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No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 21:59:01


Post by: slyche


Hi,

Sorry, if I'm posting in the wrong tread I'm new here.

I read most of this discussion on ork tactics and there has been a point that caught me off guard.

All of you seems too agree that Shoota boyz are better to clear weak infantry screens on T1 (to allow jump and deepstrike sheninigans) with the Bad Moons kulturs

And I don't really see why because : say you start first you will not be in range with your shoota, so you will most likely advance to get the most boyz as possible in range.

Then the kulturs Evil sunz seems way better as :
- you go faster (+2 with move+advance)
-you don't get the -1 for advancing (hitting on 5/6 is stricly better that hitting on 6 rerolling 1)

Waiting to be proven wrong by people that have played this army way more than I did



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 22:14:15


Post by: Sluggaloo


You da jump a 30+10 squad of badmoons shootas and you can clear 30 guardsmen from just your shoot phase.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 22:27:42


Post by: slyche


I thought about that but when you calc the average shoot that bad moons give with the rerool on a 30 men unit of shoota bois its only 2,16666 more shoot

evil sunz are better for advancing and shooting because they give 6 more shoot when you advance while bad moons only give 1.16666

Also if you Da Jump the shoota bois, you will be able to Da Jump the choppa bois but with more difficulty

Also to clear 30 IG you will need to use the Bad moons stratagem, then I see why you need to play them bad moons but then you cannot use it on your lootas

So I'm thorn between the two and I don't really see a clear winner



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 22:40:29


Post by: flandarz


Well, here's the math of 30 Bad Moonz Shoota Boyz that you Da Jump in.

60 shots, 5+ BS (reroll 1s and exploding 6s) S4, AP0, D1:
20 hits, 10 rerolls for 3.3 more hits, 10 extra attacks from DDD gives another 3.3 hits. That's a total of 26.6 hits.

Against T3 Guardsmen, you'll Wound 2/3rds of those hits, so about 17.6 Wounds. After a 4+ Save, you'll be looking at 8.8 Damage.

Then, if you need to, you use the Showing Off Stratagem to do all that again, so 17.6 Damage before you even need to Charge.

Evil Sunz, on the other hand, will get 23.3 hits, 15.4 Wounds, and 7.7 Damage, with no opportunity to shoot a second time. So, even without shooting twice, you're looking at about 1 more dead Guardsman compared to Evil Sunz. With Showing Off, you'll take out 10 more Guardsmen.

Evil Sunz trade that extra damage for being able to Advance and Shoot without penalty, more reliable charges, and being faster in general.

My personal opinion is to just use the Kultur that best fits your play style.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 22:49:01


Post by: Emicrania


Are you playing the PJ pants list?
60 boyz
Flashgitz
Bustas
And usual gunz+grots+hq?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 22:55:33


Post by: slyche


Thanks for your quick answer!

That question about kulture was also bring because in the latest list that won a tournament ( one of the two featured in the Panda week-end run down https://imgur.com/a/GN6c5T7 )

He used Lootas and Boyz in a bad moons detachement meaning that T1 you have to choose where to use Showin' Off So I didn't quit get the point of playing the boyz as bad moons

But you are right that 1 guardsmen kill difference can also be a reason too play them as bad moons even without the stratagem

I will try that on my next game thanks for the advice !

Edit: I'm playing a green tide list 110-120 bois very much like the list linked, but with less mek guns ( I don't have have that many ) and a mek with KFF on bike


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/21 23:00:11


Post by: Sluggaloo


It's match up dependent... if you show off and moar dakka 40 bad moons shoota Boyz you clear things like plague bearers more reliably than lootas.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 03:32:02


Post by: Quackzo


With the lists running mobs of gretchin, what's the use and benefit? Is it the raw number of wounds? Does their damage pay off?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 03:41:17


Post by: flandarz


No one takes Gretchin for their damage potential. They have 3 main uses.

1) they generate CP on the cheap. If you want to use Stratagems, you need Gretchin, plain and simple.

2) they protect more powerful units with Grot Shields. Spending 1 CP for 10+ ablative Wounds is a steal, especially considering how flimsy most Ork units are.

3) they can sit on Objectives. They're so weak and pathetic, there's no real cost efficient way to take them out. You'll always feel like you wasted your weapon's or unit's potential by having to focus on these buggers.


Automatically Appended Next Post:
I forgot about Deepstrike Denial, which kind of ties into point #3. If your opponent wants to drop something in your backfield, Gretchin can cover a lot of ground, are cheap, and (as I said) make your opponent wish he could shoot at something more dangerous.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 08:35:49


Post by: Emicrania


Spoiler:
 vercingatorix wrote:
Levski wrote:
 vercingatorix wrote:
 MannyMcCoconut wrote:
Hey all. I've got a 1000 pt game against Blood Angels coming up this weekend. Any general tactics/targeting priority for deathskullz vs BA?



New marines or current marines?

Generally, marines are incredibly shooty but lack the ability to survive a good counter shot. Don't bother charging them because full reroll overwatch is gonna murder you and boys aren't super good at killing regular marines, much less primaris marines.

You know what's phenomenal at killing primaris marines?

Bad ruck Flash gitz + da jump + every grot you own as a freeboota.

That's what I found this weekend anyway.




Gratz on another podium finish - couple of questions:

Did you push the grot horde up midfield then jump the flash gitz up behind them turn 1? Were the Gitz pretty immobile from then on?

How frequently were you able to procc the freeboota hit buff (with just the Mek guns/shootas?) or could the Gitz with Badrukk function well enough without it? I'd only ever considered FB as an all or nothing army to make best use of the kultur



Thanks! It was especially providential doing that well given I had to leave in the middle of the 6th round to catch a flight I had booked too early.

Generally with my army, I didn't have to push forward very much. I rarely made it over midfield until turn 3. I would use da jump to get my 24 inch range shooting from behind buildings to a few inches outside of my deployment zone. As far as Proccing the freeboota buff, I wasn't able to do that very often honestly. As long as the gitz didn't move they or did get the Proc if they did move they were usually fine.

When you have all those mek guns and a sag mek, people come to you. The game I lost was because I reserved both heavy hitters after a deployment mistake that would have given my opponent free reign to bomb either bustas or flash gitz with void bomber. I also completely underestimated the amount of mortal wounds coming from that army, executioner, smites, and some smite like powers meant that I was losing tons of stuff every psychic phase. After all the planes died, I still lost 14 boys to mortals in one psychic phase.



What list are you playing?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 09:10:59


Post by: Jidmah


You can find it in Panda's round up I linked earlier - it's the list with the gitz


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 12:06:59


Post by: Quackzo


 flandarz wrote:
No one takes Gretchin for their damage potential. They have 3 main uses.

1) they generate CP on the cheap. If you want to use Stratagems, you need Gretchin, plain and simple.

2) they protect more powerful units with Grot Shields. Spending 1 CP for 10+ ablative Wounds is a steal, especially considering how flimsy most Ork units are.

3) they can sit on Objectives. They're so weak and pathetic, there's no real cost efficient way to take them out. You'll always feel like you wasted your weapon's or unit's potential by having to focus on these buggers.


Automatically Appended Next Post:
I forgot about Deepstrike Denial, which kind of ties into point #3. If your opponent wants to drop something in your backfield, Gretchin can cover a lot of ground, are cheap, and (as I said) make your opponent wish he could shoot at something more dangerous.


Sorry I should have clarified, I was referring to units of 20-30 like in Steven Pampreen's and Charles Velazquez's lists in Panda's run down.
Using MSU units of 10 makes a lot of a sense but I'm curious what the benefit of going over 20 in a unit is and how people are running them.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 12:15:23


Post by: flandarz


Ah. Well then I honestly don't know.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 13:34:40


Post by: slyche


flandarz

Well, here's the math of 30 Bad Moonz Shoota Boyz that you Da Jump in.

60 shots, 5+ BS (reroll 1s and exploding 6s) S4, AP0, D1:
20 hits, 10 rerolls for 3.3 more hits, 10 extra attacks from DDD gives another 3.3 hits. That's a total of 26.6 hits.

Against T3 Guardsmen, you'll Wound 2/3rds of those hits, so about 17.6 Wounds. After a 4+ Save, you'll be looking at 8.8 Damage.


Just a quick question, the shot that you get from rerolling don't generate DDD proc ? and can you reroll 1 for shot that you get from the DDD proc ?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 13:43:40


Post by: Vineheart01


Yes and yes.

Its often overlooked that you can do that. Im not even sure how you math that. I just know the bad moonz + ddd is sliiiiightly worse than 4+ on average, but it combats -1 to hit better than BS4+


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 13:51:11


Post by: Tomsug


 flandarz wrote:
Well, here's the math of 30 Bad Moonz Shoota Boyz that you Da Jump in.

60 shots, 5+ BS (reroll 1s and exploding 6s) S4, AP0, D1:
20 hits, 10 rerolls for 3.3 more hits, 10 extra attacks from DDD gives another 3.3 hits. That's a total of 26.6 hits.

Against T3 Guardsmen, you'll Wound 2/3rds of those hits, so about 17.6 Wounds. After a 4+ Save, you'll be looking at 8.8 Damage.

Then, if you need to, you use the Showing Off Stratagem to do all that again, so 17.6 Damage before you even need to Charge.

Evil Sunz, on the other hand, will get 23.3 hits, 15.4 Wounds, and 7.7 Damage, with no opportunity to shoot a second time. So, even without shooting twice, you're looking at about 1 more dead Guardsman compared to Evil Sunz. With Showing Off, you'll take out 10 more Guardsmen.

Evil Sunz trade that extra damage for being able to Advance and Shoot without penalty, more reliable charges, and being faster in general.

My personal opinion is to just use the Kultur that best fits your play style.


5+ BS? Sure? They have to move to get in position = 6+ BS. That change the numbers.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 13:53:49


Post by: Vineheart01


why would they be hitting on 6s for moving? boyz use assault weapons, they didnt advanced they jumped.
He just mentioned the Evil Sunz ability as a comparison for Bad Moonz.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 14:36:29


Post by: slyche


 Vineheart01 wrote:
Yes and yes.

Its often overlooked that you can do that. Im not even sure how you math that. I just know the bad moonz + ddd is sliiiiightly worse than 4+ on average, but it combats -1 to hit better than BS4+


After some quick maths ork with bad moons and the rule DDD are BS 4.6+

40 shoota bois: aprox 37 hit

And with the More DDD stratagem its aprox 46 shoot so a pretty meh increase (+9 %)

But as You said before in the tread, its way better too cancel malus:because 40 shoota bois on 6+ are only hitting 18 time so the More DDD stratagem give them 28 more shoot so a + 150% increase in number of shoot !

thanks for the quick answer,


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 14:52:11


Post by: vercingatorix


 Emicrania wrote:
Are you playing the PJ pants list?
60 boyz
Flashgitz
Bustas
And usual gunz+grots+hq?



I think you mean PJ was playing my list We were on the same team for ATC and he mainly plays sigmar now so I built him a list.

my list from memory this weekend:
deffskull
sag mek
kff mek
3x10 grots

bad moons
weirdboy
weirdboy
30 boys w/ big choppa
3x10 grots
15 bustas

Freebootas
badruck
warboss on bike
30 boys w/ big choppa
2x10 grots
1x28 grots
10 flash gitz with 2 ammo runts
5 smasha guns
1 traktor cannon


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 16:46:56


Post by: Emicrania


 vercingatorix wrote:
 Emicrania wrote:
Are you playing the PJ pants list?
60 boyz
Flashgitz
Bustas
And usual gunz+grots+hq?



I think you mean PJ was playing my list We were on the same team for ATC and he mainly plays sigmar now so I built him a list.

my list from memory this weekend:
deffskull
sag mek
kff mek
3x10 grots

bad moons
weirdboy
weirdboy
30 boys w/ big choppa
3x10 grots
15 bustas

Freebootas
badruck
warboss on bike
30 boys w/ big choppa
2x10 grots
1x28 grots
10 flash gitz with 2 ammo runts
5 smasha guns
1 traktor cannon


Oh brother hallelujah! That list is gorgeous! I've been going insane to see it streamed somewhere but so far no luck. I'm dying to know how you play it! What secondary you pick, how do you deploy and how you manouvre vs agents of Vect and knights?!

I WILL steal this list and play it at a GT in October, i think it is fluffy (ok that SSAG Deffskull maybe not ), has great sinergy and it it very hard to play right, which means it is multilayered and engaging to play. Tell me more!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 16:48:20


Post by: CthuluIsSpy


 vercingatorix wrote:
 Emicrania wrote:
Are you playing the PJ pants list?
60 boyz
Flashgitz
Bustas
And usual gunz+grots+hq?



I think you mean PJ was playing my list We were on the same team for ATC and he mainly plays sigmar now so I built him a list.

my list from memory this weekend:
deffskull
sag mek
kff mek
3x10 grots

bad moons
weirdboy
weirdboy
30 boys w/ big choppa
3x10 grots
15 bustas

Freebootas
badruck
warboss on bike
30 boys w/ big choppa
2x10 grots
1x28 grots
10 flash gitz with 2 ammo runts
5 smasha guns
1 traktor cannon


No runt herds though? Won't the grots evaporate to morale losses? They will be on the front lines, won't they?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 18:52:49


Post by: ManTube


I really cant think of a scenario where id want a runtherd instead of just taking 10 more grots.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 19:18:30


Post by: flandarz


^ this. Unless you're running multiple 30-blobs, Runtherds are never gonna save enough Grots to get their points back. And even then, you'd probably just be better off using the Breakin' Headz ability of a Warboss/Nobz.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 19:21:36


Post by: Vineheart01


Only way he's "worth" it is if you have multiple squads of 30 grots that are going to be near enough for him to cover both.
Which why the heck would you take THAT many grots? They dont do anything other than get in the way (both enemy movement and bullets).
He has to save minimum 12 grots to make his points back. If you forget about the ones he kills to keep order that sounds easy, but usually the entire squad will die before it made sense to bring him instead of just bringing 4x10 grots in the first place.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 19:23:29


Post by: CthuluIsSpy


Fair enough. I figured if he could keep a grot squad alive for longer than a turn he might be worth it, but if the warboss can do his job too then maybe not.
How would I go about converting a runt herd into a weird boy? I'm thinking of picking up more grots, and I don't need that many runt herds. The fact that its only 10 gretchin per box is pretty annoying. I miss the days when GW sold things in their 20s.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 20:52:54


Post by: ManTube


I have a weirdboy converted from a runtherd and I did it by sticking a bull skull from the nobs box on his head and attaching the big skull face from the deff dread kit to his grot prod. Add lots of warpaint and glowing eyes, and TA-da, weirdboy.

If you don't have those bits, just get creative with him. He's already got a funky looking staff, so all he needs is some skulls really.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 21:28:29


Post by: vercingatorix


 Emicrania wrote:
 vercingatorix wrote:
 Emicrania wrote:
Are you playing the PJ pants list?
60 boyz
Flashgitz
Bustas
And usual gunz+grots+hq?



I think you mean PJ was playing my list We were on the same team for ATC and he mainly plays sigmar now so I built him a list.

my list from memory this weekend:
deffskull
sag mek
kff mek
3x10 grots

bad moons
weirdboy
weirdboy
30 boys w/ big choppa
3x10 grots
15 bustas

Freebootas
badruck
warboss on bike
30 boys w/ big choppa
2x10 grots
1x28 grots
10 flash gitz with 2 ammo runts
5 smasha guns
1 traktor cannon


Oh brother hallelujah! That list is gorgeous! I've been going insane to see it streamed somewhere but so far no luck. I'm dying to know how you play it! What secondary you pick, how do you deploy and how you manouvre vs agents of Vect and knights?!

I WILL steal this list and play it at a GT in October, i think it is fluffy (ok that SSAG Deffskull maybe not ), has great sinergy and it it very hard to play right, which means it is multilayered and engaging to play. Tell me more!


If you can find the stream for Gencon I was playing this on stream. I believe they streamed it to facebook? I asked some people there and will let y'all know if I find it.

Edit: Found it! https://www.facebook.com/MAGSTournaments/videos/450490462200587/

That list was slightly different, I had 30 less boys for a plane and more smashas.

Vs vect, once you figure it out tell me, I'm 1 for 2 against it. It's brutal. As long as I can hide my stuff it's fine though basically. I lost this weekend because I couldn't hide anything from the damn bomber. I could have with better deployment, I just failed too realize it there.

Vs knights, I just put flash gitz dead center and hid bustas out of LOS, both knight lists had no or very little out of LOS shooting which my opponents failed to take advantage fully.

I think I'm gonna give up on boys though, they've just been useless to me.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 22:35:32


Post by: CthuluIsSpy


ManTube wrote:
I have a weirdboy converted from a runtherd and I did it by sticking a bull skull from the nobs box on his head and attaching the big skull face from the deff dread kit to his grot prod. Add lots of warpaint and glowing eyes, and TA-da, weirdboy.

If you don't have those bits, just get creative with him. He's already got a funky looking staff, so all he needs is some skulls really.


Hmm I do have a bunch of shrunken heads and animal skull looking things from my lizardmen sets. I guess I'll try that.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/22 22:53:05


Post by: Quackzo


People were discussing probability and hitting with dakka dakka dakka and re-rolls, the math isn't so bad you just need to account for all the cases.
Here's a lil chart for all ballistic skills some time ago. This is the EXPECTED number of hits per shot made, not the probability of hitting. In some cases this is greater than 1 and that's because of Dakka Dakka Dakka triggering. This chart doesn't accurately apply to the deathskull trait or ammo runts.



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 00:12:02


Post by: flandarz


I was wondering why there was a 2+ BS on there, then I remembered that we have exactly 2 models that can get to a 2+: the Flashgit Kaptin with Gitfinda and Freebooterz Procced, and the Dakkajet with All da Dakka, Freebooterz, and Long, Uncontrolled Bursts.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 00:18:58


Post by: Quackzo


A Freebooterz shokkjump dragsta is also another candidate.

I think I made that before the codex had come out but the rules for Dakka Dakka Dakka and More Dakka had been revealed, so I just included all cases because it was easier than excluding any.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 00:22:27


Post by: flandarz


Man. Our buggies are so lackluster I completely forgot about that one.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 01:33:21


Post by: Vineheart01


Shokkjump is probably the only buggy i wouldnt forget about.
I swear if the Wartrike didnt have that charge aura we wouldnt see him either.

ive had that shockjump win me games. Ive also had it do jack diddly squat but that just means its not absolutely amazing, but still good.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 01:39:56


Post by: flandarz


The only thing I really don't care for with it is that if you want to Advance into Charge range, you're probably gonna end up getting jumped out further than you wanna be. Really wish it had more than 3 shots as well. It's so... middle of the road, when this game rewards specialization.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 02:15:44


Post by: Quackzo


I think 3 deathskulls shokkjump dragstas can put in some work but I don't think it's enough compared to our other choices.
A megatrakk scrapjet has approximately 5 rokkits it fires, which is comparable to the AT shots coming out of the shokkjump dragsta.
And then it has 2 twin big shootas.
And a nose drill, which is strictly better then the saw blades.
And a spiked ram.
I know the scrapjet loses out on mobility, but that's a lot more killy and versatile for 10 less points. If you need mobility you can make it evil sunz and give it +2" base movement and another 2"-7" if it advances.
Maybe I'm undervaluing the teleport. I feel like for me to consider running it in my ITC games I'd need it to be closer to the cost of a double KMB dread (103 points), or have some other benefit.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 03:14:22


Post by: Vineheart01


i'll admit the rate of fire is kinda bullcrap.
I cant even think of another army equivalent at all, let alone one thats used, with the same statline.

The absolute closest is Ironstriders with lascannons, which are 80pts T6 6W 4+ 6++. Only 2 shots, but its way further reach, has stratagems to make them hit on 2s even against fliers, and 40pts less
Still a major difference.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 07:21:46


Post by: Orkimedez_Atalaya


Ahh the buggies. Too "big" as to be cheap, too few guns as to shoot properly. On top, the guns they have have zero to negative synergy (maybe except the scrapjet).


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 07:22:40


Post by: tneva82


 slyche wrote:
Hi,

Sorry, if I'm posting in the wrong tread I'm new here.

I read most of this discussion on ork tactics and there has been a point that caught me off guard.

All of you seems too agree that Shoota boyz are better to clear weak infantry screens on T1 (to allow jump and deepstrike sheninigans) with the Bad Moons kulturs



I prefer evil suns for T1 da jump chaff clearing. Principle being 30 boyz will kill or at least cripple one target fairly well and then reliably charge 2 more and maim those. With bad moons yes you shoot bit better but odds of charging drops from 78% to 58%. Too low to really count for.

Showing off is of course a thing but rarely I find myself where I would shoot twice with boyz rather than lootas in T1 and if I have bad moons I have lootas.

As for why 30 rather than 40 I don't like mobbing up boyz because it prevents green tide. I find I need to have at least 3 units that can mob up to have decent chance of actually using that stratagem. If I have 30+30+10 and mob up it's basically never used and 70 boyz dies like in a turn. 30+30+30+10 MIGHT work but 2 is still risky and I find myself out of boyz by turn 3 if I don't have at least 3 units + green tided unit.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 12:08:56


Post by: Emicrania


Spoiler:
 vercingatorix wrote:
 Emicrania wrote:
 vercingatorix wrote:
 Emicrania wrote:
Are you playing the PJ pants list?
60 boyz
Flashgitz
Bustas
And usual gunz+grots+hq?



I think you mean PJ was playing my list We were on the same team for ATC and he mainly plays sigmar now so I built him a list.

my list from memory this weekend:
deffskull
sag mek
kff mek
3x10 grots

bad moons
weirdboy
weirdboy
30 boys w/ big choppa
3x10 grots
15 bustas

Freebootas
badruck
warboss on bike
30 boys w/ big choppa
2x10 grots
1x28 grots
10 flash gitz with 2 ammo runts
5 smasha guns
1 traktor cannon


Oh brother hallelujah! That list is gorgeous! I've been going insane to see it streamed somewhere but so far no luck. I'm dying to know how you play it! What secondary you pick, how do you deploy and how you manouvre vs agents of Vect and knights?!

I WILL steal this list and play it at a GT in October, i think it is fluffy (ok that SSAG Deffskull maybe not ), has great sinergy and it it very hard to play right, which means it is multilayered and engaging to play. Tell me more!


If you can find the stream for Gencon I was playing this on stream. I believe they streamed it to facebook? I asked some people there and will let y'all know if I find it.

Edit: Found it! https://www.facebook.com/MAGSTournaments/videos/450490462200587/

That list was slightly different, I had 30 less boys for a plane and more smashas.

Vs vect, once you figure it out tell me, I'm 1 for 2 against it. It's brutal. As long as I can hide my stuff it's fine though basically. I lost this weekend because I couldn't hide anything from the damn bomber. I could have with better deployment, I just failed too realize it there.

Vs knights, I just put flash gitz dead center and hid bustas out of LOS, both knight lists had no or very little out of LOS shooting which my opponents failed to take advantage fully.

I think I'm gonna give up on boys though, they've just been useless to me.



I just watched the stream, good job vs those flying cheetos! one thing I´ve done differently is that I´d jumped the shoota boyz backline and tried to shoot/charge that back unit in order to deny/grab objective asap. I play a pure freeboterz Inspired by Ben Jurek and I use my shoota boyz either to proc the +1 , or to be a distraction carnifex. People tend to overcommit to kill 30 boyz, especially if they can see that you have 5 CP left or 3+freeboterz flag.
I haven´t play this list yet, but i think the strenght of it is in the similarity to a horde even if grots are basically ablative Wounds and obj takers. As Dj are awesome, in this list you play, they might be more a problem than a solution. They are still T6 4+, even with the -1 to hit. Maybe a DS Gorka for T2 backline clearing? Situationational , but I am training to go 2nd every match atm and I was vs AD Mech with breachers, Knight, warglaive, robots loyal 32, you name it. By T2 I had left the smashas, some grots, HQ´s and my DS Gorka vs his everything minus a knight. Well 3d6 charge and a warboss charge later i basically won the match. A 4 CP investment can be horrific on those castles, once you cleared chaffs and so on.
VS vect, dunno man, more than sitting in ruins and/or KFF we cant do much,I don´t think a painboy is a good investment with so little W pool. Is mostly all about careful positioning in magic boxes and out of LOS than anything else really.
I ll have to try it after the GT I have on the 6th, I´ll let you know. But I think that list is gonna be in the new meta for a while, especially vs marines.

One question thought, how were you speedrolling those smashas? The commentary was pretty confused...
Also, why you took those W on the Bustas T2? didn´t you use Grot Shield? Can´t you use more unit to soak up dmg?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 12:30:04


Post by: Jidmah


@Emicrania: Once again, please provide links to sources outside of dakka if you are referring to them. Other people would like to watch that stream as well without needing to google it.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 12:49:40


Post by: Emicrania


It is in the spoiler my man


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 13:11:42


Post by: daismith906


Question

Is there a viable way to run a low model count ork army that can hold its own?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 13:12:14


Post by: vercingatorix


my plane blew up and did wounds to the bustas. Was very unfortunate.

If I recall correctly, I had to prioritize da jumping the tank bustas because the planes weren't in range from their bunker. I need at least 3 planes in range to make it worth my while cause 15 tankbustas should do like 51 wounds to planes with 3+ or 5++.

Then after that the game was basically over as I killed like 1300 points of his army so I wasn't going super hard.

:edited for missing a word


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 13:24:19


Post by: Emicrania


daismith906 wrote:Question

Is there a viable way to run a low model count ork army that can hold its own?


Yes, double/triple gorka+gunz+triple plane.


vercingatorix wrote:my plane blew up and did wounds to the bustas. Was very unfortunate.

If I recall correctly, I had to prioritize da jumping the tank bustas because the planes weren't in range from their bunker. I need at least 3 planes in range to make it worth my while cause 51 should do like 51 wounds to planes with 3+ or 5++.

Then after that the game was basically over as I killed like 1300 points of his army so I wasn't going super hard.


Yeah I understand, keep on with the list, Ill PM you when I get the chance to play a couple of times.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 14:24:06


Post by: Jidmah


 Emicrania wrote:
It is in the spoiler my man


Yah, me blind. Sorry!


Automatically Appended Next Post:
daismith906 wrote:
Question

Is there a viable way to run a low model count ork army that can hold its own?


In what kind of context? What do you consider a low model count?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 14:48:21


Post by: Vineheart01


"low model count" for orks still has at least 60 grots floating around.

There is no reason to not bring battalions if you are trying to run max vehicles instead. Gretchin and the extra HQ are basically trading a vehicle for 4CP per battalion. And even though vehicle orks dont devour AS much CP as loota/flashgit/greentide orks, still suicide to run with less than 10CP imo.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 16:39:24


Post by: flandarz


I have a 1k Ork list that only has something like 50 models. A CP Battalion with a SSAG, SAG, Mork, and 30 Gretchin, then an Outrider Detachment with a Biker Boss and 3 groups of Warbikers. Probably far from the most competitive build around, but I like it.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/23 16:41:55


Post by: Emicrania


Ben Jurek original list had about 60 models on the 2k mark. Even those 20 meganobz lists have at least 60 grots more backing them up.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 11:03:12


Post by: dan2026


How are people best using their Meganobz?
Loadouts, transport, Kultur?

I was thinking a max size unit, with kustom shootas and claws, running Evil Sunz kultur for a more reliable charge.

Then Da Jumping them where ever they can do the most damage.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 12:43:41


Post by: xlDuke


 dan2026 wrote:
How are people best using their Meganobz?
Loadouts, transport, Kultur?

I was thinking a max size unit, with kustom shootas and claws, running Evil Sunz kultur for a more reliable charge.

Then Da Jumping them where ever they can do the most damage.


Large unit with all klaws and normal shootas (via Index, if that’s available to you), Evil Sunz and Tellyporta stratagem is probably the best way. Deffskulls minimum sized unit in a rokkit Trukk with a kombi-rokkit and mix of klaws and saws for fun games isn’t terrible.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 12:44:51


Post by: Emicrania


On the First page there is a 20 meganobz list Liam Hackett used. I guess he jumps one and DS another one, but as everything in 40k that is situational. Evil sunz is the way to go btw


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 16:25:45


Post by: SemperMortis


 dan2026 wrote:
How are people best using their Meganobz?
Loadouts, transport, Kultur?

I was thinking a max size unit, with kustom shootas and claws, running Evil Sunz kultur for a more reliable charge.

Then Da Jumping them where ever they can do the most damage.


On my shelf, collecting dust. as soon as they are competitive they will come out again, I personally don't like the model that much so I only have 6, but they can be fun (fluff wise) when you put them near ghaz.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 16:28:52


Post by: flandarz


The big thing keeping me from fielding MANz is that, while fairly durable, they don't deal much damage to anything. That -1 to hit from the Klaw really hurts them, and their ranged options are all pretty sub-par. And, honestly, with all the AP in the game, that 2+ Save isn't even that attractive either. They just have a lot of problems that make normal Nobz and Boyz better at anything you'd want them to do.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 16:48:38


Post by: SemperMortis


 flandarz wrote:
The big thing keeping me from fielding MANz is that, while fairly durable, they don't deal much damage to anything. That -1 to hit from the Klaw really hurts them, and their ranged options are all pretty sub-par. And, honestly, with all the AP in the game, that 2+ Save isn't even that attractive either. They just have a lot of problems that make normal Nobz and Boyz better at anything you'd want them to do.


4 Meganobz = 140pts 5 Hellblasters = 165pts

5 Hellblasters WITH NO BUFFS, fire 5 shots at 30 or 10 shots at 15, without supercharging they hit 3.33 and 6.66 respectively and wound 2.22 and 4.44 which inflict 1.86 damage and 3.7 damage. If they super charge their shots its 3.33 and 6.66 hits still, 3.16 and 6.5 wounds which translate into 6 and 13ish damage. So those Hellblasters can basically wipe out a Meganobz squad at 15' range or kill half of it at 30' range. So much for durability, and as you mentioned flandarz, Units with that kind of -AP are not exactly rare in this edition.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 17:14:46


Post by: dan2026


Do people think regular Nobz with Big Choppas would get more work done?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 17:21:23


Post by: flandarz


I'd personally just give them Dual Choppas. That's 50 attacks on a full mob, for 140 points (the same number of points you'd spend on just 4 MANz with 12 attacks). With S5, they're already at a good place for Wounding, and we have better options for dealing with anything that needs AP. Use them to take out screens and elite infantry, and leave the vehicles to your Smashas, Killa Klaw Biker Boss, and SSAG.


Automatically Appended Next Post:
As much as I hate to say it, in 8th edition volume of attacks/shots means more than Strength, AP, or Damage.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 17:32:54


Post by: dan2026


You make a good point.
With the two ammo grots there to soak up some overwatch it's only 148 points.
Dirt cheap for 50 S5 attacks.

Crush your enemy under weight of dice.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 18:36:27


Post by: Vineheart01


i'd recommend a mix. I generally run 6/4 bigchoppa vs dualchoppa but ive often thought i should switch that.

Bigchoppas strength difference isnt really amazing since it isnt S8, thus isnt really better in most situations. And when it is, theyre probably fighting something they shouldnt be.
But they do 2flat damage and have an AP so they still shred through primaris.

But there is no reason to fully equip them with bigchoppas. Theyre tougher than boyz to kill but not by much so might as well save 25-30pts.

And of course, ALL their guns are worthlessly overpriced. Unless you talk index options and give'm kustomshootas for 2pts. 20pts for 40 shots 40 swings instead of 0 shots 50 swings is pretty dope. But, index only.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 19:01:47


Post by: redboi


SemperMortis wrote:
 flandarz wrote:
The big thing keeping me from fielding MANz is that, while fairly durable, they don't deal much damage to anything. That -1 to hit from the Klaw really hurts them, and their ranged options are all pretty sub-par. And, honestly, with all the AP in the game, that 2+ Save isn't even that attractive either. They just have a lot of problems that make normal Nobz and Boyz better at anything you'd want them to do.


4 Meganobz = 140pts 5 Hellblasters = 165pts

5 Hellblasters WITH NO BUFFS, fire 5 shots at 30 or 10 shots at 15, without supercharging they hit 3.33 and 6.66 respectively and wound 2.22 and 4.44 which inflict 1.86 damage and 3.7 damage. If they super charge their shots its 3.33 and 6.66 hits still, 3.16 and 6.5 wounds which translate into 6 and 13ish damage. So those Hellblasters can basically wipe out a Meganobz squad at 15' range or kill half of it at 30' range. So much for durability, and as you mentioned flandarz, Units with that kind of -AP are not exactly rare in this edition.


MANz have 3 wounds each and Hellblasters do 2d overcharged. There will be overkill as it takes 2 hits to kill each nob. 5 HBs will only kill 2 and take one down to 1 wound in rapid fire range before getting mulched in CC


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 19:45:08


Post by: SemperMortis


redboi wrote:
SemperMortis wrote:
 flandarz wrote:
The big thing keeping me from fielding MANz is that, while fairly durable, they don't deal much damage to anything. That -1 to hit from the Klaw really hurts them, and their ranged options are all pretty sub-par. And, honestly, with all the AP in the game, that 2+ Save isn't even that attractive either. They just have a lot of problems that make normal Nobz and Boyz better at anything you'd want them to do.


4 Meganobz = 140pts 5 Hellblasters = 165pts

5 Hellblasters WITH NO BUFFS, fire 5 shots at 30 or 10 shots at 15, without supercharging they hit 3.33 and 6.66 respectively and wound 2.22 and 4.44 which inflict 1.86 damage and 3.7 damage. If they super charge their shots its 3.33 and 6.66 hits still, 3.16 and 6.5 wounds which translate into 6 and 13ish damage. So those Hellblasters can basically wipe out a Meganobz squad at 15' range or kill half of it at 30' range. So much for durability, and as you mentioned flandarz, Units with that kind of -AP are not exactly rare in this edition.


MANz have 3 wounds each and Hellblasters do 2d overcharged. There will be overkill as it takes 2 hits to kill each nob. 5 HBs will only kill 2 and take one down to 1 wound in rapid fire range before getting mulched in CC


LD 7, -3 so you also have a 1/3rd chance to have your last guy die from morale. Good point though. But again, if a squad can almost earn its points back in a single shooting phase then either the unit is OP OR and much more likely in this situation, the target unit is crap.



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 20:04:04


Post by: dan2026


I'm thinking of using some Flash Gits as well.

Are they best Da Jumped or Tellyported into position?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 20:24:31


Post by: Tomsug


I have good experience with MANs. But It' s hard to use them right. There is a risk. But they definetly can do a brutal damage.

What I do:
2 squads at least 5 MANs each. Evil sunz. In tellyporta.
Waagh banner on da jump.
Motoboss and weirdboy march forward.
Some boyz or whatever attacks enemy from other side, than you want to charge the, with the MANs.

Turn 1 (and 2 if necessary) clean the screens.
Than DS manz plus banner. MANs charge. If you have 2 squads, at least one of the hit. 5MAN dual killsaw = 20 attacks WS 3+ T10 AP-4 D2. Maybe Warpaht can make it better? Can fight twice. And there is about 70% you charge both of them. They slain a knight and stay alive and slay something else next round. If there is a warboss, they can move. If there is no warboss they have a troubles.

If enemy can run away, MANs are useless.

As I said, complicated to coordinate. But brutal.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 20:58:44


Post by: flandarz


Pretty much the only success I've had with MANz is in tying up a Tau online. Tau CC just ain't good enough to remove them, if you can lock them in.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/25 21:41:31


Post by: redboi


SemperMortis wrote:
redboi wrote:
SemperMortis wrote:
 flandarz wrote:
The big thing keeping me from fielding MANz is that, while fairly durable, they don't deal much damage to anything. That -1 to hit from the Klaw really hurts them, and their ranged options are all pretty sub-par. And, honestly, with all the AP in the game, that 2+ Save isn't even that attractive either. They just have a lot of problems that make normal Nobz and Boyz better at anything you'd want them to do.


4 Meganobz = 140pts 5 Hellblasters = 165pts

5 Hellblasters WITH NO BUFFS, fire 5 shots at 30 or 10 shots at 15, without supercharging they hit 3.33 and 6.66 respectively and wound 2.22 and 4.44 which inflict 1.86 damage and 3.7 damage. If they super charge their shots its 3.33 and 6.66 hits still, 3.16 and 6.5 wounds which translate into 6 and 13ish damage. So those Hellblasters can basically wipe out a Meganobz squad at 15' range or kill half of it at 30' range. So much for durability, and as you mentioned flandarz, Units with that kind of -AP are not exactly rare in this edition.


MANz have 3 wounds each and Hellblasters do 2d overcharged. There will be overkill as it takes 2 hits to kill each nob. 5 HBs will only kill 2 and take one down to 1 wound in rapid fire range before getting mulched in CC


LD 7, -3 so you also have a 1/3rd chance to have your last guy die from morale. Good point though. But again, if a squad can almost earn its points back in a single shooting phase then either the unit is OP OR and much more likely in this situation, the target unit is crap.


Only 2 will be dead, assuming you failed all your 6+ armor saves. So you will need a 6 on leadership to lose one.

This is in a vacuum assuming an ideal scenario where all hellblasters are in rapid fire range and haven't lost any models, against a perfect target that hellblasters are designed to counter. Hellblasters are indeed nasty, but they are also juicy targets for lootas and mek guns, or even as a charge target for regular boys. You'd be wise not to have your MANz sitting in the open infront of them in the first place. I also play marines and I can tell you hellblasters rarely make it to rapid fire range unmolested. You will almost never encounter this scenario unless you have made several horrible mistakes.

MANz are far from our best units and probably not top table material, but they aren't THAT bad


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 05:17:12


Post by: Jidmah


Agree with red boi. Just shoot those helblasters before jumping your MANz in front of them, they are a top priority unit to take out anyways and they don't have grot shields or similar to protect them.

Plus MANz still have the job to SECURE OBJECTIVES, not to klaw-murder something big. PKs simply don't do that in 8th.
You push them onto a central or forward objective, kill whatever is there and then stay there, forcing your opponent to deal with them or lose the game. Anything besides helblasters will struggle to kill them, and even helblasters aren't too hot unless they are Dark Angels.
We have multiple people place top 4 with blocks of 10 MANz to prove this works.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 05:35:47


Post by: flandarz


I will admit that, of our units, not many are able to Objective Camp as well as MANz. Probably best done as Deathskullz for Objective Secured.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 06:12:58


Post by: tneva82


Holding one objective with bloody expensive unit that can't do anything while sitting on objective when there's 5 other objectives to fight doesn't sound that good. At worst you don't even get any cards for that objective after 1st so get at most 1 card(which you might get with cheaper unit anyway) and maybe end of the game points if they somehow survive.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 07:34:56


Post by: xlDuke


tneva82 wrote:
Holding one objective with bloody expensive unit that can't do anything while sitting on objective when there's 5 other objectives to fight doesn't sound that good. At worst you don't even get any cards for that objective after 1st so get at most 1 card(which you might get with cheaper unit anyway) and maybe end of the game points if they somehow survive.


Agreed. With ITC (or similar) rules it might be viable to keep a unit like this on an objective but with BRB/CA missions it’s just not really tenable most of the time. This highlights to me the many ways that ITC vs GW mission rules totally colours the conversation about good units and what they’re good for. I’m not saying either mission set is the correct way to play as I see the benefits of both, I just mean to point out that there is a big difference in how games are played in the various formats and how different strategy and tactics are between them. I really enjoy this thread (as well as the other tactics threads I read) and all of the insights people provide but I sometimes find it difficult to extrapolate which pearls of wisdom I can apply to my own CA Maelstrom games.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 08:11:32


Post by: Jidmah


tneva82 wrote:
Holding one objective with bloody expensive unit that can't do anything while sitting on objective when there's 5 other objectives to fight doesn't sound that good. At worst you don't even get any cards for that objective after 1st so get at most 1 card(which you might get with cheaper unit anyway) and maybe end of the game points if they somehow survive.


I don't think the ladz were discussing Maelstrom games. But you are right, I wouldn't bring them to those games either since there is no place to put them that forces the enemy to react to them. A gorkanaut is much better choice for maelstrom since it's faster and more killy, allowing for big plays which get you multiple VP.

ITC and enternal war missions (which are also part of ETC) reward staying power, and MANz have plenty of that.


Automatically Appended Next Post:
 flandarz wrote:
I will admit that, of our units, not many are able to Objective Camp as well as MANz. Probably best done as Deathskullz for Objective Secured.


You don't really need obSec for that, since their bases are huge and they still have multiple models there - most fast units will not be able to contest the objective in sufficient numbers, and even if they do, you krush 'em.
You also need the evil suns culture to make that charge, since you usually target objectives that are controlled by troops/firebase units of your opponent.


Automatically Appended Next Post:
Something new to report:

I finished my Boomdakka Snazzwagon and gave it a spin, because every model deserves a chance, even if math says otherwise.

So... it was a solid meh. It drove around, took overwatch for the boyz, killed a few infantry models worth 63 points (including moral casualties), locked a tank in combat, but nothing worth 100 points.
Mek special is totally not impressive, it really should have the D2 of snazzguns. Burna bottles are bad, definitely not worth putting the buggy in danger, and the big shoota and grot blasta being what they are. It feels like putting a slightly better armed trukk without passengers on the table. Durability was not an issue simply because it didn't do enough damage for my opponent to bother with it. Slugga boyz killed more models shooting than it did.
I'd take it for 50-60 points but at its current points, I'd rather not. Hopefully the kustom boosta blasta does better.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 11:32:14


Post by: CthuluIsSpy


That's a pity. It has nice RoF. A few of the buggies could use a price cut, tbh. With the exception of the Scrapjet; that's a lot of S8 shots for a 110pt vehicle.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 11:54:09


Post by: the_scotsman


KBB in my experience is my second-favorite buggy behind the skrapjet. With my freebootas I do also like the SDD, but it just doesn't roll as well as the skrapjet for me personally.

The trick with the KBB is you'll get a lot out of it if you know PRECISELY how much you can take out with the combination of the shooting + the charge mortal wounds, because otherwise you'll get stuck. It's one of the few buggies that really would rather be Evil Sunz than anything else, because it'll usually want to advance, it loves the extra 3" movement, and it loves the ES warlord trait to help it get back out.

The other option is to take it in your Blood Axes gretchin-detachment that you have for Cp fuel because of the Finkin Kap.

Basically it benefits hugely from being able to fall back and act.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 12:00:57


Post by: CthuluIsSpy


Yeah, the KBB looks pretty good too. That and the scrapjet are probably the best buggies. The dragster would be nicer if it didn't commit suicide, but it still looks good.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 12:08:51


Post by: the_scotsman


 CthuluIsSpy wrote:
Yeah, the KBB looks pretty good too. That and the scrapjet are probably the best buggies. The dragster would be nicer if it didn't commit suicide, but it still looks good.


It doesn't if it's Freebootas or Bad Moonz, which it always should be.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 12:16:42


Post by: Jidmah


Freebootaz still don't protect anyone from overheating.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 12:55:27


Post by: CthuluIsSpy


Dethskullz probably aren't a bad choice either. The chances of you rolling 2 ones is pretty slim, so you can just reroll it most of the time. And you get that nice invul too.

I think Evil Sunz and Dethskullz are overall the best kultures, especially if you are going for mono-kulture builds.

Evil Sunz is good if you have a lot of assault weapons and not much variable damage and you really need to get up close and personal. You'd think that mass infantry wouldn't benefit from Evil Sunz because of the lore, but they work pretty well with the speed boost.

Dethskulls are good for MSU ranged builds that feature a lot of units with variable damage or single shot ranged attacks.
KMBs are your friend.

I tend to run evil sunz though, as I don't have the models that make the most out of Dethskullz.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 13:00:02


Post by: the_scotsman


 Jidmah wrote:
Freebootaz still don't protect anyone from overheating.


I don't have the rules in front of me, so I don't remember if the rule states "unmodified roll of 1" for Ork overheat. But if it didn't, which is...kind of how I understood overheating in 8th, i.e. a -1 to hit makes you more likely to overheat...then shouldn't a +1 to hit make overheating impossible?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 13:03:16


Post by: Jidmah


Agree. Unless I want to run Thrakka character, I usually go with mono deff-skulls now. The obSec on lootas, tank bustas and characters causes head-aches for enemy objective grabbers, 6++ helps both vehicles and infantry against shooting and characters in combat, and the re-rolls give klaws and kustom mega weapons a much need boost.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 13:04:12


Post by: Grimskul


the_scotsman wrote:
 Jidmah wrote:
Freebootaz still don't protect anyone from overheating.


I don't have the rules in front of me, so I don't remember if the rule states "unmodified roll of 1" for Ork overheat. But if it didn't, which is...kind of how I understood overheating in 8th, i.e. a -1 to hit makes you more likely to overheat...then shouldn't a +1 to hit make overheating impossible?


All Kustom Mega Weapons have the unmodified roll of 1 for overheating, but otherwise, yes you're right.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 13:05:31


Post by: Jidmah


the_scotsman wrote:
 Jidmah wrote:
Freebootaz still don't protect anyone from overheating.


I don't have the rules in front of me, so I don't remember if the rule states "unmodified roll of 1" for Ork overheat. But if it didn't, which is...kind of how I understood overheating in 8th, i.e. a -1 to hit makes you more likely to overheat...then shouldn't a +1 to hit make overheating impossible?


We just had this discussion a couple pages back, the ork codex almost exclusively uses "unmodified" when checking for sixes and ones.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 13:08:57


Post by: CthuluIsSpy


the_scotsman wrote:
 Jidmah wrote:
Freebootaz still don't protect anyone from overheating.


I don't have the rules in front of me, so I don't remember if the rule states "unmodified roll of 1" for Ork overheat. But if it didn't, which is...kind of how I understood overheating in 8th, i.e. a -1 to hit makes you more likely to overheat...then shouldn't a +1 to hit make overheating impossible?


That was only in early 8th ed books. The GW is now going for the "unmodified" value approach to stop that sort of thing from happening.
Ork weapons only overheat on natural rolls, and I think the same goes for marine and chaos weapons.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 13:18:51


Post by: the_scotsman


 CthuluIsSpy wrote:
the_scotsman wrote:
 Jidmah wrote:
Freebootaz still don't protect anyone from overheating.


I don't have the rules in front of me, so I don't remember if the rule states "unmodified roll of 1" for Ork overheat. But if it didn't, which is...kind of how I understood overheating in 8th, i.e. a -1 to hit makes you more likely to overheat...then shouldn't a +1 to hit make overheating impossible?


That was only in early 8th ed books. The GW is now going for the "unmodified" value approach to stop that sort of thing from happening.
Ork weapons only overheat on natural rolls, and I think the same goes for marine and chaos weapons.


Interesting. Fair enough, then. Honestly, as a gun with only 2 shots on it per turn, the number of times I've had the gets hot actually impact the performance of my SJD is preeeeeeetty small, particularly considering it just pops to any real application of antitank firepower and primarily it survives by virtue of there being more pressing, immediate threats for my opponent to target.


That's part of the weakness of the BDSW, in my opinion - it's arguably the "defensive" buggy, but it's still flimsy enough that it only takes a modicum more effort to destroy and it's still giving up points relatively quickly and easily. And its low offensive output means your opponent doesn't reeeeally have a reason to want it dead.

I've managed to make it a nuisance before, but not more of a nuisance than it would have been if it was a second copy of one of the other buggies.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 14:19:47


Post by: CthuluIsSpy


If it were cheaper, then one could probably use it as a sacrificial harassment unit, like how small units of warhounds and swarms were used in Fantasy.

Basically, the idea is that you put in the way of the enemy and force them to deal with them, as they are in the way of enemy movement, they are attacking the flank, etc.
The -1 to hit and the 4+ explosion rule would lend credence to that tactic, as if they are right up in your opponents face, they have a could chance of exploding and killing some units. The -1 to hit would draw more fire than usual, which you can buff to -2 with the smoke clouds strat.
I really do suspect that when GW designed it, they were expecting players to use it as a sort of aggressive kamikaze unit, where your opponent has to decide whether to ignore it and take some harassing fire, or destroy it and take some mortal wounds.

The problem though is that 100 points is a lot for that sort of tactic. I don't think warhounds were 20+ points each at min unit size 5. Swarms were, iirc, but they tended to come in units of 3 and had a lot of wounds.

The snazzwagon should really be like, 60-70 points.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 14:32:36


Post by: Vineheart01


100pts is fine for a suicide unit if its deadly enough to actually do something.
I ran MANz missiles all the time in previous editions. They were usually pushing 200pts and they did marvelous work if ignored, or ate quite a bit of dakka to prevent it.

Snazzwagon doesnt do jack diddly squat. If it was 60pts, i'd be fine with it, or current price with 2x the dakka it has.
I view it as one of the worst buggies. Not the worst, thats the squigbuggy, but 2nd worst. It doesnt do ANYTHING even remotely worth that pricetag.
Always found it funny its main gun was shown off to be some sort of really high rate of fire machine gun...and its probably the worst RoF per cost that isnt a rokkit/kmb level of strong attack.

3x Snazzwagons is 4pts shy of 2x 6 Supa Dakkajets.
27 S5 AP2 1D + 9 S5 AP0 1D + 6D6 S4 grenades (assuming youre THAT close)
vs
36 S6 AP1 1D hitting on 4s

Snazzwagon technically has more shots, but lower strength and a good chunk of it is grenades and it can be very easily charged to death.
Dakkajets cannot be charged by most units

I'd never use Snazzwagons over a dakkajet. Theyre both designed to clear chaff, and one is a lot harder to get rid of since it cant be charged.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 15:17:34


Post by: the_scotsman


 Vineheart01 wrote:
100pts is fine for a suicide unit if its deadly enough to actually do something.
I ran MANz missiles all the time in previous editions. They were usually pushing 200pts and they did marvelous work if ignored, or ate quite a bit of dakka to prevent it.

Snazzwagon doesnt do jack diddly squat. If it was 60pts, i'd be fine with it, or current price with 2x the dakka it has.
I view it as one of the worst buggies. Not the worst, thats the squigbuggy, but 2nd worst. It doesnt do ANYTHING even remotely worth that pricetag.
Always found it funny its main gun was shown off to be some sort of really high rate of fire machine gun...and its probably the worst RoF per cost that isnt a rokkit/kmb level of strong attack.

3x Snazzwagons is 4pts shy of 2x 6 Supa Dakkajets.
27 S5 AP2 1D + 9 S5 AP0 1D + 6D6 S4 grenades (assuming youre THAT close)
vs
36 S6 AP1 1D hitting on 4s

Snazzwagon technically has more shots, but lower strength and a good chunk of it is grenades and it can be very easily charged to death.
Dakkajets cannot be charged by most units

I'd never use Snazzwagons over a dakkajet. Theyre both designed to clear chaff, and one is a lot harder to get rid of since it cant be charged.


There was a ridiculous argument some many pages back where I horrifically offended someone by saying the Snazzwagon is actually the worst buggy exactly because of that comparison with the dakkajet. The Squigbuggy is objectively horrendous and definitely the worst in a vacuum, but at least there isn't another unit that has the exact same defensive profile, exact same job, and just...does the job better and more efficiently and has better abilities.

There's no 100% better "36" range flexi-profile variable poison/anti-elite shooting unit" in the ork codex to totally invalidate the Squigbuggy's role. It's just...hideously overcosted at that role, and one of the three weapon options it has just has no reason to be (bitey squigs, since they basically will never deal as much damage as Booms against any target due to 1/2 the shots).

Unless you perfectly balanced them to be exactly the same offensively and defensively, Dakkajets and BDSWs will always have one invalidating the other. That's why I think the BDSW should be redesigned from the ground up to be either a dedicated close-range horde clearing platform or a midrange anti-elite platform.

I would rather see the former:

-Scrap the -1 to hit rule
-Keep the explode rule
-Add Burna Bombs (melee), same profile as Burna Bombs (Shooting) but without the range. User may make an additional 2D6 attacks with this profile when they make a melee attack.
-Add the rule "Drive-By Dakka: The Big Shoota and Mek Speshul equipped by this model may shoot even if the unit fell back this turn."



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 15:48:18


Post by: Jidmah


I'd like to point out that the explodes rule is actually has a range of d6 - so even if you have a higher chance to explode at all, you are quite likely to not hit anything with the explosion anyways.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 15:58:02


Post by: CthuluIsSpy


 Jidmah wrote:
I'd like to point out that the explodes rule is actually has a range of d6 - so even if you have a higher chance to explode at all, you are quite likely to not hit anything with the explosion anyways.


Yeah, that is counter productive. GW didn't really think that through.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 19:22:04


Post by: Emicrania


Quick question, does weirboyz benefit from +1/2/3 to dispel aswell?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 19:35:01


Post by: flandarz


No. Deny tests aren't Psyker Power Checks, and unfortunately Waagh Energy ain't gonna help you there.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 20:33:34


Post by: Voidraven5829


Got a list conundrum:
The rest of my list is set but right now I need to decide between three chunks:
Spoiler:

Option A )
Deffskull detachment:
1 unit of 5 kommandos with 2 burnas and a BC nob.
3 units of 2 smasha guns

Bad moon detachment:
1 unit of 2 megatrakk scrap jets

B )
Deffskulls detachment:
2 units of 5 kommandos with 2 burnas and a BC nob.
3 units of 1 shokkjump dragsta
Wreckin ball on the 1 trukk in my list

C )
Deffskulls detachment:
2 units of 1 shokkjump dragsta
1 unit of a single deffkopta with big shootas
1 wazbomm jet with kff and telyport kannons

All options contain 3 things:
Infiltration units.
Heavy firepower support.
Escort for my knight hunter biker warboss.
Breakdown:
Spoiler:

Both options A and B give me the same amount of CP and deployment drops. C is the same amount of CP but reduces my drop count by 1 to 13.

Option A gives me more wounds and potential shots because of the mek guns and the scrap jets. It also keeps me at 1 unit of kommandos, which limits my potential objective shenanigans, and forcing my opponent to deploy a unit early. The scrap jets are also a lot slower than the biker boss, which isn't good as an escort, and can't break off from each other when I need them to. However, the mek gunz being static feels like a downshift since the rest of my army is highly mobile.

Option B gives me 2 units of kommandos for deployment and objective shenanigans, and an escort for the boss that can keep up. But this is overall a bit more fragile than option A, i feel. I like that this has the potential to outflank my enemy with the dragstas and the rest of my army to blindside them and present them with too many threats in their face to put them on the back foot.

Option C feels like a middleground between A and B in terms of overall damage potential. The KFF from the jet is gravy and applies to my blitz brigade BW that drags 30 shoota boys and my jumped unit of 40 choppa boys, allowing both units to potentially get the KFF early enough to matter. While the lone deffkopta is my one choice for reserve tactics, its also crazy fast to dart around where it can pick up an objective or something. Its not as strong as the kommandos would be because of the lack of "Zog Off" but could still do some work. Wazboms having a degrading profile is concerning, especially since it hurts its damage output.


For B and C, i like the dragstas and the shokk tunnel rule as a means to support distant allies when need be or pick up lonely objectives (if they survive long enough).

For now, my back of the napkin math and arguments would lean me to option B, because of the 2 units of kommandos, and the comfort of having tri-point bubble protection for the bikeboss. But I haven't played with scrap jets, dragstas or Wazboms ever so i dont know how they behave or what kind of hate they attract.

I have watched a few bat reps that involve each of the major players of the options and think that scrap jets are just too slow and unpredictable to keep up with the boss long enough that he can make it to his target, and the wazbom hasnt done much with its firepower at all based on what ive seen: it becomes practically useless once it drops down a tier.

Kindly people of Dakka, please help me decide which would be best for krumpin' the baddies. Links to discussion and bat reps that have something to do with these points are appreciated!

Here is the core of my list, in case you need it: (note that a lot of details are left out for brevity)
Spoiler:

Battalion-blitz brigade
Evil suns

Walking Warboss
-redd armor
-big choppa
-squig

Deffkilla wartrike

9+nob slugga boys
29+nob slugga boys
29+nob shoota boys

8+boss nobs
-all have Big Choppa and choppa

Battle wagon
-ard case
-deff rolla
(Walking boss and nobs inside with room to hide the 10 man unit of boys)

Battalion 2
Bad moons

Weirdboy
-da jump

Weirdboy 2
-warpath
-warphead: fists of Gork

3x10 grots

9+nob tank bustas
Trukk (for TB, weirdboys start put onside to reduce drop count)

Spearhead
Deffskulls

Kun Kushin
-biker
-killa Klaw
-WL: brutal but cunning


*If I need to move this to another thread im more than happy to. Don't wanna clog up the main thread.*


Edited to do spoilers. Sorry!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 22:34:09


Post by: flandarz


I want to help you out more, but what will be best for you will depend on how you play. However, just based on which option has the most competitive options, you should go with #1. Smashas are just fantastic AA for the pricetag, and Dakkajets are one of our best options for screen clearing.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 23:13:08


Post by: Voidraven5829


 flandarz wrote:
I want to help you out more, but what will be best for you will depend on how you play. However, just based on which option has the most competitive options, you should go with #1. Smashas are just fantastic AA for the pricetag, and Dakkajets are one of our best options for screen clearing.


Option A contains megatrakk scrap jets, not dakka jets. Sprry for the confusion.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/26 23:15:26


Post by: flandarz


Ah. My bad. I still think it's probably your best option to go with. Smashas are just really good.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 13:56:31


Post by: Quackzo


Yikes played a game tonight and got to experience plaguebearers the durability of plaguebearers for the first time. My opponent basically had plague bearers + thousands son supreme command + deathguard misc units. He managed to win by just swamping the board with plague bearers, tying things up in melee or using the psychic phases to smite them.
My list was something like:
Spoiler:

battalion 1:
Freebooters
weirdboy w/ da jump
badrukk + ammo runt
3x10 gretchin
1x10 flash gitz

battalion 2:
Freebooters
2x SAG
3x10 gretchin

battalion 3:
Freebooters
Dreadwaaagh
1x SUSAG w/ big killa boss
1x biker big mek on warbike
3x10 gretchin
2x Gorkanaut
1x Morkanaut


I've basically been dabbling with triple naut and triple SAG but I haven't had a chance to play it against any real threatening lists and this was the first time I hit a wall with it.
My gut says that boyz are the answer to plague bearers but also curious what other people think.
I'm planning to re-work the list massively as it is. The intention behind triple SAG was to try and stack the odds to get more consistent results but I'm not convinced that the extra 160 points is worth it when it could go into something more consistent. Freebooters I'm not 100% certain if I'll keep. I chose them because they're a kultur that scales well and I'm trying to keep my list relatively simple. I'm pro keeping triple nauts because shooting twice with a naut has paid off a lot already. They also lower the model count which assists me with playing faster, which is something I am practising.
Badrukk was just me experimenting in that list, he's been okay so far and has mostly gotten value out of buff Flash Gitz and chipping away at armour.
Flash Gitz are a new addition for me and I've been experimenting with swapping Dakka Jets with Flash Gitz. I'm expecting more space marines to populate my meta and they seemed like a natural choice with their anti-primaris stats. Furthermore they've also done some reasonably good work in the AT role through their sheer volume of fire.

So I guess my general question is how do I deal with plague bearers? Any general list advice?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 15:56:30


Post by: Ditters


The discussion on runtherds a few pages back got me curious about the average number of grots you can expect a runtherd to save. For a given number of gretchin in the unit at the start of the turn, and a given number of casualties taken during the turn, the table shows the average reduction in morale losses if there is a runtherd with squighound present (i.e. the average number you expect to lose with no runtherd, minus the average number you expect to lose with the runtherd). Each entry in the table is the result of 1,000,000 simulated rolls.

I only went up to unit sizes of 10, to keep the table readable. It seems clear that a runtherd is never going to be point-efficient if you run gretchin in units of 10, since at most you can expect him to save 2 models from each unit per morale phase. On the other hand, if you run squads of 30 then a runtherd seems like a good investment. If a squad of 30 grots takes 15 casualties, then a runtherd will on average stop 12 of your grots from running away. (Though bear in mind that this is the ideal case - the runtherd is less efficient with more or fewer casualties.)



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 17:09:34


Post by: tulun


Do people max out on Squig Bombs for their Tankbustas? Seems like they up the consistency of the unit by crazy amounts, even if they can only fire once (and if bad moons, basically hit 35/36 of the time). Given that Tankbustas likely only survive one round of shooting, seems to be very tempting.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 17:15:22


Post by: CthuluIsSpy


Yeah, I take squigbombs when possible. That 2+ to hit is juicy, and it works with DDD.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 17:32:52


Post by: Vineheart01


Never taken them, i usually have a transport limit problem or i need to shave a few points, and being a 1shot they go first for me.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 21:53:56


Post by: Grimskul


I play against mainly armies with skimmers which bomb squigs can't target, so I don't really use them. I also don't really use tankbustas atm, smasha gunz are just too good.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/27 22:40:59


Post by: Thayme


 Quackzo wrote:
Yikes played a game tonight and got to experience plaguebearers the durability of plaguebearers for the first time. My opponent basically had plague bearers + thousands son supreme command + deathguard misc units. He managed to win by just swamping the board with plague bearers, tying things up in melee or using the psychic phases to smite them.
My list was something like:
Spoiler:

battalion 1:
Freebooters
weirdboy w/ da jump
badrukk + ammo runt
3x10 gretchin
1x10 flash gitz

battalion 2:
Freebooters
2x SAG
3x10 gretchin

battalion 3:
Freebooters
Dreadwaaagh
1x SUSAG w/ big killa boss
1x biker big mek on warbike
3x10 gretchin
2x Gorkanaut
1x Morkanaut


I've basically been dabbling with triple naut and triple SAG but I haven't had a chance to play it against any real threatening lists and this was the first time I hit a wall with it.
My gut says that boyz are the answer to plague bearers but also curious what other people think.
I'm planning to re-work the list massively as it is. The intention behind triple SAG was to try and stack the odds to get more consistent results but I'm not convinced that the extra 160 points is worth it when it could go into something more consistent. Freebooters I'm not 100% certain if I'll keep. I chose them because they're a kultur that scales well and I'm trying to keep my list relatively simple. I'm pro keeping triple nauts because shooting twice with a naut has paid off a lot already. They also lower the model count which assists me with playing faster, which is something I am practising.
Badrukk was just me experimenting in that list, he's been okay so far and has mostly gotten value out of buff Flash Gitz and chipping away at armour.
Flash Gitz are a new addition for me and I've been experimenting with swapping Dakka Jets with Flash Gitz. I'm expecting more space marines to populate my meta and they seemed like a natural choice with their anti-primaris stats. Furthermore they've also done some reasonably good work in the AT role through their sheer volume of fire.

So I guess my general question is how do I deal with plague bearers? Any general list advice?


I would use your flashgitz to target the plaguebearers instead of armour. You should have enough anti tank with the 3 SAG and morkanaut, but if you don't I think you should maybe drop a couple of SAG for some mek gunz. Mek gunz are great for freebooterz because they can proc the +1 to hit but already hit on 4s.

The 2 damage isn't wasted when shooting models with disgustingly resilient, for each shot that gets past their armour they will need to roll 2 DR and If they fail one the model dies.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 03:53:34


Post by: JimOnMars


tulun wrote:
Do people max out on Squig Bombs for their Tankbustas? Seems like they up the consistency of the unit by crazy amounts, even if they can only fire once (and if bad moons, basically hit 35/36 of the time). Given that Tankbustas likely only survive one round of shooting, seems to be very tempting.

I use two units of 5 tankbustas and 1 bomb in a trukk.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 04:32:59


Post by: Eldarain


When it comes to Boyz is it just Sluggas and head for melee at all haste or can massed Shoota Boyz be useful? Always loved the gunner models more.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 04:36:10


Post by: flandarz


Shootas are actually doing better than Sluggas right now. Capitalizes on Dakkax3 better, and since Boyz are already good in CC, you're not losing out on much. If you're running Goffs and Skarboyz, Sluggas might be better, but otherwise go with Shootas


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 05:32:57


Post by: Jidmah


I don't know. In my recent games against marines, slugga boyz have been way better for me because they can actually clear out a unit of primaris meatshield, while a unit of shoota boyz has no chance of getting past a unit of intercessors or infiltrators.

Assuming you get to fight with 20 boyz, a unit of slugga boyz just barely manages to kill them, a unit of shootas simply wont.

As for scar boyz... I ran three units of 30 scarboyz on sunday, the extra strength did next to nothing. Against most targets, it simply doesn't make a difference (most T5 units get crushed under the weight of attacks) and they still suck at wounding T8 - even with Thrakka and Waaagh! Banner they just barely manage to do 5 damage to a PBC.

Instead of upgrading the three mobs, I should just have fought twice at some point during the game.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 08:03:06


Post by: Eldarain


So follow-up question. How are the clanky war machines doing?

Ork Dreads, Kans, Nauts, Stompas are all some of my favourite 40k mecha.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 09:37:03


Post by: Jidmah


In that order? Ok-Bad-Good-Terrible

Dreads work ok as assets you can tellyport in, but you need to properly time that.
KANz simply shoot too little for their costs and moral has a chance to backfire on you.
Both variants of nauts are decent, but you need to tellyport them in. Otherwise they get shot to pieces during your first turn. The Gorkanaut is slightly better due to the synergy between his main gun and his extra attacks it doesn't want to waste on chaff.
Stompa is for when you want to try beating 2000 points with 1400 points.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 09:37:04


Post by: Emicrania


Quackzo wrote:Yikes played a game tonight and got to experience plaguebearers the durability of plaguebearers for the first time. My opponent basically had plague bearers + thousands son supreme command + deathguard misc units. He managed to win by just swamping the board with plague bearers, tying things up in melee or using the psychic phases to smite them.
My list was something like:
Spoiler:

battalion 1:
Freebooters
weirdboy w/ da jump
badrukk + ammo runt
3x10 gretchin
1x10 flash gitz

battalion 2:
Freebooters
2x SAG
3x10 gretchin

battalion 3:
Freebooters
Dreadwaaagh
1x SUSAG w/ big killa boss
1x biker big mek on warbike
3x10 gretchin
2x Gorkanaut
1x Morkanaut


I've basically been dabbling with triple naut and triple SAG but I haven't had a chance to play it against any real threatening lists and this was the first time I hit a wall with it.
My gut says that boyz are the answer to plague bearers but also curious what other people think.
I'm planning to re-work the list massively as it is. The intention behind triple SAG was to try and stack the odds to get more consistent results but I'm not convinced that the extra 160 points is worth it when it could go into something more consistent. Freebooters I'm not 100% certain if I'll keep. I chose them because they're a kultur that scales well and I'm trying to keep my list relatively simple. I'm pro keeping triple nauts because shooting twice with a naut has paid off a lot already. They also lower the model count which assists me with playing faster, which is something I am practising.
Badrukk was just me experimenting in that list, he's been okay so far and has mostly gotten value out of buff Flash Gitz and chipping away at armour.
Flash Gitz are a new addition for me and I've been experimenting with swapping Dakka Jets with Flash Gitz. I'm expecting more space marines to populate my meta and they seemed like a natural choice with their anti-primaris stats. Furthermore they've also done some reasonably good work in the AT role through their sheer volume of fire.

So I guess my general question is how do I deal with plague bearers? Any general list advice?


I am personally very supportive of this list, I am myself switching back and forth between an almost pure mech freeboterz (30shoota+5*10 grots= 90 models total) and the horde Vercingetorix have posted here (190 models!). Freeboterz NEED the gunz to proc the +1 for the Nauts and the SSAG. So many times you have a single nurglins left or 2 infantry and that smashas is gonna save your ass helping the whole army. I had like 50% of my matches vs those Jim Vesal lists with 60+ PB. Most of the people cant play it. Just focus one unit with all you got and bring it to under 20 models and than charge with the G-naut. 18A S8 D2 is good stuff. Just stay out of range of his casters and let him came at you.
Never tried 3 nauts but i think it is a great thing. dakkajet are really fast but without wazbomb babysitting they go down fast.

Ditters wrote:The discussion on runtherds a few pages back got me curious about the average number of grots you can expect a runtherd to save. For a given number of gretchin in the unit at the start of the turn, and a given number of casualties taken during the turn, the table shows the average reduction in morale losses if there is a runtherd with squighound present (i.e. the average number you expect to lose with no runtherd, minus the average number you expect to lose with the runtherd). Each entry in the table is the result of 1,000,000 simulated rolls.

I only went up to unit sizes of 10, to keep the table readable. It seems clear that a runtherd is never going to be point-efficient if you run gretchin in units of 10, since at most you can expect him to save 2 models from each unit per morale phase. On the other hand, if you run squads of 30 then a runtherd seems like a good investment. If a squad of 30 grots takes 15 casualties, then a runtherd will on average stop 12 of your grots from running away. (Though bear in mind that this is the ideal case - the runtherd is less efficient with more or fewer casualties.)



Thanks for that. I was exactly wondering that.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 09:44:01


Post by: CthuluIsSpy


 Eldarain wrote:
So follow-up question. How are the clanky war machines doing?

Ork Dreads, Kans, Nauts, Stompas are all some of my favourite 40k mecha.


Stompas and kans aren't great, in fact Stompas are considered to be one of the worst units in the book.
Dredds can work if you run Evil Sunz + Trike, deffskullz (with KMB to make the most out of the trait) and/or teleportation.
Nauts work like dredds, but you can probably run the morkanaut without teleportation as it comes with a 5+ invul


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 10:57:23


Post by: Jidmah


My Morkanaut gets degraded into nothingness whenever I deploy it on the board. Unless you want to draw fire from battlewagons or buggies, I suggest reserving it.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 12:56:04


Post by: CthuluIsSpy


I have a crazy thought - Wouldn't Burnas be plausible (I'm not sure if viable is the right word. This is a thought experiment, after all) in a deffskullz list? Not because of their burnas, god no, but because of the KMB and the rerolls? You can have like 3 KMB per squad.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 13:11:04


Post by: Jidmah


You can just field a mini-mek with a KMB for less with character protection...


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 13:17:35


Post by: CthuluIsSpy


 Jidmah wrote:
You can just field a mini-mek with a KMB for less with character protection...


Mini-meks can only have the pistol though, which has a range of 12".
The extra range from a proper KMB is nice.
You can get about 2 shots from a KMB off by the time a KMS gets in range.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 13:23:13


Post by: flandarz


They could be MORE viable, but not necessarily a competitive choice, no matter what you do with them.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 16:11:01


Post by: Voidraven5829


 flandarz wrote:
Ah. My bad. I still think it's probably your best option to go with. Smashas are just really good.



After debating it and tinkering around, I have decided to do option B,the 3 individual shokkjump dragstas. However, instead of the kommandos and the wrecking ball for my trukk, ill spend the points on 1 unit of 3 smashas.
It reduces me to 13 drops, gives me a hard backline of guns, while still providing an escort for my biker boss that can mop up anything the smashas left after they shoot.

Thank you for your insight.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/28 22:20:23


Post by: r_squared


 CthuluIsSpy wrote:
 Jidmah wrote:
You can just field a mini-mek with a KMB for less with character protection...


Mini-meks can only have the pistol though, which has a range of 12".
The extra range from a proper KMB is nice.
You can get about 2 shots from a KMB off by the time a KMS gets in range.


They can take an index KMB. I have one per truck of Boyz with rokkits for re-rollable punch.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 04:12:47


Post by: gungo


So warhammer legends sounds like the deathknell of all the index options.

It’s the final book for them where they get points and rules that will never be updated again.

They are removed from competitive play and basically become narrative only if your opponent agrees.

So say goodbye to warboss on bike, Mek on bike, warboss in mega armor, burnas on kommandos, bombs on deffkoptas, painboy on bike, big Mek with kff and not mega armoir, and big guns... also no idea if the forgeworld stuff that is still in that index is becoming legends or not.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 04:15:27


Post by: flandarz


Only real things we'll miss are the KFF Mek and Biker Boss. Fortunately, the Wartrike is only slightly less point efficient, so not a huge deal there (aside from the lack of Killa Klaw), but now all our KFF options are prohibitively expensive.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 07:53:18


Post by: Emicrania


From 74 big mek to 114. We lost 3 HQ, 2 of the most used ones. They are out of their fething mind


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 08:00:55


Post by: Jidmah


I guess Big Meks will just disappear from games and be replaced with Wazbomms.
Or they will give the MA Big Mek a proper point cost to make him viable.
Or the green tide archetype just dies.

But good thing they at least give points to the legends. One of my criticism in the Big Survey was that all those fun narrative rules are useless because everyone is using points and thus you can't use them even in friendly games.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 09:46:01


Post by: some bloke


Had a game vs space wolves a couple of weeks ago. Can't remember exact lists, but roughly:
Spoiler:

He Had:
3 units of marines with terminator champions
3 heavy shoot-loads, shoot-twice if not moving dudes, shooting 6 + D6 shots a turn (doubled if stationary)
1 flier transport
2 units of longfangs with 2 ML, 2 lascannons each
character with 2 puppies
2 units of 7 wolfen dudes with thunderhammers & stormshields on 2, 1 twin lightning claws, 3 standard.
rhino
runepriest

I had:
Deffskulls:
wartrike
SAG Mek
24 grots
25 grots
11 shoota boys, RL, kombi-rokkit nob
11 shoota boys, RL, kombi-rokkit nob
12 shoota boys, RL, kombi-rokkit nob
mek w/ KMB
mek w/ KMB
3 MANs, 1 kombi skorcha
6 burnas; 1 KMB spanna
7 flashgits
5 trukks, 1 wreckin' ball
megatrakk scrapjet
15 lootas
5 mek guns; 4 smasha, 1 KMK


set up on long board edges. He got first turn. Big guns never tire (d'oh!).

his turn 1 he killed 3 mek guns, getting 4 VP (first strike, 3 heavy supports). rhino & flier moved forward. all focus was on killing the guns for VP.
My turn 1, all rush forwards, big charge on the rhino to get extra distance. shooting pips most of a longfang squad, last guy with lascannon spends VP to become a character. Rhino dies, and the surrounding mob of trukks kills 2 dudes as they try to get out (if I had known better about the method of disembarking I would have positioned my trukks better!). FLashgits do some killing on the flanks to clear his token unit off the objectives (I set up heavy on one side as I am faster than he is!)

His turn 2 sees a trukk blow up, killing his runepriest, 2 wolves, 2 marines, 1 boy and wounding another trukk. lascannons finish off the mek guns and everything else fires at the lootas - Grot shields, deploy! even so 4 lootas die and the 5 remaining grots run off.

My turn 2, the grots who were being charge shields for the mek guns fire some shots at the flier - there's only 13 left - and chip 2 wounds off! Flashgits are still in range so don't move and wipe out the token squad with terminator champion. Meganobs get out and charge the super-shooty dudes, killing 2 before getting mullered in response. the remaining 1 gets made a champion as well with the stratagem - damn that stratagem! Boys in truks kill off all but a terminator champion - guess what? he becomes a lone wolf! - another tukk goes and finishes off the last dude from the longfangs, by standing right next to him and firing a KMB into his face. scrapjet shoots everything (except anti-tank missiles) at the character-who-used-to-have-wolves, chipping 2 wounds off. Then charges and kills him with the ram. He then fights me back (stratagem or something), blows me up and kills off my last meganob! :( gretchin get another wound off the flier!

His turn 3, wolfen dudes walk in off the sidelines. Dudes get out of flier to deal with gretchin, for reasons unknown. not much of mine dies.

My turn 3, wartrike slams into wolfen with the ramming speed strat, killing 3, who then kill him in return, which means I pop the stratagem to fight again, which kills the rest, who would have liked to kill him some more but he was already dead by then. boys move to secure an objective and shoot lots at the terminator and the shooty dude - shooty dude dies. Flashgits move closer and kill the longfangs.

it's 11pm, so game wraps up here. We agree that I would have won, as I had the majority of my army left, and would easily take 3 objectives.


Points I found out:

MSU with deffskulls is a very good combo
Trukks overperformed as he didn't focus on them - it's not that trukks are good, it's that the opponent ignored them.
flashgits in a trukk are pretty ace. turn 1 move to a central ruin, and stay there until the trukk pops and you can loot it (didn't come up this game).
Burnas in the trukk with the Meganobs was decidedly meh, I think they did 1 wound all game. In future I will probably swap them for Tankbustas. I did enjoy the 2-units in a trukk approach. gave the trukk something to do once the MANs-missile had disembarked. also saves a meganob from a roll of a 1 when the trukk dies.
SAG did naff all, all game. Lootas were pretty cool, but I held my CP back for defence rather than popping more dakka on them, so they could be better with more CP to play with.
Invuln! I remembered it in turn 3, until then none of my units used their 6++.

All in all a good, fun game, which I'm chalking up as a draw as I didn't officially win.

Next things to test:

wartrike + walkers. I have so many dreads & kans, and I'm just thinking about the idea of move, advance & charge. Having a unit of 5 killa kans move 7-12", then popping "ramming speed" to roll 3D6 for charge could do a hefty amount of damage. I'd give these skorchas or rokkits for the ability to shoot after advancing and also as they will be in the enemy areas, and 5 skorchas is nothing to sniff at!

Meka-dread could be cool too, with the ability to move 16+D6", then a 3D6" charge. that's back of field territory! 378pts for 2 monsters behind enemy lines on turn 1. That's an average of 30" movement for the meka-dread, without rerolling any charge dice. Da jump something else scary in to increase the pincer manoeuver and away we go!


So to summarise plan: 1/3 of army to be scarily/surprisingly fast & stompy, 1/3 of army to be fast and scary, 1/3 of army to be still & shooty. first 1/3 will get around/behind the enemy, second will pressure them from the front, third will provide covering fire.



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 10:55:03


Post by: Emicrania


List in spoilers or we ll krump ya


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 11:31:10


Post by: Jidmah


Oi, ladz, da blue boy dere is lookin' for a fight. Let me get ma favorite choppa... Waaagh!

(Thanks for the battle report )


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 11:54:58


Post by: tneva82


 Quackzo wrote:
My gut says that boyz are the answer to plague bearers but also curious what other people think.


Haven't played much vs nurgle but last time I ran into plaguebearer horde from hell 2 mobs of orks and defftrike charaged in. 7 plague bearers survived. Albeit bit of luck as he rolled 1(1 dice rerolled) for morale meaning he got d6 more rolling 6 for that but still 30% chance he survived that morale test with his last daemon.

Bugger hell. Then came in bloodletters...



Automatically Appended Next Post:
 Jidmah wrote:
I don't know. In my recent games against marines, slugga boyz have been way better for me because they can actually clear out a unit of primaris meatshield, while a unit of shoota boyz has no chance of getting past a unit of intercessors or infiltrators.

Assuming you get to fight with 20 boyz, a unit of slugga boyz just barely manages to kill them, a unit of shootas simply wont.

As for scar boyz... I ran three units of 30 scarboyz on sunday, the extra strength did next to nothing. Against most targets, it simply doesn't make a difference (most T5 units get crushed under the weight of attacks) and they still suck at wounding T8 - even with Thrakka and Waaagh! Banner they just barely manage to do 5 damage to a PBC.

Instead of upgrading the three mobs, I should just have fought twice at some point during the game.


I mix 'em up. 30 boyz I never get to combat fully against semi sane opponent. 20 sluggas yes. Then 10 shootas to shoot at something else. With slugga boys you don't even dare to shoot often least you remove 1 or 2 models pushing your charge range further away anyway and rarely many worthwhile targets anyway.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 12:10:23


Post by: Jidmah


My paint job kind of prevents mixing :|

Against primaris, I'll always shoot my sluggas, the chances of them killing enough models to increase the charge range is practically zero - you usually have two at them same distance from your boyz, and an extra wound or two on the units really helps.
Against anything less durable (even old marines), I agree.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 12:13:09


Post by: some bloke


 Emicrania wrote:
List in spoilers or we ll krump ya


suddenly remembered that about half an hour after posting! edited in now.

Had a little play in battlescribe for a couple of 1250pt armies to try out in a couple of weeks, as 2k is too big for the evening sessions (hence finishing on turn 3 last game!)

List 1:
Spoiler:

Deathskulls

HQ:
Deffkilla wartriks
Weirdboy

Troops
18-ork shootaboy squad with Rokkit & kombi-rokkit nob
19-ork shootaboy squad with Rokkit & kombi-rokkit nob
11 grots

Elites:
Mek w/ KMB
Mek w/ KMB

Fast Attack:
Scrapjet

Heavy Support:
Battlewagon, 2 big shootas, deff rolla
Battlewagon, 2 big shootas, deff rolla
Meka Dread, mega charga


List 2:
Spoiler:

HQ:
KFF megamek
Deffkilla Wartrike

Troops:
10 grots
10 grots
10 grots

Heavy Support:
3 dreads; klaws, saw, KMB
3 dreads; 2 klaws, saw, KMB, one 2x big shootas
6 kans, big shootas



List 1 is about getting the meka-dread and wartrike behind/amongst the enemy turn 1, then mopping up with shoota boys etc.
List 2 is just to overwhelm the enemy with dreads. Mek waddles with them to give KFF cover. deffkilla gives his aura of advance-&-charge. Kans go in first wave, dreads in second.

thoughts?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 12:35:11


Post by: Jidmah


List 1:
In my experience battle wagon boyz don't work well. You are better off just dropping the two wagons to upgrade both to 30 boyz, jumping one unit and tellyporting the other. Get more toys for the points saved.

List 2:
Make sure to grab the Dread Waaagh! specialist detachment for your army and put rokkits on your kanz. The shoot twice stratagem just barely make kanz useful. Grab the SSAG while you're at it.
If you have the bits, get two KMB on your dreads, you usually only need to re-roll on of the dice anyways, and you can get a lot more damage out of them as they move toward the enemy.
You could also drop a dread to make room for a Waaagh! Banner, he does wonders for walkers.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 13:28:05


Post by: Singleton Mosby


gungo wrote:
So warhammer legends sounds like the deathknell of all the index options.

It’s the final book for them where they get points and rules that will never be updated again.

They are removed from competitive play and basically become narrative only if your opponent agrees.

So say goodbye to warboss on bike, Mek on bike, warboss in mega armor, burnas on kommandos, bombs on deffkoptas, painboy on bike, big Mek with kff and not mega armoir, and big guns... also no idea if the forgeworld stuff that is still in that index is becoming legends or not.


I will miss the Kustom shoota nobs. Had a lot of fun with these ladz.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 18:07:55


Post by: Mallich


 some bloke wrote:
wartrike + walkers. I have so many dreads & kans, and I'm just thinking about the idea of move, advance & charge. Having a unit of 5 killa kans move 7-12", then popping "ramming speed" to roll 3D6 for charge could do a hefty amount of damage.
Tiny, tiny correction: killa kans have the Gretchin keyword, and so you cannot target them with an ork Stratagem (such as Ramming Speed) unless the Stratagem "explicitly states so (e.g. the 'Grot Shields' Stratagem)". The Vigilus Defiant FAQ noted that you could use the "Dread Waaagh!, Kustom Ammo or Mek Connections" Stratagems.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 18:13:43


Post by: gungo


 flandarz wrote:
Only real things we'll miss are the KFF Mek and Biker Boss. Fortunately, the Wartrike is only slightly less point efficient, so not a huge deal there (aside from the lack of Killa Klaw), but now all our KFF options are prohibitively expensive.


Depending on how they do forgeworld zhardsnark might still be allowed (or pushed into legends as well). Which is kinda useful since another issue with the wartrike is it’s waaagh doesn’t work on infantry.

But you are right The biggest concerns are warboss and big Mek options...and making what people consider competitive lists just got a lot more cookie cutter.
I do expect a new character model for us though but I’m sure we will get a ghaz model as our new psychic awakening campaign model.

The other issues such as losing burnas and big choppa on kommandos and big bombs and mega blasta on deffkoptas are just about making those units more point efficient rather then competitive.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 18:43:31


Post by: Emicrania


They really should make a new Ghaz that could be used also as a normal Warboss with MA and give him a point drop. 122 points for a model with no invu is fething idiotic


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 18:58:55


Post by: Vineheart01


Warboss in general needs an overhaul.

I'd love a multipart plastic kit like a LOT of other armies have for their HQ. Doubt they'd give him back the bike since the wartrike exists, but option for MA or possibly Jetpacks would be cool.
Really only need a special bosspole and unique head for Ghaz anyway. Anything beyond that they might as well revamp his rules to be a proper LoW


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 19:32:52


Post by: flandarz


It'd be pretty strange to actually have a GOOD LoW with Orkz. Might be a good reason to not just run triple Batts.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/29 20:05:36


Post by: Vineheart01


Kustomstompa was pretty good before........because of a typo but thats another subject lol


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 06:23:11


Post by: Tomsug


Legends - honestly, I will be surprised, if there is no option with warbike boss and megaarmour boss under any kind of name soon.

Megaboss is simpl too cool and forgeworld has a very nice model of motoboss.

There will be new units in form of some CA or whatever or FW Index.

I hope... because i love and use a lot of index option. And orks without cheap kff, kommandos without index option and koptas without bombs are significantly nerfed.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 06:33:03


Post by: tneva82


 Emicrania wrote:
They really should make a new Ghaz that could be used also as a normal Warboss with MA and give him a point drop. 122 points for a model with no invu is fething idiotic


That would kind of demerit Ghazz though. Ghazz is supposed to be extraordinarily big for an ork. Suddenly having random warbosses who are same size kind of goes against point of Ghazz...

Especially if they suddenly scale up Ghazz. Having then random nobodies so to speak being equally huge just feels weird.


Automatically Appended Next Post:
 Tomsug wrote:
Legends - honestly, I will be surprised, if there is no option with warbike boss and megaarmour boss under any kind of name soon.


All those will be. In legends. With frozen abilities and point costs forever and not recommended for tournaments(and invariably if tournaments follow that recommendation same will leak into non-tournament games as well)


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 08:10:26


Post by: addnid


I play ETC almost exclusively, so index options have been out since codex dropped... And I can tell you that once it gets into the habits that index options are dead, no one wants to have games anymore with these options...
Hopefully some circles are more open, but my suspicion is that for 90% of the playerbase, "legend = dead".
Especially as time will go on and new minis come out. Again, i hope I am wrong about this...

Honestly sell your stuff if you aren't too collector minded (I personally cannot sell stuff I have painted, dunno why really, lots of my stiff nearly never sees TT)


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 08:48:32


Post by: Ratius


I couldnt imagine running my list without the bigmek kff on bike


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 12:46:14


Post by: tulun


It's a bit unfortunate. There are clearly some index options that are just objectively amazing compared to the codex version (e.g... Warboss on bike vs Warboss, Big Mek vs MA Big Mek).

MA Big Mek can't even keep up with your infantry... pretty much makes him useless outside of turn 1 for WAY more points. My Big Mek doesn't need a 2+ save.

As someone said: Wazbom for KFF, unless MA Big Mek takes a huge dip in points? I guess just a walking Warboss for Da Killa Klaw.

It seems crazy there isn't a Warboss in Mega Armour. I can't imagine Ghazz would be the only one to think of it in the entire race.

Oh well.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 16:43:30


Post by: Emicrania


Did they nerf the caladius tank?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 16:50:36


Post by: JNAProductions


 Emicrania wrote:
Did they nerf the caladius tank?
Yes.

Slightly more expensive, and went to S7.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 16:53:37


Post by: Emicrania


And D2 instead of 3. They should been nerfed more but ah, whatever


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 17:08:56


Post by: JNAProductions


 Emicrania wrote:
And D2 instead of 3. They should been nerfed more but ah, whatever
More points, dropping from S8 to S7 (which is a very key drop-point) and one third less damage...

I dunno, it seems enough to merit more testing, at least. Perhaps they didn't go far enough, but I'd rather a gentle touch than a sledgehammer.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 17:13:32


Post by: Vineheart01


yeah its interesting to see slight nerfs rather than nerfhammers.
Pretty much any gaming company does this. Something underperforms, give it a gentle nudge that after 100x nudges might make it useful. Overperforms? Nerf it to oblivion and return with the gentle nudges later.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/30 17:30:35


Post by: JNAProductions


Also, it's now...

4/9ths as effective against T8
1/2 as effective against T7
1/3rd as effective against T5 and T6 many-wound models

It is ONLY as effective against:

T1-3, T5 and T6 models with 1, 2, or 4 wounds and no FNP.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/31 05:05:26


Post by: Emicrania


Which means It went from meta breaking to broke.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/31 08:40:46


Post by: Jidmah


Don't know, it's now just another gun that does the same as everything else in the codex. Before it was something that custodes struggle to get anywhere beside from their jetbikes.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/31 16:36:10


Post by: Emicrania


Is pretty resilient, can fly, shoot 60" on 2+ and have 14 W and -2" to charge them. 3 of them are a real pain in the ass.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/08/31 16:39:04


Post by: JNAProductions


 JNAProductions wrote:
Also, it's now...

4/9ths as effective against T8
1/2 as effective against T7
1/3rd as effective against T5 and T6 many-wound models

It is ONLY as effective against:

T1-3, T5 and T6 models with 1, 2, or 4 wounds and no FNP.
My math was wrong-I thought it went from D3 to D2, when it actually went from Dd3 to D2.

All that was affected, in terms of averages, are wound rolls.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 01:49:17


Post by: SemperMortis


The loss of the Warboss on warbike is a huge blow to my tournament list. Not to mention that I Kustom made a model for that purpose :(



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 03:21:09


Post by: flandarz


You could always "reskin" him as Zhadnark, or as a Wartrike. I used one today in a 1k game and he did surprisingly well. Went Evil Sunz cuz the Wartrike relies on getting as close as possible to the enemy.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 04:38:06


Post by: Vineheart01


Is Zhadsnark worth it? He's even more expensive than the wartrike. Granted he has a PROPER klaw atleast.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 04:42:31


Post by: flandarz


Did I miss a point bump? Last I checked, they're both 120 pts.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 07:33:10


Post by: Jidmah


 Vineheart01 wrote:
Is Zhadsnark worth it? He's even more expensive than the wartrike. Granted he has a PROPER klaw atleast.

He locks you into evil suns, doesn't get an attack squig and his aura doesn't work for bikes, so he can't advance and charge. On the other hand, he doesn't need a relic slot to function.
So if you were running evil suns for MANz or boyz anways, he might be an option, otherwise... not so much.

I don't think that a lot of revenues would ban legacy but not FW - from my experience and from what I have heard and read elsewhere, it's either just the codices, or everything with a point value is allowed.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 11:41:41


Post by: SemperMortis


If this becomes ITC standard then I can tell you that it will absolutely destroy most current competitive Ork lists. I have a bunch of friends at NOVA this year, they sent me pictures of the ork armies they have seen and as of yet not a single one of them did not contain a couple of the units/wargear that is now going to be banned from events. Ironically they sent me a picture of the most expensive 2k point army I have ever seen it had 18 Traktor Kannons, none were kustom so that means for just the Mek Guns (800ish points) he spent $900 without tax.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 11:55:02


Post by: addnid


I can tell you that KFF coverage is horribly tedious to obtain in ETC lists, wasbom gets shot down in infantery heavy lists because only vehicle in range (smashas are further away generally), morkanaut also, so really the only kff option is MA big mek... Which is so bad (for reasons previously mentioned in this thread) that if you look at many ETC lists there is no kff at all.
So on some match ups, without proper terrain and without first turn an ork player is likely to take much too high losses turn 1.
It is indeed a higher challenge to play ork without index options... outside of team tournaments not many etc players still do from what I have seen


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 16:29:18


Post by: Tomsug


SemperMortis wrote:
If this becomes ITC standard then I can tell you that it will absolutely destroy most current competitive Ork lists. I have a bunch of friends at NOVA this year, they sent me pictures of the ork armies they have seen and as of yet not a single one of them did not contain a couple of the units/wargear that is now going to be banned from events. Ironically they sent me a picture of the most expensive 2k point army I have ever seen it had 18 Traktor Kannons, none were kustom so that means for just the Mek Guns (800ish points) he spent $900 without tax.


Sure, from business side of view - I really admire how they make a lot of people to buy huge amount of 50 bugs models. And everybody knows, that in less than 6 months, this list will be out and something else became a new meta... I gonna buy there stock to feed my hobby...


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 16:38:02


Post by: flandarz


We'll just have to find new competitive lists to field, if the current ones won't be valid. Work on new strategies and playstyles that don't need them. We have a pretty solid Codex, so I don't think it's impossible. We'll probably see a drop in W/L for a bit, until we get settled back in, but we're Orkz, boyz! We never lose and we never quit!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 17:56:24


Post by: SemperMortis


 flandarz wrote:
We'll just have to find new competitive lists to field, if the current ones won't be valid. Work on new strategies and playstyles that don't need them. We have a pretty solid Codex, so I don't think it's impossible. We'll probably see a drop in W/L for a bit, until we get settled back in, but we're Orkz, boyz! We never lose and we never quit!


See, I still don't see this as truth. I personally don't think we have a solid codex. In fact I view most of our codex as unplayable in competitive meta and borderline useless even in for fun meta. I love bringing my bikes to games but I had a few players ask me to bring different units because they just die to easy and they get tired of winning turn 3.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 18:09:34


Post by: flandarz


I guess I should have clarified: Compared to many Codexes. Something like 40% of our Codex is in our top 2 color brackets on the OP, and only maybe 30% are in the bottom 2 brackets. I don't think that reflects "most of our Codex... borderline useless".


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 18:24:09


Post by: SemperMortis


 flandarz wrote:
I guess I should have clarified: Compared to many Codexes. Something like 40% of our Codex is in our top 2 color brackets on the OP, and only maybe 30% are in the bottom 2 brackets. I don't think that reflects "most of our Codex... borderline useless".


And peoples personnel opinions mean exactly nothing. The real guide to see if a unit is good is how often you see it in tournament play. So most of our codex is in fact useless. We have right now a couple units that are used in competitive play and a vast majority which are never used. When was the last time you saw Burna boyz in a tournament that placed in the top 3, what about Warbikes, Deff Koptas, Nobz, Burna bombers, Any of the new buggies, the stompa, killa kanz, deff dreadz, any kind of Battlewagon except for maybe the bonebreaker, mork or gorkanauts, even trukkz, what about nobz? Really what we have is a couple of competitive units and that is about it. we do have a few units which are in the useful in non-competitive games category, a number of the aforementioned units are like that. But again, they never see play time in tournament placing lists.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 18:37:22


Post by: flandarz


A couple of competitive units? Just looking at the two lists in the OP from last June, we got (sans Index Options) Weirdboyz, Boyz, SAG, SSAG, Gretchen, Lootas, Tankbustaz, Wazboms, Dakka Jets, Warbosses, Badrukk, Flashgitz, and Mek Gunz. Those are lists that won their tournaments, and neither was a cookie cutter of the other. That's 13 "tournament competitive" units, and is quite aside from anything that would work just fine in a FLGS environment. What you did was list the units that everyone agrees are terrible (with a few thrown in there in the "kinda decent, but you got better options" category) and use it as evidence that "most of the codex is borderline useless".

Edit because I missed one. I could include the April list as well for a couple more units.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 20:52:31


Post by: Jidmah


SemperMortis wrote:
 flandarz wrote:
I guess I should have clarified: Compared to many Codexes. Something like 40% of our Codex is in our top 2 color brackets on the OP, and only maybe 30% are in the bottom 2 brackets. I don't think that reflects "most of our Codex... borderline useless".


And peoples personnel opinions mean exactly nothing. The real guide to see if a unit is good is how often you see it in tournament play.

The first post reflects the tournament results of the last half year. Anything in the first to brakets has been in a list placing at least 4th place in a grand tournament. Some units from the others have as well.

So most of our codex is in fact useless.

Please provide proof. Feel free to sift through the top ork list of the half year for actual facts.

Deff Koptas

Equipped with both KMB and big shootas, they have been filling brigades for multiple top 4 placements, including one tournament winner.

deff dreadz

At least two 4 placements as well, though the trend has move to nauts and MANz.

mork or gorkanauts

Both have seen lots of play, with the gorkanaut taking the lead. We even have tripple naut lists doing well.

trukkz

Have made an appearance carrying both flash gits and tank bustas.

Really what we have is a couple of competitive units and that is about it.

Even when leaving out everything I'm not 100% sure about, 26 of our 47 codex datasheets have been seen in top 4 placing lists. You are objectively wrong.

But again, they never see play time in tournament placing lists.

Sorry, but I check all top 4 placing lists every week. I don't think you are, because half your post directly contradicts what can be found in those lists.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/01 21:42:44


Post by: SemperMortis


 Jidmah wrote:
SemperMortis wrote:
 flandarz wrote:
I guess I should have clarified: Compared to many Codexes. Something like 40% of our Codex is in our top 2 color brackets on the OP, and only maybe 30% are in the bottom 2 brackets. I don't think that reflects "most of our Codex... borderline useless".


And peoples personnel opinions mean exactly nothing. The real guide to see if a unit is good is how often you see it in tournament play.

The first post reflects the tournament results of the last half year. Anything in the first to brakets has been in a list placing at least 4th place in a grand tournament. Some units from the others have as well.

So most of our codex is in fact useless.

Please provide proof. Feel free to sift through the top ork list of the half year for actual facts.

Deff Koptas

Equipped with both KMB and big shootas, they have been filling brigades for multiple top 4 placements, including one tournament winner.

deff dreadz

At least two 4 placements as well, though the trend has move to nauts and MANz.

mork or gorkanauts

Both have seen lots of play, with the gorkanaut taking the lead. We even have tripple naut lists doing well.

trukkz

Have made an appearance carrying both flash gits and tank bustas.

Really what we have is a couple of competitive units and that is about it.

Even when leaving out everything I'm not 100% sure about, 26 of our 47 codex datasheets have been seen in top 4 placing lists. You are objectively wrong.

But again, they never see play time in tournament placing lists.

Sorry, but I check all top 4 placing lists every week. I don't think you are, because half your post directly contradicts what can be found in those lists.


Cool story bro, now eliminate tournaments that had less then 30 people in them. Just because a list wins at a local ITC event does not mean it works overall. How did the LVO events go, what lists were used there by the top 2 ork finishes, how about the Nova thats going on right now? How about Adepticon. Sorry I just don't put much weight to small events because a single person can dominate it based on how good they are compared to their competition.


Automatically Appended Next Post:
And as a note to my post. Probably more important to see them winning in more then a few lists as opposed to 1 or 2. And especially important to see them a bit after the codex release, when the shiny new syndrome wears off and people learned how to counter our new tricks.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 00:10:15


Post by: gungo


We all knew index would eventually go away plus our codex has a few duds but it’s base (troops and hq) are strong.

Losing the index will hurt however we should be getting a new model (which is likely another HQ option like big Mek or warlord) and a bunch of new rules from psychic awakening. I know getting another super SAG from a campaign again is unlikely but maybe something else will get better.

In other words our codex isn’t great but it’s good and if we get another proper pass through as they redo codexs I can see our codex getting better becuase having decent clan rules, troops, hq options, and relics was the hard part. Fixing a bunch of bad speciality units is easier.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 01:44:20


Post by: Grimskul


I just hope with whatever psychic awakening campaign Orks get involved in that we get a revamped Ghazzy and plastic MAW kit, alongside ideally a regular Big Mek with KFF kit. Have the points costs of things like the deffkilla wartrike and the other buggies tweaked to make them more viable and it makes the loss of index options not as terrible.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 03:03:05


Post by: flandarz


If the qualifications for being a good unit are to be a part of a top 3 list in a >30 person tournament in the last 6 months, then yes. The Ork Codex is full of awful units. As is literally every other Codex.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 03:18:32


Post by: ManTube


SemperMortis wrote:
 Jidmah wrote:
SemperMortis wrote:
 flandarz wrote:
I guess I should have clarified: Compared to many Codexes. Something like 40% of our Codex is in our top 2 color brackets on the OP, and only maybe 30% are in the bottom 2 brackets. I don't think that reflects "most of our Codex... borderline useless".


And peoples personnel opinions mean exactly nothing. The real guide to see if a unit is good is how often you see it in tournament play.

The first post reflects the tournament results of the last half year. Anything in the first to brakets has been in a list placing at least 4th place in a grand tournament. Some units from the others have as well.

So most of our codex is in fact useless.

Please provide proof. Feel free to sift through the top ork list of the half year for actual facts.

Deff Koptas

Equipped with both KMB and big shootas, they have been filling brigades for multiple top 4 placements, including one tournament winner.

deff dreadz

At least two 4 placements as well, though the trend has move to nauts and MANz.

mork or gorkanauts

Both have seen lots of play, with the gorkanaut taking the lead. We even have tripple naut lists doing well.

trukkz

Have made an appearance carrying both flash gits and tank bustas.

Really what we have is a couple of competitive units and that is about it.

Even when leaving out everything I'm not 100% sure about, 26 of our 47 codex datasheets have been seen in top 4 placing lists. You are objectively wrong.

But again, they never see play time in tournament placing lists.

Sorry, but I check all top 4 placing lists every week. I don't think you are, because half your post directly contradicts what can be found in those lists.


Cool story bro, now eliminate tournaments that had less then 30 people in them. Just because a list wins at a local ITC event does not mean it works overall. How did the LVO events go, what lists were used there by the top 2 ork finishes, how about the Nova thats going on right now? How about Adepticon. Sorry I just don't put much weight to small events because a single person can dominate it based on how good they are compared to their competition.


Automatically Appended Next Post:
And as a note to my post. Probably more important to see them winning in more then a few lists as opposed to 1 or 2. And especially important to see them a bit after the codex release, when the shiny new syndrome wears off and people learned how to counter our new tricks.


While I absolutely think that there is more skill involved in playing good 40k than people often attribute to the game, list building is a huge bottleneck regardless of skill. The nature of the game is such that even the best players, when given garbage units, aren't going to be able to carry a bad list through match-ups with optimized lists. So I don't really think it's fair to just dismiss lists with flash gitz or deff dreads or trukks because they don't have multiple tournament wins or havent appeared at a major yet. The mere presence of these units performing effectively in winning lists proves to me that a good player can find real success with them, showing that they are usable and competitive. You are making it sound like because these lists or units werent at LVO or adepticon, they are only viable in local events with big skill gaps and when put to the true major tournament test they failed to measure up. Maybe these units didnt place because not a lot of people were even running them or a list like them at a major? You would have to look through every single ork list at these events and see which units appeared how many times and what the win rate for each one was, and eliminate the lists that were clearly just brought for fluff and fun. If you did that and saw flash gitz or trukks showing up in a ton of lists but always faring poorly, that says a lot more about their viability than seeing that they showed up in no lists at all. The former shows that even when people attempt to use these units effectively in a competitive environment, they fail to measure up. The latter just shows that not a lot of people were interested in trying them out. Now, that could be because they are so obviously useless that there's no point in running them, or it could be that everyone was thinking too "in-meta" to realize a situation where these units could actually be really useful.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 05:27:01


Post by: Jidmah


SemperMortis wrote:
Cool story bro, now eliminate tournaments that had less then 30 people in them. Just because a list wins at a local ITC event does not mean it works overall. How did the LVO events go, what lists were used there by the top 2 ork finishes, how about the Nova thats going on right now? How about Adepticon. Sorry I just don't put much weight to small events because a single person can dominate it based on how good they are compared to their competition.

I'm exclusively referring to grand tournaments which get summarized by panda every week to which I have provided multiple links and summaries of notable unit inclusions over the last weeks.
None of those tournaments have less than 32 players, the vast majority have 50+

Facts not matching your bias is NOT a reason to be impolite, bro.

And as a note to my post. Probably more important to see them winning in more then a few lists as opposed to 1 or 2. And especially important to see them a bit after the codex release, when the shiny new syndrome wears off and people learned how to counter our new tricks.

No semper, if you want to prove your point,you go provide the facts. Go through the lists and collect the data for whatever theories you have come up.

As it stands, you are wrong. The majority of our units have been in grand tournament winning lists, and are therefore competitive.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 09:12:50


Post by: Orkimedez_Atalaya


Just to steer the topic a bit,

What will change in your lists when the index is dropped?

I like the versatility that the index provided so I still use plenty of options from it.

As DSkull I will need to replace:
- Bikerboss
- mini meks with kmb
- rokkits from my trucks (this really sucks)
- koptas. I will need to find a way to redefine their use. No kmb and no boom hurts.

Also komandos loose their burnas (although I never play them).
What else?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 09:55:04


Post by: some bloke


No more KMB's for killa kans. cheaper & better than rokkits, big shame.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 10:21:56


Post by: Jidmah


The other biker characters also go. I have a pain boy on a bike, but I guess he could also just be a nob biker with a killsaw. He joins the Waaagh! Banner on a bike to be a regular useless nob biker now.

Big guns and old buggies are gone, but the saw little play anyways.

Dreads can no longer have 4 klaw for some stupid reason (bottom arms must be saws), kanz lose their KMBs.

Battlewagons and trukks lose their rokkits,

Nobz lose shootas and kustom shootas (even those leading shoota boyz), nob bikers also lose kustom-skorcha and kustom-rokkit.

Tankbusta nob loses all options, must have rokkit now.

Kommandoz basically lose all options, their nob is locked into a PK now.

Spannas lose kustom mega slugga and kombi weapons.

Mini mek is even more useless since he is limited to a kustom mega slugga now.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 10:25:41


Post by: CthuluIsSpy


I knew this was going to happen. GW wouldn't let Index options be a thing forever. If they had intended you to keep using those options they would have kept them in the codex.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 11:18:38


Post by: An Actual Englishman


 Emicrania wrote:
And I just checked and there is maybe 1 or 2 major with 60 or more people, where orks didn't came top 4.
Just mute him. He's a troll full of BS

Are you sure HE'S the troll full of BS?

Here's a list of every major with more than 60 people that didn't have an Ork list in the top 4;

LVO
Prague Open
Barrie Bash
Games of Westeros VI
Dallas Open
Broadside Bash
Big Bristol GT
Warzone Gigabytes
Wet Coast GT
St George Champions
Barnyard Brawl
Fantasia 35
Canadian Tabletop Champs
Alamo GT
Caledonian Mayhem
Midwest Conquest
BAO
Terracon
Beef and Wing Brawl
Slagcon
Carolina Crusade
Flying Monkey Con
Caledonian Revolution
TGX - Tabletop Gaming Expo
Show-me Showdown
Battle in the Warp
BWG: Summer Slaughter
TSHFT
Battle in the Bush

Here's those majors with more than 60 people that did have an Ork list in the top 4;

Desperate Allies GT
Adepticon
Briscon
Storm of Silence
Warzone Atomic Empire
Gentleman's GT
Boise Cup
Warzone Houston
Wintercon
Slaughterfest
Summerslam GT
Siegeworld 2019
Capital City Bloodbath
WarGamesCon XI
Nova Open

Now I'm no mathematician, but I'm pretty sure that the massive list above is a little more than "1 or 2". In fact, it looks like we didn't finish in the top 4 at major events a lot more frequently than we did.

Of the 44 events with more than 60 people we finished in the top 4 exactly 15 times.

Of those times we finished in the top 4 at those events with more than 60 people we finished first 3 times, second 3 times, third 7 times and fourth 3 times.

Almost like we don't perform as well at larger events right? As I was saying a few pages back.

Semper - I wouldn't waste your breath in here. This thread has become an echo chamber where the participants don't want to actually discuss our faction outside of their beliefs that Orks are the best faction competitively and they will oppose any contrary evidence to this with misdirection, strawmans and ad hominems.

The data gets more interesting when we look at the specific units taken in competitive lists. Index units feature very, very frequently and we can see how lists adapted from the nerfing of mob up with a massive reduction in Meganobz and Loota (obviously) usage, and a greater reliance on more Mek Guns.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 11:30:45


Post by: Orkimedez_Atalaya


 CthuluIsSpy wrote:
I knew this was going to happen. GW wouldn't let Index options be a thing forever. If they had intended you to keep using those options they would have kept them in the codex.


That maybe so, still it hurts.

I am very reluctant to play hordes of boys on foot, never really enjoyed it. The only alternative I found are (a) use only grot (b) 11 Dskulls boys with shootas (1 rokkit) with a minimek with kmb in a rokkit truck.

I enjoyed option (b) quite a lot and after indexes are out, I sincerely don't know how to play boys anymore. Rokkit from the truck, gone. Minimek, gone. The unit looses a LOT of punch.






Automatically Appended Next Post:
 Jidmah wrote:
The other biker characters also go. I have a pain boy on a bike, but I guess he could also just be a nob biker with a killsaw. He joins the Waaagh! Banner on a bike to be a regular useless nob biker now.

Nobz lose shootas and kustom shootas (even those leading shoota boyz), nob bikers also lose kustom-skorcha and kustom-rokkit


I am in a similar situation regarding my nob bikers (demoted characters). Some with "illegal" WYSIWII


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 13:40:43


Post by: SemperMortis




Appreciate the effort englishman. To add to your post, here are the lists from the last few Ork wins we have had.

Bad Moon GT:
Spoiler:
Boris Michev - Bad Moon GT Pt 3



++ Battalion Detachment +5CP (Orks) [56 PL, 1,105pts] ++
Clan Kultur: Bad Moons


+ HQ [7 PL, 140pts] +
Warboss [4 PL, 78pts]: Attack Squig, Power Klaw [13pts], Shoota (Index)

Weirdboy [3 PL, 62pts]


+ Troops [33 PL, 645pts] +
Boyz [11 PL, 215pts]: 3x Tankbusta Bombs
. Boss Nob [12pts]: Big Choppa [5pts], Slugga . 29x Ork Boy W/ Slugga & Choppa [203pts]
Boyz [11 PL, 215pts]: 3x Tankbusta Bombs
. Boss Nob [12pts]: Big Choppa [5pts], Slugga . 29x Ork Boy W/ Slugga & Choppa [203pts]
Boyz [11 PL, 215pts]: 3x Tankbusta Bombs
. Boss Nob [12pts]: Big Choppa [5pts], Slugga . 29x Ork Boy W/ Shoota [203pts]


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


+ Heavy Support [13 PL, 255pts] +
Lootas [13 PL, 255pts] . 15x Loota [255pts]


++ Battalion Detachment +5CP (Orks) [9 PL, 214pts] ++

Clan Kultur: Bad Moons


+ HQ [6 PL, 124pts] +
Weirdboy [3 PL, 62pts]
Weirdboy [3 PL, 62pts]



+ Troops [3 PL, 90pts] +
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]


++ Battalion Detachment +5CP (Orks) [36 PL, 681pts, -1CP] ++

Clan Kultur: Bad Moons
Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]


+ HQ [9 PL, 163pts] +
Big Mek (Index) [5 PL, 79pts]: Choppa, Grot Oiler [4pts], Kustom Force Field [20pts]
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Da Souped-up Shokka, Grot Oiler [4pts], Shokk Attack Gun [25pts], Warlord


+ Troops [3 PL, 90pts] +
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]


+ Heavy Support [24 PL, 428pts] +
Mek Gunz [12 PL, 214pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 45pts]: Traktor Kannon [30pts]

. Gun [2 PL, 45pts]: Traktor Kannon [30pts]


Mek Gunz [12 PL, 214pts]

. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 31pts]: Smasha Gun [16pts]
. Gun [2 PL, 45pts]: Traktor Kannon [30pts]

. Gun [2 PL, 45pts]: Traktor Kannon [30pts]


Nova Open:
Spoiler:
Marc Parker - Nova Open

++ Battalion Detachment +5CP (Orks) [56 PL, 1,040pts, -1CP] ++
Clan Kultur: Deathskulls
Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun, Warlord
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun

+ Troops +
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Shoota (Index)
. 29x Ork Boy W/ Shoota
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob: Power Klaw, Shoota (Index)
. 29x Ork Boy W/ Shoota
Gretchin [1 PL, 30pts] . 10x Gretchin

+ Elites +
Mad Dok Grotsnik [5 PL, 86pts]

+ Heavy Support +
Mek Gunz [10 PL, 155pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
Mek Gunz [10 PL, 155pts]
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

++ Battalion Detachment +5CP (Orks) [23 PL, 490pts] ++
Clan Kultur: Deathskulls
Runtherd [2 PL, 35pts]: Grabba Stikk, Squig Hound

+ HQ +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun
Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Kustom Shoota, Power Klaw

+ Troops +
Gretchin [4 PL, 90pts] . 30x Gretchin
Gretchin [4 PL, 90pts] . 30x Gretchin
Gretchin [4 PL, 90pts] . 30x Gretchin

++ Battalion Detachment +5CP (Orks) [22 PL, 469pts] ++
Clan Kultur: Bad Moons

+ HQ +
Weirdboy [3 PL, 62pts]
Weirdboy [3 PL, 62pts]

+ Troops +
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin

+ Heavy Support +
Lootas [13 PL, 255pts] . 15x Loota

++ Total: [101 PL, 1,999pts, -1CP] ++


WargamesCon:

Spoiler:
Charles Velazquez - Wargamescon XI



++ Battalion Detachment +5CP (Orks) [38 PL, 764pts] ++
Clan Kultur: Bad Moons


+ HQ +
Weirdboy [3 PL, 62pts]: 3. Da Jump

Weirdboy [3 PL, 62pts]: 2. Warpath



+ Troops +
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs

. Boss Nob: Choppa, Shoota (Index)
. 29x Ork Boy W/ Shoota
Boyz [4 PL, 70pts]
. Boss Nob: Choppa, Shoota (Index)

. 9x Ork Boy W/ Shoota


Gretchin [2 PL, 45pts] . 15x Gretchin
Gretchin [2 PL, 60pts] . 20x Gretchin


+ Heavy Support +
Lootas [13 PL, 255pts] . 15x Loota


++ Battalion Detachment +5CP (Orks) [31 PL, 611pts] ++
Clan Kultur: Evil Sunz


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

Weirdboy [3 PL, 62pts]: 4. Fists of Gork



+ Troops +
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs

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

. Boss Nob: Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa


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


++ Battalion Detachment +5CP (Orks) [36 PL, -1CP, 625pts] ++
Clan Kultur: Deathskulls
Specialist Detachment [-1CP]: Dread Waaaagh!


+ HQ +
Big Mek (Index) [5 PL, 79pts]: Choppa, Grot Oiler, Kustom Force Field
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord


+ Troops +
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


+ Heavy Support +
Mek Gunz [12 PL, 186pts]

. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

. Gun: Smasha Gun

. Gun: Smasha Gun

. Gun: Smasha Gun
Mek Gunz [12 PL, 186pts]

. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

. Gun: Smasha Gun

. Gun: Smasha Gun


++ Total: [105 PL, -1CP, 2,000pts] ++


CCBB:
Spoiler:
Steven Pampreen - CCBB



++ Battalion Detachment +5CP (Orks) [12 PL, -1CP, 258pts] ++

Clan Kultur: Deathskulls
Specialist Detachment [-1CP]: Dread Waaaagh!


+ HQ +
Big Mek (Index) [5 PL, 84pts]: Kustom Force Field, Kustom Mega-blasta
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun, Warlord


+ Troops +
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


++ Battalion Detachment +5CP (Orks) [33 PL, 684pts] ++
Clan Kultur: Bad Moons


+ HQ +
Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]



+ Troops +
Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Shoota (Index)

. 29x Ork Boy W/ Shoota


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


+ Elites +
Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha


++ Battalion Detachment +5CP (Orks) [52 PL, 1,056pts] ++
Clan Kultur: Freebooterz


+ HQ +
Kaptin Badrukk [5 PL, 88pts]: Ammo Runt
Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Kustom Shoota, Power Klaw



+ Troops +
Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Shoota (Index)

. 29x Ork Boy W/ Shoota


Gretchin [4 PL, 84pts] . 28x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


+ Heavy Support +
Flash Gitz [13 PL, 308pts]: 2x Ammo Runt, Kaptin

. 9x Flash Git



Mek Gunz [10 PL, 155pts]

. Gun: Smasha Gun

. Gun: Smasha Gun

. Gun: Smasha Gun

. Gun: Smasha Gun

. Gun: Smasha Gun


Mek Gunz [2 PL, 45pts]

. Gun: Traktor Kannon


++ Total: [97 PL, -1CP, 1,998pts] ++


Siegeworld:

Spoiler:
Jim Orr - Orks



Battalion Detachment +5CP (Orks) ++
Clan Kultur: Bad Moons
Specialist Detachment: Dread Waaaagh!


+ HQ +
Big Mek on Warbike (Index): Kombi-Skorcha, Kombi-Skorcha
Big Mek W/ Shokk Attack Gun: Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord
Warboss on Warbike (index): Attack Squig, Power Klaw


+ Troops +
Gretchin 30x Gretchin
Gretchin 25x Gretchin
Gretchin 22x Gretchin


+ Elites +
Tankbustas
Boss Nob: Rokkit Launcha
14x Tankbusta: 14x Rokkit Launcha


+ Heavy Support +
Lootas 15x Loota


Mek Gunz
Gun: Smasha Gun

Gun: Smasha Gun

Gun: Smasha Gun

Gun: Smasha Gun


++ Battalion Detachment +5CP (Orks) ++

Clan Kultur: Deathskulls


+ HQ +
Big Mek (Index): Choppa, Grot Oiler, Kustom Force Field
Big Mek W/ Shokk Attack Gun: Grot Oiler, Shokk Attack Gun
Big Mek W/ Shokk Attack Gun: Grot Oiler, Shokk Attack Gun


+ Troops +
Gretchin 10x Gretchin
Gretchin 10x Gretchin
Gretchin 10x Gretchin


++ Battalion Detachment +5CP (Orks) ++
Clan Kultur: Evil Sunz


+ HQ +

Weirdboy

Weirdboy



+ Troops +
Boyz: 2x Tankbusta Bombs
Boss Nob: Big Choppa, Slugga 23x Ork Boy W/ Slugga & Choppa


Boyz: 2x Tankbusta Bombs
Boss Nob: Big Choppa, Slugga 23x Ork Boy W/ Slugga & Choppa


Gretchin 10x Gretchin


++ Total: [106 PL, 17CP, 2,000pts] ++



Hammer Of Wrath:

Spoiler:
Jeff Poole - Hammer of Wrath



++ Battalion Detachment +5CP (Orks) [47 PL, 950pts, 8CP] ++
Clan Kultur: Evil Sunz


+ HQ [10 PL, 191pts] +
Big Mek (Index) [5 PL, 92pts]: Grot Oiler [4pts], Kustom Force Field [20pts], Power Klaw [13pts]

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Power Klaw [13pts], Shoota (Index)



+ Troops [33 PL, 669pts] +
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Shoota (Index) . 29x Ork Boy W/ Shoota [203pts]
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Shoota (Index) . 29x Ork Boy W/ Slugga & Choppa [203pts]
Boyz [11 PL, 223pts]
. Boss Nob [20pts]: Power Klaw [13pts], Slugga . 29x Ork Boy W/ Slugga & Choppa [203pts]



+ Elites [4 PL, 90pts] +
Nob with Waaagh! Banner [4 PL, 90pts]: Kustom Shoota [2pts], Power Klaw [13pts]



++ Battalion Detachment +5CP (Orks) [27 PL, 617pts, 5CP] ++
Clan Kultur: Bad Moons



+ HQ [6 PL, 124pts] +

Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]



+ Troops [13 PL, 283pts] +
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs
. Boss Nob [20pts]: Power Klaw [13pts], Shoota (Index) . 29x Ork Boy W/ Shoota [203pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]



+ Elites [8 PL, 210pts] +
Tankbustas [8 PL, 210pts]: 4x Bomb Squig [40pts]
. Boss Nob [17pts]: Rokkit Launcha [12pts]
. 9x Tankbusta [153pts]: 9x Rokkit Launcha [108pts]



++ Battalion Detachment +5CP (Orks) [20 PL, 428pts, 4CP] ++
Clan Kultur: Deathskulls
Specialist Detachment [-1CP]: Dread Waaaagh! [-1CP]



+ HQ [12 PL, 252pts] +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler [4pts], Shokk Attack Gun [25pts], Warlord
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler [4pts], Shokk Attack Gun [25pts]
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler [4pts], Shokk Attack Gun [25pts]



+ Troops [3 PL, 90pts] +
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]
Gretchin [1 PL, 30pts] . 10x Gretchin [30pts]



+ Elites [5 PL, 86pts] +
Mad Dok Grotsnik [5 PL, 86pts]



++ Total: [94 PL, 1,995pts, 17CP] ++


Gencon:

Spoiler:
Steven Pampreen - GenCon MAGs Finals



++ Battalion Detachment +5CP (Orks) [12 PL, 262pts] ++
Clan Kultur: Deathskulls


+ HQ +
Big Mek (Index) [5 PL, 88pts]: Grot Oiler, Kustom Force Field, Kustom Mega-blasta

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun


+ Troops +
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


++ Battalion Detachment +5CP (Orks) [34 PL, 702pts] ++
Clan Kultur: Bad Moons


+ HQ +
Warboss [4 PL, 80pts]: Kustom Shoota, Power Klaw

Weirdboy [3 PL, 62pts]


+ Troops +
Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Shoota (Index) . 29x Ork Boy W/ Shoota


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

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


+ Elites +
Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha


++ Battalion Detachment +5CP (Orks) [51 PL, 1,035pts] ++
Clan Kultur: Freebooterz


+ HQ +
Kaptin Badrukk [5 PL, 88pts]: Ammo Runt

Weirdboy [3 PL, 62pts]


+ Troops +
Gretchin [1 PL, 30pts]. 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


+ Heavy Support +
Flash Gitz [13 PL, 308pts]: 2x Ammo Runt, Kaptin . 9x Flash Git



Mek Gunz [10 PL, 155pts]

. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun

. Gun: Smasha Gun


Mek Gunz [8 PL, 124pts]

. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun
. Gun: Smasha Gun


+ Flyer +
Dakkajet [7 PL, 148pts]: 6x Supa Shoota


++ Total: [97 PL, 1,999pts] ++


SummerSlam:

Spoiler:
Thomas Douch - Summer Slam GT



Battalion Detachment +5CP (Orks) [11 PL, 7CP, 250pts] ++
Clan Kultur: Deathskulls
Specialist Detachment [-1CP]: Dread Waaaagh!


+ HQ +
Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun, Warlord
Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Shokk Attack Gun


+ Troops +
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


++ Battalion Detachment +5CP (Orks) [30 PL, 5CP, 597pts] ++
Clan Kultur: Bad Moons


Runtherd [2 PL, 35pts]: Grabba Stikk, Squig Hound



+ HQ +
Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]



+ Troops +
Gretchin [4 PL, 90pts] . 30x Gretchin
Gretchin [4 PL, 63pts] . 21x Gretchin
Gretchin [1 PL, 30pts] . 10x Gretchin


+ Heavy Support +
Lootas [13 PL, 255pts] . 15x Loota


++ Battalion Detachment +5CP (Orks) [58 PL, 5CP, 1,152pts] ++
Clan Kultur: Evil Sunz


+ HQ +
Warboss [4 PL, 80pts]: Attack Squig, Kustom Shoota, Power Klaw
Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Kustom Shoota, Power Klaw

Weirdboy [3 PL, 62pts]


+ Troops +
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs

. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa
Boyz [11 PL, 223pts]: 3x Tankbusta Bombs

. Boss Nob: Power Klaw, Slugga
. 29x Ork Boy W/ Slugga & Choppa
Boyz [11 PL, 210pts]
. Boss Nob: Choppa, Shoota (Index)

. 29x Ork Boy W/ Shoota
Boyz [4 PL, 85pts]
. Boss Nob: Killsaw, Slugga
. 9x Ork Boy W/ Slugga & Choppa


+ Elites +
Painboy [3 PL, 65pts]: Power Klaw
Painboy on Warbike (Index) [6 PL, 103pts]: Power Klaw



++ Total: [99 PL, 17CP, 1,999pts] ++


I am seeing a lot of very, very similar lists with only a few slight changes. I'll do a breakdown if I get some time.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 13:56:44


Post by: flandarz


I never claimed that Orkz have the best Codex. I just take askance with statements like "Orkz only have 1 or 2 good units" and "most of the Codex is borderline useless, even in casual". Because it's, frankly, untrue. I count 16 different Codex units in the lists posted above, and while many of the lists feature the same units (Gretchin, SAG, Warboss, Mek Gunz), there's a few variations that would change up how a list is run (Flashgitz instead of Lootas, for example).

Again, I'm of a mind that we have a decent Codex, atlesst compared to the other Codexes. You act like EVERY Codex doesn't only have a few viable tournament builds, and that only lists built to win tournaments contain units that are "good". If I'm playing at my FLGS, I don't need the "top list" to be able to compete. I can take "decent" options and still do just fine.

Edit: TLDR; in comparison with other Codexes, Orkz are still perfectly viable and competitive.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 14:52:33


Post by: SemperMortis


 flandarz wrote:
I never claimed that Orkz have the best Codex. I just take askance with statements like "Orkz only have 1 or 2 good units" and "most of the Codex is borderline useless, even in casual". Because it's, frankly, untrue. I count 16 different Codex units in the lists posted above, and while many of the lists feature the same units (Gretchin, SAG, Warboss, Mek Gunz), there's a few variations that would change up how a list is run (Flashgitz instead of Lootas, for example).

Again, I'm of a mind that we have a decent Codex, atlesst compared to the other Codexes. You act like EVERY Codex doesn't only have a few viable tournament builds, and that only lists built to win tournaments contain units that are "good". If I'm playing at my FLGS, I don't need the "top list" to be able to compete. I can take "decent" options and still do just fine.

Edit: TLDR; in comparison with other Codexes, Orkz are still perfectly viable and competitive.


I had the entire unit breakdown including points written out and we lost power and the backup save was so far back it wasn't worth my time to redo the list.

Of those 8 lists you see a HEAVY reliance on HQs and Grotz to feed CP into the ork list. There were 3 units that do VERY similar jobs that were then buffed to hell with CP to make them decent. Lootas, Tankbustas and Flashgitz with a much heavier reliance on Lootas and Bustas then Flashgitz. There were something like 20 units listed but a large number of those were only seen in a very small proportion of the lists (2 or 3 at most, some only had 1 entry). The vast majority of the lists had the exact same built and or play style.

Now I will agree with you that most codex's only have a top list or two.

Funny how we don't see Trukkz, morkanautz, gorkanautz, dreadz, or deff koptaz in any of the recent 8 placing lists from the month of August. My belief is that now that hte codex isn't new, people aren't using those units because they are easily countered or there are a lot better alternatives.


Automatically Appended Next Post:
And to add more to englishman's post. Almost every single list (I don't want to look again) featured Index only units, most notably the Big Mek KFF and the Warboss on warbike.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 15:17:47


Post by: Emicrania


Spoiler:
 An Actual Englishman wrote:
 Emicrania wrote:
And I just checked and there is maybe 1 or 2 major with 60 or more people, where orks didn't came top 4.
Just mute him. He's a troll full of BS

Are you sure HE'S the troll full of BS?

Here's a list of every major with more than 60 people that didn't have an Ork list in the top 4;

LVO
Prague Open
Barrie Bash
Games of Westeros VI
Dallas Open
Broadside Bash
Big Bristol GT
Warzone Gigabytes
Wet Coast GT
St George Champions
Barnyard Brawl
Fantasia 35
Canadian Tabletop Champs
Alamo GT
Caledonian Mayhem
Midwest Conquest
BAO
Terracon
Beef and Wing Brawl
Slagcon
Carolina Crusade
Flying Monkey Con
Caledonian Revolution
TGX - Tabletop Gaming Expo
Show-me Showdown
Battle in the Warp
BWG: Summer Slaughter
TSHFT
Battle in the Bush

Here's those majors with more than 60 people that did have an Ork list in the top 4;

Desperate Allies GT
Adepticon
Briscon
Storm of Silence
Warzone Atomic Empire
Gentleman's GT
Boise Cup
Warzone Houston
Wintercon
Slaughterfest
Summerslam GT
Siegeworld 2019
Capital City Bloodbath
WarGamesCon XI
Nova Open

Now I'm no mathematician, but I'm pretty sure that the massive list above is a little more than "1 or 2". In fact, it looks like we didn't finish in the top 4 at major events a lot more frequently than we did.

Of the 44 events with more than 60 people we finished in the top 4 exactly 15 times.

Of those times we finished in the top 4 at those events with more than 60 people we finished first 3 times, second 3 times, third 7 times and fourth 3 times.

Almost like we don't perform as well at larger events right? As I was saying a few pages back.

Semper - I wouldn't waste your breath in here. This thread has become an echo chamber where the participants don't want to actually discuss our faction outside of their beliefs that Orks are the best faction competitively and they will oppose any contrary evidence to this with misdirection, strawmans and ad hominems.

The data gets more interesting when we look at the specific units taken in competitive lists. Index units feature very, very frequently and we can see how lists adapted from the nerfing of mob up with a massive reduction in Meganobz and Loota (obviously) usage, and a greater reliance on more Mek Guns.


You are the 3rd Commander in the room. ctrl+f and see which codex have more top 4´s. Than might just be that you are bad players? Ever considered that?
Stop posting altogether please. Or do post tactical related post or just go towards the nursery so you can cry as much as you want.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 15:49:45


Post by: flandarz


It's important to bear in mind that just because a unit isn't in a winning tournament list doesn't mean it's bad. Tournament lists tend to only field the most competitive units and options. As an example, it's not that a Wartrike is a bad unit, but rather that the Biker Boss was a better unit. It's not that Gork and Morks are bad units, but that there are more competitive options to take for the points.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 15:53:34


Post by: An Actual Englishman


 Emicrania wrote:
Spoiler:
 An Actual Englishman wrote:
 Emicrania wrote:
And I just checked and there is maybe 1 or 2 major with 60 or more people, where orks didn't came top 4.
Just mute him. He's a troll full of BS

Are you sure HE'S the troll full of BS?

Here's a list of every major with more than 60 people that didn't have an Ork list in the top 4;

LVO
Prague Open
Barrie Bash
Games of Westeros VI
Dallas Open
Broadside Bash
Big Bristol GT
Warzone Gigabytes
Wet Coast GT
St George Champions
Barnyard Brawl
Fantasia 35
Canadian Tabletop Champs
Alamo GT
Caledonian Mayhem
Midwest Conquest
BAO
Terracon
Beef and Wing Brawl
Slagcon
Carolina Crusade
Flying Monkey Con
Caledonian Revolution
TGX - Tabletop Gaming Expo
Show-me Showdown
Battle in the Warp
BWG: Summer Slaughter
TSHFT
Battle in the Bush

Here's those majors with more than 60 people that did have an Ork list in the top 4;

Desperate Allies GT
Adepticon
Briscon
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Now I'm no mathematician, but I'm pretty sure that the massive list above is a little more than "1 or 2". In fact, it looks like we didn't finish in the top 4 at major events a lot more frequently than we did.

Of the 44 events with more than 60 people we finished in the top 4 exactly 15 times.

Of those times we finished in the top 4 at those events with more than 60 people we finished first 3 times, second 3 times, third 7 times and fourth 3 times.

Almost like we don't perform as well at larger events right? As I was saying a few pages back.

Semper - I wouldn't waste your breath in here. This thread has become an echo chamber where the participants don't want to actually discuss our faction outside of their beliefs that Orks are the best faction competitively and they will oppose any contrary evidence to this with misdirection, strawmans and ad hominems.

The data gets more interesting when we look at the specific units taken in competitive lists. Index units feature very, very frequently and we can see how lists adapted from the nerfing of mob up with a massive reduction in Meganobz and Loota (obviously) usage, and a greater reliance on more Mek Guns.


You are the 3rd Commander in the room. ctrl+f and see which codex have more top 4´s. Than might just be that you are bad players? Ever considered that?
Stop posting altogether please. Or do post tactical related post or just go towards the nursery so you can cry as much as you want.


See Semper? Ad Hominems and personal attacks.

Emicrania you lied. And your lie was a poor one, because it was so easy to prove false. Now I'm not sure why you're lying about these results, why you want it to seem like Orks are performing better than they are, but it's very odd and I'd suggest you stop.

SemperMortis wrote:


Automatically Appended Next Post:
And to add more to englishman's post. Almost every single list (I don't want to look again) featured Index only units, most notably the Big Mek KFF and the Warboss on warbike.


100% this. I think every list I looked at had an index option. Literally every list. Big Meks in Mega Armour aren't taken. Nor are warbosses on foot, in the main. It also seems as though certain builds rely on these index options to function effectively.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 16:12:07


Post by: flandarz


Or that, in a competitive environment, you're gonna choose the most competitive option. Which, as I stated above, doesn't necessarily mean that the options you didn't take are bad, but rather that they aren't "as good".


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 16:32:08


Post by: An Actual Englishman


 flandarz wrote:
Or that, in a competitive environment, you're gonna choose the most competitive option. Which, as I stated above, doesn't necessarily mean that the options you didn't take are bad, but rather that they aren't "as good".

You're gonna have to give some context for this, I'm not sure who or what you're responding to?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 16:33:50


Post by: flandarz


It also seems as though certain builds rely on these index options to function effectively.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 16:34:21


Post by: JNAProductions


 An Actual Englishman wrote:
 flandarz wrote:
Or that, in a competitive environment, you're gonna choose the most competitive option. Which, as I stated above, doesn't necessarily mean that the options you didn't take are bad, but rather that they aren't "as good".

You're gonna have to give some context for this, I'm not sure who or what you're responding to?
Not the best=/=bad.

If I have one unit that's good for tournaments at 300 points, and there's a second, identical unit that's 305 points, I'll take the 300 point unit every time. Does that less than 2% difference make the unit awful, no-good, suitable only for the trash heap? No. Not at all.

Likewise, just because a unit does not appear in a Grand Tournament winning list, doesn't make it bad.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 16:49:19


Post by: An Actual Englishman


 flandarz wrote:
Or that, in a competitive environment, you're gonna choose the most competitive option. Which, as I stated above, doesn't necessarily mean that the options you didn't take are bad, but rather that they aren't "as good".

Given your now provided context it looks as though you misunderstand me.

The lists seem rely on a cheap, Mek-shaped KFF and a Warboss on Warbike to function. We're not talking about a small points difference here just to get the most optimum possible build, the standard Mek with KFF is 75pts base, the Mega Mek with KFF is 119 pts base which is a 59% increase. It's also slower. There's no unit that is equivalent to the Biker Boss. There is no equivalent to the Biker Mek that also featured in certain builds.


Automatically Appended Next Post:
 JNAProductions wrote:
Not the best=/=bad.

If I have one unit that's good for tournaments at 300 points, and there's a second, identical unit that's 305 points, I'll take the 300 point unit every time. Does that less than 2% difference make the unit awful, no-good, suitable only for the trash heap? No. Not at all.

Likewise, just because a unit does not appear in a Grand Tournament winning list, doesn't make it bad.

But if a unit used in your competitive list becomes unavailable and is replaced by an objectively worse unit that fulfils a similar role, your competitive list has just become worse overall. If you do this for multiple units your list becomes significantly worse.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 17:08:49


Post by: flandarz


I'd say the Wartrike is fairly equivalent to the Biker Boss, or even just a bog-standard Warboss thrown in with Da Jump.

But, yeah. Obviously the loss of Index units is gonna take some finagling to figure out how to field competitive builds without them. Fortunately, all the other Factions have to figure it out too. Also fortunate that, for the most part, we only got to figure out how to replace the Biker Boss and the KFF Mek effectively.

My main point being: this isn't a huge blow to our armies and we have the tools to build competitive lists without Index options.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 17:22:40


Post by: Jidmah


SemperMortis wrote:
Of those 8 lists you see a HEAVY reliance on HQs and Grotz to feed CP into the ork list. There were 3 units that do VERY similar jobs that were then buffed to hell with CP to make them decent. Lootas, Tankbustas and Flashgitz with a much heavier reliance on Lootas and Bustas then Flashgitz. There were something like 20 units listed but a large number of those were only seen in a very small proportion of the lists (2 or 3 at most, some only had 1 entry). The vast majority of the lists had the exact same built and or play style.

I don't know what you were expecting though. Having cheap CP to funnel into decent options is pretty much the very definition of a competitive codex in 8th edition. Having solid units that pull their own weight is not something that's happening a lot right now.
That orks rely too much on stratagems to make their army work is a true and justified complaint - but has nothing to do with how competitive they are.

Funny how we don't see Trukkz, morkanautz, gorkanautz, dreadz, or deff koptaz in any of the recent 8 placing lists from the month of August.

The last meta shake-up was when the big FAQ axed the castellan and removed mobbed up lootas, you'd at least have to go back until then.
Both a kopta and the tripple naut list are in the first post of this thread, I can't find the list with the flash gits trukk right now, but you might find it yourself.

My belief is that now that hte codex isn't new, people aren't using those units because they are easily countered or there are a lot better alternatives.

Even if there is a better alternative, that doesn't mean that the other one is not competitive. Prime example of this would be dreads. Right now people are using Gorkanauts exactly as they are were using dreads before because of their superior firepower and because you have only one ramming speed stratagem. This doesn't mean that dreads are trash tier.

And to add more to englishman's post. Almost every single list (I don't want to look again) featured Index only units, most notably the Big Mek KFF and the Warboss on warbike.

Some lists skip the KFF mek, but the biker warboss is a must take. That doesn't mean that orks won't survive the index units leaving, because as you have correctly concluded, the majority of our power comes from shooting units kicked into overdrive through gretchin CP, backed up by efficient and powerful guns like smashas and the wazzbom and the utility of tellyporta and da jump. All of that is staying.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/02 18:06:11


Post by: addnid


For me the loss of the biker big mek with kff was a crippling blow when codex dropped, even more so than the biker boss. Because he could keep up with boyz charging or other fast stuff.
Honestly the wartrike doesn’t hold against biker boss because strengh 7 vs strengh 10. Watrike doesn’t do jack s... against toughness 8 armoured targets for instance... So I can see why for some of you losing bike boss is even worse than kff on bike.
Mini meks losing kmb is so stupid...
Arf... you “non ETC guys” (because ETC has meant no INdex options for over a year now) will soon see that it is far worse than you think hah hah. Of course some lists still work but, but you will be even more locked into a few builds.
However I think next CA will see huge point drops for FA choices, as well as slight point drops for other of our machines. The new primaris transport may mean a good point drop for our beloved trukks and BWs.
In GW we trust (hah hah).
I also think that those of you who don’t have much love for our mandatory CP feeding 60 gretchins should try those 10 base movement trays. Makes fielding these dudes so much easier...
I still would never want to field 100 of them though.
What is frustrating atm is that units like dakka jets and scrapjets (nauts ans even perhaps trukks too) just need like 15 point drops to become completely tourney worthy. So we are not that far from unlocking vehicle heavy builds. ATM they just “don’t quite cut it”. But GW is just this close... so fingers crossed for next CA. New SM being a such a tough match up might help us get CA point drops too



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 01:41:39


Post by: SemperMortis


Spoiler:
addnid wrote:
For me the loss of the biker big mek with kff was a crippling blow when codex dropped, even more so than the biker boss. Because he could keep up with boyz charging or other fast stuff.
Honestly the wartrike doesn’t hold against biker boss because strengh 7 vs strengh 10. Watrike doesn’t do jack s... against toughness 8 armoured targets for instance... So I can see why for some of you losing bike boss is even worse than kff on bike.
Mini meks losing kmb is so stupid...
Arf... you “non ETC guys” (because ETC has meant no INdex options for over a year now) will soon see that it is far worse than you think hah hah. Of course some lists still work but, but you will be even more locked into a few builds.
However I think next CA will see huge point drops for FA choices, as well as slight point drops for other of our machines. The new primaris transport may mean a good point drop for our beloved trukks and BWs.
In GW we trust (hah hah).
I also think that those of you who don’t have much love for our mandatory CP feeding 60 gretchins should try those 10 base movement trays. Makes fielding these dudes so much easier...
I still would never want to field 100 of them though.
What is frustrating atm is that units like dakka jets and scrapjets (nauts ans even perhaps trukks too) just need like 15 point drops to become completely tourney worthy. So we are not that far from unlocking vehicle heavy builds. ATM they just “don’t quite cut it”. But GW is just this close... so fingers crossed for next CA. New SM being a such a tough match up might help us get CA point drops too



I love my Scrapjets, i field them as often as I can in my friendly games. But they are a lot more then 15pts off from being competitive. They are in a weird spot right now because at the moment they don't stay in a squadron so when you deploy them they become independent units which has its upsides (Damage doesn't carry over) and its downsides (You can't buff all 3 with Strats). At the moment the scrapjets I play with have 1 massive drawback, they are unreliable at best and completely paper thin on defense. T6 with a 4+ save just means it takes a bit more to kill then say a Trukk. As for damage output, the scrapjet falls into the same problem as all ork units/vehicles, BS5+. The Rokkit Kannon amounts to 4 shots so usually 1 hit, but its 1.33 on average. the wing missile is a 50/50 against vehicles, so you have 1.8 hits with Rokkitz a turn....not exactly amazing for a unit that costs 110pts, you can get 6-7 tankbustas for the same price which put out more rokkitz with a reroll against vehicles. You also get 6 BS4 Big shoota shots and 6 BS5 big shoota shots. Again, not worth much. If you really wanted to make the scrapjets worth taking, bump them to BS4, give them a git finda or something, and reduce the price to 100pts, then they would become competitive, but as of right now, 1.8 rokkit hits a turn and 12 Big shoota shots isn't frightening, and while getting into CC is useful for the Scrapjets, you don't want them in CC because then those weapons are wasted and for some god awful reason, the scrapjet hits on 4s instead of 3s.

And Jidmah, I know the last FAQ nerfed a lot of things and changed the game play, but that is the point, I am judging us by how we currently are, not how we were back then. On top of that, the loota bomb was just a prime example of how shoddy our codex was written that we require Stratagems to make subpar units competitive. The biggest boon to orkz during that golden era was the fact that we relied upon weight of dice and having rerolls and shoot again strats benefited our guns greatly. Having 25 lootas dump 50 shots which explode on 5s and 6s, reroll 1s and then getting to shoot again was just amazing. I loved hosing down Tau players hiding in their gunline


And to everyone saying "Just take a Wartrike instead" ....Nobody was taking the warboss for mobile Waaaghing ability, they were taking him as a delivery system for the relic PK which was devastating to vehicles and super heavies. My opponent once ignored my warboss on warbike during a finals game and instead dumped his shooting into my Boyz, only to have my warboss charge his gunline and single handed kill 3 of his vehicles in 2 successive CC phases.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 01:45:42


Post by: flandarz


If that's what you're looking for in a Biker Boss, the Warboss can do the same thing with a Da Jump delivery system. Run some Dakka Jets up to clear the chaff, then Da Jump the Warboss in to deal with the vehicles. Cheaper too.

Point is: it'll take some finagling, but we can utilize the same things we have been doing. We just need to do them in a different manner.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 02:28:56


Post by: SemperMortis


 flandarz wrote:
If that's what you're looking for in a Biker Boss, the Warboss can do the same thing with a Da Jump delivery system. Run some Dakka Jets up to clear the chaff, then Da Jump the Warboss in to deal with the vehicles. Cheaper too.

Point is: it'll take some finagling, but we can utilize the same things we have been doing. We just need to do them in a different manner.


ive been using my "Da Jump" to deliver mobs of boyz where they are needed. And if you deep strike a warboss and he fails his charge....well, you just handed the enemy your warlord, not exactly worth the risk.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 02:32:05


Post by: flandarz


To be fair, if you move a Biker Boss up the board and he fails his charge, you just did the same thing.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 02:54:56


Post by: SemperMortis


 flandarz wrote:
To be fair, if you move a Biker Boss up the board and he fails his charge, you just did the same thing.


True, but when he is a Evil Sunz warboss its fairly hard to fail a charge, especially with a 15' movement, a D6+1 advance and a 2D6 +1 charge with rerolls. You are looking at on average a threat range of 27' I would say that on average you are less likely to fail that charge then the deep striking 8' charge


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 03:39:37


Post by: flandarz


Really depends on deployment. If your opponent deploys his armor to the opposite corner from your Boss, it'll easily take 2 turns to get to them. Even directly across, and with deploying right on the edge of the deployment zone, you're generally only getting 3" into their deployment zone after the charge. Not really that reliable against any savvy opponent who knows what a Killa Klaw Biker Boss can do. Though, I think he can use Ramming Speed, so that certainly opens up some options.

Still, point is that we have a replacement for the suicide Titan killer, though he's certainly less competitive at it (though it's also less of a blow to your army if he gets killed, since he's something like 30 pts cheaper).


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 06:52:57


Post by: ImperialDwarf


HI all.
I just buyed Deffkilla Wartrike and want start collecting orks in 40k (allready have 5k points IJ in AOS). What units from speed freeks are playable now? And what about kans, dreads and mega nobz?

Are there any rumors about new models for boyz/lootaz/nobz/bikers now?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 06:55:56


Post by: An Actual Englishman


 flandarz wrote:
If that's what you're looking for in a Biker Boss, the Warboss can do the same thing with a Da Jump delivery system. Run some Dakka Jets up to clear the chaff, then Da Jump the Warboss in to deal with the vehicles. Cheaper too.

Point is: it'll take some finagling, but we can utilize the same things we have been doing. We just need to do them in a different manner.

So the 30 pts we saved from taking a footboss we lost through having to take more dakkajets to clear chaff? Dakkajets are nowhere as efficient at clearing chaff as 30 jumped boys either.

You see why this is an issue yea?

I don't think it's the end of the world, we'll still have competitive lists but those lists are going to be much more limited in variety and worse than the equivalent list before the index neutering. Though it affects all factions, its pretty obvious that Orks by far relied on the most index units in top tier competitive lists.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 08:50:40


Post by: Thayme


If you're running evil sunz what's the harm in taking the named version of the biker boss? Being forgeworld index I'm assuming he is still going to be tournament viable.
Then you can put the relic klaw on a foot boss and you've got the ability to dajump and charge across the field.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 08:52:07


Post by: Not Online!!!


Thayme wrote:
If you're running evil sunz what's the harm in taking the named version of the biker boss? Being forgeworld index I'm assuming he is still going to be tournament viable.
Then you can put the relic klaw on a foot boss and you've got the ability to dajump and charge across the field.


Chances are that he ends up in Legends aswell as other FW units and lists.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 09:05:20


Post by: some bloke


Ran a dreadmob vs Primaris Space Wolves, Battle Report Here (with the lists in spoilers ).

Won the game, but in fairness he had tailored against infantry and I brought dreads, so he was on the back foot from the off.

Lessons I learnt:
Deff dreads with 2 KMB and deffskulls are good, they hunt armour well in both CC and shooting. I'd want at least 2-3 though.
SSAG is mega. It rolled well, but daaaamn it killed a lot! last game the regular SAG killed nothing. well worth it's points!
Tailoring is bad!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 09:19:08


Post by: Jidmah


Warboss Marc Parker has placed third at nova on Saturday:
https://www.40kstats.com/novaopen

I thought it interesting that the biker boss was the only index option he fielded besides the nobz shootas (because, why wouldn't you want free shootas?).

 flandarz wrote:
Really depends on deployment. If your opponent deploys his armor to the opposite corner from your Boss, it'll easily take 2 turns to get to them. Even directly across, and with deploying right on the edge of the deployment zone, you're generally only getting 3" into their deployment zone after the charge. Not really that reliable against any savvy opponent who knows what a Killa Klaw Biker Boss can do. Though, I think he can use Ramming Speed, so that certainly opens up some options.

Still, point is that we have a replacement for the suicide Titan killer, though he's certainly less competitive at it (though it's also less of a blow to your army if he gets killed, since he's something like 30 pts cheaper).


I agree with semper here though. A biker warboss can usually set up an almost guaranteed charge by turn 2 or 3, while a deep striking warboss is always a gamble that backfires one out of five games. I also don't see why I wouldn't just use tank bustas for that job instead.


Automatically Appended Next Post:
ImperialDwarf wrote:
HI all.
I just buyed Deffkilla Wartrike and want start collecting orks in 40k (allready have 5k points IJ in AOS). What units from speed freeks are playable now? And what about kans, dreads and mega nobz?

Depends of the competitiveness of your meta really. In highly competitive metagames, almost all speed freaks are too inefficient to compete.
The shokk jump dragsta, kustom bosta blasta and the scrapjet all do what they are supposed to squig buggy and the boomdakka snazzwagon are bad. Biker mobs die too easily for their costs, and don't have enough punch in combat, but their shooting is ok-ish.
Kanz are really bad right now, to a point where I would avoid buying them unless you get a really good deal.
Both dreads and MANz are decent if you tellyport or jump them, but don't expect them to survive walking up the board.

Are there any rumors about new models for boyz/lootaz/nobz/bikers now?


The only active rumors are these: https://www.dakkadakka.com/dakkaforum/posts/list/779347.page (Thrakka + X)

I highly doubt that any of the four boxes will get new models any time soon. From a business standpoint I doubt that GW would replace well-selling box like that when the vast majority of ork players almost certainly wouldn't update their armies. They also just repackaged all of them with new bases, so they are probably going to hang around for another decade or so.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 11:58:10


Post by: flandarz


 An Actual Englishman wrote:

So the 30 pts we saved from taking a footboss we lost through having to take more dakkajets to clear chaff? Dakkajets are nowhere as efficient at clearing chaff as 30 jumped boys either.

You see why this is an issue yea?

I don't think it's the end of the world, we'll still have competitive lists but those lists are going to be much more limited in variety and worse than the equivalent list before the index neutering. Though it affects all factions, its pretty obvious that Orks by far relied on the most index units in top tier competitive lists.


Are they? 2 DJs, with full Supa Shootaz, have 36 shots between them, while a full mob of Shoota Boyz have 60 shots, and cost 40 more points than the Boyz. The Boyz will, on average, land 23 hits (with Bad Moonz, and DDD), while the Jets will land 24 (after All Da Dakka, Bad Moonz, and DDD). And the DJs have a better Strength profile, allowing for more reliable wounding against T3-T6, and AP which make Saves less of an issue. Doesn't seem "nowhere near as efficient" to me, at least until you get to the Charge Phase and the Boyz are able to put their Choppas to good use. But against T3 with a 6+ Save, DJs will still reliably clear a 20 model chaff unit, which is really all you're trying to do anyway.

Alternatively, ditch the DJ and Da Jump your Boyz T1, then Da Jump the Boss on T2, after the chaff has cleared, since that's generally when your Biker Boss would have been making his charge anyway.

 Jidmah wrote:

I agree with semper here though. A biker warboss can usually set up an almost guaranteed charge by turn 2 or 3, while a deep striking warboss is always a gamble that backfires one out of five games. I also don't see why I wouldn't just use tank bustas for that job instead.


That's fair. Honestly, I ain't really been using the Biker Boss anyway, since the SSAG and a contingent of Smashas will generally get the same job done without risking my Warlord. I was mainly just throwing out ideas for people who might be like "but all I know how to play is a Killa Klaw and can't think of any alternative to this!"


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 12:23:25


Post by: Jidmah


The biker warboss is never my warlord though, and his job isn't smashing titans and he usually dies after fighting once or twice.

Killa klaw + attack squig + dakka guns + shoota are plenty to assassinate most characters, grind through a unit of primaris, smash a daemon prince or finish off a vehicle.
People also dance around him like stupid when you mention the "orks is never beaten" stratagem while he is in the middle of their army because they want to avoid getting the klaw again. He has broken up entire UM castles that way.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 12:25:49


Post by: vercingatorix


 Quackzo wrote:
 flandarz wrote:
No one takes Gretchin for their damage potential. They have 3 main uses.

1) they generate CP on the cheap. If you want to use Stratagems, you need Gretchin, plain and simple.

2) they protect more powerful units with Grot Shields. Spending 1 CP for 10+ ablative Wounds is a steal, especially considering how flimsy most Ork units are.

3) they can sit on Objectives. They're so weak and pathetic, there's no real cost efficient way to take them out. You'll always feel like you wasted your weapon's or unit's potential by having to focus on these buggers.


Automatically Appended Next Post:
I forgot about Deepstrike Denial, which kind of ties into point #3. If your opponent wants to drop something in your backfield, Gretchin can cover a lot of ground, are cheap, and (as I said) make your opponent wish he could shoot at something more dangerous.





Sorry I should have clarified, I was referring to units of 20-30 like in Steven Pampreen's and Charles Velazquez's lists in Panda's run down.
Using MSU units of 10 makes a lot of a sense but I'm curious what the benefit of going over 20 in a unit is and how people are running them.



It means I can screen with a single unit that I can da jump out of danger rather than getting two units of grots trapped. Also, I'm just finding that 30 grots lets me hold space better and I have like 300 of the little guys painted so mine as well go nuts.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 14:21:29


Post by: Tomsug


Dakkajet vs shoota boyz - that' s interesting topic, because it' s not just about the stats. It' s about tactics. Hard-to-hit flyier starting out of range of most of the weapons moving 60” is very flexible and gives you 1.turn 100% dakka. Well, Da Jumped boyz also, but you can' t have 2 of them and they have to be 9” away (problem with LOS) Dakkajet is something that gives you the chance to have 30 boyz AND dakkajet shooting 100% turn 1, which is more than solid screen cleaning firepower. And what about the boyz and 2 dakkajets....


Automatically Appended Next Post:

It means I can screen with a single unit that I can da jump out of danger rather than getting two units of grots trapped. Also, I'm just finding that 30 grots lets me hold space better and I have like 300 of the little guys painted so mine as well go nuts.



Table occupation by grots is great. feth you drop pods and termies!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 16:17:00


Post by: flandarz


@Jid: again, fair point. And, again, just showing an option for people who still want to do that in a post-Index world.

@Tom: I think whether you take Boyz or Jets is gonna depend on the kind of list you're building. Boyz work really well in infantry heavy lists, but fizzle if you put them with mostly mechanized (generally even if you put them in something first). Jets are the opposite.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 16:31:17


Post by: An Actual Englishman


 flandarz wrote:
 An Actual Englishman wrote:

So the 30 pts we saved from taking a footboss we lost through having to take more dakkajets to clear chaff? Dakkajets are nowhere as efficient at clearing chaff as 30 jumped boys either.

You see why this is an issue yea?

I don't think it's the end of the world, we'll still have competitive lists but those lists are going to be much more limited in variety and worse than the equivalent list before the index neutering. Though it affects all factions, its pretty obvious that Orks by far relied on the most index units in top tier competitive lists.


Are they? 2 DJs, with full Supa Shootaz, have 36 shots between them, while a full mob of Shoota Boyz have 60 shots, and cost 40 more points than the Boyz. The Boyz will, on average, land 23 hits (with Bad Moonz, and DDD), while the Jets will land 24 (after All Da Dakka, Bad Moonz, and DDD). And the DJs have a better Strength profile, allowing for more reliable wounding against T3-T6, and AP which make Saves less of an issue. Doesn't seem "nowhere near as efficient" to me, at least until you get to the Charge Phase and the Boyz are able to put their Choppas to good use. But against T3 with a 6+ Save, DJs will still reliably clear a 20 model chaff unit, which is really all you're trying to do anyway.

Alternatively, ditch the DJ and Da Jump your Boyz T1, then Da Jump the Boss on T2, after the chaff has cleared, since that's generally when your Biker Boss would have been making his charge anyway.

 Jidmah wrote:

I agree with semper here though. A biker warboss can usually set up an almost guaranteed charge by turn 2 or 3, while a deep striking warboss is always a gamble that backfires one out of five games. I also don't see why I wouldn't just use tank bustas for that job instead.


That's fair. Honestly, I ain't really been using the Biker Boss anyway, since the SSAG and a contingent of Smashas will generally get the same job done without risking my Warlord. I was mainly just throwing out ideas for people who might be like "but all I know how to play is a Killa Klaw and can't think of any alternative to this!"


I feel like in this post you have spent a silly amount of time attempting to prove why 2 Dakka Jets are about as efficient at clearing a screen as Boys (which they obviously aren't, by the way, because you've conveniently forgotten the most important phase for Jumped Boys which is the fight phase, also always assume Jumped Boys are Evil Sunz - you need to make the charge) to suggest that the Warboss on foot is similar to a Bikerboss because he can be jumped, then agreed with Jidmah when he suggested that the Bikerboss is actually pretty different to the Warboss on foot. Which is it as you seem really conflicted?


Automatically Appended Next Post:
 Tomsug wrote:
Dakkajet vs shoota boyz - that' s interesting topic, because it' s not just about the stats. It' s about tactics. Hard-to-hit flyier starting out of range of most of the weapons moving 60” is very flexible and gives you 1.turn 100% dakka. Well, Da Jumped boyz also, but you can' t have 2 of them and they have to be 9” away (problem with LOS) Dakkajet is something that gives you the chance to have 30 boyz AND dakkajet shooting 100% turn 1, which is more than solid screen cleaning firepower. And what about the boyz and 2 dakkajets....


Automatically Appended Next Post:

It means I can screen with a single unit that I can da jump out of danger rather than getting two units of grots trapped. Also, I'm just finding that 30 grots lets me hold space better and I have like 300 of the little guys painted so mine as well go nuts.


Dakkajets tend to melt on the first turn in my experience - even with KFF support.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 16:37:51


Post by: Jidmah


 flandarz wrote:
@Jid: again, fair point. And, again, just showing an option for people who still want to do that in a post-Index world.

Unless I really need the aura, I'd rather get another SAG or Badrukk though. Or a blood axe grot detachment with Snikrot.

If Zagstruk weren't such a mess, he could replace him as well.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 16:48:25


Post by: flandarz


I didn't forget it. Read it again: "atleast until you get to the charge phase". Also, you didn't really refute my other claims (easier wounding and AP means more models dead on average). However, I'm reasonable. As I stated above, Boyz are certainly better suited for Infantry lists than Jets are. That's fair. However, as with the Warboss, Boy Mobz are gonna fail that charge 1 in every 5 games, right? I bet the chances of a Jet failing to clear enough units from a chaff screen to have it cleared by the next turn (via losses and morale) is significantly lower

I also just said: "that's fair," which isn't exactly an agreement. But, more importantly, what do you consider "pretty different"? The differences Jidmah mentioned were "nearly guaranteed charge" and "a gamble that fails 1 out of every 5 games". So, let's assume "nearly guaranteed" is a 35 out of 36 chance and you can ONLY fail on double 1s. That's approximately a 97% chance to succeed. Making a 9" charge as an Evil Sunz Warboss has something like a 68% of success. That's a difference of 29%. Significant, but certainly not "this unit cannot, at all, be useful as a substitute for the Biker Boss" you seem to claim that it is.


Automatically Appended Next Post:
Really? Well, I can see why you'd think they aren't all that great, if your opponents are able to wipe a T6 W12 Sv4+/5++ unit that gives ranged attacks a -1 to hit in a single turn. Seems like a lot of focus on one, in your words, "not as good as Boyz" unit though.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 18:12:59


Post by: An Actual Englishman


No Flandarz you seem to be misunderstanding me, again, and therefore going off topic/to weird ad libs.

The complaint is that we've lost the Biker Boss, a key component of many Ork lists. Your reaction was that we can simply take a Warboss on foot and use Dakkajets to clear the screen, thus getting your cheaper Killa Klaw boss in combat utilising Da Jump. To this my reaction is that your Dakkajets aren't going to clear enough of a screen to allow the boss to get in and you are unable to jump he Boys because you've presumably jumped the boss instead.

Now you haven't really responded to this. Sure, you can jump the Boys first turn and aim to jump the boss next turn, but that means your Killa Klaw isn't getting used first turn and the enemy can potentially target/kill your boss (particularly as he's an INFANTRY keyword character rather than BIKER that makes him incredibly vulnerable to a certain sniper).

I think that some of you are looking at this and not seeing the bigger picture. The BIKER keyword and speed massively helps protect the Killa Klaw to ensure it reaches combat. In the assassin heavy meta we are slowly moving towards this means the Killa Klaw will likely never see combat, and so it becomes a wasted relic. That in turn pushes us away from the relic (and the boss that uses it) and in turn this pushes us away from builds that are now less viable and hence limits our viable builds. I think that sucks, more options are always preferred over less and our competitive builds aren't exactly the most varied as is (yes, yes, I know we have it better than other factions - that doesn't make it right).

Think about the KFF now that it has to go on a MegaMek, Morkanaut or Wazzbomm. Think about the knock-on effect that has on units that relied on a cheap 5++ bubble to weather any AP ranged weapons.

Hopefully many of our units that deserve it get a points drop in CA because these changes, though not crippling for a competitive list, absolutely make our choices much more limited and therefore, in my opinion, boring.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 22:27:11


Post by: Emicrania


I'm finding the walking boss better suited to counter punch or jump t2 to be a treath mid field or backline. Just be sure to jump him behind a wall To avoud overwatch and you should be good to go


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/03 23:17:55


Post by: flandarz


First off: I did check the math on Boyz vs Jets, and if you account for the Charge phase, they are roughly twice as efficient at screen clearing. So, allow me to apologize for saying otherwise. You were right, English.

That said, if you NEED the Charge phase to clear a screen, then you're already resigning your Biker Boss to a T2 Charge into what you want him to take down. In terms of clearing the way for a T1 Charge, the Dakka Jet still outperforms Boyz

I agree that losing the Biker Boss is a big blow. My entire argument up to this point was just saying that he CAN be replaced (albeit not quite as competitively), not that the Warboss is "just as good."

Hopefully we'll see some list changes due to the losses we got. At the least, we'll probably see more mechanized lists in tournies.

And yeah, I also hope for the day when Ork units are appropriately priced.

As for my weird ad-libs, all I can really say is that I'm not a debater by nature. I don't really know what to look for when someone says "strawman" or anything like that. My education stopped at high school and I went right into military service. Now I deliver mail for a living. This is justt some backstory for me saying "I'm not really a clever guy. I just say what's on my mind, using the information I have at hand. I'm sorry if it comes off as weird ad-lib."


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 03:11:23


Post by: gungo


Not Online!!! wrote:
Thayme wrote:
If you're running evil sunz what's the harm in taking the named version of the biker boss? Being forgeworld index I'm assuming he is still going to be tournament viable.
Then you can put the relic klaw on a foot boss and you've got the ability to dajump and charge across the field.


Chances are that he ends up in Legends aswell as other FW units and lists.

In my dkok Facebook group several members of the The rules team said Fw indexes are not going legends.
Although they still had nothing to say about rules updates or what future plans for fw are.

But I’m less concerned for fw going narrative only.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 06:33:35


Post by: Emicrania


That would be a massacre if FW would disappear.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 07:29:51


Post by: Weazel


1) Da Jump is not 100%
2) Charge is definitely not 100% (especially if you thin down the chargeable units with dakka)
3) Dakkajet can snipe poorly positioned characters
4) Army composition hugely affects the survivability of the DJ. If they're shooting at the DJ, they're not shooting at my Bonebreakas.
5) It's kinda daft to compare Boyz and Dakkajets in a vacuum.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 07:31:32


Post by: tneva82


 JNAProductions wrote:
 JNAProductions wrote:
Also, it's now...

4/9ths as effective against T8
1/2 as effective against T7
1/3rd as effective against T5 and T6 many-wound models

It is ONLY as effective against:

T1-3, T5 and T6 models with 1, 2, or 4 wounds and no FNP.
My math was wrong-I thought it went from D3 to D2, when it actually went from Dd3 to D2.

All that was affected, in terms of averages, are wound rolls.


That's more of a change than might be obvious. It got big boost against anything with 2 wounds. Albeit were those primary targets is another thing. But it went from every third guy taking 2 shots to kill to steady one wound is one kill.

Flat 2 damage is very good ability. Good thing lootas have that and not d3


Automatically Appended Next Post:
gungo wrote:
Not Online!!! wrote:
Thayme wrote:
If you're running evil sunz what's the harm in taking the named version of the biker boss? Being forgeworld index I'm assuming he is still going to be tournament viable.
Then you can put the relic klaw on a foot boss and you've got the ability to dajump and charge across the field.


Chances are that he ends up in Legends aswell as other FW units and lists.

In my dkok Facebook group several members of the The rules team said Fw indexes are not going legends.
Although they still had nothing to say about rules updates or what future plans for fw are.

But I’m less concerned for fw going narrative only.


I don't expect FW units that have models on sale to go anywhere.

Now models that haven't had models on sale for ages? Those are likely candinate for legends as well.

GW is fairly consistent in no model no rules attitude. FW sells models. They will be still usable.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 07:37:54


Post by: Not Online!!!


gungo wrote:
Not Online!!! wrote:
Thayme wrote:
If you're running evil sunz what's the harm in taking the named version of the biker boss? Being forgeworld index I'm assuming he is still going to be tournament viable.
Then you can put the relic klaw on a foot boss and you've got the ability to dajump and charge across the field.


Chances are that he ends up in Legends aswell as other FW units and lists.

In my dkok Facebook group several members of the The rules team said Fw indexes are not going legends.
Although they still had nothing to say about rules updates or what future plans for fw are.

But I’m less concerned for fw going narrative only.


Can you do me a favour.
Tell them that the person responsible for r&h is a :"inkompetente vollpfoschte" that needs to seriously reconsider his career.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 08:21:56


Post by: some bloke


Threw together a new list for a trial, which I'm quite looking forward to running.

The aim of this game is to work out how good Big Trakks are now - as my Looted tanks can't be anything else any more!

2 conflicting theories I have:

1: They are damn fast - faster than trukks. Use the wartrike for 14" move, advance and charge turn 1, full of small units of hitty stuff (EG Meganobs).
2: They do some decent shooting - notably the supa-skorcha. So lose the wartrike for, say, another big trakk and then chuck a supa-skorcha on all 3 for heavy infantry clearing firepower.

Has anyone put the big trakks to much use yet?

Also, do we know if IA stuff is going into Legends, or is it still useable (it's not got "(index)" on battlescribe so I'm unsure).


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 08:54:14


Post by: An Actual Englishman


 Weazel wrote:
1) Da Jump is not 100%
2) Charge is definitely not 100% (especially if you thin down the chargeable units with dakka)
3) Dakkajet can snipe poorly positioned characters
4) Army composition hugely affects the survivability of the DJ. If they're shooting at the DJ, they're not shooting at my Bonebreakas.
5) It's kinda daft to compare Boyz and Dakkajets in a vacuum.

Why are you shooting units you intend to charge boys into?
Who takes bonebreakas in a competitive list?
With T6 different weapons fire at them compared to Bonebreakas. Buggies are their foil.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 09:00:27


Post by: Weazel


You can substitute BB with whatever vehicle you use, I've find success with them. Anyway, T6 attracts absolutely the same weapons as T7/8. Deploy the Dakkajets in the most remote corner you can and no S4/5 weapon can touch them en masse, antitank weapons only.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 11:16:30


Post by: Jidmah


When fielding dakkajets it's also absolutely essential to have your other shooting like SSAG, wazbom, mek guns and lootaz take out as much anti-tank that can threaten them as possible. Even if there are easier/more optimal targets, this is what makes or breaks the game them. You might still lose one to bolters or krak grenades, but you definitely don't want any flat 3 damage d6 damage shots on them.

In general, you should be able to shoot with them at least once. With 60" movement and 36" range, there is no reason to not just put them as far into a corner as possible.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 11:25:22


Post by: tneva82


 Jidmah wrote:

In general, you should be able to shoot with them at least once. With 60" movement and 36" range, there is no reason to not just put them as far into a corner as possible.


Which only protects them half the time(when you go first) for sure IF enemy has no better targets to shoot at them. Corner is nice yes but assuming board isn't custom designed to allow that you can't be quaranteed to have LOS block there(and if you can 100% quarantee that...who designs the boards?) and range is not going to save either. Plenty of long range guns in the game.

In 8th ed best to assume if enemy wants some unit dead T1 and he goes first it's dead. Pretty much nothing in this game can be protected for sure and dakkajet isn't even particularly hard to take out.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 11:52:01


Post by: Jidmah


tneva82 wrote:
 Jidmah wrote:

In general, you should be able to shoot with them at least once. With 60" movement and 36" range, there is no reason to not just put them as far into a corner as possible.


Which only protects them half the time(when you go first) for sure IF enemy has no better targets to shoot at them. Corner is nice yes but assuming board isn't custom designed to allow that you can't be quaranteed to have LOS block there(and if you can 100% quarantee that...who designs the boards?) and range is not going to save either. Plenty of long range guns in the game.

In 8th ed best to assume if enemy wants some unit dead T1 and he goes first it's dead. Pretty much nothing in this game can be protected for sure and dakkajet isn't even particularly hard to take out.


Yeah, I don't think I've ever had LOS blocked to any of my planes unless the shooting unit was hiding itself. Also, if you're going first, you always get your screen clearing, plus you get to kill the most dangerous guns before they shoot. For tactics, I always assume going second.

Unless we are talking guard, most guns max out at 36" or 48", which means putting them in opposing corners seriously limits what units can target them, especially since most armies need to be in range of aura abilities and thus can't split up. Anything that moves forward to target them sets itself up for turn 1 charges, so that's not happening a lot either.

Keep in mind that we are talking about losing two dakkajets T1 - losing one is pretty much expected, but I think two can be avoided.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 12:41:48


Post by: Emicrania


One important move that people often overlook with the DJ is to deploy them in a corner and move 90° in your own deployment. They still have range 36" which means that you can probably still shoot what need to be shot at without risking them T1


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 13:03:32


Post by: Slaktur


My testing for the tournament I have in October continuing. I improved my list going from full freebooterz to mixed detachments.
The list is below.
Spoiler:

Bad Moons Battalion
Wierdboy, 62p
Wierdboy, 62p
29x Shoota boyz, Boss nob, Big Coppa, 215p
10x Gretchin, 30p
10x Gretchin, 30p
Dakka jet 6x supa shoota, 148 p
Dakka jet 6x supa shoota, 148 p

Evil sunz Battalion
Warboss, Kustom Shoota, Power Klaw, 80p
Weirdboy, 62p
29x boyz, Boss nob Big Coppa, 215p
9x boyz, Boss nob Big Coppa, 75p
10x gretchin, 30p
6x Meganobz, 3x saws, 3x klaws, 234p

Deathskullz patrol
Big mek souped up Shokka, 80p
10x gretchins, 30p
5x smasha gun, 155p
3x smasha gun 2x traktor kannon, 183p
Wazbom Blastajet, Kustom force field, 159p


The idea is to max all units potential with different clans. The plan is to da jump in bad moon shoota boyz turn 1 and kill screens while the mek gunz and big mek pummels everything big in range. Turn 2 I da jump in 40 evil sunz boys after mob up and teleport the mega nobz.
I tried the list against a friends chaos list. From memory it was the following:
2 knights, 1 with 2 big melta looking cannons and one with 2 big miniguns. 1 small knight with miniguns
2 lord discordant and a sorcerer with jump pack in one detachment
2 slimey characters, 30 plague bearers and 2x3 nurglings
I never remember the name of non ork weapons, clans or units. But hopefully you get a picture of what I’m was facing.
Below is a bad battle report of the game.

Spoiler:

He got first turn and I felt the fear of Gork in me. Knight shooting always make me uneasy. He killed one of my dakkajets a handful of boys and a gretchins squad I had in front of the mek gunz with shooting. So it wasn’t that scary. He then charged one of his discordants and the small knight in 3 mek gunz and killed 2. We played seek and destroy and I was a bit close to him. I had placed all the mek gunz around the big mek for protection.
On my turn I tried to kill 3 nurglings on a point with the remaining dakkajet and killing 2. I never learn that a dakkajet won’t kill an entire unit of nurglings. I killed the small knight in shooting, got the big minigun knight down to 14. I da jumped the shoota boys and used more dakka on the plague bearers. Killed a lot less then I wanted to and the shoota boyz was stuck in no mans land.

He came in charge range with the minigun knight, almost killed another dakkajet and then charged more of my mek guns. I felt things where going south fast until I teleported in my mega nobs and da jumped 40 choppa boys. The boys killed lots of plague bearers and the mega nobs charged his melta cannon knight and out of 12 attacks with saws I hit 10 and wounded 8. He was down to 4 wounds with the help of klaws and I used 3 cp to pile in again and finish of the knight. The knight was his warlord.

Turn 3 he charged he killed 2 weird boys with shooting and charged in with the other discordant and more mek gunz went down. I think I was down to 3 of them.
I da jumped away my big mek and sniped his last knight. Boys went to town on the last plague bearers.

Turn four he killed my last mek guns and weird boys. Wazbom killed a lord discordant the boys charged slimy characters and he saw no way of him to win. I was getting ahead of point and from there on I was just going to snipe characters with the wazbom blastajet and kill anything stupid enough to stand in front of the big mek while the remaining boys held points. Some where in this mess all the gretchins died of course and the dakkajet too


I’m up 2 wins in a row against my chaos friend after a long walk in darkness. I think this is the list I will play in the tournament. Feel really happy about it. But I’m always open for suggestions. I’m not entirely sure if it worth 2 cp to teleport in only 6 mega nobs but don’t know what I could squeeze in instead.



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 13:32:05


Post by: addnid


Dakkajets can’t even get cover from the generic 2 CP strat correct ? Flyers are excluded right ? I won against an ad mech guy not long ago and when we debriefed we both thought “hey that dakkajet probably should not have received cover”. But we were not sure... is the strat in the last CA book ?
@Slaktur: you should get the SSAG a life saving grot Oiler, and that patrol can change to a spearhead if you go 3*3 smashas


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 13:36:57


Post by: Vineheart01


Yeah aircrafts are excluded from that as well as titanic.
Not sure why you'd ever do it, but they are not excluded from the bloodaxe cover. I'd be more prone to accept that if it was a 12" range like every other codex's similar type of ability.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 15:26:52


Post by: gungo


Not Online!!! wrote:
gungo wrote:
Not Online!!! wrote:
Thayme wrote:
If you're running evil sunz what's the harm in taking the named version of the biker boss? Being forgeworld index I'm assuming he is still going to be tournament viable.
Then you can put the relic klaw on a foot boss and you've got the ability to dajump and charge across the field.


Chances are that he ends up in Legends aswell as other FW units and lists.

In my dkok Facebook group several members of the The rules team said Fw indexes are not going legends.
Although they still had nothing to say about rules updates or what future plans for fw are.

But I’m less concerned for fw going narrative only.


Can you do me a favour.
Tell them that the person responsible for r&h is a :"inkompetente vollpfoschte" that needs to seriously reconsider his career.

Alan was the driving force behind many of the books and rules. Once he died it kinda went in limbo til all the rules are now handled by the GW rules team. At this point it’s obvious the rules team prioritizes GW proper models.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 19:01:52


Post by: Vineheart01


Yeah FW is kinda dead atm. Unless the model is brand new its kinda locked in stasis. Shame because they have a ton of stuff in most armies that is kinda...crap but are visually awesome.

Off topic...Aeronautica apparently is getting a new 'Eavy Bomma and all i can think of is "please give that to regular 40k" lol - absolutely massive ork jet.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/04 23:31:59


Post by: Tomsug


I'm disappointed by the wazboom. Kff works little bit, but honestly - wazboom has a serious problem to hit anything. Not so many shots, bs5+. Do I had a bad luck in last 4 games, or is it a fact?

I see a Mad Dok Grotsnik in top list quite a lot. Any experience? For the price of 3 smashaguns or 10 boyz seems to be not so effective...


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 01:17:43


Post by: flandarz


Well, the Wazbom's Smasha can hit on 4+ (against a selected unit), but yeah. 5+ and limited shots don't work well together. I've found it works well paired with a couple of Dakka Jets, with all three zipping around the board in formation. You *should* be able to land atleast 1 shot a round with it, so while the DJs fire on chaff, it'll soften up the target behind them. Definitely not something you want to rely on to take out an enemy target though, even if it's a Flyer and you use Long, Sustained Bursts for an additional +1.


Automatically Appended Next Post:
Mad Dok is probably there because of his ability to charge during the opponent's Charge Phase, I'd wager. Run him up behind some Da Jumped Boyz and your opponent risks having him charge in if they wipe the Boyz during Shooting, while still providing them a 6+++.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 01:20:50


Post by: MannyMcCoconut


 Tomsug wrote:
I'm disappointed by the wazboom. Kff works little bit, but honestly - wazboom has a serious problem to hit anything. Not so many shots, bs5+. Do I had a bad luck in last 4 games, or is it a fact?

I see a Mad Dok Grotsnik in top list quite a lot. Any experience? For the price of 3 smashaguns or 10 boyz seems to be not so effective...


The wazboom is good for, at lease some, alpha strike protection, but I think its a bit better as deathskulls (not sure what you’re running). It’s got a decent number of shots, the smasha has an improved BS, and with the DS re-rolls Ive found it works well for its price.

For Mad doc, I haven’t used him much, but he’s essentially a warboss with some nice additional rules including FNP for nearby infantry (5++ for himself)..


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 02:17:13


Post by: Vineheart01


Wazbom still hits like a truck, i usually only have 1 bad game with it after about a dozen of it just pissing my opponent off either by being a mobile KFF for my Da Jumped boyz, sniping tough cookies he had hiding from my mork/sag, or just general airborne artillery.
Its not impossible to kill by any means but it still survives considerably longer than you'd think. I feel naked without that thing now.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 05:32:41


Post by: Slaktur


addnid wrote:
Dakkajets can’t even get cover from the generic 2 CP strat correct ? Flyers are excluded right ? I won against an ad mech guy not long ago and when we debriefed we both thought “hey that dakkajet probably should not have received cover”. But we were not sure... is the strat in the last CA book ?
@Slaktur: you should get the SSAG a life saving grot Oiler, and that patrol can change to a spearhead if you go 3*3 smashas


You Sir is a got damn genius. Or maybe i'm just stupid. I didn't see the Spearhead hiding in my patrol. I use the death skull gretchins for grotshield to the big mek but an extra wound with a grot oiler never hurts. Thanks for your input.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 06:28:45


Post by: Singleton Mosby


 Vineheart01 wrote:
Off topic...Aeronautica apparently is getting a new 'Eavy Bomma and all i can think of is "please give that to regular 40k" lol - absolutely massive ork jet.


We had one in 7th. Which was kinda awesome and I fielded my scratch-built version quite often. But yeah, was thinking the same when I read that announcement.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 07:35:43


Post by: Emicrania


In My freebooterz list Wazbomb is essential to protect the DJ vs alpha strike and helped soak fire so many times. Also hitting 4+ with it is pretty sweet .

Also 3+ with the smasha, as it says that is +1 to hit with it and 2+ with strat


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 08:05:42


Post by: Orkimedez_Atalaya


The problem I have with the Wazboom is not so much the wazboom itself. It's the fact that I usually play Death skulls and I find all KFF redundant.


Automatically Appended Next Post:
The thing is, how can we deal with a 3xinvictus with flamers?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 08:34:59


Post by: some bloke


Orkimedez_Atalaya wrote:

The thing is, how can we deal with a 3xinvictus with flamers?


Kill them first. if they are the superheavy primaris dudes I'm thinking of, rokkits, KMB and SSAG do wonders against them.

if your tactics are to DJ a blob of boys in, and you find yourself facing an army which can easily kill them all with short range guns, change your tactics. Also, aim to get a charge and 3-point your way to not being shot this turn.

Blindly following a plan without considering the enemy is not a good way to play. you need some flexibility - obviously you can't make an army that can do anything and everything but you can give yourself at least 2 ways to go about it. There's no point bringing a list which revolves around jumping loads of infantry as close as possible and then still going through with it when faced with an army who wants your infantry to be within 9" of them, it's a bad move. You might as well put your king in check, because you were always planning to move there.

Our shootas are 18" range, those guys would need lucky advance rolls to close that gap in 1 turn. just stay away from them.

Had a game on Monday vs space wolves, he had one plan which was to sit pretty and mow down my infantry. I brought dreads. he tried to sit pretty and mow down dreads. It didn't work.

He had bjorn, who could have charged. He had a repulsor which could have moved away and kept its lascannon firing. He had a redemptor dread which could have hid in cover. he had 6 flamer dudes with power fists who also could have charged. but the tactic was to sit pretty, mow down infantry, flame what's left. sticking to his tactics lost him the game.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 08:55:49


Post by: Jidmah


 Tomsug wrote:
I'm disappointed by the wazboom. Kff works little bit, but honestly - wazboom has a serious problem to hit anything. Not so many shots, bs5+. Do I had a bad luck in last 4 games, or is it a fact?

I see a Mad Dok Grotsnik in top list quite a lot. Any experience? For the price of 3 smashaguns or 10 boyz seems to be not so effective...


I have been running him a lot (he is the main reason I switched from bloodaxes to deff skulls), and he is just a package of awesome stuff. During your first turns, he is a pain boy that reduced casualties by a little (effect multiplies with KFF, so take that, too) that is an undesirable target for snipers due to his 4+ armor FNP roll. He also buffs units from other clans, so you can put him next to your bad moons lootas and gretchin to make them harder to kill.
Once he gets close he becomes a warboss with his 2+ to hit (-1) and extra attack from the syringe, meaning he does decent damage to most characters, infantry units and other things.
Last, but not least, One Scalpel Short of a Medpack makes him really annoying for units that dive into your army like harlequins or smash captains. If there are no orks within 3" of him he gets to charge them during their turn - which means, if you successfully charge them, no charge move for them and you get to fight before them. During your turn, you can exploit it to assassinate stuff, since he can advance/fall back and still charge with it.

He is not a killa klaw boss, but you get tons of stuff for your 86 points.


Automatically Appended Next Post:
Edit: You guys really need to decide whether DJ is Da Jump or DakkaJet.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 09:11:35


Post by: addnid


 Slaktur wrote:
addnid wrote:
Dakkajets can’t even get cover from the generic 2 CP strat correct ? Flyers are excluded right ? I won against an ad mech guy not long ago and when we debriefed we both thought “hey that dakkajet probably should not have received cover”. But we were not sure... is the strat in the last CA book ?
@Slaktur: you should get the SSAG a life saving grot Oiler, and that patrol can change to a spearhead if you go 3*3 smashas


You Sir is a got damn genius. Or maybe i'm just stupid. I didn't see the Spearhead hiding in my patrol. I use the death skull gretchins for grotshield to the big mek but an extra wound with a grot oiler never hurts. Thanks for your input.


You are very welcome ! I like your list a lot, but I a am not sure the Mega armour nobz fit that well in it (though it is a rather good unit overall). I would go for something with more impact, sacrificing staying power if need be.


Automatically Appended Next Post:
Orkimedez_Atalaya wrote:
The problem I have with the Wazboom is not so much the wazboom itself. It's the fact that I usually play Death skulls and I find all KFF redundant.


Automatically Appended Next Post:
The thing is, how can we deal with a 3xinvictus with flamers?


If it is not salamanders, then I d say Lootas wreck it no? Smashas wreck it too. That sweet toughness 6 hah hah. Problem is it can hide well I guess


Automatically Appended Next Post:
What you do with mad doc, if ever he is not within 3 of a weird boy, is you take away casualties among your boyz within 3 at the end of enemy shooting.
But in reality when I play mad doc (9 games out of 10) he is absolutely always within 3 of a weird boy, until like turn 5 when my weirdboys are usually dead. So the scalpel short of a medpack rule never kicks in sadly.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 10:52:52


Post by: hollow one


 Slaktur wrote:
My testing for the tournament I have in October continuing. I improved my list going from full freebooterz to mixed detachments.
The list is below.
Spoiler:

Bad Moons Battalion
Wierdboy, 62p
Wierdboy, 62p
29x Shoota boyz, Boss nob, Big Coppa, 215p
10x Gretchin, 30p
10x Gretchin, 30p
Dakka jet 6x supa shoota, 148 p
Dakka jet 6x supa shoota, 148 p

Evil sunz Battalion
Warboss, Kustom Shoota, Power Klaw, 80p
Weirdboy, 62p
29x boyz, Boss nob Big Coppa, 215p
9x boyz, Boss nob Big Coppa, 75p
10x gretchin, 30p
6x Meganobz, 3x saws, 3x klaws, 234p

Deathskullz patrol
Big mek souped up Shokka, 80p
10x gretchins, 30p
5x smasha gun, 155p
3x smasha gun 2x traktor kannon, 183p
Wazbom Blastajet, Kustom force field, 159p


I’m up 2 wins in a row against my chaos friend after a long walk in darkness. I think this is the list I will play in the tournament. Feel really happy about it. But I’m always open for suggestions. I’m not entirely sure if it worth 2 cp to teleport in only 6 mega nobs but don’t know what I could squeeze in instead.

Yeah man the list is rad, I run something similar. You wanna drop the 234 points of meganobz? this is how I would spend those points.

Move 10 badmoon grots to the deathskulls.
Then add another 10 grots (+30points) to the deathskulls and another big mek with SAG (+80points) and you got your third battallion.
In place of the badmoon grots, you'll add 10 shoota boyz (+70 points).
Then I'd put your warboss on a bike (+20 points, and index option if that's okay with you)
Finally, upgrade your evil sunz big choppas to powerklaws.

This makes your shoota boy bomb better, and gives you the CP to power it for longer. Makes your deathskulls SSAG backfield super good (and semi reliable), and you make up some of the loss of the meganobz with PKs in the boyz. You'll feel the extra 5CP. That's a free attack twice (guaranteed wrap, most of the time) and autopass morale, which is typically back breaking.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 11:00:08


Post by: Jidmah


https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 11:06:32


Post by: hollow one


 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.
NOVA didn't have kill points in their missions I believe,. That's why the Mek gunz did so well. So efficient without the ITC punishment of giving up kill more every turn.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 11:35:54


Post by: Orkimedez_Atalaya


addnid wrote:
 Slaktur wrote:
addnid wrote:
Dakkajets can’t even get cover from the generic 2 CP strat correct ? Flyers are excluded right ? I won against an ad mech guy not long ago and when we debriefed we both thought “hey that dakkajet probably should not have received cover”. But we were not sure... is the strat in the last CA book ?
@Slaktur: you should get the SSAG a life saving grot Oiler, and that patrol can change to a spearhead if you go 3*3 smashas


You Sir is a got damn genius. Or maybe i'm just stupid. I didn't see the Spearhead hiding in my patrol. I use the death skull gretchins for grotshield to the big mek but an extra wound with a grot oiler never hurts. Thanks for your input.


You are very welcome ! I like your list a lot, but I a am not sure the Mega armour nobz fit that well in it (though it is a rather good unit overall). I would go for something with more impact, sacrificing staying power if need be.


Automatically Appended Next Post:
Orkimedez_Atalaya wrote:
The problem I have with the Wazboom is not so much the wazboom itself. It's the fact that I usually play Death skulls and I find all KFF redundant.


Automatically Appended Next Post:
The thing is, how can we deal with a 3xinvictus with flamers?


If it is not salamanders, then I d say Lootas wreck it no? Smashas wreck it too. That sweet toughness 6 hah hah. Problem is it can hide well I guess


Automatically Appended Next Post:
What you do with mad doc, if ever he is not within 3 of a weird boy, is you take away casualties among your boyz within 3 at the end of enemy shooting.
But in reality when I play mad doc (9 games out of 10) he is absolutely always within 3 of a weird boy, until like turn 5 when my weirdboys are usually dead. So the scalpel short of a medpack rule never kicks in sadly.


Yeah well... no tan fácil.

It's 39wounds in total, saving 3+ (2+ in cover). If the other player strats is 6d6 flamer hits with -2ap. Plus another 3*(9+d6) shots.

Each invictus is 131 pts. It's so funny to compare this thing with our buggies.




Automatically Appended Next Post:
 Jidmah wrote:
 Tomsug wrote:
I'm disappointed by the wazboom. Kff works little bit, but honestly - wazboom has a serious problem to hit anything. Not so many shots, bs5+. Do I had a bad luck in last 4 games, or is it a fact?

I see a Mad Dok Grotsnik in top list quite a lot. Any experience? For the price of 3 smashaguns or 10 boyz seems to be not so effective...


I have been running him a lot (he is the main reason I switched from bloodaxes to deff skulls), and he is just a package of awesome stuff. During your first turns, he is a pain boy that reduced casualties by a little (effect multiplies with KFF, so take that, too) that is an undesirable target for snipers due to his 4+ armor FNP roll. He also buffs units from other clans, so you can put him next to your bad moons lootas and gretchin to make them harder to kill.
Once he gets close he becomes a warboss with his 2+ to hit (-1) and extra attack from the syringe, meaning he does decent damage to most characters, infantry units and other things.
Last, but not least, One Scalpel Short of a Medpack makes him really annoying for units that dive into your army like harlequins or smash captains. If there are no orks within 3" of him he gets to charge them during their turn - which means, if you successfully charge them, no charge move for them and you get to fight before them. During your turn, you can exploit it to assassinate stuff, since he can advance/fall back and still charge with it.

He is not a killa klaw boss, but you get tons of stuff for your 86 points.


Automatically Appended Next Post:
Edit: You guys really need to decide whether DJ is Da Jump or DakkaJet.


I think that MadDok will be FAQed soon enough. Charging in the enemies turn breaks so many game mechanics that I am unsure than that can be done even as currently written.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 12:13:35


Post by: Jidmah


Custodes have a stratagem that does exactly that, and nothing else.

While it might not have been intended, it's definitely not breaking anything.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 12:57:31


Post by: addnid


I am 80% certain the Invictus suit will be bumped towards 150 points soon. And indeed our buggies are a joke atm when compared to it.
If we focus the Invictus suit we may well lose to the rest of the sm army (aggressors on boyz: watch, remove, cry) i totally Agree.
Btw who Here has been able to beat new sm with 3*indomitus + agressors + marneus calgar ? I am not saying the sky is falling, but those three elements put together are scary as hell to my army lists.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 13:10:16


Post by: Jidmah


Orkimedez_Atalaya wrote:
It's 39wounds in total, saving 3+ (2+ in cover). If the other player strats is 6d6 flamer hits with -2ap. Plus another 3*(9+d6) shots.

Each invictus is 131 pts. It's so funny to compare this thing with our buggies.

Mathhammer says it kills an average of 8 boyz per turn, so I'm not that worried. Other armies have pretty similar units (splitter PBCs for example). If you can tag it without taking overwatch, or just sacrifice a unit of gretchin, it's dead, if you don't just kill it during shooting. Shootas wound in on 5s, and it should be in range of a tankbusta bomb or two.

I'll withhold my final judgement until I see it on the battlefield though. Units like this are difficult to evaluate due to the high utility value of dropping flamers 9" in front of an army.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 14:10:07


Post by: flandarz


Unless your Flamers only have an 8" range. :(


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 14:26:42


Post by: Orkimedez_Atalaya


 flandarz wrote:
Unless your Flamers only have an 8" range. :(


Except these are 12"




Automatically Appended Next Post:
 Jidmah wrote:
Orkimedez_Atalaya wrote:
It's 39wounds in total, saving 3+ (2+ in cover). If the other player strats is 6d6 flamer hits with -2ap. Plus another 3*(9+d6) shots.

Each invictus is 131 pts. It's so funny to compare this thing with our buggies.

Mathhammer says it kills an average of 8 boyz per turn, so I'm not that worried. Other armies have pretty similar units (splitter PBCs for example). If you can tag it without taking overwatch, or just sacrifice a unit of gretchin, it's dead, if you don't just kill it during shooting. Shootas wound in on 5s, and it should be in range of a tankbusta bomb or two.

I'll withhold my final judgement until I see it on the battlefield though. Units like this are difficult to evaluate due to the high utility value of dropping flamers 9" in front of an army.


Average 9-10 boys, not a bad return rate for 131 pts. I am not saying the sky is falling, but they hit hard.

Alas, it's worst for elite armies where the -2ap can be tasty and screens are less prolific.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 15:13:18


Post by: flandarz


I know. That's why I gave the sad face of "sure wish Orkz could have good flamers. Might make Burnas worth fielding". Literally, add an inch to the range of Burnas and suddenly Burnas go from trash tier to mid tier.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 17:23:57


Post by: Gruxz


 flandarz wrote:
I know. That's why I gave the sad face of "sure wish Orkz could have good flamers. Might make Burnas worth fielding". Literally, add an inch to the range of Burnas and suddenly Burnas go from trash tier to mid tier.


You'd need 2 inches to make m good since you need to be more than 9inches away when DSing. But yes I agree. If burna's could do that, count me in.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 18:13:03


Post by: CthuluIsSpy


Gruxz wrote:
 flandarz wrote:
I know. That's why I gave the sad face of "sure wish Orkz could have good flamers. Might make Burnas worth fielding". Literally, add an inch to the range of Burnas and suddenly Burnas go from trash tier to mid tier.


You'd need 2 inches to make m good since you need to be more than 9inches away when DSing. But yes I agree. If burna's could do that, count me in.


Unless they Faq'd it, you can land 1/10th of an inch outside of 9". 10" range flamers would be enough.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 18:58:14


Post by: flandarz


That's what he means. Ork Flamers are 8". Which was my initial mistake.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 19:02:36


Post by: CthuluIsSpy


 flandarz wrote:
That's what he means. Ork Flamers are 8". Which was my initial mistake.


Oh right, my mistake there. I had the crazy idea that flamers were 9".


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 20:00:40


Post by: An Actual Englishman


 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


It'll probably take between 3 and 6 months before the post-Marine meta actually settles. The Marine players need to do their testing and experimenting before they'll know what the most hyper efficient list(s) is/are.

The scariest thing about the new Marines is that they seem to have answers to literally everything, the question will be whether they overspecialise and are unable to TAC effectively enough. Balancing the list will be key as a Marine player but they have been given a playground of a codex + supplements to choose from.

Oh and allegedly the strongest supplement isn't even released yet - word from FLG is that IH are insane.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/05 20:15:41


Post by: addnid



Average 9-10 boys, not a bad return rate for 131 pts. I am not saying the sky is falling, but they hit hard.
Alas, it's worst for elite armies where the -2ap can be tasty and screens are less prolific.


Though kff and mad doc will reduce this to perhaps 6 dead boyz (don’t think they will be charging after shooting but who knows...)



No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 02:38:32


Post by: Vineheart01


 Singleton Mosby wrote:
 Vineheart01 wrote:
Off topic...Aeronautica apparently is getting a new 'Eavy Bomma and all i can think of is "please give that to regular 40k" lol - absolutely massive ork jet.


We had one in 7th. Which was kinda awesome and I fielded my scratch-built version quite often. But yeah, was thinking the same when I read that announcement.


That would be the "Fighta bomma" which is shown along side the new 'Eavy Bomma.
Not really sure why FW stopped selling that model eiher. I wanted one, and it kinda makes me nervous that the Gargsquig might go away soonish too since its an ancient sculpt, just printed to order so it isnt a worn out mold yet.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 08:22:49


Post by: Jidmah


 An Actual Englishman wrote:
 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


It'll probably take between 3 and 6 months before the post-Marine meta actually settles. The Marine players need to do their testing and experimenting before they'll know what the most hyper efficient list(s) is/are.

The scariest thing about the new Marines is that they seem to have answers to literally everything, the question will be whether they overspecialise and are unable to TAC effectively enough. Balancing the list will be key as a Marine player but they have been given a playground of a codex + supplements to choose from.

Oh and allegedly the strongest supplement isn't even released yet - word from FLG is that IH are insane.


Agree, but there are two kind of codices - those which hit like a brick and start topping tournaments immediately until everyone adapts and they start to drop (GSC), and those where people need time to figure out what works and what doesn't until they establish themselves with working lists (like orks).
I'm curious which one marines will be and whether drop pods will be played or not.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 09:30:50


Post by: Singleton Mosby


 Vineheart01 wrote:
 Singleton Mosby wrote:
 Vineheart01 wrote:
Off topic...Aeronautica apparently is getting a new 'Eavy Bomma and all i can think of is "please give that to regular 40k" lol - absolutely massive ork jet.


We had one in 7th. Which was kinda awesome and I fielded my scratch-built version quite often. But yeah, was thinking the same when I read that announcement.


That would be the "Fighta bomma" which is shown along side the new 'Eavy Bomma.
Not really sure why FW stopped selling that model eiher. I wanted one, and it kinda makes me nervous that the Gargsquig might go away soonish too since its an ancient sculpt, just printed to order so it isnt a worn out mold yet.


Actually it was the Bommer and Blasta bommer from IA :Raid on Kastel Novem. That's the one on which the new Eavy bommer is modelled. The Blasta bommer had a Deth Arsenal and 10 big shootas for an awesome ammount of Dakka!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 14:08:35


Post by: vercingatorix


 Jidmah wrote:
 An Actual Englishman wrote:
 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


It'll probably take between 3 and 6 months before the post-Marine meta actually settles. The Marine players need to do their testing and experimenting before they'll know what the most hyper efficient list(s) is/are.

The scariest thing about the new Marines is that they seem to have answers to literally everything, the question will be whether they overspecialise and are unable to TAC effectively enough. Balancing the list will be key as a Marine player but they have been given a playground of a codex + supplements to choose from.

Oh and allegedly the strongest supplement isn't even released yet - word from FLG is that IH are insane.


Agree, but there are two kind of codices - those which hit like a brick and start topping tournaments immediately until everyone adapts and they start to drop (GSC), and those where people need time to figure out what works and what doesn't until they establish themselves with working lists (like orks).
I'm curious which one marines will be and whether drop pods will be played or not.


I heard some ork player won a major almost immediately.

Those post codex pre-codex faq times with immediate double fight and 25 lootas in a unit were awesome.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 14:33:44


Post by: Vineheart01


yeah somehow that doublefight strat was OP for orks but nobody else as its the only one to be faq'd to happen at the end im aware of.
I thought it was universally faq'd but theres nothing in the big faq about it.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 14:51:21


Post by: flandarz


Remember when, for like 2 glorious weeks, we could have 1+ MANz? Ah... good times.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/06 15:41:11


Post by: vercingatorix


 Vineheart01 wrote:
yeah somehow that doublefight strat was OP for orks but nobody else as its the only one to be faq'd to happen at the end im aware of.
I thought it was universally faq'd but theres nothing in the big faq about it.


Everyone's work at end of phase except for knight's strat. So it's mainly a "they're bad at writing" thing and made the same mistake twice but errated to fix it one of those times.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 16:00:24


Post by: Oldman Lee


Hi all
I'm thinking of starting a competitve ork army I've had a look at a lot of the lists on blood of kittens and best coast parings
Most if not all seem to have the same core which I don't mind but I was wondering if the flyers and gorkanaught are any good and can you build a list round them?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 16:05:27


Post by: flandarz


Dakkajets and Wazboms are decent. Gork is pretty good too, but he relies on the Tellyporta Stratagem to keep him safe until he's in the opponent's face.

I have a 1k list which is just 30 Grots, a SSAG, a Weirdboy, 2 Dakkajets, a Wazbom, and a Gork it it performs well at that level. I think it'd probably fall apart at the 1,850 to 2k level, though, when opponents can field a lot more anti-armor.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 18:03:03


Post by: Weazel


Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 18:29:56


Post by: flandarz


Go with Deathskullz or Freebooterz (DS is probably a little better, to be honest). You should be looking at S7 and 7 shots, on average. With 5+, you should land 3 hits (after Deathskulls reroll and Dakkax3). Against T7, you'll see 2 (and some percentage, due to Big Killa and Deathskullz) Wounds, and after a 4++ Save, 1 will pass through to the damage phase. Around 4 damage on average, after Deathskullz reroll.

Important to remember that you also have Command Rerolls for shots or Strength, if you roll awful. And you can your Moar Dakka for exploding and auto-hitting 5s and 6s (especially helpful if you have to move). Character protection and Grot Shields also improves his reliability, as he can be a pain to take off the board.

My opinion is that the SSAG is pretty dang good. Is it gonna wipe a Knight every turn? Probably not. But it's enough of a threat that your opponent has to take it into account when moving their Heavies around.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 20:18:16


Post by: Gruxz


Wow looked at a list on Blood of Kittens. Bryan Hancock actually placed second in a tournament with a stompa...
What kind of sorcery is this?

Basically a bm with kff, weirdboy, 40ish boyz, grots painboy badrukk and 3 mekguns..


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 22:57:47


Post by: Quackzo


 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


I think the main catch is that it's 80-84 points, a warlord trait and 1-2 CP, for a model that can potentially wipe out disproportionately more expensive targets. If it doesn't roll high enough strength to target a large monster or vehicle, you can point it at something weaker and most likely get your points back. In ITC and other formats you don't have to have your warlord trait locked in, so if you play Deathskulls you can choose between Big Killa Boss and Opportunist depending on your opponents composition.

vercingatorix wrote:

It means I can screen with a single unit that I can da jump out of danger rather than getting two units of grots trapped. Also, I'm just finding that 30 grots lets me hold space better and I have like 300 of the little guys painted so mine as well go nuts.


Thanks for explaining, I'll try that out for myself next game.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/08 23:21:15


Post by: Vineheart01


someone placed second with a stompa? that must have been a small tourny...thats unpossible


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 04:11:32


Post by: Weazel


 Quackzo wrote:
 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


If it doesn't roll high enough strength to target a large monster or vehicle, you can point it at something weaker and most likely get your points back.


Hmm, has this been FAQ'd? It says "before firing this weapon roll 2D6 to determine the strength yaddayadda". To me "before firing" means after picking your target but before rolling any dice, but I might be mistaken? Can you roll the STR and pick your target after that or no?

But yeah, for 80pts it's really not bad at all. I run Evil Sunz however, because the rest of my list depends on the extra movement so Deffskullz is not something I can just easily switch to.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 04:24:36


Post by: flandarz


It DID get FAQ'd.

The SSAG is real easy to fit into a CP Battery. 30 Grots, a SSAG, and a Weird Boy is only gonna run ya like 230 pts. Since you already got the SSAG, you only need to to find 150ish pts for the other stuff and you're set.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 08:06:56


Post by: some bloke


I ran SAG in one game and SSAG in another, and found the SSAG to be enormously superior, moreso than the double-shots would imply.

first game it did nothing, second game it was wiping out small units of elite infantry every turn. Works well vs primaris and the chunkier primaris dudes with oodles of guns.

I got lucky with shooting a vehicle but my advice is to focus on elite infantry, preferably those without invulns. Get at least 1 solid shot in clearing an elite unit with painful guns, and then go for the pot-shots. It's not really a knight killer, but it'll lunch any infantry on the field that doesn't have a 4++ or better.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 08:29:27


Post by: Emicrania


So, I just came back from my first major and well, it went bad. Worst placing this and worst ITC scoring this year, 27th out of 104 with 145points and WWWLL. The meta was insane and i placed best ork player anyway ...

So basically, as my list is a mechanized freeboterz list a la Ben Jurek,

Spoiler:
First match up vs pure Chaos Knight
2 Crusader, 1 melee knight, 2 helverine, 1 FW close combat knight.
Kingslayer and Big Game Hunter.
I got first turn, i rolled hot, the dude was scared to death of the SSAG, so he deployed very bad, he splitted his forces and allowed me to kill 1/3 of the army per turn.
Tabled T3.
37-12

Second match vs Drukhari+Eldar fly spam.
Big Game Hunter, Recon, Marked for Death
Got to go second. Man... we played 3 turns in 3 hours because this dude was wasting so much time pausing and complaining and move stuff back and forth that I was going mad. He whiffed first turn with the jets, I whiffed second turn with everything but managed to have more board control and kill more a couple of turns.
Dice down T3
18-12

Third match vs Primaris smurf
Marked For Death, Headhunter, Recon
2 primaris tank, 5 aggressors, some interceptors, a whole bunch of character
I got first turn. He played 6 turns the chicken game, hiding behind LOS castle up and playing defensively. Really frustrating to play against. Gotta tell ya, those new primaris are a though nut to crack, 2+ 2W aint nothing to feth with. Also is funny as hell see marines players miss and call it bad luck , so accustomed to hit everything every time . Was a challenging match up where I had to keep board control, jump my SSAG in order to have some Line of sight and had to prioritize the aggressors T1 otherwise it would had been painful. Until T4 he was winning by some points and all i had left was a DJ , most of my gunz, the grots and 2 Weirdboy. Than i managed to kill the last repulsor and it was open season on the characters.
31-16

Now the first day is over and im feeling good and a bit tired. I go home and i basically i sleep nothing all night and have tremendous pain in the stomach. Flu, stress, bad food? Who knows.Not a good way to start the hardest part of a hard tournament.

Fourth match vs Successor White Scars (homemade chapter with cover outside 12" and +1advance and charges.)
Recon, Headhunter, Big Game Hunter
3 of the new scout Dreadnought , Relic contemptor , 20 intercessor, 3x5 scouts a bunch of character and 5 centurions.
This was the best and hardest and funniest match of the tournament. I got first turn.
The first part of the match, has been a disaster. He apologized to me for MY rolls. I whiffed E-V-E-R-Y-T-H-I-N-G first 2 turns and did not take 1 save untill late T3. I was basically ready to roll over, but I wanted to play for the points hoping to get top 10. So I managed to get all my secondaries and when he whiffed charging my Morkanaut (which did 2!!!!!!!!!! Wounds on a Libby with 12 A S8 D2 -2 AFTER I interrupted) I managed to get all secondary. He came in T3 with centurions and managed to get bonus twice . I lost the game when my overcooked brain told me to ignore the lonely scout hiding in ruins and tried to snipe a chaplain with 2 W left. So what happen is that I gave a BGH in close combat whit the DJ, failed to kill more and that fething lonely scout run to get recon T6 for the whopping score of
27-30. One mistake made lose a great match.

Last match, I look at the list and I just lost it
Kingslayer, Titanslayer, Recon
3 Zombie Knight (3cp come back from the death on 4+,6 FNP, 1 CP go back to full bracket) rusty 16 and all 4 assassins. Yuck.
He got first turn. In hindsight I could have forced him to shoot only my orks thanks to deployment, but I was so exhausted mentally and morally that i did several mistake. This kind of match up you have to focus and play the mission. I took recon which was a bad decision because he would dominate the field, I left my SSAG in the open as he could just snipe with the vindicare. I lost the game before even start. Highlight of the game: I oneshotted a knight with my boosted dying warboss . he forced me to waste 4 CP with that fething assassin. He failed to raise the Knight from the dead, even with a reroll. I whiffed at killing 6 admech infantry with a 18 4+ S6 -1 DJ and the one that survived got his FNP and stayed to feth up my late game (again); my SSAG went on doing 6 D6 damage output and i rolled 10 DMG, and my morkanaut failed to kill a knight that blasted out my psychers and took off my Da Jump for late scoring. gakky match, boring opponent and horrible match-up.
32-25


All in all, I will not ever share a room during a Gt, I will play the game slower and probably play Steven Pampreen list next time. Honestly a good experience but they need to limit soups. Some people are gross. I have no problem going vs 3 or4 knights, It is gross going vs 4 knights with 14 Cp.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 09:40:23


Post by: Jidmah


 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


It's a lascannon with character protection in an army that doesn't have lascannons but really would like to have some. Just use it as such and cheer when it just deletes whatever it hits.

I was skeptical as well, as is just whiffed the first two games I used it. Then it killed about 800 points in a single game and then 45 the one after, but it took quite some wounds out of a couple of vehicles.

It's not a magic I-WIN button, but a lot of value for the 2CP and 80 points you are paying and it fits in an HQ slot.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 10:19:03


Post by: Weazel


 Jidmah wrote:
 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


It's a lascannon with character protection in an army that doesn't have lascannons but really would like to have some. Just use it as such and cheer when it just deletes whatever it hits.

I was skeptical as well, as is just whiffed the first two games I used it. Then it killed about 800 points in a single game and then 45 the one after, but it took quite some wounds out of a couple of vehicles.

It's not a magic I-WIN button, but a lot of value for the 2CP and 80 points you are paying and it fits in an HQ slot.


Wait, 2CP? Isn't the detachment worth 1cp ?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 11:51:23


Post by: flandarz


Another CP if it isn't your Warlord.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 12:15:09


Post by: addnid


 flandarz wrote:
Another CP if it isn't your Warlord.


I don't understand. Why would you not make him your warlord ? SSAG is so much less effective without "big boss killa" (the +1 to wound vehicules/monsters warlord trait). Only very few lists have no monsters or no vehicules. In a tourney minded setting, the trait is autoinclude no ?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 12:17:47


Post by: flandarz


Unless you spend 1 CP, only your Warlord can take a Shiney Gubbin. So, if you want to use the Super Shokk Attack Gun Gubbin, you have to spend 1 CP to do so, if he is not your Warlord.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 13:09:36


Post by: Weazel


Umm okay first off, there are some terrific Warlord traits for the SSAG Mek, why would you pass on them? Secondly, where does it say that only a Warlord can take Shiny Gubbins? Only thing I spotted is that if your Warlord is an ORK when you can give gubbins to Ork characters.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 13:13:47


Post by: Quackzo


 flandarz wrote:
Unless you spend 1 CP, only your Warlord can take a Shiney Gubbin. So, if you want to use the Super Shokk Attack Gun Gubbin, you have to spend 1 CP to do so, if he is not your Warlord.


Codex: Orks Page 130 wrote:If your army is led by an ORK Warlord, then before the battle you may give one of the following Shiny Gubbinz to an ORK CHARACTER.


Shiney Gubbin need not go on your Warlord, in the case of the SUSAG it's preferable to use it on your warlord.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 13:22:08


Post by: flandarz


Well, color me corrected. Alright then.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 13:28:08


Post by: Vineheart01


Your warlord grants a FREE relic, not gets one. Otherwise if you had a named character warlord youre out a relic.
Also the SSAG kinda needs Big Killa Boss. That ability alone has been the reason the SSAG deleted something for me way too often.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 14:45:56


Post by: Mozzamanx


Is Big Killa Boss preferable to Opportunist?
While rerolling 1's is obviously nowhere near as good as +1 to Wound, the ability to snipe with a gun that can very seriously threaten characters has to be worth considering at the least?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 15:30:02


Post by: flandarz


I'd say "no"on the SSAG. You have to be within 24" to use Opportunist, and that guy wants to be MUCH farther away, if possible. And, unless you tell poorly, there's not many <9 Wound characters out there that will be a great target for your vehicle murdering gun anyway.

Edit: I will say there are a handful of models with character protection this would be good for (like our own Ghaz), but generally? Probably not the best choice, unless your opponent is running only Infantry.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 15:54:19


Post by: Jidmah


 Weazel wrote:
 Jidmah wrote:
 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


It's a lascannon with character protection in an army that doesn't have lascannons but really would like to have some. Just use it as such and cheer when it just deletes whatever it hits.

I was skeptical as well, as is just whiffed the first two games I used it. Then it killed about 800 points in a single game and then 45 the one after, but it took quite some wounds out of a couple of vehicles.

It's not a magic I-WIN button, but a lot of value for the 2CP and 80 points you are paying and it fits in an HQ slot.


Wait, 2CP? Isn't the detachment worth 1cp ?


1 CP for detachment and 1 CP for shiney gubbins, as you pretty much always want the relic klaw as well.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 16:25:32


Post by: Vineheart01


Opportunist has a 24" range, and no sane player is going to walk a character that close to a SSAG if he knows you have that trait.
SSAG's main reason it sticks around is due to its table reach, really the only way to deal with it is long range snipers or deepstrikers that got by the boyz. If it was trying to be within 24" it would have a lot more chances of something charging it.
though not saying its bad in overwatch lol. I had mine vaporize St Celestine's second life as she tried to charge it lol.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 16:33:48


Post by: redboi


Mozzamanx wrote:
Is Big Killa Boss preferable to Opportunist?
While rerolling 1's is obviously nowhere near as good as +1 to Wound, the ability to snipe with a gun that can very seriously threaten characters has to be worth considering at the least?


I've had great luck running SSAG on a bike with opportunist. Very nasty combo that can absolutely ruin opponents plans. He pretty much needs More Dakka though since he will be on the move, so if you are funneling that to another unit like lootas you need to consider that. Use shoot twice stratagem and give him the ability to mulch 2 characters a turn within a 32" threat range. The dakka guns from the bike can do some work against lesser heroes too.

He also still gets reroll ones to Wound against vehicles which often gets forgotten about.

Keep in mind this is very much an index option, and I would not run opportunist on him without the bike, So buyer beware before you go converting one and he gets moved to legends right afterwards.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 21:07:41


Post by: addnid


I guess you could da jump the opportunist SSAG to go suicide him to take an opportunistic shot. Probably more for a friendly game though

@redboi these days are very soon over, come join us ETC playing victims and cry rivers of salt, pain, and anger. Though SAG on biker big mek was very ludicrous, even by ork standards


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/09 23:42:20


Post by: flandarz


Suiciding your Warlo6rsd is generally a very bad idea.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/10 03:22:16


Post by: Vineheart01


The wartrike would be a far better suicide warboss. Of which is still a very bad idea.
SSAG can always decide to just flop on you. My last game with it he was alive the entire game against a pure knight list. Finkrat never once rolled higher than 7 for strength and only rolled more than 7 attacks once. The +1 to wound prevented him from doing literally nothing, but in the end he did...14 damage? over 5 turns with 3 doubleshots used? yeah, ultimate bad luck.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/10 05:01:37


Post by: ManTube


I plan on running the dread waaagh! detachment with the SSAG mek as well as a couple gorkanauts and a morkanaut. When using the kustom ammo strat, is it going to be better to use that on the morkanaut or the SSAG, assuming both are alive? Some quick napkin math hammer suggested to me that the mork is going to average more damage against a T8 target than the SSAG, but the SSAG probably has more potential damage if you manage to get that 11+ roll for strength. Even so, I feel the mork is just a better target for the stratagem with the more consistent damage and the extra screen clearance ability thrown in from the big shootas.

Also, does anyone really use the moar dakka stratagem when you have no penalties to hit? Looking at the math it doesnt really look like a worthwhile use of 2 cp unless something is reducing your effective BS. Is it worth it to use it on the opening turn or two even without a minus to hit just to increase the potency of your alpha strike?


Automatically Appended Next Post:
Actually, some more thorough math hammer shows that the SSAG should actually average more damage against a T8 target than the morkanaut. While previously I was just comparing the mork's average damage to the SSAG and assuming an average strength roll of 7, if you actually break it down by the damage of all possible strength rolls and average those out the SSAG comes out ahead.

Spoiler:
For those interested in the math, a SSAG mek with the big killa boss firing an average of 7 shots at BS 5 will get 2.722 hits including DDD.

It has a 16.7% chance of rolling a strength between 2 and 4, wounding on 5's and doing 3.172 damage

41.7% chance of rolling a strength between 5 and 7, wounding on 4's and doing 4.764 damage

13.9% chance of rolling a strength of 8, wounding on 3's and doing 6.345 damage

19.4% chance of rolling a strength of 9 or 10, wounding on 2's and doing 7.939 damage

and an 8.3% chance of rolling a strength of 11 or 12, wounding on 2's and generating d3 mortal wounds in addition to normal damage for an average of 12.475 damage


So the average damage of a SSAG mek with big killa boss shooting at a T8 target with no invulnerable save at BS 5+ is 5.978. clan traits will modify this of course. In comparison, the morkanaut firing at BS 5+ only averages 4.746 damage against the same target. So to answer my own question, unless you need some additional anti-chaff shooting from the mork, you should be popping kustom ammo on the SSAG.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/10 06:37:57


Post by: Emicrania


It's pretty straightforward, are you against horde? Gorkanaut. Highly mech? SSAG. Morka is never worth, too swingy and the margins are too thin


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/10 06:51:14


Post by: Singleton Mosby


Mozzamanx wrote:
Is Big Killa Boss preferable to Opportunist?
While rerolling 1's is obviously nowhere near as good as +1 to Wound, the ability to snipe with a gun that can very seriously threaten characters has to be worth considering at the least?


Why not take Big Killa on the SSAG and Opportunist on a regular SAG for some character hunting?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/10 07:11:43


Post by: Jidmah


 Vineheart01 wrote:
Opportunist has a 24" range, and no sane player is going to walk a character that close to a SSAG if he knows you have that trait.
SSAG's main reason it sticks around is due to its table reach, really the only way to deal with it is long range snipers or deepstrikers that got by the boyz. If it was trying to be within 24" it would have a lot more chances of something charging it.
though not saying its bad in overwatch lol. I had mine vaporize St Celestine's second life as she tried to charge it lol.


At least my codex shows opportunist to be 18"...


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/10 14:08:24


Post by: Vineheart01


Oh, right, orks is 18 not 24 for their special auras unlike other codexes.
Always forget that. Course i rarely use them BECAUSE of that. Bloodaxe always in cover would be nice if it was 12" like every other "counts as in cover" rule.


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/11 08:03:00


Post by: Emicrania


Freebooterz trait is 24"


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/11 11:50:22


Post by: Jidmah


Orks placing first and second in Montreal:
https://www.reddit.com/r/WarhammerCompetitive/comments/d1rvb2/pandas_weekend_rundown_907908/

In additon to his Flash Gits, Steven brought a battlewagon full of tankbustas, apparently to grenade things to death. He is also back to "just" 12 smashas.

Second place went to a guy a bunch of evil suns boyz and mobbed up bad moon shootas with smashas behind it. Probably going full tellyporta assault in T2?


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/11 13:50:45


Post by: Orkimedez_Atalaya


1st as close as it gets to a grot army.

Mobs of grots backed up by "big guns" manned by grot. ^^

Who said these little buggers are bot dangerous!


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/11 13:55:01


Post by: Vineheart01


Wouldnt be surprised if smashas went up in points in the next CA, kinda the only thing in our codex thats shockingly good outside of relic-related shenanigans (which should be amazing)
Tbh, i prefer the traktors, but the price difference says otherwise lol


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/11 14:02:24


Post by: Jidmah


IMO the healthy thing to do would be increasing all mek guns' points and their shots.
This would reduce the money problem and reduce their insane durability (192 points for 30 T5 wounds plus overkill).


No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya] @ 2019/09/11 14:04:28


Post by: Vineheart01


I'd agree to that.
A lone or pair of mek gunz isnt that hard to remove but...12? have fun with that.... especially since theres still other T7/8 vehicles floating around.