Deff dreads is dope.. but its hardly an easy mode win.

I always appreciate your contibutions to these threads. Cant back you up on this one though bro.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:00:02


Post by: BaconCatBug


CaptainO wrote:
do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?
No, they do not. Don't forget Power of the Waaaagh! was heavily nerfed, it now doesn't count Gretchin and is capped to +3.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:00:57


Post by: PiñaColada


 BaconCatBug wrote:
CaptainO wrote:
do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?


Automatically Appended Next Post:
Do boys within transport count towards the "+1 to psychic test per 10 ork models within 6""?
No, they do not.

Gretchin don't count towards waaagh energy
EDIT: Ah, seems like you just fixed it


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:05:03


Post by: BaconCatBug


Yeah I was remembering the pre-nerf version.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:25:30


Post by: Geemoney


So I finally won my first game with the ork codex. I currently 3-1 I haven't used the same list twice. I defeated a Magnus/Mortarian list, that was supported by bloodletters, pink horrors, some deamon princes.

My previous lists have been a death skull horde backed up by something else (warbikes, stormboyz)...

My list was as follows:
Evil Sunz Battalion
Zhadsnark
Wartrike
Biker Boss w/ relic klaw

3 units of 20 boyz

3 battlewagons
1 bonebreaker

6 mega nobz w/ power klawz

Bad Moonz Battalion
Big Mek w/ Bike KFF and Bad Moonz relic
Biker Boss w// relic klaw

3 units of 10 grotz

15 lootaz


Highlights
The 15 lootaz double shot and killed Magnus. I incorrectly used long uncontrolled burst on them to get +1 to hit. I should have just used More Dakka.
It took two rounds of combat with Zhadsnark a battlewagon and the biker boss to kill Motarion.
Battlewagons and bonebreakers put out alot of 2 damage wounds. They are way better and significantly cheaper than they used to be.
Boyz didn't do much...
The Gobstopper blunderbuss was useful on the Big mek.

Going forward I am thinking less boyz more bonebreakers and a couple of wierdboyz.







CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:33:57


Post by: koooaei


the_scotsman wrote:
gungo wrote:
When you guys say 2++ manz do you mean 1+ armor saves? I don’t see where you get 2++ which generally means invulnerable saves. And I don’t see 1+ armor saves as an issue since 1s always fail and there are plenty of -3 ap weapons in game.


If you remember, many months ago Games Workshop made the goofy decision to make "1" the lowest number that any die roll can be modified. At the time, this primarily impacted plasma, because instead of rolling like this

(plasmagun shooting unit with -1 to hit)

I roll a 1, 3, and 4.

The 3 becomes a 2, the 4 becomes a 3. But the 1 STAYS A 1, it doesn't become 0, so my model still dies having rolled a 1.

This means that a unit that makes it to a 1+ armor save fails on all unmodified rolls of 1, but is no longer affected by AP essentially, because:

I get shot by a lascannon with a 1+ armor save. I roll a 2, a 3, and a 4.

All of them get modified down to the minimum value - a 1, just like the plasma gun.

I have a 1+ armor save.

I still pass all those saves.


I think you calculate the save first and than check the 1+ rule. Like when your 1+ meganob gets shot by a lazcannon it geta a 2+, +1, -3 resulting in 4+.

Otherwise any unit with 2+ armor would get 2++ by your logic if they step in cover.

Don't see how what makes you think this rule goes before modifiers.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:46:00


Post by: Geemoney


 BaconCatBug wrote:
CaptainO wrote:
do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?
No, they do not. Don't forget Power of the Waaaagh! was heavily nerfed, it now doesn't count Gretchin and is capped to +3.


I think that is overstated. +3 to cast is fine most of the time, and now weirdboyz perils less often. Plus now there is no need to count and argue about how many models are within x number of inches.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/14 22:47:58


Post by: An Actual Englishman


Lots of biker bosses and KFF Big Meks out there in the competitive lists. Even seen a few Painboyz and Meks on bikes.

How do we fare if we use codex options and models only?

I want to prepare for the inevitable. I think GW will become more strict on the index options when they realise we can take big bomms on koptas and a few other options for free.

Also Semper is entitled to his opinion on the codex. Trying to argue with him about his opinion is futile and stupid. I can certainly see his point regarding our reliance on stratagems though. It will be interesting to see how we fare against DE when they shut down grot screen and kill that valuable, squishy unit.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 01:12:11


Post by: gungo


The only reason index options were removed is the chapter house model equals rules.
The index has at least another year worth of codecs before it gets the power level treatment.
GW has to many models they still make that are index only.
Sisters, GSC, assassins, inquisitors and all those agents of imperium, khorne etc.... I honestly think after all those plus slannesh we will get chapter approved 2019 and be close to 9th edition where they do a rules consolidation of the way to many chapter approved changes and big faq changes gets rolled into 9th.


Automatically Appended Next Post:
Spoiler:
 Frowbakk wrote:
I'm still Theory-Hammering out a list (harder since I said "I won't get the Index, I'll just wait for the Codex") and then find Index options so preferable over the Codex...
Evil Sunz Brigade (+12 CP)(-3 CP for Extra Gubbinz) 1650 points
120 HQ Deffkilla Wartrike (Warlord: Brutal but Kunnin’ – Reroll hits; +1 Damage)
91 HQ Warboss on Warbike w/ Big Choppa = Headwoppa’s Killchoppa
120 HQ Zhadsnark Da Ripper w/ Da Beast: 2x Big Shoota
90 TROOP 3x 10 Grots
215 TROOP 30 Choppa Boyz, Big Choppa Nob, 3x Tankbusta Bombz
215 TROOP 30 Choppa Boyz, Big Choppa Nob, 3x Tankbusta Bombz
75 TROOP 10 Choppa Boyz, Big Choppa Nob, Tankbusta Bomb
29 ELITE Mek w/ Kustom Mega Slugga, Choppa
45 ELITE 5 Kommandos, Big Choppa Nob, 2x Burnas, Tankbusta Bomb
103 ELITE Painboy on Warbike w/’Urty Syringe, Power Klaw = Da Killa Klaw
164 FAST 3x Deff Kopta w/ Kopta Rokkits
200 HEAVY 2x Deff Dread w/Dread Klaw, 3x Dread Saw
93 HEAVY 3x Mek Gunz: Smasha Gunz
90 HEAVY 2x Mek Gunz: Traktor Kannonz

Blood Axe Battalion (+5 CP)(-1 CP for Warphead) 349 points
70 HQ Boss Snikrot
62 HQ Weirdboy Warphead w/ Da Jump + Warpath
90 TROOP 3x 10 Grots
53 ELITE 5 Kommandos: Power Klaw Nob, 2x Burnas, Tankbusta Bomb
45 ELITE 5 Kommandos, Big Choppa Nob, 2x Burnas, Tankbusta Bomb
29 ELITE Mek w/ Kustom Mega Slugga, Choppa, & Finkin Kap: I’ve Got A Plan, Ladz! (CP Farming on a 6+)
1999 Points Total, 16 CP left after list construction.

Snikrot (70 point HQ unit! So Cheap!) and two units of Blood Axe Kommandos to take advantage of his +1 to hit aura and one Evil Sunz Kommandos unit to get the charge bonus will disrupt backfield campers without eating up CP for Tellyportin’ units. The Mek with the Finkin’ Kap is there to hide among the Blood Axe Gretchin and be untargetable while camping objectives. Unfortunately he can’t repair any Mek Gunz due <CLAN> mismatch, but at least he counts as being in Cover at more than 18” so the CP farming should stick around through most of the game.The Weirdboy Warphead can still cast Da Jump and Warpath on Evil Sunz units since Psyker powers don’t care about <CLAN> mismatches.

On the Evil Sunz side 3 Bikes & a Trike should get off a first turn charge on something. 30 Choppa Boyz can get Warpath’d and Da Jump’d into a first turn multi-charge into units weak enough in close combat (Tanks/Artillery/etc.) so a few survive in order to be recycled with 3 CP later. The lone Mek can repair Mek Gunz to keep them in the fight while the two Deff Dreads get Tellyported for a probable Turn 2 Charge for 2 CP before the game, leaving 14 CP to use during the game and see if any CP get refunded on a 6+ due to bullet catching Gretchin, fighting twice, mobbing up, and so forth.

If the Blood Axes aren’t your cup of tea, I could see replacing Snikrot with a KFF Mek from the Index (or spend 119 points for the Mega Armored version from the Codex) since KFFs don’t care about <CLAN> mismatches and re-purpose the remaining 79 points into another unit, but that wouldn’t even get 5 Lootas or Tankbustas, unless you can scrape up 6 points somewhere.

...and now my second thoughts are having third thoughts about renoberating the whole thing into Deathskulls for the 6++ and ObSec.... aaaAAARRRrrgh.

Gotta stop being paralyzed by the Theory-Hammer possibilities and actually go get a game in and get some real-world experience.
I really like this list and it’s not far from what I was trying to do. https://www.dakkadakka.com/dakkaforum/posts/list/766395.page
Please tell me what works out best in that second detachment I like deathskulls


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 01:21:58


Post by: fe40k


 koooaei wrote:
the_scotsman wrote:
gungo wrote:
When you guys say 2++ manz do you mean 1+ armor saves? I don’t see where you get 2++ which generally means invulnerable saves. And I don’t see 1+ armor saves as an issue since 1s always fail and there are plenty of -3 ap weapons in game.


If you remember, many months ago Games Workshop made the goofy decision to make "1" the lowest number that any die roll can be modified. At the time, this primarily impacted plasma, because instead of rolling like this

(plasmagun shooting unit with -1 to hit)

I roll a 1, 3, and 4.

The 3 becomes a 2, the 4 becomes a 3. But the 1 STAYS A 1, it doesn't become 0, so my model still dies having rolled a 1.

This means that a unit that makes it to a 1+ armor save fails on all unmodified rolls of 1, but is no longer affected by AP essentially, because:

I get shot by a lascannon with a 1+ armor save. I roll a 2, a 3, and a 4.

All of them get modified down to the minimum value - a 1, just like the plasma gun.

I have a 1+ armor save.

I still pass all those saves.


I think you calculate the save first and than check the 1+ rule. Like when your 1+ meganob gets shot by a lazcannon it geta a 2+, +1, -3 resulting in 4+.

Otherwise any unit with 2+ armor would get 2++ by your logic if they step in cover.

Don't see how what makes you think this rule goes before modifiers.


This has been discussed in YMDC; let’s leave it there.

The difference is that “Loot It” modifies the save statistic, and cover modifies the save roll - negative AP modifies the save roll as well, not the statistic.

Per current rules, any roll lower than a 1 gets modified to 1 - which a 1+ save will succeed at. Only “natural” rolls of 1 fail; so it’s a 1/6 chance if you have a 1+ save.

No, this is not the way most people would play it - but it IS the way the rules, as written, and supported through faqs ARE written.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 02:01:05


Post by: JimOnMars


 Geemoney wrote:
 BaconCatBug wrote:
CaptainO wrote:
do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?
No, they do not. Don't forget Power of the Waaaagh! was heavily nerfed, it now doesn't count Gretchin and is capped to +3.


I think that is overstated. +3 to cast is fine most of the time, and now weirdboyz perils less often. Plus now there is no need to count and argue about how many models are within x number of inches.
I agree. The +3 is right about at the sweet spot.

Just noticed something...Warpheads still can only make one Deny the Witch roll per turn, correct?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 04:03:48


Post by: Vineheart01


tbh i'd rather it be capped at 3

It was super easy to auto-peril if you didnt position the weirdboy right.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 04:19:17


Post by: JimOnMars


 Vineheart01 wrote:
tbh i'd rather it be capped at 3

It was super easy to auto-peril if you didnt position the weirdboy right.
Especially when dajumping 30 or 40.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 05:09:57


Post by: karandrasss


A competitively viable list with no boyz, only gretchins to fill your battalions - is it possible, and how will it look like?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 05:55:56


Post by: Snotrokkit


 Trimarius wrote:
PuppetSoul wrote:
 Trimarius wrote:
What happens when your mounted Freeboota unit shoots at a Raven Guard unit? How do you measure if they're within 18"?


It says to measure distances from the vehicle hull when shooting; otherwise, even with infinite range they would never be in range to shoot anything.


That was part of my point. The vehicle is what's important, the passengers almost become equipment for it. So if the vehicle is getting the Freeboota +1 to hit, the boyz inside are too (otherwise the game falls apart).

I can't think of a way to give non-Freeboota models the +1 (since transports are klan locked besides the already Freeboota Flash Gitz), but you do run into some silly situations where you can give transported Gretchin the +1 or a unit in a Chinork a +1 to hit flyers with the flying vehicle only strat Long, Uncontrolled Bursts (again, only the transport matters, it passes modifiers on to the payload, however counter-intuitive that might be). Though I did just notice that Flash Gitz can't get into another clan's transports if they have any Ammo Runts, funnily enough, as the grots don't have the Flash Gitz tag, only the Freeboota tag. I guess everyone else is afraid the runts are incontinent?

It gets really awkward when you have to define what "modifiers" means, though. Obviously +/- to a roll is pretty straightforward, but what about rerolls? More Dakka? I'd definitely say they modify the result of the action, but should they count? Now we're into contentious territory.


-Edit-
CaptainO - No, the boyz basically don't exist while inside a transport. They wouldn't even count if they were embarked in the same transport, as there's nothing to measure to. Kaptain Badrukk doesn't let Flash Gitz he's riding with reroll 1s, for example, even though they're presumably rubbing shoulders in that trukk.



Thank you for rules lawyering with me/all of us! The Long Uncontrolled Bursts stratagem is very clever with chinorks transporting Tankbustaz against any vehicles with the FLY keyword. The TO has agreed that this stratagem will definitely affect embarked units as per Open Topped saying “ANY modifiers” that affect the transport affect the units embarked. The problem with the freebooterz kultur seems to hinge on it being an “aura ability.” There is an faq in the Battle Primer errata, under the Transports section, that specifically mentions Open Topped and says that “aura abilities” do not affect embarked units, so my main questions now are: “what is an ability?” and “what is an aura?” To me, an ability is something listed on a Datasheet between the weapons profiles and the keywords. A kultur is something separate from that. I’m very likely wrong on this point. And then based on the dictionary definition (I can’t find a 40k definition) an aura emanates from something/a unit (from which the buff is measured) to affect another unit (the end point of that measurement). However, the wording on freebooterz kultur specifies that the unit receiving the buff is the starting point for the measurement, which is technically the same thing as measuring from the buffing unit for measurement purposes, but it is very different from how auras are normally worded (i.e. “units with x inches of the buffing unit receive the buff”); freebooterz kultur says “Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24” has destroyed an enemy unit this phase,” so the point of measurement is reversed. Does any of this matter?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 08:09:17


Post by: fe40k


A modifier is actually undefined in the rulebook, but generally seen as +/- X effects that are applied to dice.
Aura abilities are defined as "abilities that affect certainmodels within a given range".
-

The problem with the current situation I'm having is that "Long Uncontrolled Bursts" is a modifier, that is in effect when the model shoots a unit with FLY - so far, this is all fine; Open Topped transfer this.
"Freebooterz Kultur" is ALSO a modifier, which is triggered if a unit within 24" (of the vehicle) has killed a unit during the round.
-

My take is that;

The "Freebooterz Kultur" does NOT effect the unit that is embarked inside the vehicle; since they're "not affected by auras", and you physically can't measure to "within' 24" - HOWEVER, the Kultur DOES affect the vehicle - who, per Open Topped rules, would transfer it to the passengers.

We should take this to YMDC, but, this is how I'm looking at it.
EDIT: Have taken it to YMDC: https://www.dakkadakka.com/dakkaforum/posts/list/766858.page#10230720


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 11:06:30


Post by: Elfric


I am seeing a lot of chatter on what models in an open topped transport can and can't do.

If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 11:18:35


Post by: Glane


karandrasss wrote:
A competitively viable list with no boyz, only gretchins to fill your battalions - is it possible, and how will it look like?


Don't know how viable this one will be but I'm planning on testing it out on Saturday:

Batallion

Smashboss
Weirdboy

10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)

15 Tankbustas

10 x Grots
10 x Grots
10 x Grots

3 Smasha Gunz
Battlewagon, Kannon, Wreckin' Ball

Spearhead

Deffkilla Wartrike
Big Mek on Warbike w/PK

Bonecrusha, Kannon
Bonecrusha, Kannon
Bonecrusha

Whole thing has Deffskull Kultur.

BW probably goes in Tellyporta with Tankbustas, the Bonecrushas and bike bosses just charge forward turn 1, possible turn 1 charges, Nobz, Boss and Weirdboy get out next turn and beat face. Grots hold objectives and cheer.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 11:22:56


Post by: Jidmah


 Elfric wrote:
I am seeing a lot of chatter on what models in an open topped transport can and can't do.

If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it


That's incorrect, as those Flash Gitz are not within 6" of Kaptin Badrukk, so they do not get re-rolls.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 11:24:30


Post by: PiñaColada


 Jidmah wrote:
 Elfric wrote:
I am seeing a lot of chatter on what models in an open topped transport can and can't do.

If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it


That's incorrect, as those Flash Gitz are not within 6" of Kaptin Badrukk, so they do not get re-rolls.

I really hope they change that when it comes to open topped, because that's just dumb tbh


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 11:25:58


Post by: BaconCatBug


 JimOnMars wrote:
 Geemoney wrote:
 BaconCatBug wrote:
CaptainO wrote:
do boys in transport count towards the "+1 to psychic test per 10 boys within 6""?
No, they do not. Don't forget Power of the Waaaagh! was heavily nerfed, it now doesn't count Gretchin and is capped to +3.


I think that is overstated. +3 to cast is fine most of the time, and now weirdboyz perils less often. Plus now there is no need to count and argue about how many models are within x number of inches.
I agree. The +3 is right about at the sweet spot.

Just noticed something...Warpheads still can only make one Deny the Witch roll per turn, correct?
That is correct.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 11:39:53


Post by: Jidmah


That's not uncommon though. Most psykers can cast two powers and deny one.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 12:35:21


Post by: CaptainO


Thanks to all those for clarifying the +1 to psychic tests for me.

1 game 1 win Vrs Astra Militarum. I understand when people say we're reliant on stratagems to be good but damn, they sure make us good. I've literally written out a check list for the strats I'm going to use. I'm running a evil sunz Brigade and I'm taking the "follow me ladz" warlord trait to eek out that extra CP for a total of 16 CP.

Pre game I spend
2 CP: telaporta gorkanaut with 5 Nobz inside (wait out on the errata to see if this us legal)
2 CP: Ardboyz to make a 30 man squad 5+(to be "da jumped" T1)
2 CP for prepared position if I go second (I'm down to 12 drops so I might even get a +1 to role (I play guard and orks...I never normally get this) Obviously if I go first I can use this
T1 i then use
1 CP Loot it to be used on ardboyz particularly if I'm going second resulting in my 30 man blob have a 3+ save (combined with prepared position) This is especially ridiculous when combined with
1 CP grot shield giving an additional 2+ save after losing a wound (If I deploy my pain boy outside his battle wagon there will even be a 6+ FNP before the 2+ grot shield save)
3 CP get stuck in (probably used on my 30 man Ardboy unit once they get, "da jumped" ideally with a 4+ save (a la 3rd edition ork ard boyz) to mitigate overwatch
3 CP unstopable green tide on 30 ardboyz (we'll see in the erratta if they keep their 5+ save but I'm not holding my breath) still 30 bonus boyz who only need an 8" charge deepstriking is awesome

If in the statistically likely event I actually get to go first I won't need prepared positions, no need to use grot shield and unable to use loot it so I'll have 2 to 4 "spare" CPs remaining which would be situationally dependent although I'm keen to hear opinions.
2 CP More dakka on teleporting gorkanaut (This would definitely be used if the proposed target had a -1 to hit)
2 CP Orks never die on my biker boss with killa klaw (used if the boss is in cc with a Knight or big bastard)
2 CP on ramming speed either on the deep striking gorkanaut to guarantee a successful charge (8" on 3D6 & "ere we go") or on of my "starting on board" battlewagons in a hope to get a T1 charge, especially if the 30 da jumped boyz fail their 8" charge (no "ere we go" for the battlewagon though)

I can lob up my battlescribe list if people are curious.

I'm also tempted to run the 30 Ard boyz as shootas as once they "da jumped" the 18" assault range could have touch a lot of units behind the inevitable screen. The sluggas 12" range means they could only shoot the unit they wanted to charge resulting in the possibility of the cc targets taking away closest models and increasing the required charge. As a 20+ unit they get 3 attacks each anyway which can take care of most targets (especially if "get stuck in" is used). Statistically they'll actually forces more S4 wounds too (if I didn't shoot the sluggas). Thanks to DDD 60 shootas result in 23.33 (60 x 1/3 + 10 x 1/3) s4 wound roles versus 30 additional cc attacks (30 x 2/3) which would result in only 20 s4 wound roles.

A complete lack of Ranged weapons is my "major issue" but the plan is to get my guys into as much cc as possible.

Anyway I'm always interested in peoples thoughts


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 13:03:38


Post by: the_scotsman


CaptainO wrote:
Thanks to all those for clarifying the +1 to psychic tests for me.

1 game 1 win Vrs Astra Militarum. I understand when people say we're reliant on stratagems to be good but damn, they sure make us good. I've literally written out a check list for the strats I'm going to use. I'm running a evil sunz Brigade and I'm taking the "follow me ladz" warlord trait to eek out that extra CP for a total of 16 CP.

Pre game I spend
2 CP: telaporta gorkanaut with 5 Nobz inside (wait out on the errata to see if this us legal)
2 CP: Ardboyz to make a 30 man squad 5+(to be "da jumped" T1)
2 CP for prepared position if I go second (I'm down to 12 drops so I might even get a +1 to role (I play guard and orks...I never normally get this) Obviously if I go first I can use this
T1 i then use
1 CP Loot it to be used on ardboyz particularly if I'm going second resulting in my 30 man blob have a 3+ save (combined with prepared position) This is especially ridiculous when combined with
1 CP grot shield giving an additional 2+ save after losing a wound (If I deploy my pain boy outside his battle wagon there will even be a 6+ FNP before the 2+ grot shield save)
3 CP get stuck in (probably used on my 30 man Ardboy unit once they get, "da jumped" ideally with a 4+ save (a la 3rd edition ork ard boyz) to mitigate overwatch
3 CP unstopable green tide on 30 ardboyz (we'll see in the erratta if they keep their 5+ save but I'm not holding my breath) still 30 bonus boyz who only need an 8" charge deepstriking is awesome

If in the statistically likely event I actually get to go first I won't need prepared positions, no need to use grot shield and unable to use loot it so I'll have 2 to 4 "spare" CPs remaining which would be situationally dependent although I'm keen to hear opinions.
2 CP More dakka on teleporting gorkanaut (This would definitely be used if the proposed target had a -1 to hit)
2 CP Orks never die on my biker boss with killa klaw (used if the boss is in cc with a Knight or big bastard)
2 CP on ramming speed either on the deep striking gorkanaut to guarantee a successful charge (8" on 3D6 & "ere we go") or on of my "starting on board" battlewagons in a hope to get a T1 charge, especially if the 30 da jumped boyz fail their 8" charge (no "ere we go" for the battlewagon though)

I can lob up my battlescribe list if people are curious.

I'm also tempted to run the 30 Ard boyz as shootas as once they "da jumped" the 18" assault range could have touch a lot of units behind the inevitable screen. The sluggas 12" range means they could only shoot the unit they wanted to charge resulting in the possibility of the cc targets taking away closest models and increasing the required charge. As a 20+ unit they get 3 attacks each anyway which can take care of most targets (especially if "get stuck in" is used). Statistically they'll actually forces more S4 wounds too (if I didn't shoot the sluggas). Thanks to DDD 60 shootas result in 23.33 (60 x 1/3 + 10 x 1/3) s4 wound roles versus 30 additional cc attacks (30 x 2/3) which would result in only 20 s4 wound roles.

A complete lack of Ranged weapons is my "major issue" but the plan is to get my guys into as much cc as possible.

Anyway I'm always interested in peoples thoughts


I think you're heavily overinvesting in those boyz tbh. My normal lists start with either 13 or 15 CP (usually 13, double batt is just much more flexible than brigade I've found and the extra 2 is rarely a game changer) and I typically spend

2CP - teleport something threatening. Gorka or triple deff dreads or 5-ish manz. So far I've liked the triple dreads, because you dilute the odds and it doesn't feel like you're betting your whole turn 2 tempo on not getting 2 unlucky 2d6 rolls.

'Ard boyz, Prepared positions - never. Waste of CP when I can spend a relatively small amount of points on a KFF that will protect almost everything my opponent is likely to target. The wazboom jet is becoming one of my favorite units in the codex because of this: it combines the protection of the KFF with an added layer of being a relatively durable fire magnet my opponent will try and take off the board first, usually unsuccessfully.

typically I spend 1cp to Mob Up a unit of 10 boyz with a unit of 30 boyz to da jump them. That adds more durability than 'ard boyz does, costs half the CP, and lets me fill two troops slots with my boyz distraction carnifex rather than 1. I will Loot it with those boyz if my opponent goes first and pops a vehicle of some sort, but so far I haven't done so.

some games I have spent 1cp to upgrade a weirdboy to a warphead. Getting Fists of Gork on the table is typically worthwhile but IMO not worth 62 points. It depends if my opponent has a big threat on the table that I want to missile the killa klawboss into, like a solo knight I'm not going to be able to down with my shooting.

So I spend about 3-4 CP on my setup, and unless I get the perfect hail-mary into the enemy lines with minimum casualties to my boyz I probably won't dump 3CP on fighting twice. So far the stratagems I've gotten the most value out of have been Long Uncontrolled Bursts on the wazboom to take down enemy flyers, More Dakka on tankbustas who have the +1BS freeboota kultur popped, and Ramming Speed to guarantee a charge out of deep strike with some mortal wounds. I don't usually run dry on CP until turn 3.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 13:11:41


Post by: Elfric


 Jidmah wrote:
 Elfric wrote:
I am seeing a lot of chatter on what models in an open topped transport can and can't do.

If I have 10 Freebooter Flashgitz in an Open Topped Freebooter Battlewagon and Kaptin Badrukk is standing outside of the Battle but within 6 inches, all the Flashgitz get re-rolls of 1 still. To make that clear thats Badrukk standing next to the battlewagon, not in it


That's incorrect, as those Flash Gitz are not within 6" of Kaptin Badrukk, so they do not get re-rolls.


That's ridiculous because if they are technically not on the board then neither are their snazz gunz


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 14:11:45


Post by: Coh Magnussen


Core Rules wrote:Embarked units cannot normally do anything or be affected in any way whilst they are embarked.


Open Topped wrote:Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers;...


The rule may be ridiculous, but it seems to me to be pretty clear. Open-topped allows those "off the board" snazz guns to fire with a specific exemption to the transport rules, but does not offer a similar exemption to allow the flash gits to be affected by auras. If the transport itself were affected by the aura, and the aura gives the transport a "modifier" or "restriction", then I would argue that the embarked unit is also affected by that modifier or restriction. If the aura grants an ability, though (such as reroll 1's), I would argue that RAW it does not propagate to the embarked unit (much like mobile fortress doesn't propagate per the faq).


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 14:33:34


Post by: the_scotsman


Coh Magnussen wrote:
Core Rules wrote:Embarked units cannot normally do anything or be affected in any way whilst they are embarked.


Open Topped wrote:Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers;...


The rule may be ridiculous, but it seems to me to be pretty clear. Open-topped allows those "off the board" snazz guns to fire with a specific exemption to the transport rules, but does not offer a similar exemption to allow the flash gits to be affected by auras. If the transport itself were affected by the aura, and the aura gives the transport a "modifier" or "restriction", then I would argue that the embarked unit is also affected by that modifier or restriction. If the aura grants an ability, though (such as reroll 1's), I would argue that RAW it does not propagate to the embarked unit (much like mobile fortress doesn't propagate per the faq).


There is a specific FAQ/errata response preventing embarked units from being affected by any character's aura ability.

I would pretty strongly argue though that the existence of a distance measurement does not make the Freeboota +1 to hit an "aura" instead of a "modifier" because of the same example mentioned above: Raven Guard/Alaitoc tactics. If you were playing against Raven Guard, you would measure from the trukk to the target, and if the distance is over 12", the trukk gets a -1 to hit modifier, which transfers to the passengers.

In exactly the same way, if you're playing as freebootas, you measure from the trukk to the allied unit that destroyed an enemy unit that phase, if the distance is under 24", the trukk gets +1 to hit modifier, which transfers to the passengers.

A unit within an open topped transport clearly retains any abilities that the unit has natively (this is explicitly called out in the Harlequins codex, where in the Open topped rule in their transports there's a parenthetical that tells players to remember that embarked harlequins can still shoot if the transport falls back, because of an ability that the infantry have to do that.) Because detachment rules are worded as "All <subfaction> units gain the following ability" that applies to subfaction abilities as well as abilities that appear on the datasheet of the embarked unit. Additionally, they are affected by shooting modifiers that apply to the transport - in this case, a +1 to hit modifier applied by an ally, in other cases, -1 to hit modifiers applied by enemies.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 14:35:51


Post by: Sluggaloo


 Glane wrote:
karandrasss wrote:
A competitively viable list with no boyz, only gretchins to fill your battalions - is it possible, and how will it look like?


Don't know how viable this one will be but I'm planning on testing it out on Saturday:

Batallion

Smashboss
Weirdboy

10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)
10 Nobz (3 Big Choppas, 2 PK, 5 dual choppa)

15 Tankbustas

10 x Grots
10 x Grots
10 x Grots

3 Smasha Gunz
Battlewagon, Kannon, Wreckin' Ball

Spearhead

Deffkilla Wartrike
Big Mek on Warbike w/PK

Bonecrusha, Kannon
Bonecrusha, Kannon
Bonecrusha

Whole thing has Deffskull Kultur.

BW probably goes in Tellyporta with Tankbustas, the Bonecrushas and bike bosses just charge forward turn 1, possible turn 1 charges, Nobz, Boss and Weirdboy get out next turn and beat face. Grots hold objectives and cheer.


You've managed to put together an ork list that is going to be hard pressed to remove screens that will bog you down. I would do away with the tellyportad TB BW, if you want you should just deepstrike them on foot. Invest in something to deal with screens, dakkajet would do if you're specifically avoiding dajumped Boyz, though being evil sunz they would be really neat to open up the board for your bonebreakers. Also what's the point of a big mek on bike or you're not going to take KFF! Take a KFF and your BBBWs are now 5++ .


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:24:19


Post by: Rismonite


Blood Axe Ard Boyz with prepared positions have +3 Armor turn 1, and could be 2+ if you lose a vehicle near them. All that armor save could be used with Grot screens the first time a bucket of dice goes for your Orkmarines


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:26:33


Post by: Sluggaloo


 Rismonite wrote:
Blood Axe Ard Boyz with prepared positions have +3 Armor turn 1, and could be 2+ if you lose a vehicle near them. All that armor save could be used with Grot screens the first time a bucket of dice goes for your Orkmarines


Wrong, prepared positions does not increase your save by 1, it places all of your units into cover. Which is exactly what the blood axe trait gives you. So they don't stack.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:39:21


Post by: Rismonite


Sluggaloo wrote:
 Rismonite wrote:
Blood Axe Ard Boyz with prepared positions have +3 Armor turn 1, and could be 2+ if you lose a vehicle near them. All that armor save could be used with Grot screens the first time a bucket of dice goes for your Orkmarines


Wrong, prepared positions does not increase your save by 1, it places all of your units into cover. Which is exactly what the blood axe trait gives you. So they don't stack.


Lol damn someone got me before I fixed it


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:42:27


Post by: CaptainO


the_scotsman wrote:
CaptainO wrote:
Thanks to all those for clarifying the +1 to psychic tests for me.

1 game 1 win Vrs Astra Militarum. I understand when people say we're reliant on stratagems to be good but damn, they sure make us good. I've literally written out a check list for the strats I'm going to use. I'm running a evil sunz Brigade and I'm taking the "follow me ladz" warlord trait to eek out that extra CP for a total of 16 CP.

Pre game I spend
2 CP: telaporta gorkanaut with 5 Nobz inside (wait out on the errata to see if this us legal)
2 CP: Ardboyz to make a 30 man squad 5+(to be "da jumped" T1)
2 CP for prepared position if I go second (I'm down to 12 drops so I might even get a +1 to role (I play guard and orks...I never normally get this) Obviously if I go first I can use this
T1 i then use
1 CP Loot it to be used on ardboyz particularly if I'm going second resulting in my 30 man blob have a 3+ save (combined with prepared position) This is especially ridiculous when combined with
1 CP grot shield giving an additional 2+ save after losing a wound (If I deploy my pain boy outside his battle wagon there will even be a 6+ FNP before the 2+ grot shield save)
3 CP get stuck in (probably used on my 30 man Ardboy unit once they get, "da jumped" ideally with a 4+ save (a la 3rd edition ork ard boyz) to mitigate overwatch
3 CP unstopable green tide on 30 ardboyz (we'll see in the erratta if they keep their 5+ save but I'm not holding my breath) still 30 bonus boyz who only need an 8" charge deepstriking is awesome

If in the statistically likely event I actually get to go first I won't need prepared positions, no need to use grot shield and unable to use loot it so I'll have 2 to 4 "spare" CPs remaining which would be situationally dependent although I'm keen to hear opinions.
2 CP More dakka on teleporting gorkanaut (This would definitely be used if the proposed target had a -1 to hit)
2 CP Orks never die on my biker boss with killa klaw (used if the boss is in cc with a Knight or big bastard)
2 CP on ramming speed either on the deep striking gorkanaut to guarantee a successful charge (8" on 3D6 & "ere we go") or on of my "starting on board" battlewagons in a hope to get a T1 charge, especially if the 30 da jumped boyz fail their 8" charge (no "ere we go" for the battlewagon though)

I can lob up my battlescribe list if people are curious.

I'm also tempted to run the 30 Ard boyz as shootas as once they "da jumped" the 18" assault range could have touch a lot of units behind the inevitable screen. The sluggas 12" range means they could only shoot the unit they wanted to charge resulting in the possibility of the cc targets taking away closest models and increasing the required charge. As a 20+ unit they get 3 attacks each anyway which can take care of most targets (especially if "get stuck in" is used). Statistically they'll actually forces more S4 wounds too (if I didn't shoot the sluggas). Thanks to DDD 60 shootas result in 23.33 (60 x 1/3 + 10 x 1/3) s4 wound roles versus 30 additional cc attacks (30 x 2/3) which would result in only 20 s4 wound roles.

A complete lack of Ranged weapons is my "major issue" but the plan is to get my guys into as much cc as possible.

Anyway I'm always interested in peoples thoughts


I think you're heavily overinvesting in those boyz tbh. My normal lists start with either 13 or 15 CP (usually 13, double batt is just much more flexible than brigade I've found and the extra 2 is rarely a game changer) and I typically spend

2CP - teleport something threatening. Gorka or triple deff dreads or 5-ish manz. So far I've liked the triple dreads, because you dilute the odds and it doesn't feel like you're betting your whole turn 2 tempo on not getting 2 unlucky 2d6 rolls.

'Ard boyz, Prepared positions - never. Waste of CP when I can spend a relatively small amount of points on a KFF that will protect almost everything my opponent is likely to target. The wazboom jet is becoming one of my favorite units in the codex because of this: it combines the protection of the KFF with an added layer of being a relatively durable fire magnet my opponent will try and take off the board first, usually unsuccessfully.

typically I spend 1cp to Mob Up a unit of 10 boyz with a unit of 30 boyz to da jump them. That adds more durability than 'ard boyz does, costs half the CP, and lets me fill two troops slots with my boyz distraction carnifex rather than 1. I will Loot it with those boyz if my opponent goes first and pops a vehicle of some sort, but so far I haven't done so.

some games I have spent 1cp to upgrade a weirdboy to a warphead. Getting Fists of Gork on the table is typically worthwhile but IMO not worth 62 points. It depends if my opponent has a big threat on the table that I want to missile the killa klawboss into, like a solo knight I'm not going to be able to down with my shooting.

So I spend about 3-4 CP on my setup, and unless I get the perfect hail-mary into the enemy lines with minimum casualties to my boyz I probably won't dump 3CP on fighting twice. So far the stratagems I've gotten the most value out of have been Long Uncontrolled Bursts on the wazboom to take down enemy flyers, More Dakka on tankbustas who have the +1BS freeboota kultur popped, and Ramming Speed to guarantee a charge out of deep strike with some mortal wounds. I don't usually run dry on CP until turn 3.


Cheers dude thats useful stuff. My list is below:

Spoiler:
Clan Kultur: Evil Sunz

+ HQ [19 PL, 356pts] +

Big Mek (Index) [5 PL, 75pts]: Choppa, Follow me Ladz!, Kustom Force Field [20pts], Warlord

Deffkilla Wartrike [6 PL, 120pts]: Snagga Klaw

Warboss on Warbike (index) [5 PL, 99pts]: Da Killa Klaw, Power Klaw [13pts]

Weirdboy [3 PL, 62pts]

+ Troops [28 PL, 552pts] +

Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 29x Ork Boy W/ Shoota [203pts]

Boyz [7 PL, 126pts]: Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 17x Ork Boy W/ Shoota [119pts]

Boyz [7 PL, 126pts]: Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 17x Ork Boy W/ Shoota [119pts]

Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]

Gretchin [1 PL, 30pts]: 10x Gretchin [30pts]

+ Elites [14 PL, 212pts] +

Nob with Waaagh! Banner [4 PL, 77pts]: Kustom Shoota [2pts]

Nobz [7 PL, 70pts]
. Boss Nob [14pts]: Choppa, Choppa
. Nob [14pts]: Choppa, Choppa
. Nob [14pts]: Choppa, Choppa
. Nob [14pts]: Choppa, Choppa
. Nob [14pts]: Choppa, Choppa

Painboy [3 PL, 65pts]: Power Klaw [13pts]

+ Fast Attack [24 PL, 291pts] +

Warbikers [8 PL, 97pts]
. Boss Nob [28pts]: Big Choppa [5pts], Slugga, Stikkbombs
. 3x Warbiker [69pts]: 3x Stikkbombs

Warbikers [8 PL, 97pts]
. Boss Nob [28pts]: Big Choppa [5pts], Slugga, Stikkbombs
. 3x Warbiker [69pts]: 3x Stikkbombs

Warbikers [8 PL, 97pts]
. Boss Nob [28pts]: Big Choppa [5pts], Slugga, Stikkbombs
. 3x Warbiker [69pts]: 3x Stikkbombs

+ Heavy Support [31 PL, 589pts] +

Battlewagon [8 PL, 139pts]: Deff Rolla [19pts]

Battlewagon [8 PL, 139pts]: Deff Rolla [19pts]

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha [24pts], Skorcha [17pts], 2x Twin Big Shoota [20pts]

++ Total: [116 PL, 2000pts] ++


Based off the last game the plan is deploy in this order (I've found that with "horde" armies a clear plan on the order of deployment saves valuable time for ITC games):

Spoiler:


1)Battlewagon with weirdboy and nob waagh banner
2)Grots
3)grots
4)grots
5)30 boyz
6)big mek
7)Battlewagon with pain boy
8)wartrike
9) bikes
10)bikes
11)bikes
12)bike boss



The prepared position strat is actually more for the two battlewagons and the 3 squads of bikes bringing both their saves to 3+. They'll all start under the KFF too.

I've never looked into the Wazboom before... Now I want one. Thanks for that. I'd be able to replace the Big Mek (losing the ability to repair the battlewagons though) with KFF with the Wazboom with a KFF if I found points elsewhere. The prepped position would make it a 3+ too...

Mobbing up to 40 boyz would ensure they get into combat with the 20+ needed for the +1 attack. An extra 10 man sqaud will cost 70pts so its whether I can justify paying that to free up 1 CP. CPs are like gold dust though. Those 10 boyz result in an additional drop. It would be interesting info if ITC or equivalent stated what the average number of drops currently is.

I used the 30 boyz to charge and tie up the bubble in front. 30 boyz strung out in a line 9" away with the aim of engaging as many AM infantry as possible. Obviously 0Ap lasguns helped but the eavy armour meant they only took like 1 casualty.

Do you run sluggas or Shootas?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:48:55


Post by: Kap'n Krump


An interesting strategy I saw is that more dakka causes DDD to proc on 5s and 6s, and DDD causes auto-hits and extra shots.

So, if you move a squad of lootas, and hit em with the more dakka strat, they're back up to hitting on 5s thanks to DDD.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:50:18


Post by: CthuluIsSpy


 Kap'n Krump wrote:
An interesting strategy I saw is that more dakka causes DDD to proc on 5s and 6s, and DDD causes auto-hits and extra shots.

So, if you move a squad of lootas, and hit em with the more dakka strat, they're back up to hitting on 5s thanks to DDD.


But why though? They have 48" range? They are more of a sit and shoot unit.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:53:23


Post by: ArmchairArbiter


 CthuluIsSpy wrote:
 Kap'n Krump wrote:
An interesting strategy I saw is that more dakka causes DDD to proc on 5s and 6s, and DDD causes auto-hits and extra shots.

So, if you move a squad of lootas, and hit em with the more dakka strat, they're back up to hitting on 5s thanks to DDD.


But why though? They have 48" range? They are more of a sit and shoot unit.


BECUZ ITZ KRUMPIN TIME!!!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 15:55:25


Post by: CthuluIsSpy


ArmchairArbiter wrote:
 CthuluIsSpy wrote:
 Kap'n Krump wrote:
An interesting strategy I saw is that more dakka causes DDD to proc on 5s and 6s, and DDD causes auto-hits and extra shots.

So, if you move a squad of lootas, and hit em with the more dakka strat, they're back up to hitting on 5s thanks to DDD.


But why though? They have 48" range? They are more of a sit and shoot unit.


BECUZ ITZ KRUMPIN TIME!!!


Ya krump wit' ya booleets, ya git. Ya see, proppa orks carve da booleets inta fists, so dey can punch gitz while dey shoot 'em


I swear, the You See Ivan meme was built for Orks


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 16:30:09


Post by: ArmchairArbiter


I know this isn't tactics related but I did not want to create a whole new thread for it.

Did the Ork Boyz box come with 25mm bases before this most recent Codex? and they upgraded to 32mm? Or did they just give the box a face lift?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 16:40:07


Post by: vindicare0412


I've been seeing a lot of love for duel choppa nobs. But is it that much better then paying 5pts for one less attack and going BC Choppa?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 16:44:09


Post by: the_scotsman


vindicare0412 wrote:
I've been seeing a lot of love for duel choppa nobs. But is it that much better then paying 5pts for one less attack and going BC Choppa?


It does bump the points up from 14 to 19 and dilutes the unit's role a bit IMO. those choppa attacks aren't gonna do much if you're sending them against vehicles or 2W elites.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 16:46:16


Post by: Vineheart01


imo, bigchoppas help a ton but are hardly mandatory.

5 S5 attacks each (3+2 choppa) or 3 S7 +1 S5 (Bigchop + chop). Large majority of things theyre gonna hit is T4 anyway, both strength values wound them on 3s.
I'd take bigchoppas if you expect your nobz to collide with T5+ stuff, where then it would start showing a difference.

Have to admit though the idea of 10 chopchop nobz swinging 60 S5 dice sounds very amusing (Warpath for 6th attack)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 17:08:50


Post by: TheunlikelyGamer


So I have a game against dark angels tonight. Plan is to quickly engage plasma units and vehicles and Krump em. Than tailor plan from there. Deep striking the dread move advance and charge everything else. Any specific thoughts on tactics vs dark angels?

CP spending
Ork pregame
1cp Telly porta
1 cp warphead
1 cp extra gubbins

In game
2cp ramming speed
1 cp billowing exhaust
3cp Attack again
2cp Attack after death
List
Spoiler:

++ Battalion Detachment +5CP (Orks) [41 PL, 788pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Extra Gubbins (1/3 CP): 1 Extra Shiny Gubbins (1 CP)

+ HQ +

Big Mek on Warbike (Index) [6 PL, 106pts]: Big Choppa, Headwoppa's Killchoppa, Kustom Force Field

Deffkilla Wartrike [6 PL, 120pts]: Butal but Kunnin, Snagga Klaw, Warlord

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Da Killa Klaw, Power Klaw, Shoota (Index)

+ Troops +

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

+ Elites +

Tankbustas [13 PL, 204pts]
. Boss Nob: Rokkit Launcha
. 11x Tankbusta: 11x Rokkit Launcha

+ Heavy Support +

Deff Dread [5 PL, 105pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Dread Saw

+ Dedicated Transport +

Trukk [3 PL, 64pts]: Big Shoota

++ Outrider Detachment +1CP (Orks) [23 PL, 460pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Weirdboy [3 PL, 62pts]: 3. Da Jump, 4. Fists of Gork, Warphead (1 CP)

Zhadsnark Da Ripper [7 PL, 120pts]
. Da Beast: 2x Big Shoota

+ Fast Attack +

Megatrukk Scrapjet [5 PL, 110pts]
. Megatrukk Scrapjet: 2x Twin Big Shoota

Warbikers [4 PL, 84pts]
. Boss Nob: Choppa, Killsaw, Stikkbombs
. 2x Warbiker: 2x Stikkbombs

Warbikers [4 PL, 84pts]
. Boss Nob: Choppa, Killsaw, Stikkbombs
. 2x Warbiker: 2x Stikkbombs

++ Total: [64 PL, 1248pts] ++

Created with BattleScribe


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 17:52:42


Post by: Kaiyanwang


TheunlikelyGamer wrote:

1cp Telly porta

Check the codex


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 18:22:42


Post by: CaptainO


2 CP for telaporta


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 18:40:40


Post by: BaconCatBug


ArmchairArbiter wrote:
I know this isn't tactics related but I did not want to create a whole new thread for it.

Did the Ork Boyz box come with 25mm bases before this most recent Codex? and they upgraded to 32mm? Or did they just give the box a face lift?
Boyz are now on 32mm bases. Since RaW you can put them on any base you want from a 2mm to a 60mm base, it's a moot point. However, allegedly the general consensus is to use the base your actual models came with and don't try to play silly buggers with it. TO's are free to House Rule however they want so make sure you confirm with them beforehand. If you're just starting out you're better off just putting on 32's to begin with to save yourself tears and tantrums in the future. If you already have 25mm based Boyz my advice is to either glue them on top of 32s, hollow out 32's so they wrap around the 25 and extend your basing, or just zogging re-base them.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 18:41:04


Post by: tneva82


 CthuluIsSpy wrote:
 Kap'n Krump wrote:
An interesting strategy I saw is that more dakka causes DDD to proc on 5s and 6s, and DDD causes auto-hits and extra shots.

So, if you move a squad of lootas, and hit em with the more dakka strat, they're back up to hitting on 5s thanks to DDD.


But why though? They have 48" range? They are more of a sit and shoot unit.


Like do what i did today. Out of los, da jump(or move if speed enough), shoot. Safe from enemy shooting. Good if you have 2-3 units that you want to protect(for me loota and tank busta) as if enemy sees both i can just choose which he shoots. Plus any high damage weapon would be killing orks a lot anyway grots or not

I even had kunning but brutal to ensure they are out of los if i go second. In los if i go first


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 19:13:39


Post by: gungo


The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 19:20:09


Post by: tneva82


gungo wrote:
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


Plasma s7. To kill on 2 needs overcharge so even better for orks


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 19:26:31


Post by: the_scotsman


gungo wrote:
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


I imagined this screamed at absolute maximum volume, and it made the post that much more enjoyable.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 20:19:54


Post by: tneva82


Tuesday game night I had to skip due to fever. On flipside it gave me 13h paint session + painting on wednesday so got basically all critical ork painting done for now so can concentrate on titans again for a while. Anyway for today I had game against rookie(this would be his 2nd game in 8th. Had played in 4th ed or so) so I opted to not bring up all tooled up list. Wanted to try out lots of my scratch build mek guns though so:

Evil sun battallion:

trike w/kunning but brutal, super cybork body
weirdboy(fist of gork)
10xgrot
2x30 boyz(one with 10 shootas and big choppa, one with power klaw)

Death skull battallion:

mek w/SAG
2xweirdboy(da jump)
4x10 grots
30xboyz(19 shoota, big choppa)
10xtank busta
15xloota
4xsmasha gun+3xtraktor gun+2xkmk

After coming with list I remembered hadn't he mentioned his faction sometime before? Double check and oh yes...And it was dark eldars! Priority orders received! Forget about winning. I don't care about that. I just want to KIIIIIIIIL! I have won vs dark eldars before(once literally killing no models...) but killing them has been issue all the time(1.5"+ tall places enough and you can't assault them and index orks couldn't shoot either...). However I thought these mek guns might be bit much against rookie so I toned down list leaving 2 of each and took up 5 bikes with big choppa nob instead.

He had archon, squad of kabalites in raider, wyches in raider, incubi on venom, wracks on raider with haemonoculus something, some 4w monsters, talon, 3 jetbikes, 2 ravagers with dark lances. Oh and some flyer with S6 d6 missiles, 2 dark lances and splinter guns.

We got race to victory as scenario. I put up fast stuff on left, guns on center, dethskull boys and lootas on right. Evil sun boys into deep strike. As he got 1st turn though I used warlord trait to reposition stuff. Lootas went to my far right outside LOS, evil sun grots were repositioned left and front of trike to ensure his flier can't park next to my warlord and snipe him. I btw am starting to love this warlord trait.

T1 dark eldar. He moved forward and shot. And boy what a horrible luck. Dark lances struggled to wound mek guns so best he got was 5 wounds to both traktor kannons. Some death skull boys died(guess who forgot 6++ now that I think about it...) but all in all light.

T1 orks. I had kill unit in h2h. Well I'm an ork. I don't think too much if it's smart if there's chance to kill stuff in h2h so trike+bikes raced toward the 4W guys. Other than that I just shuffled around. Psychic da jump repositioned lootas back into position they could shoot at dark eldar vehicles. Fist of gork to trike. Shooting. This was fun. I started with smasha guns against raider with wyches dropping it to 4 wounds. Traktor kannon 1 bounced on 5++. Traktor kannon 2 failed to wound but command CP and wound and through save. 5 wounds and autoexplosion which took 3 more wounds to the one with kabalite warriors. Lootas fired up with more dakka and took that down too. And tank bustas vs flier dropped it down to 5 wounds.

I might have trippled my lifetime wounds caused vs dark eldars? Too bad attack against monsters went less stellar. 4 wounds past inv saves but after wound rolls and feel no pains only 1 died and 1 was down to 1 wound and regular bikes failed utterly.

T2 dark eldar. Wracks and incubi disembarked and prepared to charge trike. Whoops. Monsters fell back to allow shooting vs trike and bikes. Some haywire dark eldars appeared out of deep strike to my right killing weirdboy that had da jumped lootas but that's all right. I had 1 more and he ensured lootas were well out of charge range from deep strikers if that would have been his plan. Shooting and his atrocious luck(seriously 3 dark lances hit and fail to wound...And this happened twice in this game) but flyer did get the traktor kannons finished off at least. Grots were dying but those are sacrificiable. H2h and my trike was charged by everything but somehow survived with 3 wounds suffered. I even panicked and used counter attack but failed to kill haemonoculus(sp) warlord. Damn inv+fnp.

T2 orks. Time to bring in more orks. One mob appeared behind wracks to help my trike. Second went right behind kabalite. Not that it was best ideas(wyches nearby) but I want to kiiiiil and I had 2 cards depending on killing stuff on h2h. Another was clear center. Magic. I tried da jump further into safety but failed. Fist of gork again. Shooting. Lootas split with more dakka. 3(no LOS to vehicles) to the haywire guys but failed to kill anything. Rest shot at ravager. 16 wounds and FNP was useless. Tank bustas blew out the flyer out of the sky. Mek guns didn't do much this turn nor did big mek w/SAG.

H2h. Boys make charge and kill bunch of wracks and all kabalite warriors(2 vp's there). Trike then decided rather than 4++ hq that is wounding me on 6 anyway let's kill incubi. 8 attacks. 6 hits, 6 wounds, 5 past armour save. Scratch squad of incubi....WAIT? Only 1 died? That was 4 1's for damage followed by 3 6's and one 2 wound followed by double 6...

You got to be kidding me!

Well to be fair neither did he do much and I was still sitting there with 3 wounds.

T3 dark eldar. More wracks deep striked and charged boys on right that were sandwiched by archon and wyches. Ouch. Talos charged trike boss. Shooting saw stuff here and there die but not much. I still had 2 KMK and smasha gun left(his rolling...). H2h both boys unit took horrendous damage though wyches and wracks died in return. Trike boss barely died as well. Morale phase I rolled 6 for BOTH boys unit losing 8 from both. OUCH OUCH OUCH.

We started T3 but realized we had 15 minutes to pack and leave before place close. I would have got 3 advance(2 grots+weirdboy) and was going to get another vp. Defend same objective front of talos&co would have been tough. But I had got evil sun boys out of combat at least so would have used lootas, tank bustas and mek guns to shoot at talos, bikes and other stuff so I think I might have been able to do that. Even without that though it was 9-7(I think something like that. 2-3 vp lead anyway) win for orks.


[Thumb - 20181115_173332.jpg]
[Thumb - 20181115_191139.jpg]


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 20:48:24


Post by: ArmchairArbiter


 BaconCatBug wrote:
ArmchairArbiter wrote:
I know this isn't tactics related but I did not want to create a whole new thread for it.

Did the Ork Boyz box come with 25mm bases before this most recent Codex? and they upgraded to 32mm? Or did they just give the box a face lift?
Boyz are now on 32mm bases. Since RaW you can put them on any base you want from a 2mm to a 60mm base, it's a moot point. However, allegedly the general consensus is to use the base your actual models came with and don't try to play silly buggers with it. TO's are free to House Rule however they want so make sure you confirm with them beforehand. If you're just starting out you're better off just putting on 32's to begin with to save yourself tears and tantrums in the future. If you already have 25mm based Boyz my advice is to either glue them on top of 32s, hollow out 32's so they wrap around the 25 and extend your basing, or just zogging re-base them.


Thanks but I was asking if the old boxes came with 25mm or the reboxing put them on 32. Sounds like it put them on 32mm now so I’ll avoid eBaying the boyz. I want the proper size base as I am just starting out.

Thanks!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 20:52:48


Post by: BaconCatBug


32mm bases are super cheap though, you can save money with eBay Boyz (especially since people will be rage selling) and just glue them onto the 32mm bases or rebase them on the cheap.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 21:11:19


Post by: hollow one


 BaconCatBug wrote:
32mm bases are super cheap though, you can save money with eBay Boyz (especially since people will be rage selling) and just glue them onto the 32mm bases or rebase them on the cheap.
Semper, can I buy all your kommandos?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 21:46:56


Post by: tneva82


BTW army lists for the saturday tournament were put online.

https://docs.google.com/document/d/1Y-qWNgcFXIXAqLMUFRir7K2S-8zmz5bzTnGQG-o_1qI/edit

1 imperial knight among dark angels and one chaos knight. Well that one could be worse one. I think I can live with that one. Dark angel army could be lots of dakka in lots of vehicles. Getting first turn would be good.

Drukhari list I can live with. 1 ravager, not huge venom spam, no black heart cabal.

Tyranids #1 probably will walk over my list. (if nothing I have zero experience playing vs bugs)

Other ork list is weird. 10 strong evil sun mobs? Goff deep strikers with S5 and trike T1 charge plan? Could be brutal mirror match.




CODEX ORKS -strategies and tactics in 8th. @ 2018/11/15 22:11:00


Post by: gungo


tneva82 wrote:
gungo wrote:
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


Plasma s7. To kill on 2 needs overcharge so even better for orks
true but It doesn’t make a whole lot of difference plus if you are overcharging to turn that 3+ to a 2+ I’ll take that deal since mortal wounding a plasma marine to kill an ork boy is a good trade off.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 00:27:01


Post by: Rismonite


Deffskull Big Mek Warlord w/Tellyporta Blasta and Oppurtunist. Is this a good character sniper?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 00:29:43


Post by: fe40k


How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 00:51:23


Post by: JimOnMars


fe40k wrote:
How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.
I'll let you know. I'm trying to keep a few around to hover in front of the trike boss, in case he fails his charge and is sticking out and targetable. Not that I have much faith in the deffkoptas lasting long, but maybe just enough to let the boss live until turn 2.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 01:37:12


Post by: Trimarius


 JimOnMars wrote:
fe40k wrote:
How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.
I'll let you know. I'm trying to keep a few around to hover in front of the trike boss, in case he fails his charge and is sticking out and targetable. Not that I have much faith in the deffkoptas lasting long, but maybe just enough to let the boss live until turn 2.


I prefer the Koptas because you can take them as solo models (and I find them funnier). Fills up FA slots and plays well with the DeathSkulls kulture (especially if you have the spare points to chuck a KMB on there). The bomb is a nice little bonus, too. As is fly, so you can get places the bikes can't, like over the enemy's lines and onto upper floors to flush out campers.

Though if you were planning on running a max unit, you might do better with the warbikes, just due to the -1 to hit strat and the ability to protect the odd weapon upgrade with the "cheap" nobz.

Not that either is going to be setting the world on fire, so you might as well go with whichever you think is cooler, really.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 04:08:00


Post by: tneva82


 Trimarius wrote:
 JimOnMars wrote:
fe40k wrote:
How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.
I'll let you know. I'm trying to keep a few around to hover in front of the trike boss, in case he fails his charge and is sticking out and targetable. Not that I have much faith in the deffkoptas lasting long, but maybe just enough to let the boss live until turn 2.


I prefer the Koptas because you can take them as solo models (and I find them funnier). Fills up FA slots and plays well with the DeathSkulls kulture (especially if you have the spare points to chuck a KMB on there). The bomb is a nice little bonus, too. As is fly, so you can get places the bikes can't, like over the enemy's lines and onto upper floors to flush out campers.

Though if you were planning on running a max unit, you might do better with the warbikes, just due to the -1 to hit strat and the ability to protect the odd weapon upgrade with the "cheap" nobz.

Not that either is going to be setting the world on fire, so you might as well go with whichever you think is cooler, really.


Well koptas can benefit from the -1 to hit as well. Albeit whether it's that good for koptas is another thing. Lone models meanwhile is good for deathskulls and brigade filling


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 07:39:48


Post by: Jadenim


Hoping that koptas have gone back to fulfilling the role they did back in 5th; solo koptas were great distraction / harassment units. Scout ahead and use high movement to get right in the enemy’s flanks with enough shooting to present a threat and enough durability to require a bit of fire to remove them. They probably won’t see turn two, but if they’ve stopped your opponent from shooting at the boyz or dragged them away from objectives, they’ve done their job. Hopefully killed something too, but that’s actually a bonus.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 07:43:41


Post by: BaconCatBug


Koptas suffer the same issue that Nobs, Primaris and other multi wound models have, they are multi wound models, which makes them LESS durable than single wound models.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 07:58:07


Post by: An Actual Englishman


I had a good laugh with Koptas last game.

I run them with rokkits to act as mobile AA threats.

Over the course of a battle I had one use ramming speed to deal 3 mortal wounds to a squad of Dire Avengers turn 1. Mostly to guarantee charge (was on top of building) and to atop DA shooting though.

Another managed to snipe a jetbike farseer by shooting him, getting particularly lucky then charging him and mulching him in combat. I did cheat though as I left combat and thought I could charge back in to go first because of fly. So it took like 2 turns total but it put decent pressure on my opponent.

Use them as the pests they are but don't overinvest in them would be my advice.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 07:58:33


Post by: Weazel


 BaconCatBug wrote:
Koptas suffer the same issue that Nobs, Primaris and other multi wound models have, they are multi wound models, which makes them LESS durable than single wound models.


If they take even one Lascannon shot away from my Battlewagons I'm a happy Warboss.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 08:39:27


Post by: BaconCatBug


I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 09:19:42


Post by: An Actual Englishman


 BaconCatBug wrote:
I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".

They already gave index units DDD.

Not sure they fixed Big Guns though.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 09:41:49


Post by: CaptainO


tneva82 wrote:
Tuesday game night I had to skip due to fever. On flipside it gave me 13h paint session + painting on wednesday so got basically all critical ork painting done for now so can concentrate on titans again for a while. Anyway for today I had game against rookie(this would be his 2nd game in 8th. Had played in 4th ed or so) so I opted to not bring up all tooled up list. Wanted to try out lots of my scratch build mek guns though so:

Evil sun battallion:

trike w/kunning but brutal, super cybork body
weirdboy(fist of gork)
10xgrot
2x30 boyz(one with 10 shootas and big choppa, one with power klaw)

Death skull battallion:

mek w/SAG
2xweirdboy(da jump)
4x10 grots
30xboyz(19 shoota, big choppa)
10xtank busta
15xloota
4xsmasha gun+3xtraktor gun+2xkmk

After coming with list I remembered hadn't he mentioned his faction sometime before? Double check and oh yes...And it was dark eldars! Priority orders received! Forget about winning. I don't care about that. I just want to KIIIIIIIIL! I have won vs dark eldars before(once literally killing no models...) but killing them has been issue all the time(1.5"+ tall places enough and you can't assault them and index orks couldn't shoot either...). However I thought these mek guns might be bit much against rookie so I toned down list leaving 2 of each and took up 5 bikes with big choppa nob instead.

He had archon, squad of kabalites in raider, wyches in raider, incubi on venom, wracks on raider with haemonoculus something, some 4w monsters, talon, 3 jetbikes, 2 ravagers with dark lances. Oh and some flyer with S6 d6 missiles, 2 dark lances and splinter guns.

We got race to victory as scenario. I put up fast stuff on left, guns on center, dethskull boys and lootas on right. Evil sun boys into deep strike. As he got 1st turn though I used warlord trait to reposition stuff. Lootas went to my far right outside LOS, evil sun grots were repositioned left and front of trike to ensure his flier can't park next to my warlord and snipe him. I btw am starting to love this warlord trait.

T1 dark eldar. He moved forward and shot. And boy what a horrible luck. Dark lances struggled to wound mek guns so best he got was 5 wounds to both traktor kannons. Some death skull boys died(guess who forgot 6++ now that I think about it...) but all in all light.

T1 orks. I had kill unit in h2h. Well I'm an ork. I don't think too much if it's smart if there's chance to kill stuff in h2h so trike+bikes raced toward the 4W guys. Other than that I just shuffled around. Psychic da jump repositioned lootas back into position they could shoot at dark eldar vehicles. Fist of gork to trike. Shooting. This was fun. I started with smasha guns against raider with wyches dropping it to 4 wounds. Traktor kannon 1 bounced on 5++. Traktor kannon 2 failed to wound but command CP and wound and through save. 5 wounds and autoexplosion which took 3 more wounds to the one with kabalite warriors. Lootas fired up with more dakka and took that down too. And tank bustas vs flier dropped it down to 5 wounds.

I might have trippled my lifetime wounds caused vs dark eldars? Too bad attack against monsters went less stellar. 4 wounds past inv saves but after wound rolls and feel no pains only 1 died and 1 was down to 1 wound and regular bikes failed utterly.

T2 dark eldar. Wracks and incubi disembarked and prepared to charge trike. Whoops. Monsters fell back to allow shooting vs trike and bikes. Some haywire dark eldars appeared out of deep strike to my right killing weirdboy that had da jumped lootas but that's all right. I had 1 more and he ensured lootas were well out of charge range from deep strikers if that would have been his plan. Shooting and his atrocious luck(seriously 3 dark lances hit and fail to wound...And this happened twice in this game) but flyer did get the traktor kannons finished off at least. Grots were dying but those are sacrificiable. H2h and my trike was charged by everything but somehow survived with 3 wounds suffered. I even panicked and used counter attack but failed to kill haemonoculus(sp) warlord. Damn inv+fnp.

T2 orks. Time to bring in more orks. One mob appeared behind wracks to help my trike. Second went right behind kabalite. Not that it was best ideas(wyches nearby) but I want to kiiiiil and I had 2 cards depending on killing stuff on h2h. Another was clear center. Magic. I tried da jump further into safety but failed. Fist of gork again. Shooting. Lootas split with more dakka. 3(no LOS to vehicles) to the haywire guys but failed to kill anything. Rest shot at ravager. 16 wounds and FNP was useless. Tank bustas blew out the flyer out of the sky. Mek guns didn't do much this turn nor did big mek w/SAG.

H2h. Boys make charge and kill bunch of wracks and all kabalite warriors(2 vp's there). Trike then decided rather than 4++ hq that is wounding me on 6 anyway let's kill incubi. 8 attacks. 6 hits, 6 wounds, 5 past armour save. Scratch squad of incubi....WAIT? Only 1 died? That was 4 1's for damage followed by 3 6's and one 2 wound followed by double 6...

You got to be kidding me!

Well to be fair neither did he do much and I was still sitting there with 3 wounds.

T3 dark eldar. More wracks deep striked and charged boys on right that were sandwiched by archon and wyches. Ouch. Talos charged trike boss. Shooting saw stuff here and there die but not much. I still had 2 KMK and smasha gun left(his rolling...). H2h both boys unit took horrendous damage though wyches and wracks died in return. Trike boss barely died as well. Morale phase I rolled 6 for BOTH boys unit losing 8 from both. OUCH OUCH OUCH.

We started T3 but realized we had 15 minutes to pack and leave before place close. I would have got 3 advance(2 grots+weirdboy) and was going to get another vp. Defend same objective front of talos&co would have been tough. But I had got evil sun boys out of combat at least so would have used lootas, tank bustas and mek guns to shoot at talos, bikes and other stuff so I think I might have been able to do that. Even without that though it was 9-7(I think something like that. 2-3 vp lead anyway) win for orks.



Cool report dude. Did you run bikes and how did you find them. How did the 30 blob of boys get on in cc?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 09:46:28


Post by: lord_blackfang


 An Actual Englishman wrote:
 BaconCatBug wrote:
I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".

They already gave index units DDD.

Not sure they fixed Big Guns though.


Source? I know they gave Forgeworld units DDD, haven't seen anything about Index.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 09:52:09


Post by: CaptainO


With regards deffcoptas, keep them close to a blob of 30 boyz for an easy +1 armour save strat. Their range with evil sunz (guaranteed 23" move and advance) means they can quiet easily keep up with da jumped boyz.

I never thought of using the ramming speed. 2 CP is too pricey to use on a single model imo but the option is nice to have.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 10:03:59


Post by: DoomMouse


So what's our most optimal green tide at the moment? I feel like there's a lot of excitement around our new options, but the tide remains viable.

7pt boyz and 9pt stormboyz are a bit grim, but the benefits they gained probably outweigh this I feel.

(clan cultures, DDD, buffed ere we go, access to green tide strat, fight again strat, grot shield strat, tankbusta bombs, stormboyz can DS, tellyporta strat, warpheads for support)

Perhaps something like this:


Deathskull battalion

2 weirdboyz (usually warpheads - one warpaths and jumps boyz, one FoG for warboss and smites)
2 x 30 slugga boyz with PK
3x10 gretchin (backfield scoring)
30 gretchin (grot shield for stormboyz)

Evil suns battalion

Smash-warboss on bike
Foot warboss with PK
3 x 30 slugga boyz with PK
10 slugga boyz (for mob up and jump)
30 Stormboyz with PK
Smasha gun - enemy will shoot it to provide a handy 'loot it' strat for boyz or stormboyz


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 10:13:56


Post by: Singleton Mosby


I see all of you stating the Mek Guns do not profit from the clan kulture because of the Gretchin keyword. To me that doesn't sound correct.

The text in the codex states: "Units comprised entirely of GRETCHIN cannot benefit fromany Clan Kultur." The Mek gun entry says: "This unit contains 1 Mek Gun and 6 grot krew". Now of course there are the keywords. But these state Gretchin (for the grots) as well as artillery (for the gun). Thus imho this is a mixed unit of Gretchin and arty. Not?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 10:29:36


Post by: tneva82


CaptainO wrote:

Cool report dude. Did you run bikes and how did you find them. How did the 30 blob of boys get on in cc?


Like first game they lost couple members in opponents first turn and didn't do much in combat or shooting either. Mostly just distracted attention from the trike.

Getting h2h was easy enough. Deep strike, 8" charge, hack&slash. Issue was more of trouble vs T5 inv save getting kills and then getting creamed by return attacks.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 10:29:54


Post by: Moriarty


That is my reading of the book.

Of course, may be a FAQ subject really quickly. Couldn’t have Ork shooting _ too_ good, now, could we? :-)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 10:32:37


Post by: tneva82


 Singleton Mosby wrote:
I see all of you stating the Mek Guns do not profit from the clan kulture because of the Gretchin keyword. To me that doesn't sound correct.

The text in the codex states: "Units comprised entirely of GRETCHIN cannot benefit fromany Clan Kultur." The Mek gun entry says: "This unit contains 1 Mek Gun and 6 grot krew". Now of course there are the keywords. But these state Gretchin (for the grots) as well as artillery (for the gun). Thus imho this is a mixed unit of Gretchin and arty. Not?


The GRETCHIN is keyword.

And all models have all keywords. Thus all models have gretchin, vehicle etc keywords. For there to be differing keywords there would have to be multiple lines for keywords.

Or are you claiming assault marines have only assault marine keyword and not adeptus astartes or imperium because only part of keywords would apply to unit? You don't pick up SOME keywords that apply for specific model. ALL keywords from the line applies to all models.

Let it go. No death skull mek guns(seriously if they did got they might just as well hard code them as death skulls as no other clan would ever use them)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 11:06:00


Post by: CaptainO


How many from the original 30 boyz survived the first turn to be da jumped. A cocktail of grot shields/ prepped position/ eavy armour/Loot it makes the boyz really survivable. The t shirt save doesn't fair well against overwatch either. 4+/5+ could make a difference.

You weren't tempted to use the fight twice strat?

How many units did the da jumped unit of boyz manage to tie up in their assault phase? Or did all 30ish focus on the T5 guys (and fail to wipe them out?!?!?)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 11:26:55


Post by: tneva82


CaptainO wrote:
How many from the original 30 boyz survived the first turn to be da jumped. A cocktail of grot shields/ prepped position/ eavy armour/Loot it makes the boyz really survivable. The t shirt save doesn't fair well against overwatch either. 4+/5+ could make a difference.

You weren't tempted to use the fight twice strat?

How many units did the da jumped unit of boyz manage to tie up in their assault phase? Or did all 30ish focus on the T5 guys (and fail to wipe them out?!?!?)


They weren't da jumped but tellyported so 100%. Only unit of boyz that started on board were deathskulls that suffered some casualties and never got into combat before time ran out(it would have been to them to deal with the wracks that had tag teamed with wyches vs evil sun boys).

Overwatch is neutered by 6 to hit so that wasn't too much of a worry. Plus wracks didn't have guns either.

And for 3CP no. More dakka to keep up loota firepower up drained up fast enough.

On left evil sun mob charged straight into the wracks so only them. T5 is T5 and invulnerable save plus FNP as well so didn't want to spread them too much anyway(good thing too as I didn't even kill them and got my ass kicked in return by big pile of return attacks). They would have had also still incubis to deal with(though by all rights those should have died to the trike boss).

On right I charged 10 kabalites, they all died. Then archon+wyches charged from one side and wracks charged from other side. HUGE casualties ensured(5 attack per wych! Some darn strategem doubled drug bonus) so wanting to get rid of those ladies I concentrated on them wiping them out.

Grot shields would have been used to protect lootas as those were absolutely brutal. Boyz are just sacrificial pawns for the real meat. Cause as much damage and keep elves off the fire base. Seeing I had 3 units grot shield would be pretty useless anyway. I protect one unit, he would then blow the other units.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 12:41:34


Post by: CaptainO


Its cool that you seem to be running such a shooty list. How many of the T5 guys were there?

When I deploy I only really have the 30 boyz out in the open with about 4 units of grots. The only other targets are two ard top battle wagons and bikes. Prepped position gives them 3+.

I was never too keen on psychic powers but with the new reserves rule da jump is pretty unique in allowing a unit of 30 boyz to charge T1. I'm just wondering if boyz in cc can efficiently take out those T5 dudes.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 13:08:58


Post by: Latro_


Been mulling over some ideas

Deff Dreads seem pretty decent now fall CC for the price?

4 attacks s10 -3 3dmg and 2 more attacks s9 -2 2dmg - 105pts
3 of them evil sons teleport them down for 2cp

thats some crumping, anyone tried it?

Also kans don't seem to bad either.... i'm feeling a dreadmob list coming


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 13:16:16


Post by: greggles


The deff dread bomb is a popular new tactic, as you can fit three of them in the teleporter for 2 cp.

Most do 1x klaw and 3x saw (for 3 klaw and 3 saw attacks) to save points.

If you are running deathskullz, can swap out saws for two KMB's, for some major ranged punch when they come in. (or just one).

Most run evil sunz for the +1 charge after teleporting.

Killa kans...oh poor killa kans. No kulture, no stratagems, have to be baby sat (warboss in larger mobs), nob banner if you want more effective CC.

They are now overshadowed by the rokkit buggy, which both outputs significantly more dakka, and has more T, more wounds, and better CC performance, moves faster, has access to kulture and strat...etc etc. Sure kans are cheaper, but they aren't really discounted with all the negatives they bring along now. You'd be better off taking mega nobz for around the same points.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 13:16:34


Post by: koooaei


Tellyporta is 2 cp


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:04:21


Post by: Latro_


yea but kans are only 52 pts with a rokkit. I'm considering them over mek guns to fill up some cheap HS for a brigade.

Run em single with boyz maybe, they'll die but ye still gotta shoot at them and if they make it to CC they are pretty decent.

edit: till i checked and the hit on 5's, ugh


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:14:34


Post by: Coh Magnussen


What are the odds that the faq or CA makes any of the mechanized gretchin (kanz, grot tanks, grot mega-tank) viable again?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:22:56


Post by: Jidmah


Zero. There will not be any adjustments to orks due to the release schedule. CA was done before orks hit the store.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:28:43


Post by: tneva82


Coh Magnussen wrote:
What are the odds that the faq or CA makes any of the mechanized gretchin (kanz, grot tanks, grot mega-tank) viable again?


Faq will just clarify things and ca was well done before codex was even out so none.

Also last 2 are resin. Gw ain't buffing resin


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:28:51


Post by: greggles


yea but kans are only 52 pts with a rokkit. I'm considering them over mek guns to fill up some cheap HS for a brigade.


That's pretty expensive considering the platform you get it on. (Compare to rokkit buggy for 2 killa kans). Smasha guns will out damage a killa kan for less points by a wide margin.

I have 18 killa kans. I don't see any real use for them now. At least the mek guns are absurdly cheap so I don't care when they die. Even a deff dread is far better then two kans now.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:31:20


Post by: PiñaColada


I mean, they could change some of it around in the FAQ&errata that's due any day now. I doubt they will, but the only change they'd make is killa kans I'd wager. Those guys are hard to see the upside with right now, again it's super unlikely it would happen


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:47:48


Post by: Vineheart01


heh, least in my local area people hate my kanz.
i imagine i'd get a lot of flaming if they got buffed even further.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:49:45


Post by: the_scotsman


 Vineheart01 wrote:
heh, least in my local area people hate my kanz.
i imagine i'd get a lot of flaming if they got buffed even further.


Yeah, my kanz have pretty much never not rocked.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:52:31


Post by: CthuluIsSpy


I don't understand the hate for them. They are still a wall of tougness and wounds. Bring enough of them and most lists would have trouble dealing with it.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 14:59:15


Post by: Jidmah


You could just have an army made of kanz and 'ard boyz. Just loot every kan that dies and enjoy your 4+ saves.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:02:36


Post by: tneva82


 CthuluIsSpy wrote:
I don't understand the hate for them. They are still a wall of tougness and wounds. Bring enough of them and most lists would have trouble dealing with it.


They are not hard to deal when people prepare to one shot knights. Even heavy bolters worry them


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:22:03


Post by: DoomMouse


11 rokkit kans (around 560pts) on average will kill 2 smasha guns and injure another. If they get 1st turn shooting.

The same amount of points in smasha guns kills around 10 killa kans (and the last one might run!)

Think it's hard to justify that kind of disparity in competitive play. I know the kans win if they get into CC, but that seems unlikely!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:22:39


Post by: the_scotsman


tneva82 wrote:
 CthuluIsSpy wrote:
I don't understand the hate for them. They are still a wall of tougness and wounds. Bring enough of them and most lists would have trouble dealing with it.


They are not hard to deal when people prepare to one shot knights. Even heavy bolters worry them


I mean, as much as a heavy bolter worries like, a rhino. on average you gotta shoot 4 BS4+ heavy bolters at them to do a point of damage.

Also, I'm not sure if this is your tournament meta or not, I've noticed that the things that really worry knights are melee threats that can get past the 3++ "nope you don't get to kill me" maneuver. Most people seem to not be going for shoot the knight strategies, because they just kind of don't work in the one turn you need to kill the knight.

They go for a combination of chaff clearing and then firing a melee missile character/unit in to it to take it down in one turn. Our orky example would be the killa klawboss with fists of gork up, who can knock a knight down in a couple rounds, or a BA/SW smash character, a big unit of GSC aberrants, etc.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:25:48


Post by: TedNugent


Where are you guys getting bombs from on the deffkoptas.

They were removed from the codex entry.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:25:52


Post by: the_scotsman


 DoomMouse wrote:
11 rokkit kans (around 560pts) on average will kill 2 smasha guns and injure another. If they get 1st turn shooting.

The same amount of points in smasha guns kills around 10 killa kans (and the last one might run!)

Think it's hard to justify that kind of disparity in competitive play. I know the kans win if they get into CC, but that seems unlikely!


You know maybe if you compared two different units and one had all its points in JUST shooting, and the other had points in shooting, melee, and the ability to do stuff like move around the battlefield, I think you'd probably find that in almost all cases the unit that JUST SHOOTS is going to win hands down in a comparison of just shooting.

its kind of like "oh my god equal points of Catachan Basilisks does way more damage vs tanks in shooting than a knight warden does, why are people complaining about how powerful a single knight is?"


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:28:38


Post by: Nastavious


 TedNugent wrote:
Where are you guys getting bombs from on the deffkoptas.

They were removed from the codex entry.



you can still use index weapon options.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:32:16


Post by: Vineheart01


well obviously if you only ran kanz they'd suck, theyre the other prong of a dual threat.
If you run 6 kanz AND other deadly vehicles like a 'naut or dread trio, thats a lot of armor to bust through. Any of them reaching melee is devastating and the kanz/nauts can dakka pretty good too.

Thats pretty much been how all my games been going. Kanz die right off, 3 dreads/naut is unscathed or my naut gets hammered hard and the kanz/dreads make it to melee with some paint chips.
~950pts for all that.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 15:48:37


Post by: greggles


You could probably put a death skullz KFF big mek on a bike with the kans, with follow me lads, and a fixer upper, and throw out 2d3 (d3 per unit) heals a round, with the field, and warboss buff to prevent loss of models due to moral. (fix it up relic is different keywords then biker mekanic)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:03:05


Post by: matphat


Why was this thread created by the OP if he didn't plan on keeping the first post updated? This thing is useless to someone just coming on board. I don't have time nor inclination to comb though this whole thread just to mine out the gems.

OP you suck.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:08:57


Post by: the_scotsman


 matphat wrote:
Why was this thread created by the OP if he didn't plan on keeping the first post updated? This thing is useless to someone just coming on board. I don't have time nor inclination to comb though this whole thread just to mine out the gems.

OP you suck.


Well, do you want to work with us to make a more useful tactica? Seems like most of them have like a "unviable, situational, good, auto-include" ranking for units, relics, stratagems, subfactions and traits.

There's no reason we can't start that discussion collectively and then either make a new OP or try to contact this threads OP.

I think we need some tourney info to back up claims, but there's probably relatively little controversy for most stuff at this point.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:10:54


Post by: Ratius


Why was this thread created by the OP if he didn't plan on keeping the first post updated? This thing is useless to someone just coming on board. I don't have time nor inclination to comb though this whole thread just to mine out the gems.

OP you suck.


OP openly admits

now my own participation is spotty on dakkadakka. ill admit it. but while im active ill go ahead and get the thread started.


So start a more updated thread yourself


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:11:03


Post by: PiñaColada


Also, I really feel like we should at least wait for the errata before we start judging all the units. Both for potential misprints etc and also just for allowing some time for play testing..


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:22:29


Post by: DoomMouse


the_scotsman wrote:
 DoomMouse wrote:
11 rokkit kans (around 560pts) on average will kill 2 smasha guns and injure another. If they get 1st turn shooting.

The same amount of points in smasha guns kills around 10 killa kans (and the last one might run!)

Think it's hard to justify that kind of disparity in competitive play. I know the kans win if they get into CC, but that seems unlikely!


You know maybe if you compared two different units and one had all its points in JUST shooting, and the other had points in shooting, melee, and the ability to do stuff like move around the battlefield, I think you'd probably find that in almost all cases the unit that JUST SHOOTS is going to win hands down in a comparison of just shooting.

its kind of like "oh my god equal points of Catachan Basilisks does way more damage vs tanks in shooting than a knight warden does, why are people complaining about how powerful a single knight is?"


Yeah, but they're both anti tank units competing for the role. I'm not saying they're terrible, they do have a niche as a distraction carnifex, but I know I'd rather be facing the guy who ploughed points into kans than smashas in basically any given list. They just do more for the points. I guess I was more making the point that the smashas aren't just better at shooting, they're LUDICROUSLY better at shooting. Like around 3 times the damage depending on target.

TBH their melee is a bit meh even if they do make it into CC, which certainly isn't guaranteed.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:32:50


Post by: matphat


the_scotsman wrote:
 matphat wrote:
Why was this thread created by the OP if he didn't plan on keeping the first post updated? This thing is useless to someone just coming on board. I don't have time nor inclination to comb though this whole thread just to mine out the gems.

OP you suck.


Well, do you want to work with us to make a more useful tactica? Seems like most of them have like a "unviable, situational, good, auto-include" ranking for units, relics, stratagems, subfactions and traits.

There's no reason we can't start that discussion collectively and then either make a new OP or try to contact this threads OP.

I think we need some tourney info to back up claims, but there's probably relatively little controversy for most stuff at this point.


I actually ran the 6th Ed. Tactica and would be happy to do it again.

Here is the format I used back in the day if anyone has any suggestions on how it might be improved.

https://www.dakkadakka.com/dakkaforum/posts/list/456724.page

Jidmah usually does it though. I wouldn't be adverse to it if he's not in to it. Either way, yeah, this thread should die.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:33:52


Post by: Vineheart01


i also think the general opinion is smashas are a bit underpriced.
That is the only unit in the new dex ive seen consistent complaints about. Its simply too durable for the price, theyre just as durable as a new buggy for 1/4th the price. And even the new buggies dont exactly go down that quick.

i wouldnt be surprised to see a change in the post-release faq. Even without running the math i looked at the weapons and went "smasha just feels better..." then i saw the price and went WTF!! (literally, my jaw dropped at the price difference)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 16:47:03


Post by: CthuluIsSpy


 Vineheart01 wrote:
i also think the general opinion is smashas are a bit underpriced.
That is the only unit in the new dex ive seen consistent complaints about. Its simply too durable for the price, theyre just as durable as a new buggy for 1/4th the price. And even the new buggies dont exactly go down that quick.

i wouldnt be surprised to see a change in the post-release faq. Even without running the math i looked at the weapons and went "smasha just feels better..." then i saw the price and went WTF!! (literally, my jaw dropped at the price difference)


Yeah, they should probably be something like 36 points. Two smasha mek guns would be 72 points as opposed to 62 points.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 17:13:44


Post by: BaconCatBug


I think once the ork 2 week FAQ hits this thread should be locked and re-started with an active OP maintainer.

Question for you all: Do you think it's worth sticking with 30 'ard/Skarboyz rather than mobbing up to 40 so you can use Endless Green Tide on them? For 'ard Boyz especially since it's it's only 1 more CP than making 2 units of ard Boyz and it's +15 "extra" models instead of 10.

Of course we do need an FAQ about whether those Boyz keep Skar/Ard Boyz buff to begin with (I think it's cut and dry that they won't keep Warpath or Loot it Buffs though, perhaps? Damn you GW and your sloppy Special Snowflake FAQs).


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 17:25:04


Post by: Vineheart01


i think if youre going to dump the CP to make them Skar/'Ard Boyz you might as well plan to Green Tide them too, since they keep the buffs currently. Wording is similar to other "pick up and put down" mechanics so i doubt theyre supposed to drop those buffs.

30+10 is more of a "fill the roster" or "da jump" tactic, not CP dump tactic.

Im not even a fan of 'ardboyz, imo THAT should have been 1CP and Skarboyz been 2.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 17:53:28


Post by: EldarExarch


 Vineheart01 wrote:
i think if youre going to dump the CP to make them Skar/'Ard Boyz you might as well plan to Green Tide them too, since they keep the buffs currently. Wording is similar to other "pick up and put down" mechanics so i doubt theyre supposed to drop those buffs.

30+10 is more of a "fill the roster" or "da jump" tactic, not CP dump tactic.

Im not even a fan of 'ardboyz, imo THAT should have been 1CP and Skarboyz been 2.


This a million times over.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 18:08:12


Post by: mhalko1


 CthuluIsSpy wrote:
 Vineheart01 wrote:
i also think the general opinion is smashas are a bit underpriced.
That is the only unit in the new dex ive seen consistent complaints about. Its simply too durable for the price, theyre just as durable as a new buggy for 1/4th the price. And even the new buggies dont exactly go down that quick.

i wouldnt be surprised to see a change in the post-release faq. Even without running the math i looked at the weapons and went "smasha just feels better..." then i saw the price and went WTF!! (literally, my jaw dropped at the price difference)


Yeah, they should probably be something like 36 points. Two smasha mek guns would be 72 points as opposed to 62 points.


I disagree. Used it in my last game and it failed to wound any of the hits on T7 Nid big bugs. The "average" roll on 2d6 is considered 7 but when it comes time to roll those it ends up much more difficult than people make it seem. My opponent just avoid it all game.


Automatically Appended Next Post:
mhalko1 wrote:
 CthuluIsSpy wrote:
 Vineheart01 wrote:
i also think the general opinion is smashas are a bit underpriced.
That is the only unit in the new dex ive seen consistent complaints about. Its simply too durable for the price, theyre just as durable as a new buggy for 1/4th the price. And even the new buggies dont exactly go down that quick.

i wouldnt be surprised to see a change in the post-release faq. Even without running the math i looked at the weapons and went "smasha just feels better..." then i saw the price and went WTF!! (literally, my jaw dropped at the price difference)


Yeah, they should probably be something like 36 points. Two smasha mek guns would be 72 points as opposed to 62 points.


I disagree. Used it in my last game and it failed to wound any of the hits on T7 Nid big bugs. The "average" roll on 2d6 is considered 7 but when it comes time to roll those it ends up much more difficult than people make it seem. My opponent just avoid it all game.


For me at least the auto hit and having to roll 50% on a 4+ with the traktor kannon is a safer investment.

Edit fail on my part....


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 18:17:33


Post by: Emicrania


 BaconCatBug wrote:
I think once the ork 2 week FAQ hits this thread should be locked and re-started with an active OP maintainer.


Amen to that


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 18:25:03


Post by: the_scotsman


mhalko1 wrote:
 CthuluIsSpy wrote:
 Vineheart01 wrote:
i also think the general opinion is smashas are a bit underpriced.
That is the only unit in the new dex ive seen consistent complaints about. Its simply too durable for the price, theyre just as durable as a new buggy for 1/4th the price. And even the new buggies dont exactly go down that quick.

i wouldnt be surprised to see a change in the post-release faq. Even without running the math i looked at the weapons and went "smasha just feels better..." then i saw the price and went WTF!! (literally, my jaw dropped at the price difference)


Yeah, they should probably be something like 36 points. Two smasha mek guns would be 72 points as opposed to 62 points.


I disagree. Used it in my last game and it failed to wound any of the hits on T7 Nid big bugs. The "average" roll on 2d6 is considered 7 but when it comes time to roll those it ends up much more difficult than people make it seem. My opponent just avoid it all game.


Automatically Appended Next Post:
mhalko1 wrote:
 CthuluIsSpy wrote:
 Vineheart01 wrote:
i also think the general opinion is smashas are a bit underpriced.
That is the only unit in the new dex ive seen consistent complaints about. Its simply too durable for the price, theyre just as durable as a new buggy for 1/4th the price. And even the new buggies dont exactly go down that quick.

i wouldnt be surprised to see a change in the post-release faq. Even without running the math i looked at the weapons and went "smasha just feels better..." then i saw the price and went WTF!! (literally, my jaw dropped at the price difference)


Yeah, they should probably be something like 36 points. Two smasha mek guns would be 72 points as opposed to 62 points.


I disagree. Used it in my last game and it failed to wound any of the hits on T7 Nid big bugs. The "average" roll on 2d6 is considered 7 but when it comes time to roll those it ends up much more difficult than people make it seem. My opponent just avoid it all game.


For me at least the auto hit and having to roll 50% on a 4+ with the traktor kannon is a safer investment.

Edit fail on my part....


I mean, you can say that, but, tbh...at least looking at averages you'd be kind of wrong.

7+ is 58%, 4+ is 50%. and it's the same number of hits on average.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 19:11:32


Post by: TedNugent


 Singleton Mosby wrote:
I see all of you stating the Mek Guns do not profit from the clan kulture because of the Gretchin keyword. To me that doesn't sound correct.

The text in the codex states: "Units comprised entirely of GRETCHIN cannot benefit fromany Clan Kultur." The Mek gun entry says: "This unit contains 1 Mek Gun and 6 grot krew". Now of course there are the keywords. But these state Gretchin (for the grots) as well as artillery (for the gun). Thus imho this is a mixed unit of Gretchin and arty. Not?


That's a negative. It lists the gretchin keyword for the entire unit.

For contrast, see nobs. The nob entry specifically defines the keywords for ammo runts vs the nobs. Ergo, ammo runts in a nob unit benefit from clan rules, as do the nobs. The mek guns have the gretchin keyword, ergo they do not benefit.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 19:14:05


Post by: BaconCatBug


The index Mek Guns were individual units, and so would benefit from Kultur. The Codex Mek Guns have a cludge togethered rule to prevent them getting Kultur instead of just giving the Mek Gunz the Gretchin keyword.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 20:03:45


Post by: the_scotsman


 BaconCatBug wrote:
The index Mek Guns were individual units, and so would benefit from Kultur. The Codex Mek Guns have a cludge togethered rule to prevent them getting Kultur instead of just giving the Mek Gunz the Gretchin keyword.


I feel like their rules were also changed to eliminate "super untargetable mega grots" from being a thing.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 20:48:08


Post by: An Actual Englishman


 lord_blackfang wrote:
 An Actual Englishman wrote:
 BaconCatBug wrote:
I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".

They already gave index units DDD.

Not sure they fixed Big Guns though.


Source? I know they gave Forgeworld units DDD, haven't seen anything about Index.

My mistake - I was thinking about the FW units.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 20:57:18


Post by: Vineheart01


yeah and both of our supers in FW absolutely love kultures and DDD.

Both the Gargsquig and Killtank have quite a bit of dakka, though obviously the Killtank has more of it. I look forward to running my gargsquig with reroll 1s and DDD'ing my Supalobba hehe.

Requiring 3 HQs to take the Command Detachment is hardly an issue with orks to get the LoW kutlure rules.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 21:12:39


Post by: BaconCatBug


 Vineheart01 wrote:
yeah and both of our supers in FW absolutely love kultures and DDD.

Both the Gargsquig and Killtank have quite a bit of dakka, though obviously the Killtank has more of it. I look forward to running my gargsquig with reroll 1s and DDD'ing my Supalobba hehe.

Requiring 3 HQs to take the Command Detachment is hardly an issue with orks to get the LoW kutlure rules.
Take 3 Weirdboyz and you're golden. The only issue is the rule of 3.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 21:53:54


Post by: Sal4m4nd3r


 Vineheart01 wrote:
i think if youre going to dump the CP to make them Skar/'Ard Boyz you might as well plan to Green Tide them too, since they keep the buffs currently. Wording is similar to other "pick up and put down" mechanics so i doubt theyre supposed to drop those buffs.

30+10 is more of a "fill the roster" or "da jump" tactic, not CP dump tactic.

Im not even a fan of 'ardboyz, imo THAT should have been 1CP and Skarboyz been 2.


The Faq says that anytime you use a stratagem to pick up and set back down a unit, it loses all its persistent effects.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 21:57:38


Post by: BaconCatBug


 Sal4m4nd3r wrote:
 Vineheart01 wrote:
i think if youre going to dump the CP to make them Skar/'Ard Boyz you might as well plan to Green Tide them too, since they keep the buffs currently. Wording is similar to other "pick up and put down" mechanics so i doubt theyre supposed to drop those buffs.

30+10 is more of a "fill the roster" or "da jump" tactic, not CP dump tactic.

Im not even a fan of 'ardboyz, imo THAT should have been 1CP and Skarboyz been 2.


The Faq says that anytime you use a stratagem to pick up and set back down a unit, it loses all its persistent effects.

But that relies on what you mean by "persistent effect". Does a stratagem that alters characteristics and keywords count as a persistent effect? The only example they give is that of an ability, which a stratagem is not. While I personally think that Unstopable Green Tide does indeed turn them back into normal boyz (after some reflection), it's not so clear cut. But that's the problem when you Special Snowflake FAQ, you muddy the waters.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 21:57:46


Post by: JimOnMars


 Sal4m4nd3r wrote:
 Vineheart01 wrote:
i think if youre going to dump the CP to make them Skar/'Ard Boyz you might as well plan to Green Tide them too, since they keep the buffs currently. Wording is similar to other "pick up and put down" mechanics so i doubt theyre supposed to drop those buffs.

30+10 is more of a "fill the roster" or "da jump" tactic, not CP dump tactic.

Im not even a fan of 'ardboyz, imo THAT should have been 1CP and Skarboyz been 2.


The Faq says that anytime you use a stratagem to pick up and set back down a unit, it loses all its persistent effects.

But what is the definition of persistent effects? Is that just one turn buffs, or is it permanent stat changes?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 22:01:59


Post by: An Actual Englishman


 JimOnMars wrote:
 Sal4m4nd3r wrote:
 Vineheart01 wrote:
i think if youre going to dump the CP to make them Skar/'Ard Boyz you might as well plan to Green Tide them too, since they keep the buffs currently. Wording is similar to other "pick up and put down" mechanics so i doubt theyre supposed to drop those buffs.

30+10 is more of a "fill the roster" or "da jump" tactic, not CP dump tactic.

Im not even a fan of 'ardboyz, imo THAT should have been 1CP and Skarboyz been 2.


The Faq says that anytime you use a stratagem to pick up and set back down a unit, it loses all its persistent effects.

But what is the definition of persistent effects? Is that just one turn buffs, or is it permanent stat changes?

The unit is renamed. I think that's a little more than a 'persistent effect'.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 22:03:30


Post by: BaconCatBug


 An Actual Englishman wrote:
The unit is renamed. I think that's a little more than a 'persistent effect'.
Persistent is not a synonym of Permanent.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 22:06:59


Post by: Vineheart01


and this is one of the many reasons why i only play 40k semi-competitive.
They dont define things right. Thats yet another general term that should be a paragraph in the main rules defining it and there is no such paragraph so its stuck in a gray area.

But An Actual Englishment is correct, theyre being renamed. Per that faq they'd lose Loot It! bonus but not 'Ard Boyz or Skarboyz


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 22:08:40


Post by: An Actual Englishman


 BaconCatBug wrote:
 An Actual Englishman wrote:
The unit is renamed. I think that's a little more than a 'persistent effect'.
Persistent is not a synonym of Permanent.

That's nice. Point?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/16 23:58:18


Post by: crzylgs


 Emicrania wrote:
 BaconCatBug wrote:
I think once the ork 2 week FAQ hits this thread should be locked and re-started with an active OP maintainer.


Amen to that


I'll third that. It's really a fundamental requirement of these threads that the OP is updated with things like a tier list and perhaps some other brief summaries of discussions.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 01:56:05


Post by: Sluggaloo


crzylgs wrote:
 Emicrania wrote:
 BaconCatBug wrote:
I think once the ork 2 week FAQ hits this thread should be locked and re-started with an active OP maintainer.


Amen to that


I'll third that. It's really a fundamental requirement of these threads that the OP is updated with things like a tier list and perhaps some other brief summaries of discussions.


I'll fourth that. If Jidmah doesn't set up the new thread, I will. I'm a permalurker and love green gits.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 03:35:54


Post by: tneva82


crzylgs wrote:
 Emicrania wrote:
 BaconCatBug wrote:
I think once the ork 2 week FAQ hits this thread should be locked and re-started with an active OP maintainer.


Amen to that


I'll third that. It's really a fundamental requirement of these threads that the OP is updated with things like a tier list and perhaps some other brief summaries of discussions.


Requirement followed by very few threadt it seems


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 04:12:25


Post by: Dr.Duck


 Vineheart01 wrote:
yeah and both of our supers in FW absolutely love kultures and DDD.

Both the Gargsquig and Killtank have quite a bit of dakka, though obviously the Killtank has more of it. I look forward to running my gargsquig with reroll 1s and DDD'ing my Supalobba hehe.

Requiring 3 HQs to take the Command Detachment is hardly an issue with orks to get the LoW kutlure rules.


I liked the kill tank alot more when it was 30% cheaper lol Also really blows that it doenst have a melee weapon.

Garg squig may still be a pretty competitive options considering the two super lobbas, 8 big shootas. thats alot for 400ish points

edit: bummer you cant use ramming speed or advance and charge since its not a vehilce.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 05:13:42


Post by: Vineheart01


Yeah the gargquig is in this weird spot in terms of unit types.

Its not a vehicle, so no mek repairs, speedwaaagh (oh god...thatd be epic), or vehicle strats.
Its also not an infantry (duh) so no painboy stuff, which on one note makes sense (hows a painboy gonna help that massive thing?) but on the other really bugs me since its still a living thing.

Also its 500pts with max bigshootas and 2 lobbas. Thats why i swap a lobba for killkannon, WAAAAY less points for tbh not terribly less dakka. Gargsquig suffers from heavy weapon movement anyway and that thing MUST move (unless i missed a rule somewhere)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 07:21:24


Post by: Jidmah


Thanks everyone for trusting me with these threads

I'll go with BCB's suggestion of creating a new thread once the FAQ hits, which will hopefully eliminate most of the rules confusion discussions.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 07:44:07


Post by: TheunlikelyGamer


 Dr.Duck wrote:
 Vineheart01 wrote:
yeah and both of our supers in FW absolutely love kultures and DDD.

Both the Gargsquig and Killtank have quite a bit of dakka, though obviously the Killtank has more of it. I look forward to running my gargsquig with reroll 1s and DDD'ing my Supalobba hehe.

Requiring 3 HQs to take the Command Detachment is hardly an issue with orks to get the LoW kutlure rules.


I liked the kill tank alot more when it was 30% cheaper lol Also really blows that it doenst have a melee weapon.

Garg squig may still be a pretty competitive options considering the two super lobbas, 8 big shootas. thats alot for 400ish points

edit: bummer you cant use ramming speed or advance and charge since its not a vehilce.


Does the tank need one? The kill krusha is S8+2 and has 8 attacks with the reinforced ram and does mortals on a 2+ when charging. Combine that with ramming speed for 2d3 mortals plus it can move and fire heavy weapons without penalty and its passengers can shoot. To me they are both good options and I will be converting both a garg squig and a killkrusha


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 16:57:04


Post by: NOLA Chris


HI all!
Where are the points for the KillKrusha?
I've got the datafax from the Xenos update,
but can't find the points... just power level...
? help?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 17:03:59


Post by: BaconCatBug


 NOLA Chris wrote:
HI all!
Where are the points for the KillKrusha?
I've got the datafax from the Xenos update,
but can't find the points... just power level...
? help?
From the FW Index FAQ
Q: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
A: It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka, Dakka, Dakka! ability from Codex: Orks.
Basically, no Matched Play for you.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 17:05:44


Post by: NOLA Chris


ah well,
thanks for the info!
for fun it is!!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 17:19:35


Post by: CthuluIsSpy


So, something just occurred to me -
Do I have to fight with the tankhammer?
Because if I fight with it against something I don't want to use it against, I'll lose a model for nothing.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 17:21:37


Post by: tneva82


 CthuluIsSpy wrote:
So, something just occurred to me -
Do I have to fight with the tankhammer?
Because if I fight with it against something I don't want to use it against, I'll lose a model for nothing.


All models have h2h weapon. Use it


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 17:34:03


Post by: CthuluIsSpy


tneva82 wrote:
 CthuluIsSpy wrote:
So, something just occurred to me -
Do I have to fight with the tankhammer?
Because if I fight with it against something I don't want to use it against, I'll lose a model for nothing.


All models have h2h weapon. Use it


Isn't that replaced by a cwc, such as the tankweapon or am I thinking of another edition again?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 18:40:57


Post by: BaconCatBug


 CthuluIsSpy wrote:
tneva82 wrote:
 CthuluIsSpy wrote:
So, something just occurred to me -
Do I have to fight with the tankhammer?
Because if I fight with it against something I don't want to use it against, I'll lose a model for nothing.


All models have h2h weapon. Use it


Isn't that replaced by a cwc, such as the tankweapon or am I thinking of another edition again?
It used to be that only models with no other CCW had the "basic profile" ccw. After this caused issues with Carnifexes and Raiders among others, and was pointed out to be generally pretty stupid, they errata'd it so now EVERYONE has the basic profile CCW, period. As per the rules for the Fight Phase, you can choose to make your attacks with any weapon you have, or split between them, etc.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 18:47:35


Post by: CthuluIsSpy


 BaconCatBug wrote:
 CthuluIsSpy wrote:
tneva82 wrote:
 CthuluIsSpy wrote:
So, something just occurred to me -
Do I have to fight with the tankhammer?
Because if I fight with it against something I don't want to use it against, I'll lose a model for nothing.


All models have h2h weapon. Use it


Isn't that replaced by a cwc, such as the tankweapon or am I thinking of another edition again?
It used to be that only models with no other CCW had the "basic profile" ccw. After this caused issues with Carnifexes and Raiders among others, and was pointed out to be generally pretty stupid, they errata'd it so now EVERYONE has the basic profile CCW, period. As per the rules for the Fight Phase, you can choose to make your attacks with any weapon you have, or split between them, etc.


Ok, great, so my tankbusters don't have to kill themselves to kill a maximum of 3 light infantry if they find themselves in combat with them. That's good to know.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 18:52:31


Post by: Elfric


 NOLA Chris wrote:
HI all!
Where are the points for the KillKrusha?
I've got the datafax from the Xenos update,
but can't find the points... just power level...
? help?


There are points for the Kill Tanks on Battlescribe


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 18:59:38


Post by: tneva82


 Elfric wrote:
 NOLA Chris wrote:
HI all!
Where are the points for the KillKrusha?
I've got the datafax from the Xenos update,
but can't find the points... just power level...
? help?


There are points for the Kill Tanks on Battlescribe


Which without source is irrelevant. Bs isn't rules


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 19:07:14


Post by: BaconCatBug


 Elfric wrote:
 NOLA Chris wrote:
HI all!
Where are the points for the KillKrusha?
I've got the datafax from the Xenos update,
but can't find the points... just power level...
? help?


There are points for the Kill Tanks on Battlescribe
Kill Tanks are not Kill Krushas. Kill Tanks have an entry in the FW index and have a points value. Kill Krushas do not.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 20:46:02


Post by: Oguhmek


I don't see a problem playing my Kill Krusha as one of the Kill Tanks. Sure, you lose a few special rules, but I'd say it's close enough in size and ability.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/17 21:10:29


Post by: tneva82


Okay tournament report. Casual tournament, 1750 pts. Took following ork list>

Spoiler:
Deathskull battalion

HQ1: Weirdboy(da jump) 62
HQ2: Weirdboy(fist of gork) 62
Troop1: 13xgretchin 39
Troop2: 13xgretchin 39
Troop3: 13xgretchin 39
Elite1: 10xtank busta(nob boss) 170
Heavy1: 15xlootas 255
Heavy2: 5xflash git 150

Evil sun battalion

HQ1: Deffkilla wartrike (super cybork body) 120
HQ2: Warboss(warlord: kunning but brutal, power klaw, kustom shoota) 80
HQ3: weirdboy(da jump) 62
Troop1: 30xboyz(19xchoppa&slugga, 10xshoota, nob w/power klaw) 223
Troop2: 30xboyz(29xchoppa&slugga, nob w/big choppa) 215
Troop3: 10xgretchin 30
Fast1: 6xwarbikes(nob w/big choppa) 143
Heavy1: Mek gun(Kustom mega kannon) 60

total: 1749


First game was against following daemons:

Spoiler:
++ Battalion Detachment +5CP (Chaos - Daemons) [48 PL, 798pts] ++
Chaos Allegiance: Chaos Undivided
+ HQ [12 PL, 249pts] +
Daemon Prince of Chaos [9 PL, 189pts]: Daemonic axe [10pts], Khorne, Warp bolter [9pts], Wings [1 PL, 24pts]
Sloppity Bilepiper [3 PL, 60pts]

+ Troops [36 PL, 549pts] +
Bloodletters [12 PL, 162pts]: 20x Bloodletter [140pts], Bloodreaper [7pts], Daemonic Icon [15pts]
Bloodletters [12 PL, 162pts]: 20x Bloodletter [140pts], Bloodreaper [7pts], Daemonic Icon [15pts]
Plaguebearers [12 PL, 225pts]: Daemonic Icon [15pts], 29x Plaguebearer [203pts], Plagueridden [7pts]

++ Battalion Detachment +5CP (Chaos - Daemons) [29 PL, 541pts] ++
Chaos Allegiance: Chaos Undivided
+ HQ [8 PL, 145pts] +
Poxbringer [4 PL, 70pts]: Miasma of Pestilence
Spoilpox Scrivener [4 PL, 75pts]

+ Troops [9 PL, 162pts] +
Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]
Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]
Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]

+ Elites [4 PL, 84pts] +
Flamers [4 PL, 84pts]: 2x Flamer [56pts], Pyrocaster [28pts]

+ Fast Attack [8 PL, 150pts] +
Flesh Hounds [4 PL, 75pts]: 5x Flesh Hound [75pts]
Flesh Hounds [4 PL, 75pts]: 5x Flesh Hound [75pts]

++ Fortification Network (Chaos - Daemons) [3 PL, 85pts] ++
Chaos Allegiance: Chaos Undivided
+ Fortification [3 PL, 85pts] +
Feculent Gnarlmaws [3 PL, 85pts]: Feculent Gnarlmaw [85pts]

++ Auxiliary Support Detachment -1CP (Chaos - FW Heretic Astartes) [16 PL, 329pts] ++
+ Heavy Support [16 PL, 329pts] +
Hellforged Leviathan Dreadnought [16 PL, 329pts]: Butcher cannon array [60pts], Butcher cannon array [60pts], 2x Hellflamer [34pts]


Spoiler:


Picture from my T1

So. My warlord trait helped here as he had put fleshhounds on right behind LOS block and fleshhounds on left were blocked by wall in center from lootas so after I seized I redeployed lootas on my left. T1 I thus shot them to death but not much else. Maybe 3 wounds to leviathan by tank bustas. 2+ save sucks. Tank busta -2 is bit lacking. He advanced with plague bearers of "we don't die". T2 I screwed up and brought both evil sun mobs and charged them and bikes and trike into the plaguebearers from hell. I killed like over 20 but some darn character gives 2d6 pick lowest and he used CP reroll so got 1 which meant autopass with d6(1) plague bearers BACK. Darn. In return 2x20 bloodletters deepstriked near both mobs and killed them.

After that I just was being wiped out and couldn't get any objectives either as I was cornered in and...well those plaguebearers locked me in combat long and then bloodletters. Leviathan fired twice at lootas killing 3 lootas and 26 grots. Loooots of D2 shots were murder and only very good 2+ rolling(Seeing each wound has 30% chance of killing basically loota+grot) kept lootas in. Daemon prince also charged and nearly died to overwatch and then died in h2h though left only 1 loota left after 6 on morale. In the end almost wiped out and vp score was bazillion little so 0-20. Not much scoring when I'm securing and defending from his side. Weird move of game flash gits DS'ed near him and first had nurglings come and got held until flamers came, shot, charged and died but held enough that leviathan finished them off. Surprisingly good h2h still though.

Game2(2nd pic) was against following ultramarines:

Spoiler:
Ultramarines Battalion Detachment
HQ1: Captain with Jump Pack(93), Master-crafted Boltgun(3), Thunder Hammer(21), The Sanctic Halo(R) [117] WARLORD: Adept of the Codex
HQ2: Librarian with Jump Pack(112), Force Sword(8) [120] Veil of Time, Null Zone
HQ3: Sergeant Chronus[40]
Elite1: Ironclad Dreadnought(80), Dreadnought CCW w/ Heavy Flamer(17), Seismic Hammer(48), Meltagun(17) [162]
Elite2: Deredeo Dreadnought(135), Hellfire Plasma Carronade(40), Aiolos Missile Launcher(30), Twin Heavy Bolter(17) [222]
Elite3: Vanguard Veteran Squad(140), Jump Packs(20), 5 Twin Lightning Claws(60), 2 Storm Shields(10), Power Fist(12) [262]
Troop1: Scout Squad(55), Heavy Bolter(10) [65]
Troop2: Scout Squad(55), Heavy Bolter(10) [65]
Troop3: Scout Squad(55), Heavy Bolter(10) [65]
Fast1: Tarantula Air Defence Battery [70]
Fast2: Inceptor Squad(75), Assault Bolters(60) [135]
Heavy1: Whirlwind(70), Whirlwind Vengeance Launcher(34), Hunter-killer Missile(6) [110]
Flyer1: Stormraven Gunship(192), Twin Assault Cannon(44), Twin Heavy Bolter(17), 2 Hurricane Bolters(20), 2 Stormstrike Missile Launchers(42) [315]
Total: 1748


First attachment pic from my T1. Notice my grots on bottom waaaaay ahead lootas. Guess who idiot moved them ahead and forgot grot screen. "Let's go get objective and add distance between front line and lootas". Yeah and loose lootas. Okay tank bustas got grot screen but with 2 damage only from some D2 weapon which then was 1 and 2 killing both tank busta and grot...Grot screen was actually bad there. Tank bustas I didn't get da jumped even with CP needing 6+ so didn't get to attack that flier and lootas failed to do it(didn't help I didn't remember wrecker strategem). KMK shot 1, rolled 1 and was killed with 5 wounds hsi turn. Bikes and trike charged and killed 7/10 veterans. T2 I da jumped flash gits to his corner which was pointless and bad and gave his plasma deredeo easy kill. Stupid. Evil sun boyz #1 deep striked and killed his warlord and hurt librarian. I killed the flier but got ironclad in my face. Maybe should have prepared for this and brought 2nd evil sun blob nearby hoping to get them there(and keep flashgits there to shoot at him). They came there later but then the 2xheavy flamer first fired 7 grots who tried to charge(to remove flamers vs boyz) and didn't even get there(6" charge...), then killed like 7 boyz(10 AGAIN), didn' get hurt much, fell back(only barely made charge so wasn't able to surround as scouts also had made mess with deep strike positioning) and he fell back and flamed 10 hits AGAIN. Weirdo move #4 of tournament was da jumping warlord to his 2nd corner and charge whirlwind. Good thing is he couldn't fall back due to my positioning and this also prevented taranteella shooting(have to shoot nearest which was in combat) but bad news was there was still lone veteran with power fist that got him killed.

In the end it was race would I be wiped. Last jump pack marine charged but didn't kill weirdboy. If game ends T5 I survive with 5-15. I survived, game end. I tried da jump to somewhere safer but failed and died. 0-20.

Game 3 was salamanders.


Spoiler:
Salamanders Battalion Detachment (+5 CP)
HQ 1: Captain in Gravis Armor [134] Warlord: Storm of Fire
HQ 2: Primaris Librarian [101], Veil of Time, Might of Heroes
Troop 1: Intercessor squad, 1 x Auxiliary grenade launcher [91]
Troop 2: Intercessor squad, 1 x Auxiliary grenade launcher [91]
Troop 3: Intercessor squad , 1 x Auxiliary grenade launcher [91]
Elite 1: Bray'arth Ashmantle [400]
Elite 2: Aggressor squad, Flamestorm gauntlets [117]
Elite 3 Redemptor Dreadnought, Heavy onslaught gatling cannon, Heavy flamer, Fragstorm grenade launchers [201]
Heavy support 1: Hellblaster squad, 5 x Assault plasma incinerators, 1 x Plasma pistol [217]
Dedicated transport 1: Repulsor, Ironhail heavy stubber, 2 x Krakstorm grenade launcher, Twin lascannon, Las-talon, Onslaught gatling cannon, 2 x Storm bolter, Icarus ironhail heavy stubber, Auto Launchers [340]
Yhteensä 1748 pts.


First mistake. Knew there was some weird character dreadnought with 8W. Didn't bother to check his stats more...

So. I got 1st turn again and due to deployment zone even flash gits were in range right away to enemy. I didn't pay much attention toward the dread yet figuring aggressors were priority for now. So lootas got more dakka, tank bustas took out aggressors. KMK caused 9 wounds to redemptor. Flash gits caused 2 wounds but armour saved. Lootas then finished off. I thought it was good start. I had however moved trike waaay too forward so on his turn getting reroll to charge spell to dreadnought it came in. First taste of him. 4 attacks, hits on 2+(salamander reroll available), S16, -4, Dam6...24 wounds and no way even 5+++ helped. Whoopsie. Okay aggressors out. Time to deal with it. Though tank bustas had lost 3 when they suffered 5 wounds and rolled 3 1's on grot screen. Darn...

T2. Considered bringing evil sun mob to help with dreadnought but still being oblivious on his stats(lessons learned: Check stats in advance) opted to keep in reserve. Shooting. More dakka to tank bustas and here I learned just what kind of tough thing it is and I swear my face went either sickly green or pale white when I realized I might prefer to have to kill Mortarion here...8 wounds isn't that bad but T9, 2+/5++/4+++!!!

Later I made calculations and even 15 bad moon tank busta shooting twice would cause like 6 wounds or so...Even had I had 10 tank bustas left and used both more dakka and wrecker I would average just 3 wounds...

...I definitely would have needed boyz and surround it and then let him kill 3-4 per turn(plus whatever his some sort of pistol flamer kills in his shooting phase as well) unless he brings reinforcements. What....a....monster. Flash gits and lootas fired as well and got 4 wounds in this round.

Bikes charged intercessors on left where they hacked each other until my turn 5 when remaining 2 bikes left sergeant alone to take objective. He chased, killed 1, charged and finally died.

His turn that thing flamed flash gits. 2d6 hits at S6, -3 damage flat 3...YIKES! I killed it on my turn 3(gork bless weirdboys) but then had hellblasters who killed my warlord. I killed them with lootas and on right 2 units of boyz deep striked and charged 5 intercessors guarding objective that was rolled as priority on supply drop. Other was also near them to which I later da jumped grots which spent game there(this was basically 6 vp's for me. 3 from supply drop, 1 for secure it and 2 for defend). On my turn 5 I screwed up a bit. I fell back with orks in combat with repulsor, librarian and captain. I left within 3" of captain giving heroic interfere but also vp for me. I was careless though and left also librarian so basically failed utterly. I also had to decide between da jump lootas into defend objective or into position to shoot warlord but without more dakka opted not to. Maybe mistake. Anyway his turn 5 repulsor moved and shot and charged 2nd mob(first one the characters dealt with) and thanks to 2 casualties in charge wiped them from supply drop. Not that it ended up mattering as game ended. Turn 6 I just hug cover as not much I could do. He killed lootas. Game went to 7th where weirdboy had chance to do 4vp da jump(master of warp, secure and defend same objective) but failed. He couldn't do anything either as weirdboy and 10 grots(my only survivors) were behind LOS. 12-8 victory for orks.

Ugh. What a bunch of mistakes whole tournament. Game 1 evil suns(maybe shouldn't have even seized and go 2nd and wait for bloodletters to drop in), game 2 grot screens, warlord and flash git da jumps and game 3 not checking dreadnought stats.

Apart from other prizes all 12 players got random space marine heroes model(the ones originally in Japan that come in random). Not sure what to do with it

[Thumb - 20181117_131536.jpg]
[Thumb - 20181117_165918.jpg]


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 00:05:18


Post by: Elfric


@TnevevaI, looking back what would you have done different? Were there units you didn't rate or do you think better deployment would have helped?

I have a 1750 tournie coming up and originally I was going to take a Quins / Coven soup but I really want to give Orks a go:

Freebooters:
HQ: Warboss kill choppa, Warphead, K. Badrukk
Troops: 20 boyz with PK Nob, 10 Boyz, 10 Boyz, 10 Grots
Elites: 5 MANZ, Painboy, 8 Tankbustas
Heavy: 3 squads of 5 Flashgitz, Battlewagon, Bonebreaker
1 x trukk

Unfortunately I have no Mek Gunz but I do have a lot of Flashgitz and Meganobz.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 00:23:03


Post by: BaconCatBug


Flash Gitz are still pretty bad unless you spend the CP for MOAR DAKKA!. MANZ are surprisingly good IF they get into combat, which means you have to be Evil Sunz and Tellyport them.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 05:30:52


Post by: Snotrokkit


I just finished a casual to semi-competitive, 6 player, 1500 point tournament. The format was ITC Champions Packet: missions 2, 4, and 6. My Freebootaaarghs elite green tide went 2-1, placing 3rrrrd.

Aaargh! Idk how to do that fancy hats “Spoilers” fing to me list, so ‘ere she is:

Freebooterz Battalion
HQ1 Big Mek (KFF, BC, Warlord, “Follow Me Ladz”)
HQ2 Warboss (Da Killa Klaw)
T1 30 Boyz (Nob BC/Ch; Sl/Ch)
T2 10 Boyz (Nob BC/Ch; Shootas)
T3 10 Boyz (Nob BC/Ch; Shootas)

Freebooterz Battalion
HQ1 Weirdboy ‘Scrap Prospektor Nazgrub Wurrzag’ (Warphead, Fists of Gork, Da Jump)
HQ2 Weirdboy (Da Jump)
T1 10 Boyz (Nob BC/Ch; Shootas)
T2 10 Grots
T3 10 Grots

Freebooterz Vanguard
HQ1 Big Mek on Warbike (KFF, PKL)
ELT1 5 Nobz (1x PKL/Ch, 4x BC/Ch, Ammo Runt)
ELT2 3 Meganobz (PKL, KSh)
ELT3 10 Tankbustaaarghs (Rokkits, 2 Bomb Squigs)
DT1 Chinork Warkopta (2x Deffguns, BSh)
FAST1 25 Stormboyz (Nob BC/Ch)
FAST2 10 Stormboyz (Nob BC/Ch)

The matches were capped at 2.5 hours, so all my games ended at the end of the 3rd battle round. Both of my wins would have continued to go in my favor; the Alaitoc Eldar list was too focused on anti-Armour (final score 14-9), but the Space Wolves I defeated (final score 17-13) were a good match that I expected to lose (especially after he made me take the first turn, which initially worked to his advantage, except that I da jump sacrificed my 30 boyz as bait which ended up shooting him in the foot). My loss against the tournament winner’s Necrons (final score 11-19) was not a surprise given the amount of Tesla and mortal wounds, plus his experience, plus my lack of knowledge about that faction, and this match was mission 2 with only 3 objectives and he went first.

I focused on objectives/outmaneuvering/board control and less on rush forward and krump (though there still was plenty of krumping after turn 1, especially once you trigger the clan kultur in the fight phase which is essentially a free waaagh! banner).

The smash boss build with Fists of Gork plus Da Killa Klaw was even better than I’d hoped, especially after you get the +1 to hit from the kultur. I’ve decided to call him Kaptin Krump. Waaaaarrrrrgh!!!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 06:49:34


Post by: tneva82


 Elfric wrote:
@TnevevaI, looking back what would you have done different? Were there units you didn't rate or do you think better deployment would have helped?



Well couldn't bring full nastyness for casual but say swap fist of gork weirdboy, bikes and flashgit plus kmk for 3 dreads and 3 smasha guns. One kmk easily taken out. Bikes were always meh. And deep striking hard hitting stuff with small footprint would be good. Boyz was hard to get all into combat or even fit to usefull spots.

In game report told biggests thing to do differently


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 08:11:33


Post by: Jidmah


 BaconCatBug wrote:
Flash Gitz are still pretty bad unless you spend the CP for MOAR DAKKA!. MANZ are surprisingly good IF they get into combat, which means you have to be Evil Sunz and Tellyport them.

Can you elaborate?

I don't see how Flash Gits and Moar Dakka interact in any meaningful way besides upping the damage output by ~16%

Across 30 shots, Moar Dakka results roughly 2.5 additional hits when standing still and 1.66 when moving. Without the stratagem they get 17.5 hits when standing still or 11.66 hits when moving. This cannot be what makes or brakes the unit.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:16:50


Post by: Blackie


I don't think they're bad but if they had access to one Amm Runt per Flash Gitz, instead of one every five dudes, they could have been very good.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:22:36


Post by: Jidmah


I haven't made up my mind yet, but my gut feeling is that I basically get a unit with 10 blight launchers (27 ppm in a plague marine unit). Blight launchers are awesome.

BCB's argument just doesn't make sense to me, so I'm asking for reasons.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:27:57


Post by: PiñaColada


Am I really the only one with the pet peeve that everyone writes "moar dakka" instead of what it clearly states in the codex "more dakka!"?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:32:49


Post by: An Actual Englishman


Flash Gits are far too expensive. 30ppm with 2W, T4 and a 4+ save? No thanks.

Their damage output is OK but short ranged so it puts them at massive risk. Their weapon should not be heavy either. They need to move to use it.

They can and will be focussed then killed. Every game.

I'm sure there are some niche applications where they can perform better than I'd expect but I'm really struggling to see the value.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:52:16


Post by: Jidmah


7th edition, flash gits are BS5+ and get +1 to hit when standing still. Everybody is moving them all over the place.

8th edition, flash gits are BS4+ and get -1 to hit when moving. "They cannot move, ever!"



(Not directed specifically at you, Englishman, you see this all over the internet )


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:54:47


Post by: tneva82


 Jidmah wrote:
I haven't made up my mind yet, but my gut feeling is that I basically get a unit with 10 blight launchers (27 ppm in a plague marine unit). Blight launchers are awesome.

BCB's argument just doesn't make sense to me, so I'm asking for reasons.


Blight launchers are on platform "bit" tougher than flash gits(who needs grot screen badly but for that needs freeboota detachment) on assault rather than heavy. Okay extra shot but 3+ and not suffering -1 to hit for moving(essential to move with 24" range) compensates. Better damage ratio on flashgits is nice though


Automatically Appended Next Post:
 Jidmah wrote:
7th edition, flash gits are BS5+ and get +1 to hit when standing still. Everybody is moving them all over the place.

8th edition, flash gits are BS4+ and get -1 to hit when moving. "They cannot move, ever!"



(Not directed specifically at you, Englishman, you see this all over the internet )


Everybody moves them because out of range is impossible to hit.

Doesn't make it particularly good thing to do though have to accept minus to hit. But hitting on bad odds is better than flat out impossible to hit.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 09:56:21


Post by: An Actual Englishman


 Jidmah wrote:
7th edition, flash gits are BS5+ and get +1 to hit when standing still. Everybody is moving them all over the place.

8th edition, flash gits are BS4+ and get -1 to hit when moving. "They cannot move, ever!"



(Not directed specifically at you, Englishman, you see this all over the internet )

Comparing 7th Ed to 8th Ed is like comparing apples and a PlayStation 4.

I don't recall a huge number of Flash Gits used in 7th either though...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 10:46:02


Post by: geargutz


what up my git gobs, i added a new bit to the 1st post where i added some suggested tactics/wargears/kultures/strategems for our many vehicles. let me know if i made any mistakes and ill correct them. also feel free to private message me if you would like to add any type of comprehensive guide. ill review it and add it as a spoiler.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 11:14:45


Post by: tneva82


Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 11:58:24


Post by: Sluggaloo


tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


If it's just one unit you're deepstriing in, sure deffdreads seem ideal. But you could also add a 30 strong mob of stormboyz and multiple kmandos to your deepstrike too. 60 Boyz, 30 stormies and 15Kommandos spawning in and you've got Semper's index list posing a massive headache turn 2.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 11:58:45


Post by: Blackie


tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


You can run both: Deff Dreads, Gorkanaut or Meganobz by Tellyporta and Boyz by da jump. Boyz are for tarpit stuff or anti infantries, Dreads are anti tank. Two very different roles.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 11:59:43


Post by: CthuluIsSpy


Sluggaloo wrote:
tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


If it's just one unit you're deepstriing in, sure deffdreads seem ideal. But you could also add a 30 strong mob of stormboyz and multiple kmandos to your deepstrike too. 60 Boyz, 30 stormies and 15Kommandos spawning in and you've got Semper's index list posing a massive headache turn 2.


Yeah, units that can just come in without using tellyporta are great.
Keep in mind too that you can use the tellyporta to drop in a transport full of boyz as well. So an evil sun Battlewagon with deff rolla + 20 boys + Ramming speed could be a nasty surprise. That's power level 19, and as such can be tellyported in.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 12:06:53


Post by: Sluggaloo


 CthuluIsSpy wrote:
Sluggaloo wrote:
tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


If it's just one unit you're deepstriing in, sure deffdreads seem ideal. But you could also add a 30 strong mob of stormboyz and multiple kmandos to your deepstrike too. 60 Boyz, 30 stormies and 15Kommandos spawning in and you've got Semper's index list posing a massive headache turn 2.


Yeah, units that can just come in without using tellyporta are great.
Keep in mind too that you can use the tellyporta to drop in a transport full of boyz as well. So an evil sun Battlewagon with deff rolla + 20 boys + Ramming speed could be a nasty surprise.


Exactly. The way I look at it is, if you're looking to play evil sunz to make use of the more guaranteed deepstrike, and you're not utilizing deepstrike to its fullest potential, you're better off with another clan kultur.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 12:10:56


Post by: CthuluIsSpy


Evil Sunz are probably the best stand-alone Kultur, really. Especially for a "typical" ork army.

I tried Deathskulls the other day, and I found it underwhelming. The 6++ invul didn't really do much, as my army was infantry heavy and as such drew small arms fire, and the single still isn't that useful for most weapons.

I think Deathskulls are best for a "mek" army, something that uses a lot of walkers, a lot of heavy vehicles and a lot of single shot, high damage weapons.
SAG would love it, KMB units would love it, ork vehicles would love it because they will be facing high AP weapons, so the invul would be more useful than on infantry. The warlord trait and relic hints at this, as Opportunist's sniping ability works on shooting attacks (big meks have better guns), and the relic is a lot better on a unit that already has mekaniak.
The problem with deathskulls on infantry is that your opponent isn't going to bother using high AP on 6+ save models, so that invul doesn't come into play. On vehicles though you will be rolling that 6++ invul a lot.
Deathskulls on infantry is only really going to be useful against necrons and primaris, as they have -1 save modifiers on their basic weapons.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 12:24:12


Post by: tneva82


 Blackie wrote:
tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


You can run both: Deff Dreads, Gorkanaut or Meganobz by Tellyporta and Boyz by da jump. Boyz are for tarpit stuff or anti infantries, Dreads are anti tank. Two very different roles.


And then you run out of points from tankbustas, lootas and mek guns which have bigger impact than boyz. Boyz don't even hit that hard especially since it's fairly easy for opponent to make good spots to deep strike hard and prevent all from reaching combat.

Sure one can have boyz AND dreads but that then results in less punch...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 12:48:53


Post by: Blackie


tneva82 wrote:
 Blackie wrote:
tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


You can run both: Deff Dreads, Gorkanaut or Meganobz by Tellyporta and Boyz by da jump. Boyz are for tarpit stuff or anti infantries, Dreads are anti tank. Two very different roles.


And then you run out of points from tankbustas, lootas and mek guns which have bigger impact than boyz. Boyz don't even hit that hard especially since it's fairly easy for opponent to make good spots to deep strike hard and prevent all from reaching combat.

Sure one can have boyz AND dreads but that then results in less punch...


I don't know, you'll have 30-40 boyz and 3 dreads in your opponent's face in turn 1. It's basically 500 points of stuff plus the weirdboy, which you may want anyway since it's the cheapest HQ.

I'm not even a fan of deepstriking stuff and I prefer going full vehicles but if you don't want to invest 600ish points of BWs and trukks like me that deep striking combo isn't that expensive points wise. Orks are still an assault oriented army, gunlines and MSU shooty ork lists don't work at competitive levels. Lootas, tankbustas and mek gunz all together are probably too much points invested in the shooting face unless you're not maximizing these units, but then they'll underperform. When I field 2x10 tankbustas (plus 2 bomb squigs each) in trukks and 3 mek gunz I don't feel like I need more firepower, not more ranged anti tank at least.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
Evil Sunz are probably the best stand-alone Kultur, really. Especially for a "typical" ork army.

I tried Deathskulls the other day, and I found it underwhelming. The 6++ invul didn't really do much, as my army was infantry heavy and as such drew small arms fire, and the single still isn't that useful for most weapons.

I think Deathskulls are best for a "mek" army, something that uses a lot of walkers, a lot of heavy vehicles and a lot of single shot, high damage weapons.
SAG would love it, KMB units would love it, ork vehicles would love it because they will be facing high AP weapons, so the invul would be more useful than on infantry. The warlord trait and relic hints at this, as Opportunist's sniping ability works on shooting attacks (big meks have better guns), and the relic is a lot better on a unit that already has mekaniak.
The problem with deathskulls on infantry is that your opponent isn't going to bother using high AP on 6+ save models, so that invul doesn't come into play. On vehicles though you will be rolling that 6++ invul a lot.
Deathskulls on infantry is only really going to be useful against necrons and primaris, as they have -1 save modifiers on their basic weapons.


Evil Sunz kultur adds nothing to the shooting phase though. I'd never take a single detachment with that kultur. Deathskulls can have some re-rolls and they have a very effective stratagem against vehicles.

Heavy Bolters and Assaul Cannons are very popular in imperium armies so that 6++ matters against a lot of stuff. I go Dis Cannons spam with my Drukhari which also serves as anti infantries. With multiple detachments I'd never take Deathskulls though but Bad Moons plus Evil Sunz/Goffs since they're decent jack of trades but they are excellent in nothing: Bad Moons are better shooters and Evil Sunz/Goffs are more effective in combat.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 12:59:07


Post by: CthuluIsSpy


Actually the Evil suns do add something to shooting. You can advance and not suffer any penalty for firing assault weapons.
So instead of hitting on 6s after advancing, you'd be hitting on 5+.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 13:06:47


Post by: gungo


We will see how things happen competitively. However 8th index orks even da jumped had a hard enough time making that charge.
Evil suns with the change to ere we go reroll effectively makes that charge highly reliable.
As much as people want to tout ork shooting it still sucks. Gitz are still overpriced and all over the place and not even impressive when in an ideal situation.
Lootas are still random shots, expensive, and glass cannons that again aren’t that impressive unless you start stacking command points on them.
Mek guns continue to be durable and good price point and strong shooting however they care absolutely nothing about most kulturs.
And tankbustas are awesome but extremely short range and glass cannons but need to be deepstruck in or transport and literally die every game I use them turn 1-2. They are best with. Badmoons but you are basically taking this clan for a 1 unit rental.
Orks are by and far best and have been best even during the index and not much has changed with ork units as assault horse army.
Ork boys have a hard time doing the heavy lifting now and are best as a screen killer or getting into combat with other low save infantry.
Ork HQs hit like a truck. Dreads hit hard. The best relics are still assault oriented. Even the best vehicles have better assault profiles as are our strategems geared for assault.
If you push orks into a shooting war you will lose to shooting armies and maybe most assault lists.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 14:11:59


Post by: Elfric


 BaconCatBug wrote:
Flash Gitz are still pretty bad unless you spend the CP for MOAR DAKKA!. MANZ are surprisingly good IF they get into combat, which means you have to be Evil Sunz and Tellyport them.


Can you elaborate on why they are bad? What battle experience do you have with them? I have run them twice and they have been very good for me, especially when combined when Badrukk + Competitive Streak kicks in. You could also put MANZ in a Bonebreaker, put that on a Tellyporta and 3d6 charge it.

Most CCunits deepstriking, unless it is something with a high wound count like 3 Deff Dreads or something that can move 3d6 like an Eversor, is going to be failing 9 inch charges more than being successful.

I get you're the resident rules lawyer and sometimes that's a good thing but you have a very negative way of looking at this game. Do you only look at the bad rather than the good?



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 15:54:57


Post by: SemperMortis


Sluggaloo wrote:
tneva82 wrote:
Something I have noticed about my evil sun deep striking boyz is that they are now much more vulnerable to morale than I\m used to with boyz. If you go elsewhere with each squad then they can't utilize each other LD. Even if they are together killing ~15 boyz from each squad isn't that hard so they are both basically losing d6 worth of models in addition.

Makes me think dreads instead of boyz is starting to look more and more appeal for deep strike role.


If it's just one unit you're deepstriing in, sure deffdreads seem ideal. But you could also add a 30 strong mob of stormboyz and multiple kmandos to your deepstrike too. 60 Boyz, 30 stormies and 15Kommandos spawning in and you've got Semper's index list posing a massive headache turn 2.


Codex: Deep strike on display.

I played a tourny yesterday and I had 45 Deep striking Kommandos with 2 Bonebreakaz and 1 regular BW with a Deff Rolla AND a warboss wearing The Redder armor. On turn 2 they all appeared with 30 boyz jumping to meet them. I made almost every single charge and used the 3D6 strat on my BW with my warboss in it. in 3 out of 3 games my Warboss in BW made it into Combat turn 2 and got stuck in where he was near at the least 3 units, the rest of my Deep striking horde was attacking different units because on turn 3 my Warboss's redder armor kicked off and inflicted a lot of mortal wounds Every single opponent was so surprised they demanded to see the codex entry

Codex: Deep Strike works really well against opponents and the only downside I can see is it has a hard time dealing with screens. I am debating about whether or not to take a Dakkajet to help with this or rely on maybe a Jumping Shoota boyz mob that dumpz everything into screening units and charges to open a hole turn 1. Feels like a waste of 210pts.....wish it was still 180


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 15:58:29


Post by: BaconCatBug


Evil Sunz Kustom Boosta-blastas seem great for dealing with screens.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 16:00:00


Post by: the_scotsman


I've never met a screen that a da jump mob couldn't clear turn 1. I think that's honestly the biggest problem with warbikers, dakkajets, snazzwagins and other chaff clearers: we have a troops option now that's so reliable at that it's tough to consider anything else.


Automatically Appended Next Post:
 BaconCatBug wrote:
Evil Sunz Kustom Boosta-blastas seem great for dealing with screens.


Kbb = 5.6 dead geq 100 points
Snazzwagon = 3.9 dead geq 100? Points
Dakkajet = 6.3 dead geq 140? Points
5 warbikes = 4.3 dead geq 118? Points

Worth noting that the warbikes can charge and kill an additional 4.3 in melee. Kbb is nice in that like the Snazzwagon it's at a lower price point but hard to hit and 3+ save and 12 wounds is nice on the Dakkajet.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 17:15:53


Post by: Sluggaloo


SemperMortis wrote:
Codex: Deep Strike works really well against opponents and the only downside I can see is it has a hard time dealing with screens. I am debating about whether or not to take a Dakkajet to help with this or rely on maybe a Jumping Shoota boyz mob that dumpz everything into screening units and charges to open a hole turn 1. Feels like a waste of 210pts.....wish it was still 180


Shootaboys might just be the best way to open up the board for you. I like how you've tried a list that's very similar to one I'm currently trying to put together myself. I too want to try BBBWs +BW rush with evilsunz deepstrike support. Only difference is I'm looking to have all my Battlewagons filled with goffs. Bonebrekers filled withx10 nobz, normal BWs filled with 20 strong Skarboyz. Evil sunz deepstrike removes all chaff, and open up the board for S5 boyz+nobz and bonebreaker S9 + mortal wounds onto high toughness vehicles. Plus the enemy can't really shoot at anything T1 other than a load of T8 vehicles that could be supported by KFF. That's the plan anyway.

I find interesting you put to use Redder armor, you're the first I've seen here that's gotten good results with it,, please elaborate.

At the minute I'm putting ogether some scrap built Mekgunz, I never ran them in the index and they seem to be strong still. I'm actually hoping that in the FAQ they'll give them clan kulturs, though I feel they might be too strong with them. Just imagine deffskullz mekguns rerolling everything....



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 19:57:19


Post by: Kaiyanwang


tneva82 wrote:
Okay tournament report. Casual tournament, 1750 pts. Took following ork list>

Spoiler:
Deathskull battalion

HQ1: Weirdboy(da jump) 62
HQ2: Weirdboy(fist of gork) 62
Troop1: 13xgretchin 39
Troop2: 13xgretchin 39
Troop3: 13xgretchin 39
Elite1: 10xtank busta(nob boss) 170
Heavy1: 15xlootas 255
Heavy2: 5xflash git 150

Evil sun battalion

HQ1: Deffkilla wartrike (super cybork body) 120
HQ2: Warboss(warlord: kunning but brutal, power klaw, kustom shoota) 80
HQ3: weirdboy(da jump) 62
Troop1: 30xboyz(19xchoppa&slugga, 10xshoota, nob w/power klaw) 223
Troop2: 30xboyz(29xchoppa&slugga, nob w/big choppa) 215
Troop3: 10xgretchin 30
Fast1: 6xwarbikes(nob w/big choppa) 143
Heavy1: Mek gun(Kustom mega kannon) 60

total: 1749



Question - do you think that going Bad Moons with the first battalion would have helped?
Besides, I think Flash Gitz should cost 4 pts less, lootas at least 2 less.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 20:10:45


Post by: hollow one


SemperMortis wrote:
Codex: Deep strike on display.

I played a tourny yesterday and I had 45 Deep striking Kommandos with 2 Bonebreakaz and 1 regular BW with a Deff Rolla AND a warboss wearing The Redder armor. On turn 2 they all appeared with 30 boyz jumping to meet them. I made almost every single charge and used the 3D6 strat on my BW with my warboss in it. in 3 out of 3 games my Warboss in BW made it into Combat turn 2 and got stuck in where he was near at the least 3 units, the rest of my Deep striking horde was attacking different units because on turn 3 my Warboss's redder armor kicked off and inflicted a lot of mortal wounds Every single opponent was so surprised they demanded to see the codex entry

Codex: Deep Strike works really well against opponents and the only downside I can see is it has a hard time dealing with screens. I am debating about whether or not to take a Dakkajet to help with this or rely on maybe a Jumping Shoota boyz mob that dumpz everything into screening units and charges to open a hole turn 1. Feels like a waste of 210pts.....wish it was still 180
We're running lists that function similarly, i have 2 BW w/ deff rollas running 10 nobz and gretchin in each, and a bunch of deep strike boyz. I currently run 1 dakkajet, and I tell ya it's good at clearing, but it's just not enough (i'm snakebites, largely). I'm planning on 30 dajumping boyz as a suicide mission to clear room on top of my already included dakkajet. That or I go up to three dakkajets. This has been my feeling vs imperial soup, chaos daemons, and even against an eldar list with only 15 rangers to screen (and wave serpents), 1 dakkajet isn't enough IMO.

Honestly though, I hate turn 1 jump suicides. It feels like you're just gifting them max damage output for their first turn. 3 dakkajets might clear the way by turn 3 for me to drop everything all at once and do a proper overload. Dakkajets also protect your characters at times, move block knights really well, and soak up shots for your battlewagons (and by god, those units are so good with deff rollas and a deffkilla wartrike. Like I might even take them without filling them up).


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 21:24:39


Post by: Jidmah


Three could even go in a flyer detachment for +1 CP and the kulture of your choice.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 22:01:20


Post by: SemperMortis


Sluggaloo wrote:
SemperMortis wrote:
Codex: Deep Strike works really well against opponents and the only downside I can see is it has a hard time dealing with screens. I am debating about whether or not to take a Dakkajet to help with this or rely on maybe a Jumping Shoota boyz mob that dumpz everything into screening units and charges to open a hole turn 1. Feels like a waste of 210pts.....wish it was still 180


Shootaboys might just be the best way to open up the board for you. I like how you've tried a list that's very similar to one I'm currently trying to put together myself. I too want to try BBBWs +BW rush with evilsunz deepstrike support. Only difference is I'm looking to have all my Battlewagons filled with goffs. Bonebrekers filled withx10 nobz, normal BWs filled with 20 strong Skarboyz. Evil sunz deepstrike removes all chaff, and open up the board for S5 boyz+nobz and bonebreaker S9 + mortal wounds onto high toughness vehicles. Plus the enemy can't really shoot at anything T1 other than a load of T8 vehicles that could be supported by KFF. That's the plan anyway.

I find interesting you put to use Redder armor, you're the first I've seen here that's gotten good results with it,, please elaborate.

At the minute I'm putting ogether some scrap built Mekgunz, I never ran them in the index and they seem to be strong still. I'm actually hoping that in the FAQ they'll give them clan kulturs, though I feel they might be too strong with them. Just imagine deffskullz mekguns rerolling everything....



Redder armor is just a nice niche for a Warboss in a transport. I put him in the BW to force my opponent to choose between Bone breakers that do a ton of CC damage or a regular BW with a deff Rolla, in all 3 games nobody targetted the BW, mostly because they thought "why blow up the Warboss transport when bonebreakers are shredding me". So once he gets into CC you just position him so that he is relatively close to 2+ units and you get a pretty damned good chance of rolling a 4+ to inflict mortal wounds to the enemy. It is especially glorious if you can get close to armies with HQ Batteries. Running that into a group of 3+ HQ units is just devastating.

The trick to the Codex: Deep Strike is to overload one flank with too many threats so that the enemy has to devote a lot of his good stuff to that side, than you Deep strike behind that flank and hit his rear echelon units from behind and destroy them. Than you are in a position where you control 3/4ths of the board and he is left with little to do besides plink away at T8 4+ saves until the end of the game.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 22:17:19


Post by: PiñaColada


I might be misunderstanding what you mean there Semper but I'm pretty sure the character with rezmekkas redder armour only deals mortal wounds while still embarked on the transport..

That relic has sort of worked for me when I used it. The extra move is always welcome but so far I've rolled 0 out of 4 on that 4+. It has some potential I guess but I'm not sold on it


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 22:35:56


Post by: SemperMortis


PiñaColada wrote:
I might be misunderstanding what you mean there Semper but I'm pretty sure the character with rezmekkas redder armour only deals mortal wounds while still embarked on the transport..

That relic has sort of worked for me when I used it. The extra move is always welcome but so far I've rolled 0 out of 4 on that 4+. It has some potential I guess but I'm not sold on it


Yup, he stays embarked the entire time, but if they ever do destroy his transport, he hops out, feths things up and hops back into a bonebreaker


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 22:36:45


Post by: PiñaColada


Ah, gotcha! I guess that works, I've just put it on a cheapo mek everytime


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/18 23:50:40


Post by: geargutz


i dont know if someone has noticed this yet but...
big guns can use kultures and stratagems, since the gretchin are a separate unit and the gun itself is not gretchin, also while the grots nearby allow the gun to shoot it is still the gun that shoots. DS is the best for any squad of biggunz (except BM for lobbas). no strats are quite worth it becasue the squad still separates. grot shield for grots for another orc infantry unit. maybe throw some guns in tellyport?

while they wont have DDD they will have better shooting with either BM/DS.

something to be glad about while we still can use the index.

i added this info to the 1st post spoilers.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 00:04:20


Post by: Dr.Duck


Isnt the FAQ supposed to drop around now?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 00:51:16


Post by: Rinkydink


I can seem to see a definitive on this, so I'm asking all owners of Gorka and Morkanauts. I have one about to be built and, not expert enough to magnetise. So, is there a consensus on which one is more useful this codex?

Not tournament good; just good? Either or?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 01:23:42


Post by: Dr.Duck


 Rinkydink wrote:
I can seem to see a definitive on this, so I'm asking all owners of Gorka and Morkanauts. I have one about to be built and, not expert enough to magnetise. So, is there a consensus on which one is more useful this codex?

Not tournament good; just good? Either or?


Mork is pretty Meh. Gork has a niche.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 01:45:13


Post by: r_squared


So I played a couple of games tonight with 2 different 1000 point lists. Nothing hyper competitive, just a mix of units because I wanted to try out the strategies and kultures so I also kept the lists mono kukture for simplicity.
First up Evil Sunz vs Death guard, this did not go well.

Spoiler:
Evil Sunz 999 pts
Battalion
Deff killa wartrike, BBK, SC warlord
Zhadsnark da rippa

3x gretchin

Boss Meganob, 5x Meganobz
Nob with waagh banner

Outrider
Weirdboy, warphead, scorched gitbonez, DJ, FoG

Kustom Boosta Blast
2x megatrakk scrapjet

Deathguard
Demon prince with 4+++
Poxcaster

3x plague marines

Foetid bloat drone
Blight hauler.


As we were both practising with "new" armies, we went for a nice simple Annihilation game. (p191)

I was moderately confident about this, however I underestimated what a pain it is when your opponent puts all his troops in buildings and leaves no space for a charge. That and disgustingly resilient is awful. Long story short, even though I screened perfectly to counter charge his demon prince with both zhardsnark and my wartike, even getting mortal wounds to hit with zhardsnark and ramming speed with the trike, he managed to tank all my shooting, and charges from the trike, even though it was buffed with fists of Gork. He then proceeded to kill both my characters, whilst we could only chip the odd wound off here and there.

The buggies also plinked off wounds here and there before being pretty much shot off the board by the blight hauler one at a time. The 24" range on the rokkit kannon puts you right into range of their weapons, and he just got off some lucky damage.

Victory went to DG, they juse got some lucky kills, and their resilience is just incredible, they soaked up so much punishment. Lesson learnt, never get into combat with a demon prince of Nurgle, it's just depressing.

Minor victory for DG.

Game 2 was very, very different.

Deathskulls Vs Ultramarines

Spoiler:


Deathskulls 997pts
Battalion
Big Mek, MA, KFF, KbB, Super Cyborg
Big Mek, SAG

3x Boss Nob PK, 9x Shootas, 1x Rokkit, tankbusta bomb

3x Mek Kustom Mega Blast

3x Truck, Rokkit launcha

Spearhead
Warphead, DJ, DK, skorched gitbonez

4x Smasha Gunz.

Ultramarine
Tech marine with distortion cannon
Some character I'd not heard of who was able to ride in a predator

3x 6 man tactical squads with missile launcher, Sgt with lightning claw and plasma gun

3x razorbacks with assault cannons

Predator with autocannon and Las cannons


My opponent apologised for how much he had tailored the list to take on Orkz, but was singing a very different song after turn 1.

All the Boyz and one Mek went into a truck each, and hid behind buildings out the way except for one which my opponent ignored. He killed 2 smasha guns turn1 and plinked 1 wound on the third.
My SAG, remaining smasha kannons, kMb on my ma big mek and 2 trucks of Boyz with kmb meks then annihilated his predator, and a razorback whilst knocking wounds off another one. My third trukk wiped the second wounded razorback, Tokyo drifted into the third razorback and disembarked marines, and chucked 3 mortal wounds into them with ramming speed.

By turn 2 there were no marines left on the table at all.

Deathskulls re-rolls to hit, wound and damage are brutal when combined with KMB and rokkits.

The combination of a truck, with rokkit with all the re-rolls and 3 flat damage, with a rokkit boy with re-rolls and 3 flat damage plus tankbusta bomb, and a KMB mek with re-rolls and d6 rerollabale damage means that this troop and elite choice becomes a mini-tankbusta unit, no strategems needed. Plus 20 shoota shots for chaff clearance. For a total of 204pts, for trukk, mek and boyz it was obscenely good.

I had 3 of them. It created quite a stir. The amount of re-rollable d6 damage felt almost broken. Even the SAG was excellent, especially combined with dakka dakka. I finished the game with nearly all my cp left, I barely used them. My first opponent said he was glad he didn't face this list in our game, as he was sure that it would have tabled him too. Seeing how it performed, I'm inclined to agree.

Major victory for Orks

Meks with Deathskulls and a kmb for 31 points are absolutely amazing, especially that even with re-rolls, if you do get a natural 1 and reroll another 1 it's only a mortal wound, you have 2 more to go and you're not slain. My only doubt is that in order to take a kmb, it's an index option and the index damage is d3, not d6 as in the codex.

Is it correct to be able to take index options for war gear, but use the codex statline?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 04:22:42


Post by: ZoBo


 r_squared wrote:
Long story short, even though I screened perfectly to counter charge his demon prince with both zhardsnark and my wartike, even getting mortal wounds to hit with zhardsnark and ramming speed with the trike, he managed to tank all my shooting, and charges from the trike, even though it was buffed with fists of Gork. He then proceeded to kill both my characters, whilst we could only chip the odd wound off here and there

ooh yeah, death guard nurgle daemon princes are no joke!..."the suppurating plate" for 2+ armour, which on a 4+ hits back with a MW if you save a wound with it...or failing that, 5++...then 5+++ (4+++ with "revoltingly resilient" WLT)...though I generally run mine with "tainted regeneration" WLT, to regain a lost wound at the start of each player turn - that, on top of the 2+/5++, and 5+++ is just filth ...course, with double talons, he's also got 7 S7, AP-2, D2 melee attacks too...and a 12" move with wings...just nasty...all that for 180 too...which now just makes me sad about ghaz, thinking about it...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 04:31:23


Post by: Trimarius


 r_squared wrote:

My only doubt is that in order to take a kmb, it's an index option and the index damage is d3, not d6 as in the codex.

Is it correct to be able to take index options for war gear, but use the codex statline?


You use the new stats and new costs, if any. Only the option to take them is kept from the index.

Anything with a killcannon got better, too, just for another example.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 04:38:30


Post by: JimOnMars


 r_squared wrote:

3x Truck, Rokkit launcha

Not in the codex anymore. Presumably you were taking the index option? That would be a pretty sweet Deffskull trukk, but do index armaments allow kultures?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 07:13:24


Post by: JawRippa


Few questions:

- Are trukks cheap enough now to transport normal boyz?
- Nobs on bikes or warbikers?
- How do you run warbikers? Do you try to keep them away from melee, or try to tie up enemy shooty units?
- Same question for deffkoptas. Also is it better to keep them separate or run them in a squad?

 JimOnMars wrote:
 r_squared wrote:

3x Truck, Rokkit launcha

Not in the codex anymore. Presumably you were taking the index option? That would be a pretty sweet Deffskull trukk, but do index armaments allow kultures?

Wew, I've completely missed the fact that trukks can't take rokkits anymore. Not that it is a huge blow, just annoying since my only trukk was not magnetised and has a rokkit


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 07:27:16


Post by: Blackie


 Dr.Duck wrote:
 Rinkydink wrote:
I can seem to see a definitive on this, so I'm asking all owners of Gorka and Morkanauts. I have one about to be built and, not expert enough to magnetise. So, is there a consensus on which one is more useful this codex?

Not tournament good; just good? Either or?


Mork is pretty Meh. Gork has a niche.


Gorkanauts are decent only by putting them into Tellyporta and using Ramming Speed when they appear, that's 4CPs and you also need something to clear the screeners since the walker's firepower may not be enough. Otherwise the gorkanaut is extremely luckluster. The morkanaut with the Bad Moons kultur is an overcosted source of KFF with some decent shooting. I'd rate both of them on the same level.


Automatically Appended Next Post:
 JawRippa wrote:
Few questions:
- Are trukks cheap enough now to transport normal boyz?


Yes they are. Problem with trukk boyz is that 10-12 boyz are not going to do much. If you make them Skarboyz maybe.

 JawRippa wrote:

- Nobs on bikes or warbikers?
- How do you run warbikers? Do you try to keep them away from melee, or try to tie up enemy shooty units?


Nob bikers are extremely overpriced, avoid them. Bikes can be played as min units (but for this role koptas are better) or in a single large blob: in this case invest that 1CP to give them -1 to hit.

 JawRippa wrote:

- Same question for deffkoptas. Also is it better to keep them separate or run them in a squad?


Only solo koptas. They're cheap brigade fillers and expendable unit to grab objective and harass the opponent. If Deathskulls rokkit are a great upgrade, otherwise the twin big shoota is fine enough.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 07:38:49


Post by: Jidmah


Blackie, have you tried larger units of koptas? Why aren't they working well?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 07:54:04


Post by: BaconCatBug


To those asking about index options, it's covered in the Designers Commentary Flowchart.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 08:03:50


Post by: JawRippa


I was thinking about running 2-3 trukks with boys and forming a huge blob out of them at the destination point in order to get +1 attack bonus.

As for bikes, I'm still wondering if I should get them into CC or not. They seem to be more of a flexible unit that can cap points and has nothing spectacular in terms of close combat, I have 6 from speed freeks box


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 08:11:49


Post by: hollow one


 r_squared wrote:
Meks with Deathskulls and a kmb for 31 points are absolutely amazing, especially that even with re-rolls, if you do get a natural 1 and reroll another 1 it's only a mortal wound, you have 2 more to go and you're not slain. My only doubt is that in order to take a kmb, it's an index option and the index damage is d3, not d6 as in the codex.


20 death skull meks with kustom mega sluggas in a battlewagon, 700 points.
12" range :(
reroll all hits and all wounds
basically melta damage, at the full 12" range too
rough math has you killing a 5++ knight in one round of shooting.
you then have the character rule to protect them, and they all have obsec.

edit:
16 T7 wounds at 4+/6++
60 T4 wounds at 6++

edit: rule of three :( how do i keep forgetting this?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 08:33:10


Post by: Blackie


 Jidmah wrote:
Blackie, have you tried larger units of koptas? Why aren't they working well?


What's their role?

A big unit with big shootas isn't very good in clearing screeners, a Dakkajet costs like 3,5 of them, it's easier to get into the right position, and doesn't suffer from morale.

A big unit with rokkits is worse than the same amount of points invested in scrapjets, tankbutas, mek gunz and maybe even lootas. Only one re-roll per squad if you are Deathskulls, they do not count as individual units, like buggies or dreads, once deployed.

Large units aren't also good brigade fillers because they're not cheap anymore. I think that's their role, cheap fillers and decent enough since they have a re-roll each which is ideal on a platform with 2 rokkits and BS5+.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 08:36:17


Post by: ZoBo


what's the thoughts on shooty dreads?...could they be in any way viable? (not necessarily for full-on competitive, as I'm pretty sure I know the answer there )...it's just that the idea of a whole bunch of belligerent yellow trashcans waddling around, all armed with 4x kustom mega blastas...that sounds hilarious to me


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 08:39:12


Post by: PiñaColada


You can use the "Drive-by krumpin'" strat on a larger unit of deffkoptas for escaping after some sneaky character sniping or just general hit&runs. Moving 23" after they've shot coupled with fly seems like it could have its niches.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 08:40:53


Post by: r_squared


 JimOnMars wrote:
 r_squared wrote:

3x Truck, Rokkit launcha

Not in the codex anymore. Presumably you were taking the index option? That would be a pretty sweet Deffskull trukk, but do index armaments allow kultures?


I presume so, although I stand to be corrected. It's how we played it last night. The Meks all had KMB (index) too, the only thing I queried at the end was the statline, when I noticed index KMB were d3 damage not d6.

However, just to emphasise how good they are if this holds up, the truck with rokkit, mek and Boyz are all individual units with their own rerolls for their hard hitting stuff.

That's, all 24" range, 2 rerollable to hit and wound str8, -2 ap flat 3 damage rokkits, and one rerollable to hit, wound and damage str8, -3 ap, d6 damage KMB, in one truck.

That's not including an extra d3 str8, -2ap d6 dam at 6" from the tankbusta bomb.

All in a T6, 10 wound, 4+ unit that moves 12" and has 2 obsec units inside.

I think these may appear on tables more often in the future.


Automatically Appended Next Post:
 ZoBo wrote:
what's the thoughts on shooty dreads?...could they be in any way viable? (not necessarily for full-on competitive, as I'm pretty sure I know the answer there )...it's just that the idea of a whole bunch of belligerent yellow trashcans waddling around, all armed with 4x kustom mega blastas...that sounds hilarious to me


It certainly is, but it's about threat saturation. My opponent last night, at first focused on the smasha gunz, but once he saw how dangerous the trucks were, and the SAG, and the big mek with KMB, he just couldn't handle the amounts of threats to be countered. It'd be easy to load up a couple of distraction carnifex dakka dreads as they are only 91 points.

Last night we played on a 4x4 table, as it was only 1000pts, longer tables would be an issue. But with 24" range and teleport strat, you could certainly bring them in in your own deployment zone first turn and likely hit something useful.

It's worth a thought.


Automatically Appended Next Post:
 hollow one wrote:
Spoiler:
 r_squared wrote:
Meks with Deathskulls and a kmb for 31 points are absolutely amazing, especially that even with re-rolls, if you do get a natural 1 and reroll another 1 it's only a mortal wound, you have 2 more to go and you're not slain. My only doubt is that in order to take a kmb, it's an index option and the index damage is d3, not d6 as in the codex.


20 death skull meks with kustom mega sluggas in a battlewagon, 700 points.
12" range :(
reroll all hits and all wounds
basically melta damage, at the full 12" range too
rough math has you killing a 5++ knight in one round of shooting.
you then have the character rule to protect them, and they all have obsec.

edit:
16 T7 wounds at 4+/6++
60 T4 wounds at 6++


edit: rule of three :( how do i keep forgetting this?


Dont be hard on yourself, it is a guideline rather than a rule.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 09:16:24


Post by: Quackzo


For the Kustom Mega-Blastas, if you're using index wargear options then you must use the codex stats and points for it if they exist. This is covered in the designers commentary. Furthermore from the Imperial Armour FAQ, you're allowed to use the Codex version of weapons for the Imperial Armour index units.
So all Kustom Mega-Blastas are d6 damage now, regardless of whether it's index or forgeworld.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 10:02:16


Post by: CthuluIsSpy


 ZoBo wrote:
what's the thoughts on shooty dreads?...could they be in any way viable? (not necessarily for full-on competitive, as I'm pretty sure I know the answer there )...it's just that the idea of a whole bunch of belligerent yellow trashcans waddling around, all armed with 4x kustom mega blastas...that sounds hilarious to me


As I said earlier, Deathskull dreds sound viable. They'll get an invul to deal with anti-tank, and if you take KMB you can use the reroll to try to avoid a self-inflicted mortal wound and you can reroll the damage.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 10:32:04


Post by: ZoBo


hmm...so for deathskulls, maybe just the one KMB (to use the rerolls on), then fill out the other 3 slots with klaws/saws/skorchas?...4 KMB kinda feels like badmoons-only


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 11:01:57


Post by: lord_blackfang


2 KMB feels like the sweet spot for me. Remember, you might hit with one natively, don't want that re-roll to go to waste.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 11:04:43


Post by: PiñaColada


 lord_blackfang wrote:
2 KMB feels like the sweet spot for me. Remember, you might hit with one natively, don't want that re-roll to go to waste.

Sure, but that hit might be a dakkadakkadakka that generates another hit roll of 1. Ork maffs iz 'ard


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 11:22:29


Post by: CthuluIsSpy


 ZoBo wrote:
hmm...so for deathskulls, maybe just the one KMB (to use the rerolls on), then fill out the other 3 slots with klaws/saws/skorchas?...4 KMB kinda feels like badmoons-only


Eh, could work for both, really.
It could work for badmoons because you get some protection against overheat
It could also work for deathskulls, as it increases the chances of hitting and wounding, allowing you to get that juicy damage reroll in the end.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 11:39:51


Post by: PiñaColada


By the way I have a question since until GW specifies that it would work I won't play "more dakka" on an embarked unit.

The embarked unit uses whatever restrictions or modifiers that they vehicle currently has, right? So is "more dakka" not a modifier? Because if it is, couldn't you just throw that strat on the trukk since the only requirement is Ork unit and the strat would then also apply to the embarked unit?

I guess my question is, is there a real definition of the term modifier?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 11:43:17


Post by: BaconCatBug


PiñaColada wrote:
By the way I have a question since until GW specifies that it would work I won't play "more dakka" on an embarked unit.

The embarked unit uses whatever restrictions or modifiers that they vehicle currently has, right? So is "more dakka" not a modifier? Because if it is, couldn't you just throw that strat on the trukk since the only requirement is Ork unit and the strat would then also apply to the embarked unti?

I guess my question is, is there a real definition of the term modifier?
More Dakka is not a modifier. A modifier is determined as something that alters the value of a dice roll. -1 to hit is a modifier. More Dakka is not. Not being able to shoot after falling back is a restriction. More dakka is not a restriction.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 11:47:06


Post by: PiñaColada


 BaconCatBug wrote:
PiñaColada wrote:
By the way I have a question since until GW specifies that it would work I won't play "more dakka" on an embarked unit.

The embarked unit uses whatever restrictions or modifiers that they vehicle currently has, right? So is "more dakka" not a modifier? Because if it is, couldn't you just throw that strat on the trukk since the only requirement is Ork unit and the strat would then also apply to the embarked unti?

I guess my question is, is there a real definition of the term modifier?
More Dakka is not a modifier. A modifier is determined as something that alters the value of a dice roll. -1 to hit is a modifier. More Dakka is not. Not being able to shoot after falling back is a restriction. More dakka is not a restriction.

Alright, I guess I thought because the fact that you're modifying (or maybe altering to avoid confusion) your chance of getting dakkadakkadakka shots that it might've been a modifier..


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 12:20:49


Post by: tneva82


 ZoBo wrote:
hmm...so for deathskulls, maybe just the one KMB (to use the rerolls on), then fill out the other 3 slots with klaws/saws/skorchas?...4 KMB kinda feels like badmoons-only


Nah that assumes you always miss and don't account for hits. Also rerolls you don't use(by either hitting(thus not needing reroll to hit)) or not hitting at all(thus missing on to wound reroll) is also waste.

I would say 2 KMB's would be sweet spot. It's basically averaging 1 hit from shooting.

Also 4 KMB isn't that likely to roll multiple 1's so you are generally rerolling LESS to hits than with deathskulls...And no to wound and damage rolls. Remember you have good chance of not rolling even one 1 with 6 shots nevermind with 4!


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 12:30:30


Post by: DoomMouse


Would a ridiculous gretchin list be remotely competitive?

2 weirdboy warpheads
Warboss with PK
Smash-warboss on bike

2 runtherds

10 x 30 gretchin

18 smasha guns.

30 evil sunz boyz with a PK to jump or tellyport

Unfortnuately due to the mek gun model rules there would be 390 gretchin models needed for this instead of the more reasonable 300 you'd expect to need.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 12:48:15


Post by: CthuluIsSpy


tneva82 wrote:
 ZoBo wrote:
hmm...so for deathskulls, maybe just the one KMB (to use the rerolls on), then fill out the other 3 slots with klaws/saws/skorchas?...4 KMB kinda feels like badmoons-only


Nah that assumes you always miss and don't account for hits. Also rerolls you don't use(by either hitting(thus not needing reroll to hit)) or not hitting at all(thus missing on to wound reroll) is also waste.

I would say 2 KMB's would be sweet spot. It's basically averaging 1 hit from shooting.

Also 4 KMB isn't that likely to roll multiple 1's so you are generally rerolling LESS to hits than with deathskulls...And no to wound and damage rolls. Remember you have good chance of not rolling even one 1 with 6 shots nevermind with 4!


You also get an invul with deathskulls. I think deathskulls is overall more useful than badmoons on that build, imo.
I like the idea of giving a dread 3 KMB and a claw. You will get 1 hit on average without having to reroll and you can still do something in combat.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 12:57:27


Post by: ZoBo


yeah good points...and yeah, 3 KMB's and a klaw does sound pretty decent (was a little concerned about melee)...and imagining what that would look like as a model, I think that'd suit deathskulls too, the asymmetry of having just the one big gangly arm really fits the kinda oddball, looted style I feel like deathskulls should have


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 13:28:27


Post by: Kebabcito


Played 2 matches yesterday, it's local tournament of 65 CP, "fast" matches.

My list was, 2x30 boyz, 3 kans, 3 deffkopta, weirdboy, bigmek/kff, 10 nobz, gretchlin… Whatever, I found kans extremely useless due to the lack of movement, they do not fit well in my army.

I've been thinking of this list.

Evil sunz -->

Weirdboy
Big mek KFF

2x30 boyz
20 gretchlins

Deffkopta

Bad Moons -->

Big mek shook gun

5 Nobz
5 Nobz
painboy

5 Lootas

Trukk

The point is, deepstrike 30 boyz, Da Jump 30 boyz, 10 nobs go trukk with painboy and KFF, deffkoptas go deepstrike, so I can rush with all my army at turn 2.
Meanwhile, gretchlins are used as a shield and objective takers, lootas and big mek shoot, they are bad moons.
No army of my team stay behind due to lack of mobility, all of them can strike at the same time.

I'm not sure about the 5 lootas, do you think it's better to take 2 mek gunz? are they any useful?







CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 13:35:40


Post by: Sal4m4nd3r


Automatically Appended Next Post:
 BaconCatBug wrote:
PiñaColada wrote:
By the way I have a question since until GW specifies that it would work I won't play "more dakka" on an embarked unit.

The embarked unit uses whatever restrictions or modifiers that they vehicle currently has, right? So is "more dakka" not a modifier? Because if it is, couldn't you just throw that strat on the trukk since the only requirement is Ork unit and the strat would then also apply to the embarked unti?

I guess my question is, is there a real definition of the term modifier?
More Dakka is not a modifier. A modifier is determined as something that alters the value of a dice roll. -1 to hit is a modifier. More Dakka is not. Not being able to shoot after falling back is a restriction. More dakka is not a restriction.


I thought this was the case too.. until they ruled mobile fortress on the battlewagon doesnt apply to gits inside. I do suppose thats the absence of a modifier... is not a modifier but still seems like a dumb.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 13:44:16


Post by: BaconCatBug


 Sal4m4nd3r wrote:
Automatically Appended Next Post:
 BaconCatBug wrote:
PiñaColada wrote:
By the way I have a question since until GW specifies that it would work I won't play "more dakka" on an embarked unit.

The embarked unit uses whatever restrictions or modifiers that they vehicle currently has, right? So is "more dakka" not a modifier? Because if it is, couldn't you just throw that strat on the trukk since the only requirement is Ork unit and the strat would then also apply to the embarked unti?

I guess my question is, is there a real definition of the term modifier?
More Dakka is not a modifier. A modifier is determined as something that alters the value of a dice roll. -1 to hit is a modifier. More Dakka is not. Not being able to shoot after falling back is a restriction. More dakka is not a restriction.


I thought this was the case too.. until they ruled mobile fortress on the battlewagon doesnt apply to gits inside. I do suppose thats the absence of a modifier... is not a modifier but still seems like a dumb.
That is not the same situation. Mobile Fortress is not a modifier or a restriction, it's ignoring a modifier. Even if it did apply to the models inside, it wouldn't do anything because "this model" refers to the battlewagon, so the models inside would have a rule saying the battlewagon ignores the -1 to hit, which doesn't benefit the actual models inside.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 15:38:28


Post by: Urluck


Hi there, a quick question if I may?

I assume by now, somebody has crunched the numbers on Bad Moons & DDD. My search-fu is however weak, could somebody please link me the results?

Thank you.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 15:41:23


Post by: addnid


gungo wrote:
We will see how things happen competitively. However 8th index orks even da jumped had a hard enough time making that charge.

If you push orks into a shooting war you will lose to shooting armies and maybe most assault lists.


That is a bold statement to make at present, as not many people have tried shooty ork lists (codex came out like... not even two weeks ago ?). They are hard to design i'll give you that though, and i does seem counter productive to not take a single assault unit. But still, a few more trials please before making such claims


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:15:43


Post by: DoomMouse


 Urluck wrote:
Hi there, a quick question if I may?

I assume by now, somebody has crunched the numbers on Bad Moons & DDD. My search-fu is however weak, could somebody please link me the results?

Thank you.


Unsure quite what you mean, but both abilities increase your raw firepower by roughly 17%.

When taken together they synergise slightly so increase your firepower by about 37%


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:18:01


Post by: Radikus


Looks like Orks won the Renegade Open. Anyone got a list? Was it ITC format?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:35:51


Post by: CthuluIsSpy


 DoomMouse wrote:
 Urluck wrote:
Hi there, a quick question if I may?

I assume by now, somebody has crunched the numbers on Bad Moons & DDD. My search-fu is however weak, could somebody please link me the results?

Thank you.


Unsure quite what you mean, but both abilities increase your raw firepower by roughly 17%.

When taken together they synergise slightly so increase your firepower by about 37%


Are you sure? That doesn't sound right.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:41:46


Post by: PiñaColada


 Urluck wrote:
Hi there, a quick question if I may?

I assume by now, somebody has crunched the numbers on Bad Moons & DDD. My search-fu is however weak, could somebody please link me the results?

Thank you.

Bad moons and DDD at BS5+ results in 46.5% hits
Bad moons and DDD at BS4+ results in 69.7% hits
Bad moons and DDD at BS3+ results in 93% hits


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:42:46


Post by: Quackzo


 Urluck wrote:
Hi there, a quick question if I may?

I assume by now, somebody has crunched the numbers on Bad Moons & DDD. My search-fu is however weak, could somebody please link me the results?

Thank you.


I made a thread on r/orks with all the shooting probability just prior to the codex release. I've been meaning to revisit it and account for how it would work for Deathskullz (it's a bit more nuanced and involved), and take a look at charging probability. I was going to post all of that here when I had that resolved but might of forgotten to finish the job.
If you want the tl;dr version so you don't have to read the post I made: a bad moonz unit with BS5+ gets you 0.465 expected hits with DDD and 0.54 expected hits with More Dakka. Tankbustas get 0.71 expected hits with DDD and 0.864 expected hits with More Dakka, when targeting a vehicle.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:51:46


Post by: PiñaColada


They fixed the grot gunner on the megatrakk skrapjet! Rejoice! That stat hurt my inner fluffbunny


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:56:10


Post by: Quackzo




Highlight for me:
Q: If a Freebooterz unit comprised entirely of Gretchin
destroys an enemy unit in a phase, do other friendly units
within 24" that have the Competitive Streak kultur add 1 to
their hit rolls until the end of that phase?
A: Yes, unless the friendly unit in question is also
comprised entirely of Gretchin

Looks like freebooter mek gunz and kanz might be worth a look at for buffing the other units. I'm confident freeboota mek gunz could trigger it regularly. I'd like to think Kanz can trigger it but they just really struggle to reach their targets.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 16:59:34


Post by: Kaiyanwang



No moore "loot it" controversy for the embarked units. Ruled in favor of orks.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:00:59


Post by: lord_blackfang


Looks good overall. A few exploits fixed and the Goff trait actually does something.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:04:43


Post by: TedNugent


That looks like the green light in the FAQ on dual choppas or Choppa/klaw, etc.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:07:49


Post by: Bitharne


After 47 pages some of you finally noticed what makes deffskullz so good


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:08:38


Post by: ikeulhu


They also made it so index Big Guns are now counted as entirely of GRETCHIN. Not surprising, but I know there were some people out there that were considering taking advantage of them still being mixed units pre-FAQ


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:13:28


Post by: the_scotsman


Wowza. if you asked me to write a perfect 2-week FAQ for orks, I think that's pretty much exactly what I would have come up with. Loot It works as intended, Freeboota grot units works as written, I can snag a power klaw on my waagh banner nob so he can be WYSIWYG, the goffs trait isn't useless (it's not great, but it's got fun synergy with 'eadwhoppa's killchoppa and other weapons, so it doesn't feel like a punishment to take it) we know you can't use stratagems on open topped transports, you do indeed squeeze extra PL's of units into the tellyporta when they're embarked...

Yeah, I'm a happy ork this morning.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:15:44


Post by: the_scotsman


Also, for people wishing the front page had a unit-by-unit tactica, I've been writing up my own review/tier list based on the dozen or so games I've gotten in. since we're looking for a new thread home, we should probably start discussing our thoughts overall: (still WIP on units, I need to do the flyers, haven't done strats, relics or traits yet)

Spoiler:
Tier levels:

Auto-Include: Options that are so good at their job that you need to justify NOT taking them, rather than justifying TO take them. I will only hand out this rating to units that are so good, they bully out otherwise good/situational choices for performing their role (As an example from another codex, the "Alaitoc" -1 to hit craftworld trait compared to nearly every other craftworld)

Good: this is a choice that, in most circumstances, you will not see significant problems including in your list. In the case of a unit this would be one that if you switch army traits doesn't go from good to bad, though I will still give this rating to a unit that goes from good to amazing if you select the right army trait.

Situational: a choice that is really only good under a particular set of circumstances - for example, a unit that's only good in one or two particular army traits, or an army trait that's only good with one type of build.

Unviable: A unit that is really under-par no matter what you do for it. Again like the top tier I'm usually pretty charitable since I don't think purely from a tourney perspective (where, yeah, just take the Auto-include and good options...) but from a more holistic, average game meta angle.

Army Traits:

Blood Axes: Situational, bordering on Unviable.

In another book, this could be a good trait, but for the other options Orks have, I just do not know about the Blood Axes. We have an army that does not like to fight outside 18" and does not have great armor saves in general, and our melee units in general are not the ones doing the Falling Back. This trait might be interesting in a list that uses a lot of the charge-happy buggies (Skrapjets and Boosta-Blastas) along with some bully units like small squads of kommandos, stormboyz and warbikes. But it'd be an exercise in trying to make Blood Axes work rather than a real boon from the Kultur.

Snakebites: Situational.

I can think of only a couple reasons you might want Snakebites, and they really all rely on their warlord trait, or their fun little relic. They would probably be a bit better if Deff Skullz didn't exist, but...yeah...they do. If you're running Snakebites, my top pick would be a Battalion with a ton of Gretchins, a Big Mek with KFF warlord with the fearless grot trait, the second HQ being something mobile like maybe an index bikerboss with the Killa Klaw. Then soup it up with something that wants to take advantage of the best users of Grot Shields in the game, like maybe a loota-heavy Bad Moonz detachment. In a less competitive meta you might take some Killa Kanz in there too for morale immune distraction carnifexing.

Freebootas: Situational.

That situation is "I would like to use Flash Gitz" usually - because like Militarum Tempestus, maybe you're not super pleased with their trait, but if you have enough of them, it's better than nothing. The nice thing about the flash gitz is that really all you need to do to grab a detachment is to either bring 3 units of gretchin (no traits anyway) and 2 HQs, or 1 HQ and fill the rest of your mandatory slots for a spearhead with super-cheap mek gunz. Unfortunately for the soup-filled game that 40k is nowadays, Freebootas really suffer from wanting to be in as big a detachment as possible - you'll almost never trigger your single unit of flash gits with the two other heavy supports you brought along, but if your whole army were freebootas, that's gonna be pretty easy to make happen. So as a whole, Freebootas is quite good (Kultur and Warlord Trait in particular) but if you're playing a competitive meta where soup is the norm, you'll probably mostly leave it at home, and Flash Gitz along with it for the trouble you have to go through to get them a trait.

Bad Moonz: Situational.

The reason for this should probably be self-evident: Orks have a lot of purely melee-focused units, and if you're running a BM detachment, well, you better bring the shooters! And in particular, because Deffskullz and Freebootas exist, you should probably be looking into a big, hefty unit of something shooty like tankbustas or lootas in order to make good use of Showin' Off. Favorite units of the Bad Moonz are Megatrakk Scrapjets, Morkanauts and other "Kustom Mega" type units because they can juke those mortal wounds, Lootas, Shoota Boyz in big squads, and Tankbustas.

Goffs: Situational.

I only rank Goffs situational because it is purely a melee buff, so it heavily slants your army into just the melee-focused units. There's not much to say about it - it's just a really solid trait if you like your orks to hit hard and not shoot too much. It's also got a couple of nice cookies in the form of Ghazghul and Zagstruk, who while they might not be the best HQs orks have at least each provide something very different than their generic counterparts. Goffs and Bad Moonz alike only get a situational rating because they do heavily skew your army build.

Deffskullz: Good.

There are almost no units that don't like being Deffskullz, and several that are really amazingly good with this trait. Deffcoptas, Kustom Mega weapon users, Shokkjump Dragstas, heck even min Boyz squads start looking solid when you have a maximum of six free rerolls per unit per turn AND a 6++ AND obsec infantry. What a trait! It does tend to push your build towards being MSU (or having one weapon you REALLY care about in a unit like a power klaw, tankbusta bomb or rokkit) but it's got so many other cookies that you really can't go wrong picking this trait.

Evil Sunz: Good.

Another one that's just in general good, and in particular really really amazing. Footsloggers, fast movers, deep strikers and pretty much any unit type likes being able to move fast, and the ubiquity of Assault weapons in the ork ranged arsenal makes the last bit of the tactic that much more wonderful. 40k despite the heavily kill-focused discussion online does very much hinge heavily on movement - being able to be where you want to be is still a huge advantage. Evil Sunz will most likely be making at least somewhat of an appearance in every tournament list we see going forward because holy moly are they good at deep strike. I definitely wouldn't call this trait an auto-include, but it does kind of put the bully on some other traits like Blood Axes and Goffs where you wonder if the additional damage is worth losing the sheer reliability that Evil Sunz provides at getting into combat.

Unit-By-Unit tactica

HQ

Warboss: Situational

The warboss took a hefty points hit from index to codex, to the point where it's very tough to justify taking him over the index warboss on warbike, who costs a paltry handful more points for what you get out of him - 9" of additional movement and 6 S5 AP- shooting attacks. He is only not ranked "unviable" because many tournaments and events do not allow the index - meaning he's your only option for Waaagh on infantry. And even then, there is the warlord trait that grants that...

Warboss on Bike (Index): Auto-include

The bikeboss avoids being superseded by the new Deffkilla for one simple reason: He can take a power klaw, which can become the Killa Klaw. When you give a warbike the Killa Klaw and the Fists of Gork psychic power, you slide right into "one round KO's an imperial knight castellan" territory. All that and he also gives infantry the Waaagh ability? if your area allows the index, this guy is a vital tool that you have to justify not having.

Weirdboy: Auto-Include

Orks have some psychic powers that are Hard. To. Pass. Up. Fists of Gork, Da Jump, and in certain circumstances Warpath are absolutely top tier psychic powers, and Weirdboyz are a wonderful mix of cheap and extraordinarily reliable psykers, at least when it comes to a first cast in a crowd of orks. I think I would be very surprised to see a tournament ork list without at least one weirdboy, and on several occasions I have made use of the 1cp Warphead stratagem to make sure my Weirdboyz had all three of the important spells on them for a game.

Big Mek (index): Situational

Index big meks are the cheapest KFF platforms, and the situation where they shine is when you don't need a bike to keep up with your army. In an index-allowed setting with a footslogging army, a big mek might be the best choice.

Big Mek on Bike (index): Good

In most circumstances throwing this guy into your army is not a bad idea. He can keep up with most things, he's got character protection, and in combat he's not a terrible slouch either if you throw him a melee weapon. The biker mek is a good candidate if you wan to bring some of the warlord traits and auras that would be a bit wasted on a character you're going to fling haphazardly into combat, like say the Evil Sunz fall back and charge aura trait, or the Snakebites' squigbomb.

Big Mek in Mega Armor: Situational edging on Unviable

Do you have a footslogging army? And you NEED a KFF? And you don't want a Morkanaut? And the index is not allowed? Welllllllllllll....I guess take a mega-mek. Being the slowest thing in the codex while carrying an aura that requires you to keep up with stuff is not a good combo.

Big Mek with Shokk Attack Gun: Situational

Are you running a shooty detachment and you just need to fill an HQ slot? Then this guy's not so bad. He's roughly equivalent to a KMK who pays a few points for being a Character, and he's nice for standing next to a couple stationary vehicles to repair them. I would still usually take 2 Weirdboyz as my HQs for my shooty detachment, or a KFF toting character of some sort.

Named characters will be rated with the assumption that you will already be taking their clan kultur, not "as a whole". So think "if I am already running Goffs, should I be taking Ghazghkull" not "Is it worth taking Goffs just to get Ghazghkull".

Kaptin Badrukk: Situational

Again as with the SAG this guy is just kind of meh. Doesn't put out a ton of damage. Competes with among our best units. Aura only works outside a transport and is nothing to write home about. I'd definitely never throw him in outside a Freebootas detachment, and I'd only put him in one if you had minimum 10 flash gits for him to buff.

Ghazghull: Good

Ghaz is spendy, but he is one heck of a beatstick if you deliver him up the field. I would say that a ride of some sort is mandatory for ol ghazzy, I'd probably throw him in a Bonebreaka with some nobz. You can really make the combat buffs stack up between ghaz, warpath, Skarboyz, and a waaagh banner - I'd be hard pressed to come up with a goff build that didn't bring the big boy along.

Zagstruk: Situational

Hey, he's a codex-legal character that moves fast and has a power klaw, so that's something. Totally eclipsed by the Killa Klaw bikeboss if you can take him. As an added bonus he's just randomly got a supa-cybork body!

Snikrot: Good.

He's a big choppa warboss that's got a captain aura and deep strikes - if you're taking Blood Axes, I'm sold. That is a big if though, since Blood Axes themselves arent amazing.

Grotsnik: Unviable

Doesn't fill up an HQ slot, doesn't do much that's very different from a regular dok, and his signature rule can be a negative...Kind of a head scratcher. If you're playing Deffskullz, take better HQs.

Zhardsnark: Good

Throwing him in because it seems like many people bring him, and Zhardsnark is actually quite tasty! Particularly in an Evil Sunz brigade, the trio of Zhard, Killa Klawboss, and Deffkilla Wartrike gives you a pretty nasty CC HQ squad. Zhard's Pain Klaw does more damage than any upfront HQ other than the Killa Klawboss, and even then he only gets beaten out by .5 damage on average.

Troops:

Gretchins: Auto-Include

Our stratagems are good. To use stratagems we need CPs. To generate CPs, gretchins are over twice as efficient as boyz - so there you go! As a bonus, Grot Shields is incredibly powerful as stratagems go. I don't think it's controversial to say that there will be no top table ork list without gretchins in the codex.

Boyz: Situational

Ah boyz, how far you have fallen. From "the only decent thing in the index" to "good in some circumstances, lackluster in many others." Ork boyz are a very solid chaff clearing unit if you can deliver them to combat while they are still over 20 models in the unit - and therein lies the struggle. When transported, you can only ever make their unit 20 models, and when footslogging, they have a bad habit of getting filled with lasers and bullets. The most obvious and common tool for getting them where they're going is the "Da Jump" psychic power, and the Tellyporta deep strike stratagem. Of course, prior to the codex the other preferred method to get 30 boyz into combat unmolested was to start with about 120 - but that gets a bit spendy in the codex. As a MSU unit, they definitely leave something to be desired - for the same midstrength combat role, nobz are more efficient to transport, and shoota boyz with their 5+ BS tend to be shockingly lackluster in terms of damage output. I think almost all lists will be taking at least one big 30-blob to act as a deep striking distraction, but I doubt the trend of all-boyz lists will be continuing.

OK. So maybe you're in a casual meta, and maybe you just want to play your ork boyz, and a single da jumped/tellyported blob into the enemy's face as a distraction just ain't doing it for you. You don't care if they win Nova for you, you just want an ork army with a lot of boyz.

For footsloggers, I would definitely go Goffs. The ability to run boyz as Skarboyz makes them significantly better at killing things, and access to Ghazzy's aura makes a footslogging horde scary, even if they lose a lot of boyz going in. Bring as many min gretchin squads as you can, and hard dedicate any CP that didn't go to making skarboyz to Endless Green Tide and Grot Shield stratagems to keep your horde ticking. The alternative arrangement I'd recommend would be Snakebites, 'Ard Boyz stratagem, and advancing up the field with some morale-immune Killa Kanz using loot it any time one of them bites the dust. In general, spend your CP on keeping the horde alive, and trust that buffed up boyz will do enough damage when they get there to wipe out what you come across.

If you're a fan of the ol' trukk boyz, I would definitely reach for Deffskullz. Those rerolls make the single Tankbusta bomb, Rokkit, and power klaw in the minimum squad pack that much more punch, and they actually become worth the relatively hefty 160-ish point pricetag if they get to reroll pretty much everything of consequence they do. Not super worth it, but this is the "I like boyz" section.

Elites:

Nobz: Good

Nobz can do a variety of things, and at their new points cost and with their new options, they are quite the mid-cost all rounder! It's almost always worthwhile to give these guys a Trukk, and stick a couple ammo runts with them to take the fall if the trukk gets blown up. If you do get a chance to use Loot It on them you get what is essentially a 14ppm Primaris Reiver. For weaponry, Big Choppas and double choppas seem to be the preferred loadouts - either for the S7 Ap-1 D2 anti elite combat, or just spamming tons of S5 AP- for chopping chaff. Combi weapons, power klaws and killsaws do seem to be a little bit spendy for what you get.

Nob with Waagh Banner: Good

There are few lists where including a +1WS aura is not at least useful. Obviously the counterexample is a shooting list, in which case yeah leave him at home. The waaagh nob has two big downsides: he doesn't actually have the power klaw modeled on him, so he has to rely on slapping enemies about the face with his huge, long, rock-hard pole, which is not quite as impactful even if it does get style points. Also, he's an elite rather than an HQ so he doesn't make CPs happen, which you like to see for an aura-granting character. But I'd say he's still generally good, and in a few situations like footslogging hordes an auto-include.

Burna Boyz: Unviable

I can't really come up with a situation where these guys are useful. Orks really aren't that bad at killing chaff models, and burna boyz are in this weird spot where they're kind of anti horde, kind of anti elite, and kind of way too squishy for their point cost. I was really hoping we'd get a stratagem like kill team where you treat their burnas as D6 shots for a CP, but unfortunately, no dice. The best situation for burnas IMO would be 4x burnas, 1x Spanna with KMB in a Deffskullz detachment, but that's mostly just to get the KMB on the field. And if you want that you can always take a -

Mek: Situational

Deffskullz mek with a KMB (index wargear for some positively goofy reason) is quite a good little model. I'd say you'd have a hard time finding a solid niche for one of these guys outside of deffskullz however - maybe Bad Moonz, maybe Freebootas, but really its the wall of rerolls from Deffskulls that makes him half-decent. If you're limited to Codex wargear only...then skip him.

Meganobz: Good

Manz got price drops in every orifice from the index to codex, and now they're positively dripping with value. Their weapons went down, their bodies went down, their transports went down, and they gained some absolutely bonkers stratagems in the Tellypora Pad (they even get mileage out of their frickin' power level going down in Matched!) and the Loot It strat. Evil Sunz Meganobz popping out of deep strike are the absolute business, and the jury's still out as to whether they or triple deff dreads are the preferred method to deliver a big scary murder party to your opponent's heavy armor.


Kommandos: Good

Kommandos have always been a relatively simple unit in 8th, and they gained in a couple areas - getting a free tankbusta bomb per 5, getting a bonus to wound enemy units in cover, and benefitting from the tweaked 'ere we go. When you look at Evil Sunz, they go from "good" to almost "auto-include" particularly if you play in an area where the index is allowed, and they still get their free burna.

Nobz on Warbikes: Unviable

Given how easily orks have access to deep strike now, the ability to speedily deliver hard hitting weaponry is better done for cheaper and more durably by units like meganobz, bikers with character protection, and Deff Dreads. 38ppm base is just incredibly high. If you wanted to use nob bikers, the best loadout might be something like Big Choppa/Choppa or Big Choppa/Power Stabba to make them some kind of elite hunter.

Painboy: Situational

The painboy still struggles a bit with the problem of justifying his cost while being 65 points. You have to save/heal a BUNCH of wounds before he's worth just buying more models. If you aren't going the smashboss route, the painboy can wield the Killa Klaw almost as well as a warboss, giving him nasty unexpected punch, but his durability is low so you'd be pretty unhappy using him as a dedicated cc character. If you're running footslogging boyz, you may as well throw one in unless you're going snakebites, who don't stack with his buff.

Runtherd: Situational, nearly Unviable

Similar to the painboy, you have to run a lot of gretchins to make runtherds a useful investment, since they cost almost as much as a whole replacement squad of gretchins for the squad you lost because he wasn't there to stop them running away. Also, in the codex he doesn't even help you fill elite slots in a brigade. When you do take him, it's generally for the Squig Hound morale save and not for the reroll 1s in the fight phase - 8% more Strength 2 melee hits is rarely going to make a huge difference.

Tankbustas: Good, nearly Auto-Include

Surprise Surprise, one of our best units when given no changes and tossed great stratagems and kultur rules is still one of our best units. Bustas make a wonderful glass cannon shooting unit, and can work well with a variety of different kulturs: Freebootas boosts their ballistic skill, Deffskullz makes sure those womp-womp squig bomb 1s to hit don't happen, Bad Moonz lets them serve as a potent suicide unit shooting twice, even Evil Sunz lets them scream around the battlefield in an advancing trukk blowing things away. Keep in mind their synergy with the Stikkbomb 1cp stratagem to solidly double their damage output when they can get within 6" of their target.

Fast Attack

Boomdakka Snazzwagon: Unviable

The Snazzwagon would nearly squeak into situational territory if it weren't for an extremely similar unit that pretty much does what it does but much, MUCH better: the Dakkajet. Unfortunate that the "Mek Speshul" uses the old Index profile for the Snazzgun and not the new, much improved codex version, which would have given the Snazzwagon a more definite role as an elite hunter. It's cheap enough that it's not an offensive burden on your list to include one, but you really should only do so for preference to the model: Dakkajets pretty much beat this guy out in every category, and they're still not what you would call outstanding.

Deffcoptas: Situational

If you're in an index environment, Deffcoptas are arguably the best toters of the much-feared Deffskullz Kustom Mega Blasta around. When it's got a reroll to hit, wound, and damage, KMBs are a force to be reckoned with. For everyone else, Deffcoptas are not quite damaging enough to be a viable attack unit, not quite durable enough to be properly annoying, not quite cheap enough to be a good throwaway unit and not quite useful enough to include in a list. They suffer from having a lot of competitition and paying for weapons that other units use much more effectively (the problem with pretty much any non-gretchin, non-tankbusta rokkit unit). And if you want big shootas...don't...want that? S5 AP- 1D is pretty terrible in 8th, theres no reason to spam it.

Kustom Boosta-Blasta: Good

So you say you want to kill infantry with one of the new buggies, well, now we're talking! The KBB combines a wonderfully reliable quad-burna anti chaff tool with a solid elite/light armor hunting weapon and a cute little mortal wound ram ability for a discount price. The KBB seems to be the only one of the new buggies that really hit on what GW was going for with them: All-rounders that aren't amazing at anything but pay a relatively cheap price for what you can get, so when you have a game where one of their abilities comes up clutch they feel really valuable. Decent with any shooty kultur or Evil Sunz as one of the few units that really makes good use of the Drive-By Krumpin stratagem.

Megatrakk Skrapjet: Good

Arguably the best of the new buggies because of its relative specialization in the realm of anti-tank. Everything it does, barring 4 big shootas, is anti tank focused, and the big shootas have such long range it's pretty tough to end up in a situation where they can't find a target. Also the best at melee of all the buggies thanks to the KBB's mortal wound ability and the excellent nose cone weapon. Again, this vehicle is nice in any shooting kultur, particularly Freebootas where its various abilities make it quite gifted at going first and finishing off a vulnerable target to trigger everybody's +1 to hit. Also good for Evil Sunz as they can offset its natural slowness and get it to its optimal use case of shoot-then-charge a vehicle faster.

Ruckatrukk Squigbuggy: Unviable

Not much to say here. GW dun goofed with the stats on this one. Maybe we should take the weakest buggy, worse against pretty much every target you can think of than the KBB, and inexplicably make it 40% MORE expensive. Just...run this thing as a second skrapjet or something.

Shokkjump Dragsta: Good

Honestly the biggest downside to the Shokkjump is the existence of the Skrapjet. Even so, it provides good, reliable anti-tank firepower, and you won't be sad putting one in your list. Best with the Bad Moonz kultur since the rerolls of 1 both help it avoid mortal wounding itself and are very likely to hit when you re-roll them. Funny with the Evil Sunz kultur because it'll be jumping all over the place, but they're so crazy mobile in the first place with evil sunz you rarely make more distance than you ordinarily would.

Stormboyz: Situational

They got a bit of a nerf from the codex, but they also got native deep strike which is quite good. Now the question is "Stormboyz or Kommandos" since they're very close in role and price, and I think the best choice if you're filling a brigade might actually be "por que no los dos" because they fill different slots and they're both super cheap. In an either or situation where the index is at play, the free tankbusta bomb, cover rules, and two burnas give the Kommandos the edge over stormboyz in most circumstances.

Warbikes: Situational

Less terrible than they were! But still they just barely manage to make "mediocre." Warbikes in the evil sunz kultur can reliably get into combat turn 1, making them a solid antichaff tool for the points cost. Boyz are roughly twice as effective at the role if you can Da Jump or deep strike them in, and fill troops slots, which is most likely why you won't see a ton of Warbikes hitting the field, but at this point they're not offensive to use and can exert a lot of board control after their initial hit. It is also worth noting that they're about 25% more durable per point than Boyz against the kinds of low strength AP- weapons that common chaff units tend to have. The problem comes when your opponent starts putting multidamage weapons into them, where they crumple extremely quickly.

Heavy Support

Battlewagons: Good, Gunwagons: Unviable, Bonebreakas: Good

It's back baby! With a substantial buff to the Deffrolla and a huge price drop, melee-focused battlewagons got pretty awesome. The big choice is between Battlewagon and Bonebreaka: Gunwagons essentially pay 20 points for the ability to fire a 15-point gun twice...no thanks. The big choice is: Does what I transport care about shooting out before I charge? If it doesn't, the bonebreaka is fully worth the extra 20 points for more deffrolly goodness. If it does, a Battlewagon is cheaper and nearly as strong in combat. Deepstriking a battlewagon is a wonderful way to get units like nobz, meganobz, Tankbustas or any other high value infantry units into combat, though you do have to consider that they'll realistically only be into combat turn 3. If you just opt into running the wagon at the enemy, remember that it'll almost certainly be a priority target, and try to make sure it's under a KFF aura.


Deff Dreads: Good

Another major benefactor of codex buffs and stratagems, Deff Dreads have gone from utterly unviable to a real scary deep strike threat. 3 deff dreads strike for 2CP, giving you an absurdly reliable threat for your Evil Sunz army. Alternatively, the Deffskulls have the excellent Klaw/Saw/Saw/KMB build which does similar things to an identically armed Deffkopta but also shreds things in close combat. Every codex we have the age-old Kanz or Dreads debate, and in this one, Dreads definitely win out.

Killa Kanz: Situational

No kulturs, morale struggles and a buffed up Deff Dread make Killa Kanz an unfortunately fiddly investment. If you do like the Kan Wall idea still, I would recommend taking them in a footslogging list with Snakebites Kultur, using a KFF big mek with the special Snakebites warlord trait. Put a nice layer of Gretchins in front, Boyz in back, Kanz near the boyz, and you can use Loot It every time a kan gets popped to up the armor save of your boyz - makes for a nicely defensive greentide list. Otherwise, there's little 2 kanz provide that 1 deff dread doesn't do better.

Morkanaut: Situational

Morkanauts go up in value when you're in an environment where the index isn't allowed, ruling out regular and biker big meks. Their anti-tank firepower isn't exactly bad, but they pay a lot of points for their somewhat mediocre heavy melee, which they likely won't get to use because they're gonna get shot at for giving your army an invuln save. There's a lot of competition in the ork roster for best anti-heavy vehicle firepower, and Morkanauts are not the best at that job by any means. Morkanauts really like being Bad Moonz in particular because it helps you avoid those self-inflicted mortal wounds.

Gorkanaut: Situational

Gorkanauts have a bit more of a general niche of melee beatmonster, particularly with Goffs kultur since they generate multiple hits with a single roll of a 6 in close combat. They can handily deep strike with a minimum size squad of meganobz, or nobz+an ammo runt for an extra follow up punch. They do compete with the triple deff dread squad for a similar role, but you won't necessarily be sad if you put them into that role. They tend to be a bullet sponge if they are not deep struck - if you want to walk a naut, make it a morka so it might survive a bit longer against the inevitable high-AP firepower.

Mek Gunz: KMK, Good. Bubblechukka, Unviable. Smasha Gun, Auto-include. Trakktor Kannon, Auto-Include.

Mek Gunz may seem to have been given a nerf with the loss of the grot crew and no kultur, but Smasha Gunz received a price reduction and a doubling of firepower making them AMAZINGLY good at upfront anti tank firepower. You really have to work to figure out a good reason NOT to include Smasha gunz and Trakktor kannons in your list now, they're just incredible for dealing with many things orks ordinarily struggle with. These will be a staple of competitive ork lists until they get a nerf, period.

Flash Gitz: Situational

Flash Gitz are a very fun unit aesthetically and potentially in-game with their "shoot again on sixes" rule, but they can be very awkward to fit into a list and you really want to structure your army around them. Ideally, about half or more of your list should be Freebootas to see any really impactful benefit out of their kultur, and there's not a great reason to include Flash Gitz over their direct competition, Lootas, if the lootas are receiving a shooting kultur and the gitz are not. In a direct mano-a-mano competition, Gitz get a bunch of extras over lootas for free - an extra +1 to hit on 3 shots, the Ammo runt, Gun Crazy Show-Offs, 4+ armor, decent melee stats - while still dishing very comparable damage out, but Lootas can easily sit in the back next to a mek gun (for loot it! when it dies) and behind a squad of gretchin (for grot shields) and just cheerily grind their points back over a turn or two. Would I rank either unit as situational? No, they warp your list choices much more than just throwing more Smasha Gunz at the problem. Are either bad if you do put in the work to support them properly? No, they tend to be fine. I like the gitz myself because when you do get them really going in a transport parked midfield with the +1 to hit they just start TEARING through enemy units, but the lootas definitely are more consistent.

Lootas: Situational

See above. You probably want Bad Moonz (Because shoot twice is very nice on that turn when you rolled 3 shots for your Deffguns) and you definitely want bare minimum a unit of gretchins to stand in front and Grot Shield them from incoming enemy fire. Deffskullz can also work with min squads, getting the rerolls to hit and wound, but I think Bad Moonz is really where it's at for lootas. Only one squad can get grot shielded after all, so you want that squad to be as big as it can be, and that puts you in the perfect spot for getting that 3 on your number of shots, popping More Dakka and Showin' off and letting it rip.





CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:22:10


Post by: CthuluIsSpy


FAQ Dropped, and they clarified Loot It

Page 127 – Stratagems, Loot It!
Change the first and second sentences of rules text
to read:
‘Use this Stratagem when a Vehicle unit is destroyed.
Select an Ork Infantry unit from your army that was
either within 3" of the vehicle or embarked within it
when it was destroyed
. Improve the Save characteristic
of that infantry unit by 1 (e.g. a Save characteristic of 6+
will become a Save characteristic of 5+), to a maximum
of 2+.’

So you can totally get armor from a destroyed transports, and 1+ saves are no longer a thing.

Also, Goffs now have a proper warlord trait

Page 133 – Warlord Traits, Goffs: Proper Killy
Change the rules text to read:
‘Add 1 to your Warlord’s Attacks characteristic. In
addition, improve the Armour Penetration characteristic
of melee weapons this Warlord is equipped with by 1
during any turn in which they made a charge move, were
charged, or performed a Heroic Intervention (e.g. AP -1
becomes AP -2).


Blood Axe copters confirmed to be awesome

Q: Are Blood Axe units with the Fly keyword allowed to both
shoot and charge in a turn in which they Fell Back?
A: Yes.


And you cannot cheese the Kultur system with Big Gunz

Designer’s Note: Although many grots follow a particular
clan into war, due to their puny and feeble nature they do not
themselves exhibit the traits of any particular clan (for example,
the teef of grots within a Bad Moons warband do not grow
any faster). For this reason, grots do not benefit from any Clan
Kultur. This includes Big Gunz from Index: Xenos 2, and
Grot Tanks and Grot Mega-tanks from Imperial Armour –
Index: Xenos, all of which are, for rules purposes, considered
to be units comprised entirely of Gretchin.


Mek Gunz can give the Freebooter buff

Q: If a Freebooterz unit comprised entirely of Gretchin
destroys an enemy unit in a phase, do other friendly units
within 24" that have the Competitive Streak kultur add 1 to
their hit rolls until the end of that phase?
A: Yes, unless the friendly unit in question is also
comprised entirely of Gretchin.


Bah, I'm too slow. Need a red computer and keyboard, so I can pasta faster.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:26:26


Post by: PiñaColada


Wait, so meganobz can't use loot it anymore? Or rather, they can but there's no point..

"[...]Improve the Save characteristic of that infantry unit by 1 (e.g. a Save characteristic of 6+ will become a Save characteristic of 5+), to a maximum of 2+."


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:26:54


Post by: ZoBo


whoa!...I'm quite surprised by this...get stuffin' those battlewagons lads!

"Q: When using the Tellyporta Stratagem on a Transport,
do I include the Power Rating of units embarked inside when
calculating if the Power Rating is 20 or less?
A: No"


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:30:24


Post by: CthuluIsSpy


 ZoBo wrote:
whoa!...I'm quite surprised by this...get stuffin' those battlewagons lads!

"Q: When using the Tellyporta Stratagem on a Transport,
do I include the Power Rating of units embarked inside when
calculating if the Power Rating is 20 or less?
A: No"


Oh wow, that's a surprise. Then why power level 20? Do we have anything in the codex that equals that?


Automatically Appended Next Post:
I don't understand the change to Grot Shields.
Can someone explain the significance?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:33:25


Post by: ZoBo


I guess no deepstriking stompas or gargantuan squiggoths...other than that I think it's pretty much free game now...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:35:02


Post by: Vineheart01


Scrapjet wording is bugging me because theres 2 of them but its worded not "One has +1 to hit" but like it only has 1 to begin with lol....

Flatout saying embarked units can loot their transport instead of having an extremely wordy "process" paragraph is very appreciated.

Goff special warlord trait gains +1 ap....ok? Still prefer the +1S +1A lol.

Surprisingly not that much changed. Mostly clarifying crap we speculated but was hazy on


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:36:51


Post by: CthuluIsSpy


At least goffs get a warlord trait.
+1 AP is nice. You can now flat out ignore 3+ saves with the power klaw.

Also, a max squad of meganobz is powerlevel 20. 3 Squiggybuggies are 21, and a stompa is 46.
So that explains that limit.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:39:53


Post by: the_scotsman


I'm just over the moon about maintaining freebootas triggering off grots. It most likely won't be sweeping any tournaments, because it's not a Bad Moonz shoot twice gimmick, but I'm incredibly pleased that my many killa kanz, grot tanks and grot mega tank isn't totally useless, and that I have more excuses to bring my beloved Flash Gitz to the table.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:42:57


Post by: tneva82


 CthuluIsSpy wrote:
 ZoBo wrote:
whoa!...I'm quite surprised by this...get stuffin' those battlewagons lads!

"Q: When using the Tellyporta Stratagem on a Transport,
do I include the Power Rating of units embarked inside when
calculating if the Power Rating is 20 or less?
A: No"


Oh wow, that's a surprise. Then why power level 20? Do we have anything in the codex that equals that?


Automatically Appended Next Post:
I don't understand the change to Grot Shields.
Can someone explain the significance?


Before: Lascannon hits, wounds, causes 6 wounds, you roll 6 dice. For each 2+ remove grot, for each 1 wound goes to original target. This is big buff. Too bad it was 2 days too late for me Leviathan killed 26 grots and 3 lootas in 2 turns from not having this FAQ then as the 12 shots at D2 were perfect grot screen removals.

(shoots 12 time, say hits and wounds 9 time. I had to roll 9 times 2 dice. If I roll two 2+ I lost 2 gretchin. 1 and 2+, lost loota and gretchin. Rolled double 1 lost 1 loota. This made grot screen less efficient than usual with about 30% chance of losing loota and most of time then also 1 grot and also makes rolling those sloooooooooow)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:50:48


Post by: fe40k


 Kaiyanwang wrote:

No moore "loot it" controversy for the embarked units. Ruled in favor of orks.


There’s a first time for everything (I’m still salty about the battle wagon ruling; cmon now).
All in all, about what was expected, minus the looted ruling; I’m saddened no kultur on grot anything, but what can you do?
I also don’t like that Grots can’t benefit from monster hunter either.
That everything else works the way it should though, is nice.
The real surprise is non-dice rolling advances still benefitting from +1".
I don’t like fight again being nerfed to end of phase though; that allows too much to happen in between - namely, the enemy getting to fight back. Changes the math against big targets too much.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:52:49


Post by: oomiestompa


Okay, someone try this for me. I don't have the minis to do so. Teleport in a Battlewagon (8 PR) with:

(3) Warbosses (12 PR)
(3) SAG Meks (12 PR)
(3) Weirdboys (9 PR)
(3) Painboys (9 PR)
(3) Nobs with Waaagh Banners (12 PR)
(3) Meks (6 PR)
(2) Runtherds (4 PR)

20 models in a Battlewagon. Total PR = 8+12+12+9+9+12+6+4 = 72 PR


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:55:50


Post by: fe40k


 oomiestompa wrote:
Okay, someone try this for me. I don't have the minis to do so. Teleport in a Battlewagon (8 PR) with:

(3) Warbosses (12 PR)
(3) SAG Meks (12 PR)
(3) Weirdboys (9 PR)
(3) Painboys (9 PR)
(3) Nobs with Waaagh Banners (12 PR)
(3) Meks (6 PR)
(2) Runtherds (4 PR)

20 models in a Battlewagon. Total PR = 8+12+12+9+9+12+6+4 = 72 PR


You have three Big Mek’s hitting on 6’s, 3 meks that can have KMB hitting on 5’s, and a whole bunch of other units doing absolutely nothing.

It’s a cute thought experiment, but...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:56:21


Post by: CthuluIsSpy


Yep, the new ruling is pretty weird.
Like, you can either teleport in 10 mega nobz for 20PL or Battlewagon + 10 meganobz for 8PL.

Its the only real change in the FAQ that I disagree with, because it's counter intuitive.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:57:30


Post by: ikeulhu


My assumption is that they view not being able to disembark until turn 3 as a balance to having lots of embarked units for the Tellyporta


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:57:30


Post by: tneva82


 oomiestompa wrote:
Okay, someone try this for me. I don't have the minis to do so. Teleport in a Battlewagon (8 PR) with:

(3) Warbosses (12 PR)
(3) SAG Meks (12 PR)
(3) Weirdboys (9 PR)
(3) Painboys (9 PR)
(3) Nobs with Waaagh Banners (12 PR)
(3) Meks (6 PR)
(2) Runtherds (4 PR)

20 models in a Battlewagon. Total PR = 8+12+12+9+9+12+6+4 = 72 PR


How many points that is? Remember half the army still must start on board. 20PL for transport only but the contents DO count for the 50% limit you can put out of board. I'm pretty sure that 72 PL is going to be more than 50% of points in most games ;-)


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:58:46


Post by: CthuluIsSpy


 ikeulhu wrote:
My assumption is that they view not being able to disembark until turn 3 as a balance to having lots of embarked units for the Tellyporta


Fair enough, and in matched play games it doesn't really matter as you are paying the points for it.
Its still bloody weird though.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:58:47


Post by: tneva82


 ikeulhu wrote:
My assumption is that they view not being able to disembark until turn 3 as a balance to having lots of embarked units for the Tellyporta


Yep. Also enemy just needs to surround battlewagon and destroy it and boom everybody dies. Makes it super risky.

Let's ask otherway around. If contents would count for 20PL what meaningful stuff you could put inside?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 17:59:17


Post by: fe40k


 ikeulhu wrote:
My assumption is that they view not being able to disembark until turn 3 as a balance to having lots of embarked units for the Tellyporta


Yes; I’m not sold on embarking units in a battle wagon for this reason.
It arrives, charges, then gots shot up; afterwards, then embarked units also get shot up, and... you spent points on a unit inside that doesn’t do much.
The only units you’d want embarked in there are shooty ones, because they can at least try to do something.

Edit; or, as previous poster said, just surround it


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:06:16


Post by: crzylgs


I'm also confused about the way they have FAQ'd the 20PL limit interaction with embarked units for Tellyporta. Doesn't really feel right to me. If they implement a similar rule for a different faction in this way it could be OP.

However, as others have stated stranding units that you want to be doing work for you in a BW until T3 doesn't seem like a good tactic. I'd be all over the 3xDread Tellyport, or even Megaz/Nobz.

The rest of the FAQ all seems fair, not broken/OP and really fits with the way I considered the rules had been intended. Especially Trukk Boyz being able to Loot their smashed up ride.



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:06:25


Post by: CthuluIsSpy


tneva82 wrote:
 ikeulhu wrote:
My assumption is that they view not being able to disembark until turn 3 as a balance to having lots of embarked units for the Tellyporta


Yep. Also enemy just needs to surround battlewagon and destroy it and boom everybody dies. Makes it super risky.

Let's ask otherway around. If contents would count for 20PL what meaningful stuff you could put inside?


10 Tankbustas, 10 Lootas, 15 Burna boyz, 20 boyz or 6 mega nobz.
Comes to a total of 16, 16, 17, 19, 20 PL respectively.

Those would pretty much be your options, unless you want to stick with minimum squad sizes.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:11:11


Post by: tneva82


crzylgs wrote:
I'm also confused about the way they have FAQ'd the 20PL limit interaction with embarked units for Tellyporta. Doesn't really feel right to me. If they implement a similar rule for a different faction in this way it could be OP.

However, as others have stated stranding units that you want to be doing work for you in a BW until T3 doesn't seem like a good tactic. I'd be all over the 3xDread Tellyport, or even Megaz/Nobz.

The rest of the FAQ all seems fair, not broken/OP and really fits with the way I considered the rules had been intended. Especially Trukk Boyz being able to Loot their smashed up ride.



Doesn't the eldar deep striking falcons work in same way though?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:17:28


Post by: Castozor


Well nice to see the Scrapjet got even better. It's the only buggy I'm considering buying multiple of at this point. Over 20 PL with a transport is weird but I guess you can finally fill the thing with Nobz now, risky as that is.
Shame they didn't add anything to the gunwagon though. I really want a tank-like vehicle for Orks but at bs5+ I'm not going to bother with it.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:19:09


Post by: CthuluIsSpy


Funnily enough, Looted Wagons were generally the Ork version of a battle tank, as long as you configure that way. I think they had a way of going to 4+ to hit, but I can't remember.
The good news is that you'll get rules for it in Chapter Approved.
The bad news is that its open and narrative play only.

Anyway, 5+ to hit isn't that bad on the Gunwagon.
Remember that you can shoot twice and you still get dakkadakkadakka.

So rather than 33% chance to hit you get a 57% chance to hit, which is better than BS4+. And that's without DDD.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:21:19


Post by: tneva82


Wonder what's the fuss is about that battlewagon thing. Eldars can do same thing for vehicle for 1 CP...Okay one could arque orks have better transport and better contents for it but they do it for half the CP and it's been possible for over a year.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:26:17


Post by: fe40k


I totally missed that, despite some being a modifier, and open topped transferring them; stratagems don’t transfer to units inside.
Ok, sounds fine - but that means I can’t “long uncontrolled bursts" a Chinork and it’s contents now.
Ffs GW, you always kill the only fun things I want to do.

No Chinork+shooty unit
No battlewagon+shooty unit
No Gretchin kultur
No monster hunter+Gretchin+fight twice
Ill think of more; but no fun combinations allowed


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:32:23


Post by: the_scotsman


fe40k wrote:
I totally missed that, despite some being a modifier, and open topped transferring them; stratagems don’t transfer to units inside.
Ok, sounds fine - but that means I can’t “long uncontrolled bursts" a Chinork and it’s contents now.
Ffs GW, you always kill the only fun things I want to do.

No Chinork+shooty unit
No battlewagon+shooty unit
No Gretchin kultur
No monster hunter+Gretchin+fight twice
Ill think of more; but no fun combinations allowed


Yeah, because THAT was definitely the intended rules interaction for Long, Uncontrolled Bursts... I feel exactly as much sympathy for you as I do for anyone who ran out and bought 60 meganobz because they thought they were getting a 2++ with Loot It.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:35:06


Post by: fe40k


the_scotsman wrote:
fe40k wrote:
I totally missed that, despite some being a modifier, and open topped transferring them; stratagems don’t transfer to units inside.
Ok, sounds fine - but that means I can’t “long uncontrolled bursts" a Chinork and it’s contents now.
Ffs GW, you always kill the only fun things I want to do.

No Chinork+shooty unit
No battlewagon+shooty unit
No Gretchin kultur
No monster hunter+Gretchin+fight twice
Ill think of more; but no fun combinations allowed


Yeah, because THAT was definitely the intended rules interaction for Long, Uncontrolled Bursts... I feel exactly as much sympathy for you as I do for anyone who ran out and bought 60 meganobz because they thought they were getting a 2++ with Loot It.


I’m sorry, is a +1 to hit (when shooting at units with FLY) a modifier?
I’m sorry, does "open topped" explicitly state that modifiers transfer to passengers?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:38:29


Post by: TedNugent


 ZoBo wrote:
whoa!...I'm quite surprised by this...get stuffin' those battlewagons lads!

"Q: When using the Tellyporta Stratagem on a Transport,
do I include the Power Rating of units embarked inside when
calculating if the Power Rating is 20 or less?
A: No"


Sigh. 10 man unit of evil sun meganobs?

Wait, wait, 9 meganobs, plus a painboy and a warboss, lol.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:44:25


Post by: lord_blackfang


 CthuluIsSpy wrote:
Yep, the new ruling is pretty weird.
Like, you can either teleport in 10 mega nobz for 20PL or Battlewagon + 10 meganobz for 8PL.

Its the only real change in the FAQ that I disagree with, because it's counter intuitive.


It's not a change. There is no way to interpret RAW as the passengers counting towards the limit. Just people feeling like they should.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:44:37


Post by: the_scotsman


fe40k wrote:
the_scotsman wrote:
fe40k wrote:
I totally missed that, despite some being a modifier, and open topped transferring them; stratagems don’t transfer to units inside.
Ok, sounds fine - but that means I can’t “long uncontrolled bursts" a Chinork and it’s contents now.
Ffs GW, you always kill the only fun things I want to do.

No Chinork+shooty unit
No battlewagon+shooty unit
No Gretchin kultur
No monster hunter+Gretchin+fight twice
Ill think of more; but no fun combinations allowed


Yeah, because THAT was definitely the intended rules interaction for Long, Uncontrolled Bursts... I feel exactly as much sympathy for you as I do for anyone who ran out and bought 60 meganobz because they thought they were getting a 2++ with Loot It.


I’m sorry, is a +1 to hit (when shooting at units with FLY) a modifier?
I’m sorry, does "open topped" explicitly state that modifiers transfer to passengers?


Yep. And the Meganob 2++ was also completely legal RAW.

And now they're both gone, and amazingly, a lot of people saw that coming.

How do you figure people saw that coming?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 18:45:44


Post by: tneva82


 TedNugent wrote:
 ZoBo wrote:
whoa!...I'm quite surprised by this...get stuffin' those battlewagons lads!

"Q: When using the Tellyporta Stratagem on a Transport,
do I include the Power Rating of units embarked inside when
calculating if the Power Rating is 20 or less?
A: No"


Sigh. 10 man unit of evil sun meganobs?

Wait, wait, 9 meganobs, plus a painboy and a warboss, lol.


Then enjoy enemy surrounding your battlewagon and killing whole thing. Why not just tellyport the meganobz right away, charge in T2 rather than T3 and ensure no way opponent to kill BW and 10 mega nobz by just destroying battlewagon


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:03:13


Post by: Coh Magnussen


Just to be sure I understand the grot shield clarification -- 1 multi-damage wound = either full damage to the target (if you roll a 1), or a single dead grot (on a 2+)?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:04:17


Post by: Emicrania


Q: Do Stratagems used on a Transport affect units embarked
within that transport? For example, if I use More Dakka! on
a Battlewagon, do any units embarked inside benefit from it?
In addition, can you use Stratagems on units embarked within
a transport (e.g. can you use Showin’ Off on a Bad Moons
Infantry unit embarked within a Battlewagon)?
A: No to both.


Do this mean no extra stikkbomb for the bustas in a vehicle?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:06:03


Post by: tneva82


Coh Magnussen wrote:
Just to be sure I understand the grot shield clarification -- 1 multi-damage wound = either full damage to the target (if you roll a 1), or a single dead grot (on a 2+)?


Precisely. Before lascannon hits, wounds and rolls 4 damage. You rolled 4 dice, for each 2+ you remove grot. Now you roll 1 dice. On 2+ grot dies, on 1 normal hit on whatever it was wounding. If it's W1 model just that goes very much splat.

Makes 30 strong grot screens with runtherd/warboss nearby better screen than before. 10 strong squads less likely to benefit much though few less orks dying.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:09:35


Post by: JimOnMars


Was hoping for stratagems on trukk-mounted shooters...specifically DDD5 Lootas and Tankbustas. My main beef with this ruling is forcing them to get out before the transport moved, making their range 8" from the trukk's starting point.

Oh well, a bridge too far, I guess. Do any other armies have restrictions on stratagems on mounted units, or is it just Orks?

Great FAQ otherwise.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:10:15


Post by: BaconCatBug


Can someone make a new thread so they can keep the OP updated? I wanna talk about the FAQ in the new thread

Also I was vindicated, they fixed the Loot It stratagem. You're all [REDACTED] welcome. t(=n=)t [ B A Z I N G A ] < This is a joke please no ban


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:14:35


Post by: the_scotsman


 BaconCatBug wrote:
Can someone make a new thread so they can keep the OP updated? I wanna talk about the FAQ in the new thread

Also I was vindicated, they fixed the Loot It stratagem. You're all [REDACTED] welcome. t(=n=)t [ B A Z I N G A ]


Well, I have a unit analysis and kultur analysis, and I was planning on continuing for relics, strats and warlord traits. If that's a good enough starting point, I can keep an OP updated.

I'm also fine with Jidmah doing it, or whoever.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:16:09


Post by: office_waaagh


tneva82 wrote:
Coh Magnussen wrote:
Just to be sure I understand the grot shield clarification -- 1 multi-damage wound = either full damage to the target (if you roll a 1), or a single dead grot (on a 2+)?


Precisely. Before lascannon hits, wounds and rolls 4 damage. You rolled 4 dice, for each 2+ you remove grot. Now you roll 1 dice. On 2+ grot dies, on 1 normal hit on whatever it was wounding. If it's W1 model just that goes very much splat.

Makes 30 strong grot screens with runtherd/warboss nearby better screen than before. 10 strong squads less likely to benefit much though few less orks dying.
Yeah, although now you don't get to make your armour save with the target unit before you roll to remove a grot. Used to be wound->save->roll damage->roll 1 grot save per damage, now it's wound->grot save->armour save->damage, unless I'm missing something. No more KFF saves before losing a grot any more.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:24:34


Post by: Vineheart01


yeah, but it says "you can roll a d6..." for the grot shield. Meaning its not mandatory.
Random bolter shot hit your MANz? Armorsave it.
Lascannon hit your MANz? Toss a grot on a 2+.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:25:12


Post by: No wolves on Fenris


Thinking of starting Goff army and will be able to get my hands on a bout 70 Boyz. Was going to split them into 1x unit of 30 and 2x units of 20. My question is, should I make the 30slugga and Choppa and the 2x 20s have Shootas or the other way around?


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:27:15


Post by: Coh Magnussen


Cool, I like that clarification. It also makes sense thematically... toss a grot in front of the shot! If it soaks it, great. If not, roll your armor. I guess the KFF "should" apply to the grot as well, but overall, it works well in my head .


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:27:21


Post by: JimOnMars


What is the precise definition of "Attack Sequence?" If you are hit with multiple multi-damage wounds in a shooting attack, are they all stopped by 1 dead grot, or is it 1 grot per wound?



CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:27:40


Post by: Sluggaloo


the_scotsman wrote:
I feel exactly as much sympathy for you as I do for anyone who ran out and bought 60 meganobz because they thought they were getting a 2++ with Loot It.


There was absolutely no-one that seriously thought that they were going to allow for 2++ meganobz.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:28:50


Post by: tneva82


 office_waaagh wrote:
tneva82 wrote:
Coh Magnussen wrote:
Just to be sure I understand the grot shield clarification -- 1 multi-damage wound = either full damage to the target (if you roll a 1), or a single dead grot (on a 2+)?


Precisely. Before lascannon hits, wounds and rolls 4 damage. You rolled 4 dice, for each 2+ you remove grot. Now you roll 1 dice. On 2+ grot dies, on 1 normal hit on whatever it was wounding. If it's W1 model just that goes very much splat.

Makes 30 strong grot screens with runtherd/warboss nearby better screen than before. 10 strong squads less likely to benefit much though few less orks dying.
Yeah, although now you don't get to make your armour save with the target unit before you roll to remove a grot. Used to be wound->save->roll damage->roll 1 grot save per damage, now it's wound->grot save->armour save->damage, unless I'm missing something. No more KFF saves before losing a grot any more.


True so slight nerf though as pointed next it's not mandatory so you can use it or not as needed. I can live with that. It's still overall buff I would say and most of all it's faster to resolve. I instantly hated rolling 9-10 times 2 dice for that. ARGH! And I think it was only thing in game that worked like that...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:29:17


Post by: lord_blackfang


 Vineheart01 wrote:
yeah, but it says "you can roll a d6..." for the grot shield. Meaning its not mandatory.
Random bolter shot hit your MANz? Armorsave it.
Lascannon hit your MANz? Toss a grot on a 2+.


Losng a grot is still preferable to a 1/6 chance to lose a MAN


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:29:54


Post by: tneva82


Coh Magnussen wrote:
Cool, I like that clarification. It also makes sense thematically... toss a grot in front of the shot! If it soaks it, great. If not, roll your armor. I guess the KFF "should" apply to the grot as well, but overall, it works well in my head .


It would be bit harder to write it so that KFF applies when KFF should apply. Now it was mega illogical that grots could have 2+/5++...


Automatically Appended Next Post:
 lord_blackfang wrote:
 Vineheart01 wrote:
yeah, but it says "you can roll a d6..." for the grot shield. Meaning its not mandatory.
Random bolter shot hit your MANz? Armorsave it.
Lascannon hit your MANz? Toss a grot on a 2+.


Losng a grot is still preferable to a 1/6 chance to lose a MAN


1/6 to lose 1/3 of a meganob but yeah it's option that you can use as to what is most beneficitial. If you don't use it you would lose mega nob rather than 15 grots(18 bolters to kill mega nob, if grot screens that's 15 dead grot and 3 hits to mega nobz).


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:32:11


Post by: CthuluIsSpy


Meganobz have 3w each though. A bolter shot isn't going to kill it.

Anyway, I thought of something fun to do with grot shields.
As the only requirement for activating the grot shield is that a unit has to be hit by a ranged attack, you can totally use it against overwatch.

With a bit of careful positioning, you can redirect overwatch fire that would have been lethal against your boyz to grots instead.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:33:01


Post by: office_waaagh


 Vineheart01 wrote:
yeah, but it says "you can roll a d6..." for the grot shield. Meaning its not mandatory.
Random bolter shot hit your MANz? Armorsave it.
Lascannon hit your MANz? Toss a grot on a 2+.
Yeah, against a lascannon it's better than it was hands down. But if you're trying to absorb a high volume of anti-infantry shooting the grot screen is going to disappear a lot faster than it used to. Lootas in cover or under a KFF getting hit with bolter fire, for example, the grots won't benefit from the save any more. Grot shield is better against multi-damage shooting than it was but worse against bolters etc, so it's not the straight improvement it appears to be at first glance. Not complaining or anything, just an observation.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:33:48


Post by: tneva82


Especially handy vs valiant the bloody lot of automatic S7 multi damage flamer with nob/mega nob squad. Might even be worth spending 2CP to put up squad of grots into tellyporta if you face that one...


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:34:14


Post by: BaconCatBug


 JimOnMars wrote:
What is the precise definition of "Attack Sequence?" If you are hit with multiple multi-damage wounds in a shooting attack, are they all stopped by 1 dead grot, or is it 1 grot per wound?

It's now the exact same rule as T'au Saviour Protocols. Your Manz get hit and wounded by a Lascannon, you then roll to see if a grot eats it BEFORE ROLLING TO SAVE, if they do the entire hit is eaten even though it's D6 damage. If a grot fails to eat it, you go though the save>Inflict Damage sequence as normal.


Automatically Appended Next Post:
I'm glad to see they actually gave Goffs a proper warlord trait now.


CODEX ORKS -strategies and tactics in 8th. @ 2018/11/19 19:38:40


Post by: the_scotsman


Sluggaloo wrote:
the_scotsman wrote:
I feel exactly as much sympathy for you as I do for anyone who ran out and bought 60 meganobz because they thought they were getting a 2++ with Loot It.


There was absolutely no-one that seriously thought that they were going to allow for 2++ meganobz.


and yet, there appears to be someone who is salty that a stratagem that requires you to use it on a vehicle with fly does not apply to infantry models embarked on an obscure FW transport.

Takes all sorts I guess.