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We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/05 21:47:33


Post by: SemperMortis


gungo wrote:
I’d take 2 warbosses as well but you can’t unless you want to waste 3cp and buy another troop tax unit.
Makari is 55pts not 65pts and 3in within is more then enough to cover mutiple high value units and it doesn’t take much to make back his cost.
Look I’m not saying ghaz is amazing but he is a strong character with almost zero opportunity costs and while I don’t expect him to be in most tournament lists I think he is decent in the right lists and may even make some surprise rankings in certain lists.


Ghaz + Makari = 355. 2 T-rex Warbosses = 290pts. Saving of 65pts over the pair of them

Also, not sure what you mean by "Zero opportunity costs"


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/05 21:54:54


Post by: gungo


SemperMortis wrote:
gungo wrote:
I’d take 2 warbosses as well but you can’t unless you want to waste 3cp and buy another troop tax unit.
Makari is 55pts not 65pts and 3in within is more then enough to cover mutiple high value units and it doesn’t take much to make back his cost.
Look I’m not saying ghaz is amazing but he is a strong character with almost zero opportunity costs and while I don’t expect him to be in most tournament lists I think he is decent in the right lists and may even make some surprise rankings in certain lists.


Ghaz + Makari = 355. 2 T-rex Warbosses = 290pts. Saving of 65pts over the pair of them

Also, not sure what you mean by "Zero opportunity costs"

It means I don’t have to pay 3cp for another detachment or buy another troop tax unit just to get access to another warboss. You can’t take 2 or 3 T. rex bosses or warbosses or wartrike or any version thereof in a single detachment. Whereas ghaz is his own detachment that doesn’t cost additional cp. In the list I’m using ghaz in he’s the third warboss unit something I cannot do without taking another detachment and paying 3cp more and purchasing another troop tax.

Regarding Makari is I take him Because he is cheapest and best option from the choices available. I am not saying Makari is the best.. he is just better for me then what is left after you take a warboss. If Makari blocks 2 or more damage on ghaz and/or a Killrig then he’s made his 55pts points back and anything else he adds is extra.


Automatically Appended Next Post:
pepi55 wrote:
 deffrekka wrote:

You need to reread that strat again. Its Beastsnagga Infantry, Cavalry AND Monster, not just Monster.


I think he means Beastsnagga*(infantry + cavalry + monster) instead of (Beastsnagga*infantry) + cavalry + monster
using math terms cause language is confusing like that sometimes especially if its not your main language.

Anyway, if beastsnagga applies to each of infantry, cavalry and monster, it implies a beastsnagga monster. What I dont understand is that a monster in a beastsnagga detachment is technically a beastsnagga monster right?


Beastsnaggas are a keyword on datasheets not a clan you add to a datasheet. There is no way to make a non-beastsnagga data sheet into a beastsnagga.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/05 22:16:18


Post by: koooaei


It'd be fun if a killrig was beastsnagga monster.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/05 22:26:49


Post by: Vineheart01


im 90% positive it was supposed to be one, but got changed for whatever reason and they forgot to update that strat.

like i said, this codex is riddled with "wtf?" rule writing. Whats another mistake when theres already over a dozen weird issues?

The rig is awesome as is, but its still weird that so much stuff doesnt affect it. Because its a vehicle, not a squig or monster.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/05 22:47:16


Post by: kingbbobb


 MrMoustaffa wrote:
So is the warboss on warbike still using the old speedwaaaaugh rule? Im assuming he'll get updated to the new one but for now he still shows as using the old 6" advance and charge bubble. Im planning on running him in a bloodaxe list running kommandos with snikrot backed up by bikers, dakkajet, buggies, etc.

Not sure its going to be a super amazing list, but feels very Blood Axe and should be a fun way to blitz the opponent.


the ork codex isn't fully released untill the standalone codex is out, the beast snagga box is really a pre-release version.

When the standalone codex is released the 40k app will be updated and hopefully faqs released too to address glaring issues (trukk boyz), and changes to forgeworld rules


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 00:21:07


Post by: TedNugent


As stated before, if you need a non-warboss HQ, MA Big Mek with a Dead Shiny Shoota and a Tellyport Blasta does considerable damage at close range.

The tellyport blasta averages nearly a wound at 3 damage on MEQs, and the shoota averages over 2 wounds at 2 damage each on MEQs.

He can literally knock off 3 MEQs at 9" range, and he still has a klaw and a warlord trait to play with. And he costs about as much as a Rukkatrukk.

For point of comparison, a MA Mek with the Shiny Shoota and Tellyporta does about as much damage from shooting as 6 skorchas or a megaboss with a 'uge choppa in one turn of combat against MEQs.

It really isn't bad, and it's not like you're using the shoota on any other model.

Or, you could just take another detachment and get another squigboss. Your choice, IMO.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 05:31:23


Post by: koooaei


 Vineheart01 wrote:
im 90% positive it was supposed to be one, but got changed for whatever reason and they forgot to update that strat.

like i said, this codex is riddled with "wtf?" rule writing. Whats another mistake when theres already over a dozen weird issues?

The rig is awesome as is, but its still weird that so much stuff doesnt affect it. Because its a vehicle, not a squig or monster.


On the other hand, you can slap tires on a squig and almost double it's 1st turn charge potential.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 05:36:57


Post by: Tomsug


 Vineheart01 wrote:
FW stuff is always in a state of flux on the initial codex release.
More than likely since GW seems to be ignoring anything ork codex related (even not putting it in the app) until the proper release i wouldnt mess with FW atm, nobody can say how they will be treated and probably wont get updated for awhile

Bikerboss also has both boss keywords, which technically makes him cause both waaagh!'s - guarantee he loses warboss and they faq the limiting rule to say speedboss instead of wartrike


I don' t think it' s necessary to wait for eneything significant. It was declered that FW book was designed with “new codex in mind”. It is as it is. So yes, bikerboss can declare both Waaaagh, or to be absolutely clear - one of them.

New FW book was obviously made with “linking” rules and keywords to awailable the update via updateing the abilities in codex.

Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.


Automatically Appended Next Post:
 MrMoustaffa wrote:
So is the warboss on warbike still using the old speedwaaaaugh rule? Im assuming he'll get updated to the new one but for now he still shows as using the old 6" advance and charge bubble. Im planning on running him in a bloodaxe list running kommandos with snikrot backed up by bikers, dakkajet, buggies, etc.

Not sure its going to be a super amazing list, but feels very Blood Axe and should be a fun way to blitz the opponent.


Nope. Any ability, weapon or anything that has the same name can have just one rules - the newer book ovewrite the old books. And FW book is written so - abilities or stats used in codex are not described here anyhow. They are just linked to the codex. So if you use the new codex, you have to auto-update his waaaagh.

On other hand, new codex is not fully released. GW himself banned use of this codex on his GT on 15.8. Tournaments in my area stick with the old dex also. And it makes sence, because - what is the point of playing with the book, nobody can buyexcept second hand from limited box and full of fresh new units, big part of them nobody can buy at all? From competitive side of view, play new codex on tournament is a bad idea.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 08:36:48


Post by: Blackie


 Tomsug wrote:


I don' t think it' s necessary to wait for eneything significant. It was declered that FW book was designed with “new codex in mind”. It is as it is. So yes, bikerboss can declare both Waaaagh, or to be absolutely clear - one of them.



I wouldn't be so sure of that. I mean GW can say whatever they want but when biker nobz have the same wounds as regular nobz it seems to me that it wasn't the case.

Biker boss can declare speedwaaagh and he's so much better than a wartrike, I'm taking him everytime now.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 08:40:22


Post by: koooaei


Trike is much more durable ATM.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 08:41:43


Post by: Blackie


gungo wrote:

Worst codex as in most mistakes, odd restrictions, and of course no orky flavor yea…
But competitive nope… necrons are pretty blah even w a
Massive model release.


Lots of mistakes, for sure. But I think it is quite competitive. Some of the new stuff is mean, the fact that no one has the models yet can misguide the judgement. There are pretty solid builds available. SM don't look superior, neither do DG. And I don't think sororitas are so much better either. Drukhari probably better, can't say about Ad Mech as there's no real dedicated player here and I don't know them in detail.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 09:06:05


Post by: Zompa


Hello, had a mirror match with the new codex yesterday against a friend over TTS

I Brought a "goff-rush" list

Spoiler:


GOFF

Megaboss with Crushing Armor and -1 to wound
Squigosaur Boss with Beasthide Mantle and Proper Killy (because I don't like his main weapon only having AP - 2)
Weirdboy with Fists and Warpath

10x Nobz with big choppas in a trukk
10x Nobz with big choppas in a trukk
10x MANZ in a trukk

6xdeffkoptas

3x Min size Stormboys
2x10 Kommandos with Klaw and Distraction Squig
3x Single unit Mek Gunz


While He brought a Dread Whaag!

Spoiler:

GOFF
Megaboss with Crushing Armor and -1 to wound
MegaMek with KFF and Dead Shiny

2x15 Stormboyz with klaw

3x6 Kanz, one mob with Rokkits other with Big Shootas
2x3 Deff Dreads, all melee
1 Mega Dread


I won 87-36 thanks to picking better secondaries better (Behind Enemy Lines is MVP with the stormboys and kommandos, especially since I managed to charge my kommandos into a squad of Kanz on the side and the moshpit lasted a few turns) and footslogging walkers being way too slow PLUS easy secondary points.

My outtakes are the usual: T5 and Ramshackle really shine in close combat (where D3+ weapons are still quite rare and they'll wound even our infantry on just a 3+), the Squiboss is a BEAST (always gonna bring one, no reason to worry about the +1 to hit aura when he's ridicolously more effective than any other warboss at dishing out whacks) and probably the only viable option for "Da Biggest and Da best" both because of the damage output and because of his suprising durability.

While Killa Kanz are a nice Tellyporta Option the steep cost of 4 CP (including Ramming Speed) makes them a bit disappointing so I still think that Deffkoptas or a Mega-Dread (assuming FW doesn't change it too much) are the best "SURPRISE, I'M BACK!" option both for their output and having part of the CP cost "reduced" by their abilities.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 10:59:10


Post by: pepi55


gungo wrote:
Beastsnaggas are a keyword on datasheets not a clan you add to a datasheet. There is no way to make a non-beastsnagga data sheet into a beastsnagga.


Okay, yeah that makes sense. Then it is weird indeed that there are no Beastsnagga Monsters while being referenced. My expectation is that the strat will be FAQ'd to exclude beastsnagga monsters if anything. I doubt they will add monster to anything or release any new models after what we already had announced and somewhat released.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 10:59:15


Post by: gungo


 Blackie wrote:
gungo wrote:

Worst codex as in most mistakes, odd restrictions, and of course no orky flavor yea…
But competitive nope… necrons are pretty blah even w a
Massive model release.


Lots of mistakes, for sure. But I think it is quite competitive. Some of the new stuff is mean, the fact that no one has the models yet can misguide the judgement. There are pretty solid builds available. SM don't look superior, neither do DG. And I don't think sororitas are so much better either. Drukhari probably better, can't say about Ad Mech as there's no real dedicated player here and I don't know them in detail.

I think the ork codex will be fairly decent not ad mech, drukari or primarus strong..but a solid tier 2…


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 11:04:43


Post by: pepi55


Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 11:05:47


Post by: gungo


pepi55 wrote:
gungo wrote:
Beastsnaggas are a keyword on datasheets not a clan you add to a datasheet. There is no way to make a non-beastsnagga data sheet into a beastsnagga.


Okay, yeah that makes sense. Then it is weird indeed that there are no Beastsnagga Monsters while being referenced. My expectation is that the strat will be FAQ'd to exclude beastsnagga monsters if anything. I doubt they will add monster to anything or release any new models after what we already had announced and somewhat released.


My expectation is they already have a model that’s already released with the “monster” keyword that will be updated with the “beastsnagga” keyword when it finally gets updated. Gw has a squiggoth and giant squiggoth model that hasn’t been updated yet. Gw now handles the rules for all models and updates the rules for all models, but ya I don’t think it’s a mistake or that we have some new model.


Automatically Appended Next Post:
pepi55 wrote:
Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.

To be fair this codex did make more ork units useable. Last codex we essentially had buggies and greentide that was strong.
Now we have warbikers, stormboys, kommandos, buggies, beastsnaggas, killrigs, all our warbosses can be made strong with relics and traits.. I think several combinations of the above will be decent. I’m not feeling dread lists though.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 11:28:00


Post by: the_scotsman


pepi55 wrote:
Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.


Nah - there's a lot more you have to avoid in admech than, for example, drukhari.

Robots are really bad, servitors are fairly bad, electropriests are bad, there are obvious best choices in a lot of the weapon option lists.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 11:42:29


Post by: pepi55


gungo wrote: I’m not feeling dread lists though.

And thats the list I wanted to be good :(
but youre right, its just that I have exactly none of those besides some stormboyz and kommandos

the_scotsman wrote:
pepi55 wrote:
Man... I just wish we had the luxury of using whatever units and not being forced to take the select few that are now obviously strong....

afaik the admech do have the luxury of making lists with whatever units without significantly losing out on power.


Nah - there's a lot more you have to avoid in admech than, for example, drukhari.

Robots are really bad, servitors are fairly bad, electropriests are bad, there are obvious best choices in a lot of the weapon option lists.


I might have confused those 2.
speaking of electropriests though... how do we deal with the fulgurites with the new codex, especially when theyre protected by a dunerider?
9/10 times the priests get the charge which basically melts anything they charge let alone the fight phase after... 10 units with each 2 attacks is quite deadly with their statline.
is the answer keep away and dakka 'em down? or is there some kind of unit that can survive their assault and wipe em out after?

at low points battles this is really a problem because they might as well be deployed with their 4+ invuln (or I might still not be good enough with my counter play...)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 11:53:30


Post by: XC18


I think that Ork walkers are individually stronger in this edition (cheaper, ramshackle, etc...).

But for dread lists, that's another story.
In this age of objective-base game infantries are king, and our walkers are slow and non-objsec, so it's kind of uphill for them.

Winning dreadlists will be a combination of walkers for the heavy lifting and MSU infantry for scoring, and I think that evils sunz or blood axes would be more suitable clans, as they improve the mobility of the walkers, by turn 2 or 3 they can be all over the board.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 12:38:28


Post by: gungo


Some people don’t like ghaz so here is an updated version without him. Instead of ghaz/Makari you gain mozgrod, painboss, obj secured Gretchin, and 3x squigriders and lose 1cp, bombsquigs, and pk on kommandos. This might be a marginally better list. This version really depends on if mozgrod is better then ghaz
Spoiler:

Battalion- klan:Goff
Beastboss on squig- warlord trait:Brutal but kunnin, relic+1:headwompa
Painboss

Beastsnagga x10- on Killrig
Beastsnagga x10- on Killrig
Gretchin (orrible gitz)

3x squigriders
3x squigriders
3x squigriders

Killrig- frazzle, spirit of gork
Killrig- frazzle, squiggly curse

Outrider-deathskulls -3cp
Warboss on bike- relic2:killaklaw, big boss trait:Ard as nails -2cp

5x kommandos-obj secured
5x kommandos-obj secured

1x scrapjet
1x scrapjet
1x squigbuggy-kustom job nitro squig
1x shockjump
1x shockjump

Patrol- klan:snakebite -2cp
Mozgrod

Gretchin-orrible gits

5cp left over


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 12:49:24


Post by: Grimskul


Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 12:57:33


Post by: SemperMortis


 Tomsug wrote:


Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.



Some things are limited to exclude walkers specifically. Like Squighide Tyres.


Automatically Appended Next Post:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


I have a sneaking suspicion that GW is going to release a lot of what is currently missing in the Codex into the charadon book for orkz in order to make us buy a new book. Christ, the SAG wasn't that great to begin with until we got the Relic one


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 12:59:55


Post by: Grimskul


SemperMortis wrote:
 Tomsug wrote:


Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.



Some things are limited to exclude walkers specifically. Like Squighide Tyres.


It's also possibly something they're including to future proof in terms of regiments of renown since they can be quite keyword specific and they wouldn't want a dred waaagh regiment to affect other vehicles.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:03:21


Post by: Psychocouac


SemperMortis wrote:
 Tomsug wrote:


Only aspect makes me curious is, FW book use keyword WALKER. Why? It' s not used anywhere in the new or old codex.



Some things are limited to exclude walkers specifically. Like Squighide Tyres.


Automatically Appended Next Post:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


I have a sneaking suspicion that GW is going to release a lot of what is currently missing in the Codex into the charadon book for orkz in order to make us buy a new book. Christ, the SAG wasn't that great to begin with until we got the Relic one


I'm pretty sure they'll push the news beast snaggas down our throats with even more rules just for them. I would be surprised to see anything else.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:03:40


Post by: Vineheart01


For the record, they also claimed the Psychic Awakening books were written with 9th in mind.
And that was proven to be a huge fething lie.

FW stating the ork rules were written with the new ork codex in mind means nothing. The only things that seem to go in line with the new dex is 1) Ramshackle everywhere, though even then a couple lack it for some reason and 2) wagons got a 3+ armor innately.
The rest is either isolated solely in FW (megawalkers, grot tanks) or is now confusing (bikernobz are identical to warbikers in T/W, bikerboss has both boss keywords, bigshoota pricing, etc)

GW rules teams clearly dont talk to each other, and even the ork codex itself shows that if multiple people are working on it they dont even talk among themselves.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:07:14


Post by: Grimskul


 Vineheart01 wrote:
For the record, they also claimed the Psychic Awakening books were written with 9th in mind.
And that was proven to be a huge fething lie.

FW stating the ork rules were written with the new ork codex in mind means nothing. The only things that seem to go in line with the new dex is 1) Ramshackle everywhere, though even then a couple lack it for some reason and 2) wagons got a 3+ armor innately.
The rest is either isolated solely in FW (megawalkers, grot tanks) or is now confusing (bikernobz are identical to warbikers in T/W, bikerboss has both boss keywords, bigshoota pricing, etc)

GW rules teams clearly dont talk to each other, and even the ork codex itself shows that if multiple people are working on it they dont even talk among themselves.


Yeah, as usual, everyone are on different pages and things are all over the place. You'd think with us being in the information age that it wouldn't be super hard to collate all the stuff written around one faction (not like we're SM after all with 100+ datasheets), much less people presumably working in the same building.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:09:11


Post by: pepi55


 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


Spoiler:

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 6CP, 470pts] ++

Clan Kultur: Evil Sunz

+ HQ +

Warboss [5 PL, 105pts]: Attack Squig, Fasta Than Yooz, Kombi-skorcha, Power Klaw, Rezmekka's Redder Paint, Warlord

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Heavy Support +

Deff Dreads [7 PL, 100pts]: Stompamatic Pistons
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

Deff Dreads [6 PL, 85pts]: Big Krumpaz
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

++ Patrol Detachment -2CP (Orks 2021) [30 PL, -2CP, 530pts] ++

Clan Kultur: Deathskulls

+ HQ +

Weirdboy [4 PL, 70pts]: 3. Da Jump, 6. Jabbin' Fingerz

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [4 PL, 55pts]: Sneaky Gitz
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 55pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Killa Kans [7 PL, 150pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha


Something like this for 1000 pts? As much as I would love playing such a list at 500pts, walkers are simply too expensive :(


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:14:25


Post by: Vineheart01


Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:19:36


Post by: pepi55


 Vineheart01 wrote:
Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.


Okay but who brings a naut to a 1000pts game? I thought 250+ pts for a unit is a bad investment in low point games. Never have been exactly clear on the exact amount though. if 300pts are okay for low point games I would actually much rather add Ghaz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:23:37


Post by: R1ncewind


pepi55 wrote:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


Spoiler:

+++ 1000 - Dreadwaaagh! (Warhammer 40,000 9th Edition) [58 PL, 1CP, 1,000pts] +++

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 3CP, 470pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Evil Sunz
. Categories: Configuration
. Abilities: Evil Sunz
Profiles:
. Evil Sunz: Description:- Add 1" to the Move characteristic of models with this kultur. If that model is a SPEED FREEKS model, add 2" instead.
- Add 1 to Advance rolls made for units with this kultur
- Models with this kultur do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which their unit Advanced.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 105pts] +

Warboss [5 PL, 105pts]: Attack Squig [5pts], Fasta Than Yooz, Kombi-skorcha, Power Klaw [10pts], Rezmekka's Redder Paint, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Evil Sunz
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Fasta Than Yooz, Kombi-skorcha, Rezmekka's Redder Paint, Warboss (Aura), Unit: Warboss, Weapon: Attack Squig, Power Klaw, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Fasta Than Yooz: Description:In your Command phase, select on friendly EVIL SUNZ CORE unit within 6" of this model. That unit is eligible to declare a charge with even if they Advanced or Fell Back this turn.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Rezmekka's Redder Paint: Description:- Add 2" to the bearer's Move characteristic.
- At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, those units cannot be selected to fight until all eligible units from your army have done so.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Attack Squig: Range:Melee|Type:Melee|S:4|AP:-1|D:1|Abilities:Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [10 PL, 180pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [13 PL, 185pts] +

Deff Dreads [7 PL, 100pts]: Stompamatic Pistons [1 PL, 15pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz
. Rules: 'Ere We Go!
. Abilities: Dread Mob, Explodes, Ramshackle, Stompamatic Pistons
. Deff Dread [6 PL, 85pts]: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
. . Unit: Deff Dread, Weapon: Dread Klaw
Profiles:
. Dread Mob: Description:After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Stompamatic Pistons: DescriptionEFF DREAD, GORKANAUT or MORKANAUT model only.

- Add 3" to this model's Move characteristic.
- Add 1 to Advance rolls made for this model.
. Deff Dread: M:6"|WS:3+|BS:5+|S:5|T:7|W:8|A:3|Ld:7|Save:3+
. Dread Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon

Deff Dreads [6 PL, 85pts]: Big Krumpaz
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Deff Dread, Heavy Support, Walkerz, Faction: Big Krumpaz, Specialist Mob
. Rules: 'Ere We Go!
. Abilities: Big Krumpaz, Dread Mob, Explodes, Ramshackle
. Deff Dread [6 PL, 85pts]: Big Shoota, Dread Klaw, Dread Klaw, Dread Klaw
. . Unit: Deff Dread, Weapon: Big Shoota, Dread Klaw
Profiles:
. Big Krumpaz: DescriptionEFF DREADS, GORKANAUT, MEGA ARMOUR NOBZ, MEGA ARMOUR CHARACTER or MORKANAUT units only. The selected unit gains the following ability:

Krumpin' Time: Each time a BIG KRUMPAZ model makes a melee attack, add 1 to that attack's hit roll.
. Dread Mob: Description:After this unit is set up on the battlefield for the first time, if this unit has more than 1 model, all models in this unit must be set up within 6" of another model from this unit. After they are set up for the first time, each model is treated as a seperate unit.
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Deff Dread: M:6"|WS:3+|BS:5+|S:5|T:7|W:8|A:3|Ld:7|Save:3+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-
. Dread Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:3|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon

++ Patrol Detachment -2CP (Orks 2021) [30 PL, -2CP, 530pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [-2CP] +

Clan Kultur: Deathskulls
. Categories: Configuration
. Abilities: Deathskulls
Profiles:
. Deathskulls: Description:- Each time a unit with this kultur is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks
- Each time a model with this kultur would lose a wound as a result of a mortal wound, roll one D6: on a 5+ that wound is not lost.
- INFANTRY units with this kultur gain the Objective Secured ability.

Detachment Command Cost [-2CP]
. Categories: Configuration

+ HQ [4 PL, 70pts] +

Weirdboy [4 PL, 70pts]: 3. Da Jump, 6. Jabbin' Fingerz, Weirdboy Staff
. Categories: Character, HQ, Infantry, Psyker, Faction: Orks, Faction: <Clan>, Weirdboy
. Rules: 'Ere We Go!
. Abilities: Waaagh! Energy, Psychic Power: Da Jump, Jabbin' Fingerz, Smite, Psyker: Weirdboy, Unit: Weirdboy, Weapon: Weirdboy Staff
Profiles:
. Waaagh! Energy: Description:While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.
. Da Jump: Warp Charge:7|Range:12"|Details:BLESSING: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models.
. Jabbin' Fingerz: Warp Charge:6|Range:18"|Details:MALEDICTION: Jabbin' Fingerz has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER and visible to them. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.
. Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
. Weirdboy: Cast:1|Deny:1|Powers Known:Smite + 2 PotW|Other:See Waaagh! Energy
. Weirdboy: M:5"|WS:3+|BS:5+|S:5|T:5|W:5|A:3|Ld:6|Save:6+
. Weirdboy Staff: Range:Melee|Type:Melee|S:+3|AP:-1|D3|Abilities:-

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [8 PL, 110pts] +

Kommandos [4 PL, 55pts]: Sneaky Gitz
. Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs, Faction: Sneaky Gitz, Specialist Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Kunnin' Infiltrators, Sneaky Gits, Sneaky Gitz, Throat Slittas
. Boss Nob [15pts]: Power Klaw [5pts], Slugga, Stikkbombs
. . Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Kunnin' Infiltrators: Descriptionuring deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
. Sneaky Gits: Description:Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
. Sneaky Gitz: Description:BOYZ, KOMMANDOS, NOB or WARBOSS units only. The selected unit gains the SNEAKY GITZ keyword and the following ability:

Sneaky Gitz: Each time a SNEAKY GITZ model makes a melee attack, if the target is receiving the benefits of cover, improve the Armour Penetration characteristic of that attack by 1.
. Throat Slittas: Description:Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll.
. Boss Nob (Kommandos): M:6"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Kommando: M:6"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

Kommandos [4 PL, 55pts]
. Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Kunnin' Infiltrators, Sneaky Gits, Throat Slittas
. Boss Nob [15pts]: Power Klaw [5pts], Slugga, Stikkbombs
. . Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb
. 4x Kommando [40pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Kunnin' Infiltrators: Descriptionuring deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
. Sneaky Gits: Description:Each time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.
. Throat Slittas: Description:Each time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll.
. Boss Nob (Kommandos): M:6"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Kommando: M:6"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Fast Attack [6 PL, 110pts] +

Stormboyz [3 PL, 55pts]
. Categories: Faction: Orks, Faction: <Clan>, Fast Attack, Stormboyz, Infantry, Jump Pack, Fly, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Full Throttle, Stormboyz Strike
. Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob (Stormboyz), Weapon: Choppa, Slugga, Stikkbomb
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Full Throttle: Description:Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model's in this unit and roll one D6; on a 4+, this unit suffers 1 mortal wound.
. Stormboyz Strike: Descriptionuring deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
. Boss Nob (Stormboyz): M:12"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Stormboy: M:12"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

Stormboyz [3 PL, 55pts]
. Categories: Faction: Orks, Faction: <Clan>, Fast Attack, Stormboyz, Infantry, Jump Pack, Fly, Core, Mob
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Full Throttle, Stormboyz Strike
. Boss Nob [11pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob (Stormboyz), Weapon: Choppa, Slugga, Stikkbomb
. 4x Stormboy [44pts]: 4x Choppa, 4x Slugga, 4x Stikkbombs
. . Unit: Stormboy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Full Throttle: Description:Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of model's in this unit and roll one D6; on a 4+, this unit suffers 1 mortal wound.
. Stormboyz Strike: Descriptionuring deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
. Boss Nob (Stormboyz): M:12"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Stormboy: M:12"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [7 PL, 150pts] +

Killa Kans [7 PL, 150pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Heavy Support, Killa Kans, Gretchin, Walkerz
. Abilities: Explodes, Ramshackle, Scrag 'Em
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [55pts]: Kan Klaw, Rokkit Launcha [15pts]
. . Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha
. Killa Kan [55pts]: Kan Klaw, Rokkit Launcha [15pts]
. . Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Scrag 'Em: Description:While this unit contains 3 or more models, add 1 to the Attacks characteristic of models in this unit.
. Killa Kan: M:6"|WS:4+|BS:4+|S:5|T:5|W:5|A:3|Ld:6|Save:3+
. Grotzooka: Range:18"|Type:Heavy 2D3|S:6|AP:0|D:1|Abilities:Blast
. Kan Klaw: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:-
. Rokkit launcha: Range:24"|Type:Heavy D3|S:8|AP:-2|D:3|Abilities:Blast

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength


Something like this for 1000 pts? As much as I would love playing such a list at 500pts, walkers are simply too expensive :(


Please consider not having all the rules in your list. We can assume people here know them, it will make the list more readable and people more likely to respond


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:32:16


Post by: Vineheart01


pepi55 wrote:
 Vineheart01 wrote:
Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.


Okay but who brings a naut to a 1000pts game? I thought 250+ pts for a unit is a bad investment in low point games. Never have been exactly clear on the exact amount though. if 300pts are okay for low point games I would actually much rather add Ghaz.


Depends on who youre talking to.
Most people that play smaller games are super casual, so yeah they wouldnt bother.
Then theres some that do it because they think "its more balanced" and bring said big unit, which runs rampant if there wasnt a counter for it. And at 1k points its very likely that isnt a proper counter for it. Or if there was, it was a single unit that could threaten it so it got focus fired fast.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:37:42


Post by: Grimskul


 Vineheart01 wrote:
Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.


Yeah, I was pretty disappointed they went the Monolith route for our Gork/Morkanauts, considering I have both AND the stompa. GW really brought the nerfhammer to SHV this edition, with the prohibitive CP cost, I really don't think it was necessary to also gut the subfaction traits since it's not like most of them are factored or overly strong on SHV anyways. I can't imagine the amount of bespoke rules they're going to have to introduce to make Knights competitive again.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:43:49


Post by: Vineheart01


Yeah a lot of them are rather strong on supers for sure but the thing is all the supers (except the kiltank for some reason) are total garbage for their cost.
Killtank is unusually durable for its cost, and its offensive power isnt oppressive at the same time so it isnt broken-feeling.
Mork/Gork feel like a waste of time, same goes for the Monolith. I bought into Necrons with their last codex and i had every intention of buying a monolith until the moment i heard it was LoW. Its simply not good enough w/o army-traits.
GW doesnt seem to price things with the knowledge of what outside-of-datasheet rules affect it, since those points seem about right IF they had army-traits too compared to the rest of the codex.

Also the game is very anti-super-big-thing right now anyway, and such army-traits are never super duper resiliency type things anyway.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 13:48:29


Post by: pepi55


 R1ncewind wrote:
pepi55 wrote:
 Grimskul wrote:
Yeah, it is a bit of a bummer that a dread waaagh style army still isn't quite viable with the current codex we got. I have a bad feeling they're going to try and make a regiment of renown in the next charadon book that basically lets us do that. I find that Deffskullz may one of the more optimal klanz for deffskullz since you can give obsec to the stormboyz/kommandos you need for secondaries/primaries.


Spoiler:

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 6CP, 470pts] ++

Clan Kultur: Evil Sunz

+ HQ +

Warboss [5 PL, 105pts]: Attack Squig, Fasta Than Yooz, Kombi-skorcha, Power Klaw, Rezmekka's Redder Paint, Warlord

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Heavy Support +

Deff Dreads [7 PL, 100pts]: Stompamatic Pistons
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

Deff Dreads [6 PL, 85pts]: Big Krumpaz
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

++ Patrol Detachment -2CP (Orks 2021) [30 PL, -2CP, 530pts] ++

Clan Kultur: Deathskulls

+ HQ +

Weirdboy [4 PL, 70pts]: 3. Da Jump, 6. Jabbin' Fingerz

+ Troops +

Boyz [5 PL, 90pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [4 PL, 55pts]: Sneaky Gitz
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 55pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Killa Kans [7 PL, 150pts]
. Killa Kan: Big Shoota, Kan Klaw
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha


Something like this for 1000 pts? As much as I would love playing such a list at 500pts, walkers are simply too expensive :(


Please consider not having all the rules in your list. We can assume people here know them, it will make the list more readable and people more likely to respond


Fair point. I do straight up copy/paste the list from battlescribe cuz its easy but the data isnt even accurate in battlescribe. I updated it.


Automatically Appended Next Post:
 Vineheart01 wrote:
pepi55 wrote:
 Vineheart01 wrote:
Dreadwaaagh died when the Nauts became LoW.

Lost a valuable KFF source (which also got nerfed anyway)
Lost the Big Distraction
Lost the Heavy Hitter to 1shot any other big thing, since Dreads hit hard but nowhere near as hard.

Like ive said several times i'd be fine with LoW rules as they are if they freakin' got Kultures (and now Kustom Jobs). i'm not against being basically limited to 1 unless you wanna sink a ton of CP for additional aux slots, or if youre nutty enough to bring 3 of them for 6cp.
I dont get why they are forcing so much stuff in the LoW slot, and then making LoW's unplayably bad to use. I havnt even seen a Knight in eons, as even Knights' base datasheets are lacking w/o house rules.


Okay but who brings a naut to a 1000pts game? I thought 250+ pts for a unit is a bad investment in low point games. Never have been exactly clear on the exact amount though. if 300pts are okay for low point games I would actually much rather add Ghaz.


Depends on who youre talking to.
Most people that play smaller games are super casual, so yeah they wouldnt bother.
Then theres some that do it because they think "its more balanced" and bring said big unit, which runs rampant if there wasnt a counter for it. And at 1k points its very likely that isnt a proper counter for it. Or if there was, it was a single unit that could threaten it so it got focus fired fast.


Wouldn't you lose on points though? In my newbie experience, the one unit will be overwhelmed by obsec units and your opponent spreading out over the entire board while you fall behind in points.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 14:00:25


Post by: XC18


I think at that point that it is accepted that the Naut in HS auxiliary detachtment can still get kustom job or be specialist.
They just can't get kultur benefit. It's a loss but not game breaking honestly


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 19:38:11


Post by: OOTN


I picked up a pack of Orruk Brutes today and I'm trying to decide what to convert them into. I've already got 6 MANZ, do I need more than that? Otherwise I'm thinking some big choppa nobz would be in order.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 20:03:33


Post by: koooaei


Manz seem better than bigchoppa nobz.
They got their price reduced, their movement increased and, most importantly, can also be trukkboyz which opens up a lot of possibilities. I think that even kombirokkit manz can be ok as trukkboyz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/06 20:52:30


Post by: Grimskul


 koooaei wrote:
Manz seem better than bigchoppa nobz.
They got their price reduced, their movement increased and, most importantly, can also be trukkboyz which opens up a lot of possibilities. I think that even kombirokkit manz can be ok as trukkboyz.


Agreed. They also still have the strat that gives them +1D in CC, which gives them some flexibility against the whole gamut of -1D abilities floating around these days. Basic nobz are in a weird spot right now since they don't really fill a niche that other units don't do better atm.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 01:58:08


Post by: TedNugent


Nobz are inferior in durability to MANz, but you get 1 free S5 AP-1 attack per model with an offhand choppa and a big choppa for chicken scratch. Consequently they are superior point for point in raw damage output. You could get 5 of them for the same cost as 3 MANz. 5 BC and 5 choppa attacks is simply more killy than 3 klaws.

The problem is their base points which appear to be deliberately indexed to the cost of an ork boy (e.g. 14 to 17 to 18 points, seemingly right in line with ork boy increases).

This cost inflation hasn't carried over to warbikers or squighog riders which do more than any unit point for point.

They do also fill half a transport slot compared to Meganobz.

It's just absurd that it costs 21 PPM for each BC nob without a transport when it costs 25 PPM for a warbiker with 10 shots and 3 wounds, or 25 points for a squighog rider with 5 2D attacks and 3 wounds. By the time you add the transport they're more expensive and half as killy as squighog riders.

MANz are durable and at least they're infantry for climbing ruins, but I don't really see them as that exciting or that capable. I think both options are underwhelming TBH.

Even the +1 damage strategem costs 2 CP. And you can only carry 6 at the most in a transport. That would be 280 points in a Trukk which would stick out like a sore thumb.

At least you could fit a nobz squad in a transport and still have room for a unit of boyz and a character. I just think once you start building lists for any kind of close combat infantry in transports, the points start adding up rapidly to the point where I add up wounds and attacks and it looks terrible in comparison to 30 boyz or a T rex, or a unit of squig hogs. And as far as the transport, Kill Rigs and Hunta Rigs are just flat better than any wagon variant, and they can't take either infantry unit.

That's why I think Beast Snaggas work better for close combat lists. I'd rather have a Kill Rig/Hunta Rig with some Snaggas for minimum troops, then squigs.

If I didn't vastly prefer the nobz model to the squigs and snaggas, that is. I can't bring myself to buy those models.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 02:42:23


Post by: OOTN


Yeah I've certainly heard about the power of squighogs. I'm trying to work mostly with what I have though. You've made it tricky to decide. I guess it comes down to whether I actually need more than the six MANZ I already have.

How about warbikers? How are they stacking up? 10 S5 shots sounds sounds good on paper. Are they T6 now? That would be pretty cool.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 04:03:54


Post by: Dendarien


 OOTN wrote:
Yeah I've certainly heard about the power of squighogs. I'm trying to work mostly with what I have though. You've made it tricky to decide. I guess it comes down to whether I actually need more than the six MANZ I already have.

How about warbikers? How are they stacking up? 10 S5 shots sounds sounds good on paper. Are they T6 now? That would be pretty cool.


Warbikes are T5 but they are 3 wounds now. I think small units of them are great with a variety of klan kulturs.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 04:38:26


Post by: koooaei


 OOTN wrote:
Yeah I've certainly heard about the power of squighogs. I'm trying to work mostly with what I have though. You've made it tricky to decide. I guess it comes down to whether I actually need more than the six MANZ I already have.

How about warbikers? How are they stacking up? 10 S5 shots sounds sounds good on paper. Are they T6 now? That would be pretty cool.


Warbikers are a good unit. They do need speed waagh but also benefit from mellee waagh to some extent, so if you're running freebooters or bad moons + ghaz for a versatile all-rounded list, they'll truly shine on a flank without enemy heavy mellee threats.

Units of 3-5 that can operate on their own or a full stack of 9 that you plan on hiding 1st turn and than dumping 2 cp for Moar Dakka. And maybe even tellyporting them with a wierdboy.

If you're going for bad moons, you can save cp for more dakka if you're not planning to hide them and get some odd app boosts. They're dealing slightly more damage than freebooters with +1 to hit with an extra hits on 6s strat due to extra ap on 6s. But bad moons do not reach the same levels of damage output as freebootas in larger games.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 08:39:27


Post by: Blackie


Showin' Off is also a very good buff to slap on Bad Moons bikers, especially for large units.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 09:39:58


Post by: cody.d.


 Blackie wrote:
Showin' Off is also a very good buff to slap on Bad Moons bikers, especially for large units.


Reckon it'd be worth stacking showing off, more dakka and the speedwaagh on a big unit of bikes? Though i'm a bit too much of an ork to do the math it does feel like a wonderful amount of decent dakka to throw at an opponant.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 11:03:06


Post by: Blackie


cody.d. wrote:
 Blackie wrote:
Showin' Off is also a very good buff to slap on Bad Moons bikers, especially for large units.


Reckon it'd be worth stacking showing off, more dakka and the speedwaagh on a big unit of bikes? Though i'm a bit too much of an ork to do the math it does feel like a wonderful amount of decent dakka to throw at an opponant.


I prefer bringing 2x5 units of bikes instead of a single unit of 9, never been a fan of relying on stacking multiple buffs into one unit. But yeah, 9 bikes with more dakka, showin off and speedwaaagh bonus are super powerful for their cost, which is just 235 (assuming there's also a pk in there) and 3 CPs.

Showin off for 1 CP is a nice buff even for 5 bikes. During the speedwaaagh turns it's 10 additional S5 AP-1 or AP-2 hits from a 135 points unit if it's in dakka range.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 16:28:31


Post by: deffrekka


pepi55 wrote:
 deffrekka wrote:

You need to reread that strat again. Its Beastsnagga Infantry, Cavalry AND Monster, not just Monster.


I think he means Beastsnagga*(infantry + cavalry + monster) instead of (Beastsnagga*infantry) + cavalry + monster
using math terms cause language is confusing like that sometimes especially if its not your main language.

Anyway, if beastsnagga applies to each of infantry, cavalry and monster, it implies a beastsnagga monster. What I dont understand is that a monster in a beastsnagga detachment is technically a beastsnagga monster right?


Its more likely the Rigs were originally monster keyworded and they got changed last minute like what happened with Kataphrons being bikers but having a rule that states they ignore heavy penalties.... but are bikers.

I doubt that Squiggoths become beastsnagga keyworded and I bet the strat will get changed to beast snagga vehicle (or the Rigs go to monster which they should be).


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 18:09:41


Post by: Kebabcito


Freebooters aura count as showin off for every unit :(

Played today against tournament winner player Drukhari.

My list was Outrider Bad Moons with defkilla/buggies/flyers and Goffs with squigs and stuff.

I lost but destroyed tons of his models, I would have never thought I could face him at this level. He's always tabling everyone turn 2 or 3 and I fkd up all his raiders and destroyed lot of his models.

The problem was, I could only focus in defending myself and killing while he was just so relaxed doing secondaries and destroying all my screens.

- The wombo combo of Blastajet destroying Raiders and Dakkajet destroying the trops disembarked is nice.
- Moto need protection, they are our highest source of damage and they die very quickly against incubi.
- .KillRig IS EXTREMLY GOOD against drukhari, he CANNOT focus him with Dark Lances because he NEED to focus the buggies in order to reduce your damage, so your KillRig is free stomping the middle of the table all his troops. If he prefers to stay back, objective is yours.
- Warboss on squiggosaur has the damage, but his highest hype is high tankyness. I just didn't care if I had to fight first or fight last, I knew I would survive against any damage (Drazhar, Succubus, Incubi, Wyches) and then just stomp then with no mercy.
- -1 to hit in Defkilla is OK to protect buggies, deffkoptas an stuff. Still don't expect a lot of tankyness against F8.
- Drukhari need nerfs. Not on his mechanisms, but in his points. No way he had a lot of models after all that annihilation I did in 2 turns... He won because he was still able to do all the missions with 5% of his army...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/07 19:17:24


Post by: Grimskul


Kebabcito wrote:
Freebooters aura count as showin off for every unit :(

Played today against tournament winner player Drukhari.

My list was Outrider Bad Moons with defkilla/buggies/flyers and Goffs with squigs and stuff.

I lost but destroyed tons of his models, I would have never thought I could face him at this level. He's always tabling everyone turn 2 or 3 and I fkd up all his raiders and destroyed lot of his models.

The problem was, I could only focus in defending myself and killing while he was just so relaxed doing secondaries and destroying all my screens.

- The wombo combo of Blastajet destroying Raiders and Dakkajet destroying the trops disembarked is nice.
- Moto need protection, they are our highest source of damage and they die very quickly against incubi.
- .KillRig IS EXTREMLY GOOD against drukhari, he CANNOT focus him with Dark Lances because he NEED to focus the buggies in order to reduce your damage, so your KillRig is free stomping the middle of the table all his troops. If he prefers to stay back, objective is yours.
- Warboss on squiggosaur has the damage, but his highest hype is high tankyness. I just didn't care if I had to fight first or fight last, I knew I would survive against any damage (Drazhar, Succubus, Incubi, Wyches) and then just stomp then with no mercy.
- -1 to hit in Defkilla is OK to protect buggies, deffkoptas an stuff. Still don't expect a lot of tankyness against F8.
- Drukhari need nerfs. Not on his mechanisms, but in his points. No way he had a lot of models after all that annihilation I did in 2 turns... He won because he was still able to do all the missions with 5% of his army...


Yeah....Admech and Drukhari are broken mainly due to their strong baseline ruleset AND their ability to trade up so efficiently. Not much we can do there, we are definitely cost efficient with buggies but not to the extent those two factions are.

Also, given that we mentioned Dread WAAAGH! not currently being super optimal, I was tempted to make it work semi-competitively anyways, this is what I have so far. Any thoughts? We're not really able to make the most of the Deffskullz strat or relic anyways, so I opted to make the Evil Sunz Wartrike my warlord for the relic.

Spoiler:
1500 Dread WAAAGH! List

Total CP: 7 CP

Deffskullz Spearhead Detachment (-3 CP) - 1060

HQ - 100

MA Big Mek with Da Ded Shiny Shoota (-1 CP) and Tellyporta Blasta, Grot Oiler - 100

Elites - 110

5 Kommandos, Nob with PK - 55

5 Kommandos, Nob with PK - 55

Fast Attack - 110

5 Stormboyz, Nob with 2 Choppas - 55

5 Stormboyz, Nob with 2 Choppas - 55

Heavy Support - 740

5 Killa Kanz with Rokkit Launchas - 275

3 Killa Kanz with Big Shootas - 120

2 x Deff Dread with 4 Klaws (Big Krumpas Specialist) - 170

Mega Dread with 2 Rippa Klaws - 175

Super Heavy Auxiliary Detachment (-1CP) - 380

Morkanaut with KFF - 380
(Big Krumpas Specialist)

Evil Sunz Patrol Detachment - 170

Deffkilla Wartrike with RezzMekka's Redder Paint
Warlord: 'Ard as Nails - 120

Troops - 50

10 Gretchin (Orrible Gitz specialist Mob) - 50


Deathskulls also look like they're positioned well against the two new armies of GK and TS being able to do a fair bit of mortal wound spam.




We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 01:03:34


Post by: kingbbobb


 koooaei wrote:
Manz seem better than bigchoppa nobz.
They got their price reduced, their movement increased and, most importantly, can also be trukkboyz which opens up a lot of possibilities. I think that even kombirokkit manz can be ok as trukkboyz.


in my humble opinion no one should be taking big choppa nobs anymore- dual chopas all the way.
If strength is a problem make them goffs and have s6 on the charge with 5x5=25 attacks per five man squad hitting on 3's with exploding 6's wounding (eldar,tau,etc) on 2's at 18ppm

on average a squad will score 21 hits and against t3 17 wounds.

will this work against space marines - not really, big choppas at 21 ppm would be better but then they approach the cost of a squig rider 25ppm which offer much better value at that price.
so for me dual choppas or nothing



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 06:52:54


Post by: Blackie


I agree that Meganobz are better but Goffs big choppas Nobz strike at S8 on the charge though, which sounds nice.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 07:35:48


Post by: OOTN


Played a game today with a squad of 9 bikers. Have to admit that's a really nice way to spend 230 points. With speedwaagh and showin off they do an impressive amount of damage with that 108 shots. Just wish they got to shoot more than once, but that's ork life for you.

I was disappointed with the performance of my shoota boyz. I'm really not sure they're worth taking anymore, which is a shame since I've got so many of them. The loss of assault is really painful and I definitely felt it every movement phase. Choppa's also being AP1 now just makes it even more difficult to justify shootas. The additional shot on shootas seems great but in practice I was rarely within half range because I was so slow, and that's with the Bad Moonz range increase.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 07:57:14


Post by: Afrodactyl


 OOTN wrote:
Played a game today with a squad of 9 bikers. Have to admit that's a really nice way to spend 230 points. With speedwaagh and showin off they do an impressive amount of damage with that 108 shots. Just wish they got to shoot more than once, but that's ork life for you.

I was disappointed with the performance of my shoota boyz. I'm really not sure they're worth taking anymore, which is a shame since I've got so many of them. The loss of assault is really painful and I definitely felt it every movement phase. Choppa's also being AP1 now just makes it even more difficult to justify shootas. The additional shot on shootas seems great but in practice I was rarely within half range because I was so slow, and that's with the Bad Moonz range increase.


I honestly think the only role shoota boys have now is to sit on a home plate objective and perform actions. And they're outclassed by basically everything else in the book.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 09:55:07


Post by: AarresaariAarre


If you were to take a limousine for Ghaz, as unoptimal as he might be, would you put a Deffrolla on it? I’m trying to decide wether it would a) underline the necessity to focus it down (though not necessarily bad for the rest of the army) or b) make it a decent late game charger after Ghaz leaves, provided that the opponent decided to focus on trukks and buggies instead. It could be wasted points if the Wagon never sees T2, but could also make an already 150+ point unit have another role than just shielding Ghaz and blocking move/LOS.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 11:27:25


Post by: Jidmah


Depends solely on how likely it will turn into a crater. I would try it a few times without (because that's the safe option), and if you find it staying around a lot, add the deff rolla.

A wagon without rolla still has a lot of utility as a large durable brick that can block movement, LoS and tie down units that have no good way of destroying it.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 15:33:52


Post by: koooaei


Had my first 2 1k games today. As my buggies are not ready yet, took what I all ready have.

Deffskullz
Bikerboss (killaklaw, 4++)
MA Mek (dss, tellyporta, opportunist)
10 boyz (bc)
2x11 grots
3x1 kmk
5 meganobz (trukkboyz)
Blastajet (tellyportas)
Trukk (tires)

1st game was vs a mellee knight and 3 smaller ones with autocannons.
Got 1st turn but wiffed shooting - only degraded 1 small knight and did a couple wounds here and there. Than he ran across the board, killed screening boyz, piled in to 2 kmk. They can't fall back now, which made their life a turn shorter. He killed a boss castle I thought t6 and 4++ would be enough to tank one degroded knight but he rolled good, I failed 3 4++ with a reroll...
Than I finally killed one small knight and degraded 2 more. He wrecked a trukk, all the kmk and all the meganobz. Next turn the plane finished the last 2 small knights off and everything remaining just scored.
Ended up with like 45-33 in ork's favor. Didn:'t even call waagh.

2d game was vs fists:
Chaplain
Phobos librarian
Some primaris with infiltrate
Some regular primaris
3 eradicators
Venerable dread with Laz Cannon
Some fat dread with 13 wounds and a super plazma cannon

The game started with him choosing board side, complaining about stuff and placing his minis reeeally long - for like 30 extra minutes taken away from the game.
He got 1st turn which ended up with 1/3 of the ork army dead and a trukk slowed down. The plane got degroded. In return, trukknobz charged some primaris, plane shot really good but he passed 3 5+ saves from tellyporta and I rolled a 2 on a smasha which ended up as 1 damage on a dread but it killed 2 eradicators with it's 2d tellyport. He also managed to get all the saves in the world against bss and a tellyporta. However, boss and manz killed a librarian and primaris guyz on the flank, also hiding from the rest of his army behind a ruin.
Next turn he finished off a plane and kmk, charged manz, killed 3 as I didn't roll a single 5+. But in return, 2 manz used wrekkaz and plinked 7 wounds off a dread. Orks finished off a venerable dread and mek rolled hilarious 2 hits out of 14 4+ shots with a re-roll which ended up as 2 damage to a chaplain. Boss finished off a venerable dread.
Next turn he shot down boyz to a single wound on a nob, meganobz to a single wound and scored some more. Than boss called mellee WAAAAGH and together with mek wrecked remaining dread and chaplain with shooting and mellee - finally the rolls were hot.
He had 1 eradicator and a couple primaris, I had a trukk, boss, mek, some scoring infantry across the board and I'm sure I'd finish him off next turn but the tourney watch showed it was a dice down and he scored a minor victory. But I'm certain I'd win and it was my mistake for allowing him to take too long before game in a strict time limit environment.

Overall:

Ramshackle didn't do much in this matchups. It did force little knights to suffer mw for getting 1 of their guns to s8. Was pretty useless vs Marines tho.

Mellee waagh is not something to write home about. At list not in a list with both mellee and shooting. I didn't get to really use it. And by the 2d turn it was not needed. Only for the +1 attack that didn't play a huge role.

Biker boss with a killaklaw - still good even w/o codex buffs. It's uncertain how he works with waagh but I think you just choose which waagh to call once per game ATM.

Mek with dead shiny shoota and tellyporta - pretty good with 4+ bs. I think he'll really shine in a freeboota list. My rolls were way below average this games but I feel he has potential. He was even more effective than a plane cause he simply remained in a trukk, rolled around and dropped podshots. Thinking about making 1 mek kff with a kybork body and a 2d mek shooty one with dss and tellyporta in a trukk with min manz. Opportunist was not very useful this games. Got a single cp refund and didn't need to shoot characters but it might be very good in some matchups.

Blastajet - pretty good if your opponent ain't rolling his saves like crazy. Will be great in speed waagh with ap3 tellyportas and extra shootas - especially as freeboota. I think I got to buy 1.nit sure about 2, they're quite pricey point-wise and are fragile. Afraid of going 2d even more than any other ork unit in the list.

MANz - I thought they'd be good as trukkboyz but they simply don't kill anything with a -1 damage without popping a 2cp strat - and most opponents will run plenty. However, I still think a min squad with kombi-rokkitz can be ok. Not great like buggies but playable. I think kombi-rokkits are a way to go as it will allow them to deal some damage while standing on a midfield point in a trukk if there are no good targets for a charge.

Trukk with squig hide tires - it's not great but it does what it's supposed to do. I think the +5 pts is not justified as most opponents will ignore it's ramshackle anyway. I had a plan for tires but it was irrelevant in the game vs knights and had a minor impact on a 2d game.

Boyz - useless. Just leave them waiting on a shelf for 10th edition. I thought trumkboyz would be passable but the game has changed in a way you don't really need a unit like trukkboyz. Their damage and durability is just too mediocre for what you pay for. Even manz are more useful as they can at least sit in cover for 1+ and not die to a bunch of bolter intercessors. And it's more of s5+ than s4 nowadayz. Just take grots, really.

Grots - they pay premium for being taken too often in previous editions but they're still a go-to troop unit. I took 11 for a green tide but ended up with battlefield supremacy and octarius anywayz. Simply buffed the opponent's blasts. But grots are the units that are gona win you games. They score, they are relatively cheap, they score, they are small and hideable, they score...

Mek guns - I ran solo kmk. They were fire magnets. Enemies are afraid of their profile but they didn't do anything other than score and die for me. Yeah, I rolled poorly. But they're ok as solo units for 45 to simply stand on a point, shoot, eat some antitanj and die.

I think that's it. We do need our buggies and speed waagh to play competitively.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 19:08:04


Post by: CthuluIsSpy


I don't quite understand the Kommandos entry; there's a huge list of wargear options, and the condition for each is that the squad must have ten models.
So if I have a ten model squad of kommandos, can I give each one of them a weapon from that list, provided I don't pick an option twice?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 19:12:32


Post by: epronovost


 CthuluIsSpy wrote:
I don't quite understand the Kommandos entry; there's a huge list of wargear options, and the condition for each is that the squad must have ten models.
So if I have a ten model squad of kommandos, can I give each one of them a weapon from that list, provided I don't pick an option twice?


Basically yes. It's going to be much easier to understand when we will be able to buy the new Kommando squad. Basically, you have 4 regular guys, 1 nob and 5 special weapon guys but only one special weapon of each type in the box and since you can only equip a single unit with what's available in a single box of that single unit, you can only have one special weapon of each type per 10 kommandos. Did I help clear that up?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 19:14:42


Post by: CthuluIsSpy


epronovost wrote:
 CthuluIsSpy wrote:
I don't quite understand the Kommandos entry; there's a huge list of wargear options, and the condition for each is that the squad must have ten models.
So if I have a ten model squad of kommandos, can I give each one of them a weapon from that list, provided I don't pick an option twice?


Basically yes. It's going to be much easier to understand when we will be able to buy the new Kommando squad. Basically, you have 4 regular guys, 1 nob and 5 special weapon guys but only one special weapon of each type in the box and since you can only equip a single unit with what's available in a single box of that single unit, you can only have one special weapon of each type per 10 kommandos. Did I help clear that up?

Sort of. Makes sense I guess.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 19:35:08


Post by: SemperMortis


 Afrodactyl wrote:

I honestly think the only role shoota boys have now is to sit on a home plate objective and perform actions. And they're outclassed by basically everything else in the book.


I'm going to go a step further and say that there is no reason to leave shoota boyz at home sitting on objectives and performing actions because its likely better to have AP-1 Choppas on standby for that random assault that seems to happen when others try to cap an objective.

Think about it this way, 10 shoota boyz average 6.66 hits a turn Against T4 thats 3.33 wounds. Against a Marine 3+ save that is 1.11 dmg, so it would take you 2 full turns to kill 1 Marine. And with the relative short range of the weapon, its not a guarantee you will have range to anything anyway, and if the answer is "well take a big shoota"...at 19+ range that big shoota averages 1 hit and 0.22dmg vs a Marine.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 19:43:08


Post by: koooaei


To be honest, boyz are so underwhelming in any role they try to achieve, it's better not take them at all. If you're dead set on running at least some, better take choppas. At least they can hide behind blos and try to act as a charge deterrant.

Maybe trukkboyz could be used cause you might need 3 infantry slots and you want your troops to be able to do at least anything other than score...

But it's a hard task to find a role for any type of boyz that is not better filled by either grots, kommandoez or meganobz.

All in all, there seem to be no benefits in running boyz. Their durability us bad, their mellee damage is underwhelming, the only thing they can do better than grots and meganobz is charge something that's a min troop squad that is still too numerous for manz to chew through in one go and that they can't shoot at with their kombishootas effectively cause of Los or 2+ armor in cover. Or try to surround a poorly armored transport to get on a point and not be shot at but they generally lack speed for it. Such units are not all that common outside of enemy deployment zone for at least a couple turns. And you're paying a hedty price for this unit.


Automatically Appended Next Post:
10 boyz are a buggy.

Just stick to grots and get half a buggy.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:12:48


Post by: Nora


I think that a Wiedboy with Da Jump is a good support for a larger unit of Bad Moons Bikers since it allows them to shoot and possible charge, despite being stuck in CC at the start of the turn.

For the Speedwaaagh! Warboss, would you consider the Wartrike or the Warboss on Bike (as ruled today) to be the better choice?
The profiles are similar, maybe one more in (T) is trumps one ore in (W) in favor for the bike but the lack of invo-save on the bike makes it (for me) mandatory to ether use the warlord trait or the relic to get it. For the Wartrike you might be content with the 5++. Ramshackle is of curse also very nice. I think the Snagga Klaw is better than the regular Power Claw but the relic claw is solid option that the the Wartrike does not have.
However the biggest difference for me, between the two is the base size. For this reason I think the Warboss on Bike is the better.
Happy to here your comments on this!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:17:20


Post by: Afrodactyl


SemperMortis wrote:
 Afrodactyl wrote:

I honestly think the only role shoota boys have now is to sit on a home plate objective and perform actions. And they're outclassed by basically everything else in the book.


I'm going to go a step further and say that there is no reason to leave shoota boyz at home sitting on objectives and performing actions because its likely better to have AP-1 Choppas on standby for that random assault that seems to happen when others try to cap an objective.

Think about it this way, 10 shoota boyz average 6.66 hits a turn Against T4 thats 3.33 wounds. Against a Marine 3+ save that is 1.11 dmg, so it would take you 2 full turns to kill 1 Marine. And with the relative short range of the weapon, its not a guarantee you will have range to anything anyway, and if the answer is "well take a big shoota"...at 19+ range that big shoota averages 1 hit and 0.22dmg vs a Marine.


I didn't explain properly. I completely agree with everything you said, along with Koooaei. I meant that sitting at home plate is the only thing they really have going for them, and even then everything else does it better than they do for a variety of reasons, so there's never a reason to take them other than really liking shoota boys.

Or maybe you're strictly WYSIWYG and ran out of choppas or something.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:20:43


Post by: Blackie


Junkboss (4++) mandatory on a biker boss. With Killa Klaw I can't see how a wartrike can be a better option. Maybe only if someone wants to rely on the triple source of MWs on the charge, but it's still a gamble and costs additional points and CPs.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:28:05


Post by: Afrodactyl


 Nora wrote:
I think that a Wiedboy with Da Jump is a good support for a larger unit of Bad Moons Bikers since it allows them to shoot and possible charge, despite being stuck in CC at the start of the turn.

For the Speedwaaagh! Warboss, would you consider the Wartrike or the Warboss on Bike (as ruled today) to be the better choice?
The profiles are similar, maybe one more in (T) is trumps one ore in (W) in favor for the bike but the lack of invo-save on the bike makes it (for me) mandatory to ether use the warlord trait or the relic to get it. For the Wartrike you might be content with the 5++. Ramshackle is of curse also very nice. I think the Snagga Klaw is better than the regular Power Claw but the relic claw is solid option that the the Wartrike does not have.
However the biggest difference for me, between the two is the base size. For this reason I think the Warboss on Bike is the better.
Happy to here your comments on this!


Has there been an errata/faq/update for the FW stuff? If so, could you post a link please?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:29:42


Post by: koooaei


Trike does some shooting, it's somewhat tougher, a bit faster and it's a source of untargetable -1 to hit for all your speedfreaks. It has it's fair share of advantages.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:34:01


Post by: CthuluIsSpy


 koooaei wrote:
To be honest, boyz are so underwhelming in any role they try to achieve, it's better not take them at all. If you're dead set on running at least some, better take choppas. At least they can hide behind blos and try to act as a charge deterrant.

Maybe trukkboyz could be used cause you might need 3 infantry slots and you want your troops to be able to do at least anything other than score...

But it's a hard task to find a role for any type of boyz that is not better filled by either grots, kommandoez or meganobz.

All in all, there seem to be no benefits in running boyz. Their durability us bad, their mellee damage is underwhelming, the only thing they can do better than grots and meganobz is charge something that's a min troop squad that is still too numerous for manz to chew through in one go and that they can't shoot at with their kombishootas effectively cause of Los or 2+ armor in cover. Or try to surround a poorly armored transport to get on a point and not be shot at but they generally lack speed for it. Such units are not all that common outside of enemy deployment zone for at least a couple turns. And you're paying a hedty price for this unit.


Automatically Appended Next Post:
10 boyz are a buggy.

Just stick to grots and get half a buggy.

There goes my collection then. I have mostly boyz :/
I only have something like 10 grots and a runtherd.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:44:37


Post by: Blackie


 koooaei wrote:
Trike does some shooting, it's somewhat tougher, a bit faster and it's a source of untargetable -1 to hit for all your speedfreaks. It has it's fair share of advantages.


Shooting I don't know, biker boss is still a bike and twin dakkaguns are far superior than 3 twin boomstikks. Killa jet is good but has even shorter range than dakkaguns and model's still only BS5+ if he uses the melta profile. If he uses the flamer profile in the speedwaaagh turn there's no significant difference between a bike and the trike, if he uses the melta profile odds that he'll get worse results than a bike are quite high.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:45:32


Post by: koooaei


Squads of 10 boyz are weak but not unplayable. You can still have some bad units in your army and won games. It's not that boyz pay extra pts for absolutely nothing, they are a bit tougher than grots for anti-infantry weaponry, they have fewer ld issues, are infinitely choppier.
The problem is that the benefits are not worth it ATM. I hope boyz are eventually getting buffed cause I also have a shelf-tide.


Automatically Appended Next Post:
 Blackie wrote:
 koooaei wrote:
Trike does some shooting, it's somewhat tougher, a bit faster and it's a source of untargetable -1 to hit for all your speedfreaks. It has it's fair share of advantages.


Shooting I don't know, biker boss is still a bike and twin dakkaguns are far superior than 3 twin boomstikks. Killa jet is good but has very short range and model's still only BS5+ if he uses the melta profile.


Well, it's also able to chop stuff with a snagga klaw. It's nediocre but it's not like there's no mellee at all. Sure, it can't compare with a killa klaw but there are other advantages listed above. I think, they compare well atm.

Let's see what happens to a biker boss later on. It might get squattes yet again.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:50:39


Post by: Psychocouac


 CthuluIsSpy wrote:

There goes my collection then. I have mostly boyz :/
I only have something like 10 grots and a runtherd.


Same. *Cry in 150 boyz and 10 grots*


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:57:32


Post by: epronovost


Psychocouac wrote:
 CthuluIsSpy wrote:

There goes my collection then. I have mostly boyz :/
I only have something like 10 grots and a runtherd.


Same. *Cry in 150 boyz and 10 grots*


You aren't so bad off I got 240 boyz (half of witch are shoota boyz) and 40 grots. I love infantry and orks is basically the only army (with Dark Eldars) whose vehicles aesthetic really pleases me.

On another note though. What are our options for dealing with anti-tank. We are spoiled for choice to deal with enemy infantry of all type, but I always struggle with proper anti-tank choices.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 20:59:07


Post by: Blackie


 koooaei wrote:


Let's see what happens to a biker boss later on. It might get squattes yet again.


Probably. Good thing they basically cost the same points, only 5 points of difference between them. It makes easy to switch to the codex speedboss is FW one gets squatted/nerfed.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 21:12:29


Post by: Grimskul


 koooaei wrote:
To be honest, boyz are so underwhelming in any role they try to achieve, it's better not take them at all. If you're dead set on running at least some, better take choppas. At least they can hide behind blos and try to act as a charge deterrant.

Maybe trukkboyz could be used cause you might need 3 infantry slots and you want your troops to be able to do at least anything other than score...

But it's a hard task to find a role for any type of boyz that is not better filled by either grots, kommandoez or meganobz.

All in all, there seem to be no benefits in running boyz. Their durability us bad, their mellee damage is underwhelming, the only thing they can do better than grots and meganobz is charge something that's a min troop squad that is still too numerous for manz to chew through in one go and that they can't shoot at with their kombishootas effectively cause of Los or 2+ armor in cover. Or try to surround a poorly armored transport to get on a point and not be shot at but they generally lack speed for it. Such units are not all that common outside of enemy deployment zone for at least a couple turns. And you're paying a hedty price for this unit.


Automatically Appended Next Post:
10 boyz are a buggy.

Just stick to grots and get half a buggy.


Are trukk boyz that bad, even against other armies that aren't the top level builds (assuming Admech, DA and Drukhari here)? I feel like the speed should give them some utility, even if damage wise they're not outstanding.

Shoota boyz are definitely trash though. Should have made them Dakka 4/3, with 24" range if they wanted it to be viable next to choppa boyz.

It just boggles my mind that this might be one of the few editions where "boyz before toyz" is no longer a thing for us this time around.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 21:37:56


Post by: CthuluIsSpy


Don't you mean 4/3? The first number is the one you use at close range. 3/4 would be 3 shots at half and 4 shots past that.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 21:46:05


Post by: Grimskul


 CthuluIsSpy wrote:
Don't you mean 4/3? The first number is the one you use at close range. 3/4 would be 3 shots at half and 4 shots past that.


Ah, my mistake, yup, 4/3. Still not used to that bizarre "not-rapid fire" format they used for it. That or just add the caveat that you can advance and shoot dakka weapons with a -1 penalty. Evil Sunz would be able to use their trait way more after that.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 22:48:56


Post by: gungo


 Blackie wrote:
Junkboss (4++) mandatory on a biker boss. With Killa Klaw I can't see how a wartrike can be a better option. Maybe only if someone wants to rely on the triple source of MWs on the charge, but it's still a gamble and costs additional points and CPs.


Depends on the new biker boss datasheet..
Does he get the warboss 5++ invul
Does he get the warboss +1 hit in melee aura
Does he get the warbikers -1 to hit smoke screen
Does he keep warboss keyword and speedboss keyword?
He potentially can be a lot stronger and/or more expensive then a wartrike.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 22:58:41


Post by: CthuluIsSpy


gungo wrote:
 Blackie wrote:
Junkboss (4++) mandatory on a biker boss. With Killa Klaw I can't see how a wartrike can be a better option. Maybe only if someone wants to rely on the triple source of MWs on the charge, but it's still a gamble and costs additional points and CPs.


Depends on the new biker boss datasheet..
Does he get the warboss 5++ invul
Does he get the warboss +1 hit in melee aura
Does he get the warbikers -1 to hit smoke screen
Does he keep warboss keyword and speedboss keyword?
He potentially can be a lot stronger and/or more expensive then a wartrike.

We have biker bosses? Didn't those go into the legacy oubliette or whatever its called?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/08 23:08:02


Post by: Dendarien


 CthuluIsSpy wrote:
gungo wrote:
 Blackie wrote:
Junkboss (4++) mandatory on a biker boss. With Killa Klaw I can't see how a wartrike can be a better option. Maybe only if someone wants to rely on the triple source of MWs on the charge, but it's still a gamble and costs additional points and CPs.


Depends on the new biker boss datasheet..
Does he get the warboss 5++ invul
Does he get the warboss +1 hit in melee aura
Does he get the warbikers -1 to hit smoke screen
Does he keep warboss keyword and speedboss keyword?
He potentially can be a lot stronger and/or more expensive then a wartrike.

We have biker bosses? Didn't those go into the legacy oubliette or whatever its called?


He's a forge world model, but he did not get sent to legends.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 00:00:44


Post by: Jidmah


gungo wrote:
 Blackie wrote:
Junkboss (4++) mandatory on a biker boss. With Killa Klaw I can't see how a wartrike can be a better option. Maybe only if someone wants to rely on the triple source of MWs on the charge, but it's still a gamble and costs additional points and CPs.


Depends on the new biker boss datasheet..
Does he get the warboss 5++ invul
Does he get the warboss +1 hit in melee aura
Does he get the warbikers -1 to hit smoke screen
Does he keep warboss keyword and speedboss keyword?
He potentially can be a lot stronger and/or more expensive then a wartrike.


Looking at the changes that other armies got... that's just army wide rules and keyword fixes and even those aren't particularly thorough.

So the most likely case is that he will get either warboss or speedboss removed and nothing else, I'm fairly sure that we will not be seeing a new datasheet.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 00:06:42


Post by: Grimskul


 Jidmah wrote:
gungo wrote:
 Blackie wrote:
Junkboss (4++) mandatory on a biker boss. With Killa Klaw I can't see how a wartrike can be a better option. Maybe only if someone wants to rely on the triple source of MWs on the charge, but it's still a gamble and costs additional points and CPs.


Depends on the new biker boss datasheet..
Does he get the warboss 5++ invul
Does he get the warboss +1 hit in melee aura
Does he get the warbikers -1 to hit smoke screen
Does he keep warboss keyword and speedboss keyword?
He potentially can be a lot stronger and/or more expensive then a wartrike.


Looking at the changes that other armies got... that's just army wide rules and keyword fixes and even those aren't particularly thorough.

So the most likely case is that he will get either warboss or speedboss removed and nothing else, I'm fairly sure that we will not be seeing a new datasheet.


Yeah, they're pretty bad when it comes to streamlining FW stuff with new codices. The WB on Bike and Nob Bikers are unfortunately likely to be ignored and languished in the outdated rules corner until 10th ed comes around. I'd be more interested to see if they'll give the Kustom Stompa a price cut like the regular stompa did.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 02:39:19


Post by: cody.d.


Though in all likleyhood that also means that the stompas lifta droppas may get a change. Since they were buffed smashagunz for all intense and purposes. Though, if they keep their statlines and get a decrease I don think a kustom stompa becomes rather enticing.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 07:38:31


Post by: Kebabcito


Warboss in bike is good candidate for Killa Klaw, as his speed and screen by bikes can avoid damage.

Making him tanky is useless, he will die if he has to die.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 07:50:49


Post by: koooaei


Kebabcito wrote:
Warboss in bike is good candidate for Killa Klaw, as his speed and screen by bikes can avoid damage.

Making him tanky is useless, he will die if he has to die.


It's nice to be able not to die vs an odd melta shot.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 07:55:11


Post by: Kebabcito


 koooaei wrote:
Kebabcito wrote:
Warboss in bike is good candidate for Killa Klaw, as his speed and screen by bikes can avoid damage.

Making him tanky is useless, he will die if he has to die.


It's nice to be able not to die vs an odd melta shot.

Won't be 1, so no difference.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 08:05:48


Post by: Jidmah


cody.d. wrote:
Though in all likleyhood that also means that the stompas lifta droppas may get a change. Since they were buffed smashagunz for all intense and purposes. Though, if they keep their statlines and get a decrease I don think a kustom stompa becomes rather enticing.


I suggest going through the FAQ and review the changes done for drukhari, DG and admech. It's minimal effort, there were exactly zero datasheet changes outside of keywords and adding rules that everyone in the army has.

Anything outside of that is nowhere likely to happen.

FW 40k is on life support and will eventually disappear. I assume in 5-6 years none of these rules will remain.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:02:31


Post by: pepi55


So turns out that grots arent useless after all.... I guess the reason they got nerfed is because with the boyz nerfs, only grots will be taken.

Grots not having obsec is probably supposed to mitigate that I think but not really successfully seems to be the case. Too bad for the boyz...

The "boyz are terrible" thing, does that also regard the snagga boyz? or are they fine to be taken for more that objective holding purposes?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:09:01


Post by: koooaei


Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:10:25


Post by: Scactha


Goonhammer seems to disagree on Boyz

Ork Review



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:18:06


Post by: pepi55


 koooaei wrote:
Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.


But why are we comparing to DE, admech and GK?
DE and admech are simply too cheap from what I understand so that battle is already lost until some kind of price change.
GK are comparable to custodes from what I know (dont have their codex to double check) and it sounds like youre comparing 9ppm units to units with ridiculous costs.

Im interested to hear how they compare on average against other armies.
I haven't heard a comparison against spehs mahreens and necrons yet. How do boys compare to those?
I know about MEQ wounds and stuff but I think 10 boys can handle a single squad of SM troops right?
Against necrons I myself only played 8th codex so im also curious how the new boyz can handle necrons.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:49:54


Post by: Bossdoc


 koooaei wrote:
Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.


10 Goff Snaggaboyz one-shot a raider - the output is okay, the Main Problem is delivery...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:53:55


Post by: Afrodactyl


pepi55 wrote:
So turns out that grots arent useless after all.... I guess the reason they got nerfed is because with the boyz nerfs, only grots will be taken.

Grots not having obsec is probably supposed to mitigate that I think but not really successfully seems to be the case. Too bad for the boyz...

The "boyz are terrible" thing, does that also regard the snagga boyz? or are they fine to be taken for more that objective holding purposes?


Boyz still have a place in the army list, they just need to be used slightly differently is all. Snaggas are good, especially in a vehicle/monster meta. Shoota boys are garbage though, especially in comparison to the army's other choices.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 11:56:50


Post by: Kebabcito


T5 Boyz with 6+ are EXACTLY the same as T4 5++ Boyz. They have exactly the same survival capabilities against F4, and they die even faster against F3 and poisons. Being new Boyz more expensive, cannot DaJump properly, cannot resurrect, cannot pass moral and only advance and charge one turn. For 90 points you've got a Scrapjet. This is not a nerf, just the removal of a miniature from the board.

The difference between a list with 1000p of buggies/aircraft + 1000p of squigs/Kommando/Stormboyz and the list of 2000p old Greentide is so big we could talk about the same powerlevel difference of AdMech and Tyranids.




We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 12:05:33


Post by: Afrodactyl


Kebabcito wrote:
T5 Boyz with 6+ are EXACTLY the same as T4 5++ Boyz. They have exactly the same survival capabilities against F4, and they die even faster against F3 and poisons. Being new Boyz more expensive, cannot DaJump properly, cannot resurrect, cannot pass moral and only advance and charge one turn. For 90 points you've got a Scrapjet. This is not a nerf, just the removal of a miniature from the board.

The difference between a list with 1000p of buggies/aircraft + 1000p of squigs/Kommando/Stormboyz and the list of 2000p old Greentide is so big we could talk about the same powerlevel difference of AdMech and Tyranids.


As I said, they just need to be used differently. Huge blobs of boys aren't viable at the moment based on the current state of the new book, but Green Tide was always an anti-meta pick that took advantage of having too many models to handle and just swamping the opponent.

My list has 500ish points of trukk boys (with the assumption that it is RAI that they can actually ride in their trukks), and I have no intention of getting rid of them any time soon. I've been happy with their performance in the 7 or 8 games I've managed to get in since the snagga box came out.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 12:21:28


Post by: Beardedragon


alright so i charged through 3 games 2 days ago, 2 games with 26x3 boys and one with more mechanized focus with buggies and tankbustas in a gargantuan squiggoth for the giggles. not interested in going over everything just a few things.

Boys:

Large groups of boys? yea i dont see the use honestly. my first battle was with goffs where the next was with snakebites to maximize damage mitigation. Both armies had a painboy and KFF. That boys have Toughness 5 is in and out of itself good, the -1AP good as well which means ends up not being a problem for the +1 to their cost.

But man do i feel like boys suck now, and theres a plethora of reasons for it. for starter, the loss of +1 attack when being above 20 models means there is no reason at all move around with big groups. There are also very very few stratagems that really benefit boys being in large groups. So while we got -1AP choppas we also lost +1 attack, but also +1 attack from ghaz which now only ever works when you call a normal waaagh. Furthermore boys are much more slow now as they cant advance and charge anymore. There are also quite a few ways some factions can or outright ignore -1 or 2AP meaning on those targets, the -1AP dont help us and if that came at the loss of +1 attack above 20, then it sucks. And then the change of "ere' we go" being rerolling both die rather than 1 die is just devastating.

Back before people knew they needed to keep a decent distance to boys, but now boys will just be kited around, or very few trash infantry or chaff will be thrown your way around turn 2 to block you from making proper charges, because they know it will only happen once during the entire game. Boys being slower and hitting less, means that theres suddenly no reason not to fill out your rooster with just Kommandos that receives many more buffs for just +1 point. Or maybe Stormboys.

And then the biggest issue: Morale. if you run blobs of 30, even your Toughness 5 wont stop the enemy from killing 7 models. you now basically auto lose morale unless you wanna waste 2CP to pass it. Its not difficult to lose 7 boys especially with blast rules, so your enemy does that to two of your boys blobs and you now spend 4CP +D3 MW if you want them to stay on the field or lose 1/6th of 23 boys per squad. I s it fair to get +1 point for +1 toughness and -1AP on choppas? Sure. Is it fair when you consider all the other direct and indirect nerfs they have received? feth no. If anything id throw them down to 8 ppm again. morale issues, fewer attacks, no advance and charge regularily on a 5" movement unit is not.. a fair price at all.

I can see boys running multiple 10 man squads maybe, but not big blobs. because why would you?


Killa Kanz:
Interesting unit that can finally use stratagems, just too bad there arent any fething stratagems to pick between barring maybe more dakka if you run big shootas or ramming speed. But the combo of tellyporting in 6 killa kanz and ramming speed is now viable, and it seems to be doing fine. What angers me a little bit is that most units went up 1 toughness, but killa kanz didnt. This also means they are fighting with Deffkoptas over almost the same spot who also has Toughness 5. While Deffkoptas SHOULD be more surgical strike'ish they are almost as hardy as Killa Kanz. Killa Kanz should have toughness 6 to make them better at brawling and staying in the fight. Their damage output is decent though, but once again, leadership is an issue. Because you ramming speed them in, 55ppm if you run rokkits you must kill for 330 points, because odds are your kanz are gone next turn. either to direct fire or morale. Seeing 55 points run off to morale thats not difficult to do for your enemy, isnt really that fair.

Mek Gunz:

Oh feth me how the mighty have fallen. I dont even care if Mek Gunz come in units, but what i do care about, is the fact they have gone UP in price WHILE having leadership 4. Kill a single Mek Gun (which isnt difficult) and have 50% chance the next will run off. This is even bigger of a problem than Killa Kanz, but the point still stands. Its not fair to have a 50% chance to see a 45ppm run off because a super easy vehicle was destroyed. If they want to stay in a unit, they should have a morale of at least 6.

Sure you could put them in lone squads, but that just takes up heavy slots, and you dont want that on a 45ppm only. As i see it, im fething done with Mek Gunz.

Dakka Jets:
Pretty good unit. But they definitely benefit more from Freebootas id say than Bad Moon. I ran them as bad moon, and even though you have 42 shots with a speed waagh (my more dakka kustom job never went off) hitting on 5s is still kind of sad, and the extra -1AP on wound rolls of 6s dont happen that often due to you hitting on 5s. I had a max of like 3 or 4 wound rolls of -3AP rather than the rest of -2AP. But if i had run freebootas, there would have been a ton of shots that could have hit to begin with. I dont know if freebootas would be better, but i definitely believe that they would. Just havent tried it yet.

Over all, pretty decent unit. Many shots misses, but with sheer weight of die and for 120 points i see uses for it.

Scrapjet:
Good with lower cost and more big shoota shots. Loss of hitting on 6s with wing missile unless you target vehicles is pretty good too. Super sad with the loss of kustom job for +4 attacks, and annoying they have to come in units, but over all i feel like it can work. We can also just run an outrider detatchment i guess.

Kommandos:
Good unit. Nice with forward deploy. Has weird synegy with stormboys if you want to make a massive turn 1 charge. But also competes a bit with stormboys for the same role that they can achieve differently. One forward deploys and deals better damage and can take more punishment in cover, where the other one just deepstrikes in. Over all, im very pleased with kommandos, and i see them being used as replacement for boys in the future, because why wouldnt you? 10 boys is only 10 points less than 10 kommandos yet you can forward deploy, +1 wound, 3 up save in ruins.

Mega Nobz

Good for 35 ppm, over priced for 45 point with killsaws. Why am i paying more for my terminators that has no invul, cant shoot properly and cant deepstrike, than anyone else does for their terminator variants?Mega Nobz with killsaws shouldnt be a day over 40 points, hell id go as far as to say that killsaws should have been 35 and the normal mega nob variant should be 32ppm. Paying the same or more as others do for their terminators has always bugged me when mega nobz can only do one thing good (killing heavies), where everyone elses can do multiple things good. With Ghaz they used to be worth it, now they are not.

Anyway, paying 35ppm is decent with powerklaws. I will not pay 45ppm for killsaws however.

Weirdboy and wurrboy:

You can cast 2 powers when above 20 models. You gain no extra casting for being near boys, even though that would be better. Id rather pay extra points to be able to cast 2 powers but they didnt like that idea apparently. I dont like the new weirdboy as it makes our casting very unreliable. Why take da jump when it goes off on a 7? Its not reliable. And even if it goes off, our charges can reroll both die rather than 1 die, meaing, even if i get off my da jump on a 7, theres still no guarantee they can get in to combat, as rolling a 9 now is an absolute bitch.

The Wurrboy is the same. no extra casting by models nearby, and his good damage powers are very short. Frazzle being 9" (which is fair due to how it works) and squiggly curse being 12". You wont be doing any casting turn 1 thats for sure, and theres not even a guarantee turn 2 unless you start in a vehicle.

Over all i have mixed feelings about some of the things in the codex. Somethings are very good others dont make any fething sense.

Stratagems at 2CP for the most part and dont really do a lot (which is fine if it werent for every other faction having access to crazy ass stratagems where we dont). it feels like everyone was over tuned stratagem wise and we have the necron treatment at that. Still, too many 2CP stratagems where we also have negative things happening. like the KFF stratagem. why am i paying 2CP when i ALSO lose it afterwards? When you pay 2CP, you dont want a negative point hitting you afterwards.

Kustom jobs are mainly meh, some are useful. cant be used on a unit of buggies is slowed. at least let one model then have the kustom job rather than forcing that model to be alone. uneccesary tax.
Boys in large blobs dont make sense as far as i can tell. Theres too much auto wound on 6s, +1 to wound and shinanigans and all the other nerfs direct or indirect boys received means that +1 to their cost isnt fair. Swarming the table with boys werent super useful before unless you went ghaz, now its even less feasable. Loss of Green tide is also devastating.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 12:50:26


Post by: koooaei


pepi55 wrote:
 koooaei wrote:
Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.


But why are we comparing to DE, admech and GK?
DE and admech are simply too cheap from what I understand so that battle is already lost until some kind of price change.
GK are comparable to custodes from what I know (dont have their codex to double check) and it sounds like youre comparing 9ppm units to units with ridiculous costs.

Im interested to hear how they compare on average against other armies.
I haven't heard a comparison against spehs mahreens and necrons yet. How do boys compare to those?
I know about MEQ wounds and stuff but I think 10 boys can handle a single squad of SM troops right?
Against necrons I myself only played 8th codex so im also curious how the new boyz can handle necrons.


I'm talking from a competitive pov. If you're not comparing boyz to what's brought to the table in competitive games, what's the point of comparing them at all - just pick a squad to your liking and you'll be fine in non-competitive games.

Boyz don't have enough choppingness and durability to oppose marine lists with dreads but vs necrons can be semi-ok at chopping scarabs that will likely try to tie you up t1 and occupy the board.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:03:49


Post by: Jidmah


 Scactha wrote:
Goonhammer seems to disagree on Boyz

Ork Review


While goonhammer tends to write really good articles most of the time, their orks review is merely an average "blogger assumes orks work like marines" garbage post you can get pretty much everywhere.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:04:05


Post by: koooaei


Beardedragon wrote:
alright so i charged through 3 games 2 days ago, 2 games with 26x3 boys and one with more mechanized focus with buggies and tankbustas in a gargantuan squiggoth for the giggles. not interested in going over everything just a few things.

Boys:

Large groups of boys? yea i dont see the use honestly. my first battle was with goffs where the next was with snakebites to maximize damage mitigation. Both armies had a painboy and KFF. That boys have Toughness 5 is in and out of itself good, the -1AP good as well which means ends up not being a problem for the +1 to their cost.

But man do i feel like boys suck now, and theres a plethora of reasons for it. for starter, the loss of +1 attack when being above 20 models means there is no reason at all move around with big groups. There are also very very few stratagems that really benefit boys being in large groups. So while we got -1AP choppas we also lost +1 attack, but also +1 attack from ghaz which now only ever works when you call a normal waaagh. Furthermore boys are much more slow now as they cant advance and charge anymore. There are also quite a few ways some factions can or outright ignore -1 or 2AP meaning on those targets, the -1AP dont help us and if that came at the loss of +1 attack above 20, then it sucks. And then the change of "ere' we go" being rerolling both die rather than 1 die is just devastating.

Back before people knew they needed to keep a decent distance to boys, but now boys will just be kited around, or very few trash infantry or chaff will be thrown your way around turn 2 to block you from making proper charges, because they know it will only happen once during the entire game. Boys being slower and hitting less, means that theres suddenly no reason not to fill out your rooster with just Kommandos that receives many more buffs for just +1 point. Or maybe Stormboys.

And then the biggest issue: Morale. if you run blobs of 30, even your Toughness 5 wont stop the enemy from killing 7 models. you now basically auto lose morale unless you wanna waste 2CP to pass it. Its not difficult to lose 7 boys especially with blast rules, so your enemy does that to two of your boys blobs and you now spend 4CP +D3 MW if you want them to stay on the field or lose 1/6th of 23 boys per squad. I s it fair to get +1 point for +1 toughness and -1AP on choppas? Sure. Is it fair when you consider all the other direct and indirect nerfs they have received? feth no. If anything id throw them down to 8 ppm again. morale issues, fewer attacks, no advance and charge regularily on a 5" movement unit is not.. a fair price at all.

I can see boys running multiple 10 man squads maybe, but not big blobs. because why would you?


Killa Kanz:
Interesting unit that can finally use stratagems, just too bad there arent any fething stratagems to pick between barring maybe more dakka if you run big shootas or ramming speed. But the combo of tellyporting in 6 killa kanz and ramming speed is now viable, and it seems to be doing fine. What angers me a little bit is that most units went up 1 toughness, but killa kanz didnt. This also means they are fighting with Deffkoptas over almost the same spot who also has Toughness 5. While Deffkoptas SHOULD be more surgical strike'ish they are almost as hardy as Killa Kanz. Killa Kanz should have toughness 6 to make them better at brawling and staying in the fight. Their damage output is decent though, but once again, leadership is an issue. Because you ramming speed them in, 55ppm if you run rokkits you must kill for 330 points, because odds are your kanz are gone next turn. either to direct fire or morale. Seeing 55 points run off to morale thats not difficult to do for your enemy, isnt really that fair.

Mek Gunz:

Oh feth me how the mighty have fallen. I dont even care if Mek Gunz come in units, but what i do care about, is the fact they have gone UP in price WHILE having leadership 4. Kill a single Mek Gun (which isnt difficult) and have 50% chance the next will run off. This is even bigger of a problem than Killa Kanz, but the point still stands. Its not fair to have a 50% chance to see a 45ppm run off because a super easy vehicle was destroyed. If they want to stay in a unit, they should have a morale of at least 6.

Sure you could put them in lone squads, but that just takes up heavy slots, and you dont want that on a 45ppm only. As i see it, im fething done with Mek Gunz.

Dakka Jets:
Pretty good unit. But they definitely benefit more from Freebootas id say than Bad Moon. I ran them as bad moon, and even though you have 42 shots with a speed waagh (my more dakka kustom job never went off) hitting on 5s is still kind of sad, and the extra -1AP on wound rolls of 6s dont happen that often due to you hitting on 5s. I had a max of like 3 or 4 wound rolls of -3AP rather than the rest of -2AP. But if i had run freebootas, there would have been a ton of shots that could have hit to begin with. I dont know if freebootas would be better, but i definitely believe that they would. Just havent tried it yet.

Over all, pretty decent unit. Many shots misses, but with sheer weight of die and for 120 points i see uses for it.

Scrapjet:
Good with lower cost and more big shoota shots. Loss of hitting on 6s with wing missile unless you target vehicles is pretty good too. Super sad with the loss of kustom job for +4 attacks, and annoying they have to come in units, but over all i feel like it can work. We can also just run an outrider detatchment i guess.

Kommandos:
Good unit. Nice with forward deploy. Has weird synegy with stormboys if you want to make a massive turn 1 charge. But also competes a bit with stormboys for the same role that they can achieve differently. One forward deploys and deals better damage and can take more punishment in cover, where the other one just deepstrikes in. Over all, im very pleased with kommandos, and i see them being used as replacement for boys in the future, because why wouldnt you? 10 boys is only 10 points less than 10 kommandos yet you can forward deploy, +1 wound, 3 up save in ruins.

Mega Nobz

Good for 35 ppm, over priced for 45 point with killsaws. Why am i paying more for my terminators that has no invul, cant shoot properly and cant deepstrike, than anyone else does for their terminator variants?Mega Nobz with killsaws shouldnt be a day over 40 points, hell id go as far as to say that killsaws should have been 35 and the normal mega nob variant should be 32ppm. Paying the same or more as others do for their terminators has always bugged me when mega nobz can only do one thing good (killing heavies), where everyone elses can do multiple things good. With Ghaz they used to be worth it, now they are not.

Anyway, paying 35ppm is decent with powerklaws. I will not pay 45ppm for killsaws however.

Weirdboy and wurrboy:

You can cast 2 powers when above 20 models. You gain no extra casting for being near boys, even though that would be better. Id rather pay extra points to be able to cast 2 powers but they didnt like that idea apparently. I dont like the new weirdboy as it makes our casting very unreliable. Why take da jump when it goes off on a 7? Its not reliable. And even if it goes off, our charges can reroll both die rather than 1 die, meaing, even if i get off my da jump on a 7, theres still no guarantee they can get in to combat, as rolling a 9 now is an absolute bitch.

The Wurrboy is the same. no extra casting by models nearby, and his good damage powers are very short. Frazzle being 9" (which is fair due to how it works) and squiggly curse being 12". You wont be doing any casting turn 1 thats for sure, and theres not even a guarantee turn 2 unless you start in a vehicle.

Over all i have mixed feelings about some of the things in the codex. Somethings are very good others dont make any fething sense.

Stratagems at 2CP for the most part and dont really do a lot (which is fine if it werent for every other faction having access to crazy ass stratagems where we dont). it feels like everyone was over tuned stratagem wise and we have the necron treatment at that. Still, too many 2CP stratagems where we also have negative things happening. like the KFF stratagem. why am i paying 2CP when i ALSO lose it afterwards? When you pay 2CP, you dont want a negative point hitting you afterwards.

Kustom jobs are mainly meh, some are useful. cant be used on a unit of buggies is slowed. at least let one unit then have the kustom job rather than forcing that model to be alone. uneccesary tax.
Boys in large blobs dont make sense as far as i can tell. Theres too much auto wound on 6s, +1 to wound and shinanigans and all the other nerfs direct or indirect boys received means that +1 to their cost isnt fair. Swarming the table with boys werent super useful before unless you went ghaz, now its even less feasable. Loss of Green tide is also devastating.



I agree for the most part. But meganobz aren't that bad as a min trukkboy squad with rokkits. 190 pt, yes but they can be useful on a flank. At least I hope so...

Skrapjets are more than fine - they're our best unit ATM.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:13:25


Post by: Jidmah


Beardedragon wrote:
alright so i charged through 3 games 2 days ago, 2 games with 26x3 boys and one with more mechanized focus with buggies and tankbustas in a gargantuan squiggoth for the giggles. not interested in going over everything just a few things.
Spoiler:


Boys:

Large groups of boys? yea i dont see the use honestly. my first battle was with goffs where the next was with snakebites to maximize damage mitigation. Both armies had a painboy and KFF. That boys have Toughness 5 is in and out of itself good, the -1AP good as well which means ends up not being a problem for the +1 to their cost.

But man do i feel like boys suck now, and theres a plethora of reasons for it. for starter, the loss of +1 attack when being above 20 models means there is no reason at all move around with big groups. There are also very very few stratagems that really benefit boys being in large groups. So while we got -1AP choppas we also lost +1 attack, but also +1 attack from ghaz which now only ever works when you call a normal waaagh. Furthermore boys are much more slow now as they cant advance and charge anymore. There are also quite a few ways some factions can or outright ignore -1 or 2AP meaning on those targets, the -1AP dont help us and if that came at the loss of +1 attack above 20, then it sucks. And then the change of "ere' we go" being rerolling both die rather than 1 die is just devastating.

Back before people knew they needed to keep a decent distance to boys, but now boys will just be kited around, or very few trash infantry or chaff will be thrown your way around turn 2 to block you from making proper charges, because they know it will only happen once during the entire game. Boys being slower and hitting less, means that theres suddenly no reason not to fill out your rooster with just Kommandos that receives many more buffs for just +1 point. Or maybe Stormboys.

And then the biggest issue: Morale. if you run blobs of 30, even your Toughness 5 wont stop the enemy from killing 7 models. you now basically auto lose morale unless you wanna waste 2CP to pass it. Its not difficult to lose 7 boys especially with blast rules, so your enemy does that to two of your boys blobs and you now spend 4CP +D3 MW if you want them to stay on the field or lose 1/6th of 23 boys per squad. I s it fair to get +1 point for +1 toughness and -1AP on choppas? Sure. Is it fair when you consider all the other direct and indirect nerfs they have received? feth no. If anything id throw them down to 8 ppm again. morale issues, fewer attacks, no advance and charge regularily on a 5" movement unit is not.. a fair price at all.

I can see boys running multiple 10 man squads maybe, but not big blobs. because why would you?


Killa Kanz:
Interesting unit that can finally use stratagems, just too bad there arent any fething stratagems to pick between barring maybe more dakka if you run big shootas or ramming speed. But the combo of tellyporting in 6 killa kanz and ramming speed is now viable, and it seems to be doing fine. What angers me a little bit is that most units went up 1 toughness, but killa kanz didnt. This also means they are fighting with Deffkoptas over almost the same spot who also has Toughness 5. While Deffkoptas SHOULD be more surgical strike'ish they are almost as hardy as Killa Kanz. Killa Kanz should have toughness 6 to make them better at brawling and staying in the fight. Their damage output is decent though, but once again, leadership is an issue. Because you ramming speed them in, 55ppm if you run rokkits you must kill for 330 points, because odds are your kanz are gone next turn. either to direct fire or morale. Seeing 55 points run off to morale thats not difficult to do for your enemy, isnt really that fair.

Mek Gunz:

Oh feth me how the mighty have fallen. I dont even care if Mek Gunz come in units, but what i do care about, is the fact they have gone UP in price WHILE having leadership 4. Kill a single Mek Gun (which isnt difficult) and have 50% chance the next will run off. This is even bigger of a problem than Killa Kanz, but the point still stands. Its not fair to have a 50% chance to see a 45ppm run off because a super easy vehicle was destroyed. If they want to stay in a unit, they should have a morale of at least 6.

Sure you could put them in lone squads, but that just takes up heavy slots, and you dont want that on a 45ppm only. As i see it, im fething done with Mek Gunz.

Dakka Jets:
Pretty good unit. But they definitely benefit more from Freebootas id say than Bad Moon. I ran them as bad moon, and even though you have 42 shots with a speed waagh (my more dakka kustom job never went off) hitting on 5s is still kind of sad, and the extra -1AP on wound rolls of 6s dont happen that often due to you hitting on 5s. I had a max of like 3 or 4 wound rolls of -3AP rather than the rest of -2AP. But if i had run freebootas, there would have been a ton of shots that could have hit to begin with. I dont know if freebootas would be better, but i definitely believe that they would. Just havent tried it yet.

Over all, pretty decent unit. Many shots misses, but with sheer weight of die and for 120 points i see uses for it.

Scrapjet:
Good with lower cost and more big shoota shots. Loss of hitting on 6s with wing missile unless you target vehicles is pretty good too. Super sad with the loss of kustom job for +4 attacks, and annoying they have to come in units, but over all i feel like it can work. We can also just run an outrider detatchment i guess.

Kommandos:
Good unit. Nice with forward deploy. Has weird synegy with stormboys if you want to make a massive turn 1 charge. But also competes a bit with stormboys for the same role that they can achieve differently. One forward deploys and deals better damage and can take more punishment in cover, where the other one just deepstrikes in. Over all, im very pleased with kommandos, and i see them being used as replacement for boys in the future, because why wouldnt you? 10 boys is only 10 points less than 10 kommandos yet you can forward deploy, +1 wound, 3 up save in ruins.

Mega Nobz

Good for 35 ppm, over priced for 45 point with killsaws. Why am i paying more for my terminators that has no invul, cant shoot properly and cant deepstrike, than anyone else does for their terminator variants?Mega Nobz with killsaws shouldnt be a day over 40 points, hell id go as far as to say that killsaws should have been 35 and the normal mega nob variant should be 32ppm. Paying the same or more as others do for their terminators has always bugged me when mega nobz can only do one thing good (killing heavies), where everyone elses can do multiple things good. With Ghaz they used to be worth it, now they are not.

Anyway, paying 35ppm is decent with powerklaws. I will not pay 45ppm for killsaws however.

Weirdboy and wurrboy:

You can cast 2 powers when above 20 models. You gain no extra casting for being near boys, even though that would be better. Id rather pay extra points to be able to cast 2 powers but they didnt like that idea apparently. I dont like the new weirdboy as it makes our casting very unreliable. Why take da jump when it goes off on a 7? Its not reliable. And even if it goes off, our charges can reroll both die rather than 1 die, meaing, even if i get off my da jump on a 7, theres still no guarantee they can get in to combat, as rolling a 9 now is an absolute bitch.

The Wurrboy is the same. no extra casting by models nearby, and his good damage powers are very short. Frazzle being 9" (which is fair due to how it works) and squiggly curse being 12". You wont be doing any casting turn 1 thats for sure, and theres not even a guarantee turn 2 unless you start in a vehicle.

Over all i have mixed feelings about some of the things in the codex. Somethings are very good others dont make any fething sense.

Stratagems at 2CP for the most part and dont really do a lot (which is fine if it werent for every other faction having access to crazy ass stratagems where we dont). it feels like everyone was over tuned stratagem wise and we have the necron treatment at that. Still, too many 2CP stratagems where we also have negative things happening. like the KFF stratagem. why am i paying 2CP when i ALSO lose it afterwards? When you pay 2CP, you dont want a negative point hitting you afterwards.

Kustom jobs are mainly meh, some are useful. cant be used on a unit of buggies is slowed. at least let one unit then have the kustom job rather than forcing that model to be alone. uneccesary tax.
Boys in large blobs dont make sense as far as i can tell. Theres too much auto wound on 6s, +1 to wound and shinanigans and all the other nerfs direct or indirect boys received means that +1 to their cost isnt fair. Swarming the table with boys werent super useful before unless you went ghaz, now its even less feasable. Loss of Green tide is also devastating.




Interesting write-up, thanks for that


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:31:01


Post by: Vineheart01


i didnt even notice that dual-saw MANz were 45pts now.
Wtf? So we pay +5pts to change a klaw for a saw, when theyre virtually identical unless we pay another 5pts for +1 attack? That is grade A gak...
There seems to be several accounts of points like that in the ork codex right now but that one has to be the worst offender. In what flippin' world is that a good trade?

edit: tbh, now im thinking kombi rokkit MANz with a klaw.
40pts to give them a rokkit profile. "But they cant move and fire it at full BS!" yes...but that also means you can dual-fire the kombi since not like the kustomshoota profile was gonna do any damage at BS5 either. One of the bizzare interactions with the whole modifiers capped at +/-1 is movement penalty counts towards that, so any heavy weapon thats gonna get a -1 might as well move since whats a -2? lol
A random squad of 3-4 meganobz with kombirokkits is only 15-20pts more, i'd take the 4D3 BS6 rokkit changes over most of our craptastic kustom jobs anyway.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:39:12


Post by: Oguhmek


+5 points for a pair of saws could maybe make sense

Agreed, there are so many weird things like this, like paying 2CP to destroy a piece of kit I already paid points for - that KFF strategem should just be an ability of the equipment, it's not that powerful.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:43:03


Post by: Jidmah


Orks placing first and second with new codex at Alberta Classic GT. Calgary, Alberta. 47 players. 5 Rounds

Winning list:
Spoiler:

Vroom vroom jank (Warhammer 40,000 9th Edition) [114 PL, 6CP, 2,000pts] +++

++ Patrol Detachment 0CP (Orks 2021) [48 PL, 11CP, 835pts] ++
Clan Kultur: Freebooterz

Deffkilla Wartrike: 3. Junkboss (Speed Freeks), Da Badskull Banner, Squig-hide Tyres, Warlord

10 Gretchin: 'Orrible Gitz

5 Kommandos: Boss Nob, Power Klaw
5 Tankbustas: Boss Nob

1 Megatrakk Scrapjet
2 Megatrakk Scrapjets

Dakkajet: 2x Additional Supa Shoota
Dakkajet: 2x Additional Supa Shoota

++ Outrider Detachment -3CP (Orks 2021) [66 PL, -5CP, 1,165pts] ++
Clan kultur: Freebooterz

Beastboss on Squigosaur: 3. 'Ard as Nails, Beasthide Mantle
Big Mek in Mega Armour: Da Ded Shiny Shoota, Power Klaw, Tellyport Blasta

10 Burna Boyz: 2 Spanner w/ Kustom Mega-Blasta
5 Burna Boyz: Spanner w/ Kustom Mega-Blasta

1 Rukkatrukk Squigbuggie: Nitro Squigs
2 Rukkatrukk Squigbuggies
2 Rukkatrukk Squigbuggies

4 Warbikers, Boss Nob, Power Klaw
3 Warbikers, Boss Nob, Power Klaw
3 Warbikers, Boss Nob, Power Klaw


Edit: Cleaned up list so it's not just a mess of BS tags and only left the interesting wargear.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:54:23


Post by: Kebabcito


Was about to post the same.

Just same as my list but I prefer Big Mek with KFF for 6++ on vehicles instead of tellyporta punchy hit. And I would play some snagga Goffs por fighting middle. And I would change 1 dakkajet for 1 Blastajet.

I feel insane with this list, like never before.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:55:58


Post by: pepi55


Afrodactyl wrote:
Boyz still have a place in the army list, they just need to be used slightly differently is all. Snaggas are good, especially in a vehicle/monster meta. Shoota boys are garbage though, especially in comparison to the army's other choices.


Please elaborate on how you think they should be used now?
Good thing I haven't modelled my shoota boiz kits yet. They will probably end up as choppa boiz or as bodies for lootas+burnas


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 13:58:16


Post by: MrStressy


So I had my first game with the new book yesterday, it was a doubles game with 2k of orks and necrons vs 4k of knights including some of the nasty FW ones, it was a random draw for the teams so myself and the necron player thought we were in all sorts of trouble. I wanted to try out some of the new and updated stuff and bearing in mind it was just a friendly game (but still matched play and we wanted to compete) I had a deathskulls list with some buggies, a wagon with nobz and the warboss, a squad of the squighogz with a nob on smasha, some flashgitz, a big mek with tellyporta, a pair of KMK mek guns, a wazbom blastajet with the tellyport blasta's upgrade and a Stompa, just because Bearing in mind we hadn't built to play pure knights a lot of the units in my list weren't going to acheive a whole lot but actually we surprised ourselves and won the game handily. There were a few take aways from the game that I thought might be interesting:

The wazbom with tellyporta's was the absolute MVP, I put it in reserves (so it would last more than a turn) and when it came on it absolutely ruined what it shot at, the d3+3 damage hitting on 4's is amazing and definitely a top anti tank pick in my book

Mek Guns in units of 1 still chuck out a good amount of fire and provided they have decent LOS are a threat and are also cheap enough to sit on an objective and be annoying

The squighogz got blown off the board turn one unfortunately but the nob on smasha was great, he charged in and headbutted a badly damaged knight to death with MW's in turn two then used the strat to charge again and took a few more wounds off another one, against anything other than knights I think he is going to make a great counter charge unit

My scrapjet also got smashed early in the game but the upgraded rokkit cannon and threat of the drill in melee meant it got picked out early but still has great potential

And lastly the stompa actually did some stuff, much to my general amazement, I picked it just for the hell of it to be honest but I got a round of shooting out of it and then used the 3d6 charge strat to get into combat with a FW knight and did 45 wounds to it in combat with the frankly ludicrous flat damage 9 str 20 melee profile It did get shot off the board in the next turn by a knight porphyrion but it was great fun to use and although nowhere near a competetive pick it felt great for it to even be on the table

Overall I think the new book definitely has play and while it feels like a lot of our flexibility has been taken away, in terms of strats and kustom jobs for example, I think there will be some builds that we will be able to put together that will catch people out and the power of a lot of our units is now inbuilt rather than being reliant on strats or synergies which has its up and down sides admittedly.

Just my two cents, I'm enjoying the discussion here as always


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 14:02:18


Post by: Vineheart01


@pepi55

probably referring to the lack of AP on them comparatively.

It used to basically be choppa boyz = 3 melee attacks, shoota boyz = 2 ranged 2 melee. Considering WS is 3 that extra melee was likely to hit as often as 1 of those shooting shots.
And they used to be identical otherwise. Now theyre not, choppas are ap1. And their dakka profile wont realistically kick in for them since its so dang short unless you either divebomb a trukk up the field or use the strat (which is 100% reserved for warbikers imo)

I dont think shoota boyz are totally worthless but they definitely lost most of their appeal vs choppa boyz purely because choppa boy swings, while only in melee, are more likely to do something.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 14:03:13


Post by: pepi55


 koooaei wrote:
I'm talking from a competitive pov. If you're not comparing boyz to what's brought to the table in competitive games, what's the point of comparing them at all - just pick a squad to your liking and you'll be fine in non-competitive games.

Boyz don't have enough choppingness and durability to oppose marine lists with dreads but vs necrons can be semi-ok at chopping scarabs that will likely try to tie you up t1 and occupy the board.


I get its from a competitive pov. I meant that the GK for example pay more to get more. I think its more fair to compare boiz to troops in a similar price range and compare their intended goal with said troops. I think tactical marines are like 12ppm which come close to the price of a boy/snagga.
so in that case you would be comparing the tasks of a min-sized boy unit to about 7.5 tactical marines and how these tasks compare to eachother as well as how effective the troops are at completing those tasks.

obviously comparing boys to DE/admech/GK troops (which you will probably meet most often in competitive environments) is a lost cause as has been stated often enough already.
Im just interested in the off chance your local meta isnt competitive armies only and if boys are still bad in such an environment.
You can still be competitive with non-competitive armies. you will probably just win less.

I'm talking from a competitive pov. If you're not comparing boyz to what's brought to the table in competitive games, what's the point of comparing them at all - just pick a squad to your liking and you'll be fine in non-competitive games.

Boyz don't have enough choppingness and durability to oppose marine lists with dreads but vs necrons can be semi-ok at chopping scarabs that will likely try to tie you up t1 and occupy the board.


Automatically Appended Next Post:
 Vineheart01 wrote:
@pepi55

probably referring to the lack of AP on them comparatively.

It used to basically be choppa boyz = 3 melee attacks, shoota boyz = 2 ranged 2 melee. Considering WS is 3 that extra melee was likely to hit as often as 1 of those shooting shots.
And they used to be identical otherwise. Now theyre not, choppas are ap1. And their dakka profile wont realistically kick in for them since its so dang short unless you either divebomb a trukk up the field or use the strat (which is 100% reserved for warbikers imo)

I dont think shoota boyz are totally worthless but they definitely lost most of their appeal vs choppa boyz purely because choppa boy swings, while only in melee, are more likely to do something.


Even I can see shoota boyz are simply bad compared to other boy options. I was expecting some kind of change in strategy with boyz in general.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 14:17:37


Post by: addnid


The one thing going for boyz is the 2d3 mortal wounds from tankbusta bomb strat. Sadly kommandos also have the keyword. But you can really hit something tough and damage it badly with that strat. I used it twice in my three games with the new codex, to rather good effect !
I still think they are a tax unit and we may be better off with 50 points grot mobs as taxes


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 14:24:11


Post by: the_scotsman


 koooaei wrote:
pepi55 wrote:
 koooaei wrote:
Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.


But why are we comparing to DE, admech and GK?
DE and admech are simply too cheap from what I understand so that battle is already lost until some kind of price change.
GK are comparable to custodes from what I know (dont have their codex to double check) and it sounds like youre comparing 9ppm units to units with ridiculous costs.

Im interested to hear how they compare on average against other armies.
I haven't heard a comparison against spehs mahreens and necrons yet. How do boys compare to those?
I know about MEQ wounds and stuff but I think 10 boys can handle a single squad of SM troops right?
Against necrons I myself only played 8th codex so im also curious how the new boyz can handle necrons.


I'm talking from a competitive pov. If you're not comparing boyz to what's brought to the table in competitive games, what's the point of comparing them at all - just pick a squad to your liking and you'll be fine in non-competitive games.

Boyz don't have enough choppingness and durability to oppose marine lists with dreads but vs necrons can be semi-ok at chopping scarabs that will likely try to tie you up t1 and occupy the board.


Actually taking a second here....let's look at Trukk Boyz in a t1 tempo list or normal boyz in a trukk in a t2 tempo list vs the current competitive meta drukhari wyches in a raider.

Drukhari wyches in a raider: 195pts atm for 10 unadorned wyches in a dark lance raider with no upgrades, assuming Cult of Strife and for ease of comparison Attacks drugs, though I know a lot of people roll 2 for drugs.

Each wych is A5, S3 Ap-1 D1, T3 6++ or 4++ in melee. they get Blade Artists on 6 to wound for AP-2, and on turn 2 when they'll be jumping out and attacking they move 12"+advance and charge (assuming Strife) after the transport moves 14" turn 1.

Wyches get the following wounds: 15 GEQ, 6.8 MEQ, 3.84 VEQ (6.06 VEQ if you want to incorporate the turn 1 shot from the Raider's Dark Lance into the calculus)

12 boyz in a trukk with a big choppa nob for points parity are 183pts.

Assuming you're going to be using the waaagh on the turn they do their business, and assuming Goffs for the turn 2 tempo and Trukk Boyz for the turn 1 tempo:

Trukk Boyz: 18 GEQ, 9.1 MEQ, 6.2 VEQ (19 GEQ if you want to incorporate the trukk's big shoota)
Goff Boyz: 21.2 GEQ, 14 MEQ, 7.8 VEQ

the trukk is 33% less durable vs lascannons, meltas, and other traditional anti-tank guns, but twice as durable vs autocannons heavy bolters and the like. In terms of durability you'd think the wyches with the invuln have them beat, but assume that a squad of Intercessors theyve charged into decides to interrupt and fight back into the 4++ invuln - 6.8 wyches die vs 5.5 boyz, and the boyz can shove the last wound on the nob as a little bonus. In shooting? it's not even a contest, basically every gun kills many more points of wyches as opposed to boyz. A lowly GEQ squad with a flamer that decides to overwatch wyches makes 66% of their value back

sure, the wyches have No Escape to potentially stop a fall back, but the numbers for Goff Boyz are pretty dang close to 'anything you'd reasonably expect to find on the board in 9th ed will be real close to wiped" territory.

And the movement range is a little bit more difficult - for the turn 2 tempo Strife wyches you get an average threat range of 33" vs 31" for the Goff boyz and 28" for the trukk boyz (assuming the Goff trukk advances t1) but the wyches don't have the option for a turn 1 tempo use case.

Part of the reason naked wyches are so nasty competitively is how difficult it is to remove a good amount of their points value in the (often) one turn you get to shoot at them vs the value of yours they then take away when they crash turn 2.Part of me kind of wonders how goff boyz in trukks would stack up to that - trukks are easier to take down than raiders by the average competitive list currently stacking melta and D3+3 but the goffs stack basically every bit of their damage potential into what's inside the trukk, while wyches in raiders keep 1/3 of their anti-vehicle punch in the transport itself.

Goff nobz/manz may be a better pick for the turn 2 tempo into the current meta though since goff nobz can chop T6 vehicle targets apart just with weight of S6 Ap-1 attacks and goff manz can kill god.


...Part of me kind of wonders how a goff equivalent to the current DE meta raider rush list with a Big Krumpas KFF morkanaut in a SH aux detachment would work.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 14:47:09


Post by: CthuluIsSpy


So I have about 60 slugga boys and 30 shoota boyz.
Is it better to go all mechanized and put everyone in trucks, or do I just mechanize the slugga boyz and have the shoota boyz in a big mob? Or do I just not take shoota boyz at all?
I'm trying to work out what's the most efficient way to run my collection.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 15:08:39


Post by: Grimskul


 CthuluIsSpy wrote:
So I have about 60 slugga boys and 30 shoota boyz.
Is it better to go all mechanized and put everyone in trucks, or do I just mechanize the slugga boyz and have the shoota boyz in a big mob? Or do I just not take shoota boyz at all?
I'm trying to work out what's the most efficient way to run my collection.


Sadly, I have a bunch of shoota boyz as well and it looks like you should just leave them on the shelf this edition (after I painted like 60 of them too! *shakes fist angrily*)

Slugga boyz are best off as trukk boyz, and since you're limited to one per detachment, you're basically capped at a ceiling of 30sh slugga boyz as trukk boyz. You could also have non-trukk boyz as well, but I would assume that they should be goffs in most instances barring a specific army type you're aiming for.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 15:13:31


Post by: the_scotsman


Looking at current competitive drukhari lists, which obviously work based on the numbers they're pulling in, they take just about enough ranged anti-tank firepower to deal ~15 unsaved wounds to a standard vehicle profile (enough to kill 1 vehicle with a 5++ or other shenanigans that are typical in competitive play) and then they take about 5 raiders worth of melee units designed to crash and deal damage (Split between Strife wyches with +1S or +1A drugs and min Incubi squads to kill MEQs) and then usually theyve got some trueborns to do extra anti-tank and a few scoring wildcard units like min scourges, min mandrakes, min hellions/reavers, etc that live at the intersection of fast, cheap, and usually INFANTRY for actions. The killing portion of the list is a turn 2 tempo crash and the way it wins games consistently is how much you've got running around besides the crash that can keep scoring while your opponent is occupied trying to not get murdered by a bunch of roided-up knife ladies and edgy boi aspect warriors.

The question I'd have is: how close can we get to aping that style successfully with goffs, boyz, nobz (or some other anti-MEQ unit), komandos and stormboyz to make a large-ish number of mounted up boyz a working model for a list? can a warboss get anywhere near the kind of pain a relic'd up succubus can lay down, or would it be better to spring for squigbosses?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 15:23:38


Post by: Beardedragon


While it makes sense that Mega Nobz dont have invulnerable saves, BS3, deepstrike and a large amount of customizable options, it still begs the question, why we're paying as much for them as anyone else. The lack of all these things made me question mega nobz pricing in the last codex, and they make me question the pricing in this one too. They received better buffs before from ghaz, and they have uses now, just like they had uses then. By no means are they unplayable or terrible, but they are also not as efficient as what others get for the same price. Of course they have been outright buffed from before, being tougher, faster and cheaper. But to be fair, with the lack of deepstrike, ballistic skill 3, invul and customization, i dont feel like even 35ppm is enough, it should be lower. between 30-32ppm. The double killsaw upgrade should be between 35-37ppm. Unlike others terminators, ours wont stay on the board after they have done their thing. we can wreck vehicles but only in CC, our shots wont hit anything. wrecking tanks and high toughness targets is literally our only thing. Staying power isnt one of them, as no ork unit really has staying power, barring being cheaper, thus we gain durbility through body counts. they are more duable than nobz and boys obviously, but if the enemy wants them gone, they will be gone. And it wouldnt be difficult, with the loss of invul saves.

The +1 damage is also 2 CP now, which is sad. they were a good source of str 10, dmg 3 attacks with killsaws for 1CP, now.. well i guess you can field more of them by being cheaper.

Normal terminators are versatile, they deepstrike in, shoot something, charge something else. Ours drive up vehicles that can be destroyed, wont be really shooting anything and can only target heavy vehicles out of fear of not wasting their potential when hitting on 3s and 4s. Although the new price tag of 35 points means we "might" be able to make rokkits work on MANZ, and if we dont, we dont risk losing as much as its "only" 35ppm. But then again, 35 from 40 ppm isnt really a big difference. i do not know about the rikkits yet i havent tried. But is the 5ppm difference between MANZ and lets say, blightlord terminators, really worth an invul, deepstrike, BS3 and customization options? Personally all those differences, even if we have T5, dont make us only 5 points cheaper, it should be more.

I hear people wanna put MANZ in trukk boys companies and while thats decent, it wont be a good turn 1 charge. Who the hell puts their T8 tanks and vehicles on the frontline, well knowingly that a trukk of MANZ could reach them turn 1? They will most likely be hidden behind chaff infantry.

Trukk boy MANZ are better suited driving up waiting for turn 2 before moving on. but that also puts them at risk at getting the trukk destroyed before that can happen. Trukk boys MANZ seem risky and dont seem like it would reward you with anything other than MANZ in the enemys frontlines that would get killed the same or next round. If i wanted to go this route, maybe one would be better off putting them in a battlewagon.

Also NOBZ, normal nobz, should not be 17ppm. kitting them with double killsaws cost like 38 point, at that point you might as well buy mega nobz. Nobz are too expensive as well. However, they have better uses as Trukkboys. With either Big Choppas or Double choppas. because they WILL die after they have done their thing. driving them up could kill a decent amount of chaff from the enemy, and stopping them from reaching the neutral victory point on one side.


Still, 35ppm is still a good price, better than before. except for the 1 extra CP to 1+dmg our new MANZ with powerklaw at least are better. faster, tougher, cheaper. But the killsaw upgrade for +10 points is absolutely mental. I wont be using it. I was just hoping that maybe GW would make mega nobz even cheaper, to put them more in line with what we DONT have that other termies do. what we lack cant be made up with just 5ppm from lets say, blightlord terminators.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 15:50:09


Post by: Afrodactyl


pepi55 wrote:
Afrodactyl wrote:
Boyz still have a place in the army list, they just need to be used slightly differently is all. Snaggas are good, especially in a vehicle/monster meta. Shoota boys are garbage though, especially in comparison to the army's other choices.


Please elaborate on how you think they should be used now?
Good thing I haven't modelled my shoota boiz kits yet. They will probably end up as choppa boiz or as bodies for lootas+burnas


So I'm currently using three mobs of trukk boys, with 10 models apiece and the Nob has a Klaw. My list is very much weighted as an alpha strike type list, so I've tried to put as many early threats as possible on the board.

The boys race up the field and do one of a handful of things;
1. Get obliterated
2. Get ignored and do nothing
3. Kill something (something that's probably damaged by another unit)
4. Tag something and take it out of the game for a turn

Depending on the flow of the game, all of these are probably a bonus for me.
1. It means those attacks haven't been used against my kommandos, stormboys, buggies, etc, so they are free to cause chaos.
2. It means that they're still there next turn to keep some momentum going by attacking, taking or contesting an objective, etc.
3 and 4. I've finished off or tied up an enemy unit, so I'm starting to limit the damage I'm receiving on the following turns and can put pressure on objectives.

Boys aren't the best choice in the book by a huge margin, but they are still an effective force multiplier tool and pressure unit. We talk about how easy it is to wipe boys and trukks off the table, but when there's so many targets of similar profiles bearing down on the opponent they start needing to make some decisions about target priority.


Don't get me wrong, they aren't a horrendous unit nor an amazing one. But we've always done best when we pick an army type and stick with it, and grots don't mesh with how my list wants to close the gap quickly. Between my trukk boys, kommandos and stormboys I have a lot of fast moving infantry that can take objectives, beat heads, or hide and be action monkeys as the situation requires.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 15:53:02


Post by: CthuluIsSpy


Are lootas and burnas viable?
I know lootas got something of a nerf (why does a fire support unit have a dakka weapon?) but apparently burnas got improved?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 16:11:29


Post by: the_scotsman


 CthuluIsSpy wrote:
Are lootas and burnas viable?
I know lootas got something of a nerf (why does a fire support unit have a dakka weapon?) but apparently burnas got improved?


Burnas are one of the better uses of your one-per-detachment Specialist Mob (at least, IMO). Pyromaniacs makes them an 11pt model with a flamer that re-rolls the number of shots, and is one of our more cost efficient anti-chaff options.

Their main problem is, our tax units like Boyz are best at anti-chaff, and we have a lot of incidental anti-chaff firepower and melee capability, leading to a lessened need for dedicated units to take down the fairly rare light infantry models.

Basically any ranged weapon infantry unit (shoota boyz, lootas, tankbustas, flash gits) is kind of outperformed by a competing unit that's just..those same weapons strapped onto a vehicle (Warbikers, squigbuggies, scrapjets, Boomdakka Snazzwagons)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 16:24:07


Post by: Kebabcito


I honestly don't understand the point in those burnas in the list without Trukk. They may go with grots with 'orrible gitz due that the -1 to hit doesn't matter. But I don't know where.

For protecting the deployment zone, I think there are better units by far.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 16:54:51


Post by: the_scotsman


EDIT: Sorry, misunderstood the post.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 16:54:57


Post by: koooaei


Kebabcito wrote:
I honestly don't understand the point in those burnas in the list without Trukk. They may go with grots with 'orrible gitz due that the -1 to hit doesn't matter. But I don't know where.

For protecting the deployment zone, I think there are better units by far.


There are 2 explanations that I see. They hide behind buggies and simply cna:'t be shot at. Or the meta is very terrain-heavy. I've played on tourney boards and I can say there's lots of hiding places.

Taking into consideration he's taken 5(!) Squigbuggies and 2 dakkajets, I think the latter is the case.


Automatically Appended Next Post:
Burns also patch up buggies a bit


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 17:30:02


Post by: gungo


 koooaei wrote:
Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.

Snaggas only benefit is they can ride on a Killrig
The 6++ and +1 to hit on vehicles/monsters is kinda useful…
But not worth the cost upgrade.
I only take them because Killrig can transport them and that saves me from buying a mostly useless trukk for the boys.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 17:31:51


Post by: Vineheart01


yeah thats my opinion too.
Snaggas feel pointless as they are BARELY better than boyz and boyz arent that great to begin with, but the rig is awesome and all it can transport period is beastsnaggas so...might as well pay the extra 30pts for snaggas vs boyz to jump inside it instead of paying for a trukk.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 17:46:05


Post by: CthuluIsSpy


The rig looks silly though, which means that your opponent gets a victory point.
Fashion 40k is a thing


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 17:54:22


Post by: Vineheart01


Meh my rig is going to be a goff rokker stadium.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 17:55:37


Post by: CthuluIsSpy


That would be an improvement, yes.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 18:01:11


Post by: Grimskul


 Vineheart01 wrote:
Meh my rig is going to be a goff rokker stadium.


Now that would be a right banger thing to do. You've got my vote


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 18:03:24


Post by: Vineheart01


its something i was meaning to do with a battlewagon for ages, and just never found the motivation to do it.
Rig to me looks like its a rock star platform. Even makes sense that the Kill Rig is a psyker lol

Though i must admit i am torn. I dont play in tournaments, so often i 3D print stuff from geargutz for more variation in my....unnecessarily large ork army.
I have the old metal goff rokkers, but i feel compelled to use geargutz' rockstars because man they look so much cooler. But....metal models! ughh lol
...i might just say eff it and do both. Even though im not even sure running 2 kill rigs is a good idea or not lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 18:06:27


Post by: AceXT


 Vineheart01 wrote:
Meh my rig is going to be a goff rokker stadium.


With these boyz on stage, perhaps? I'm not a fan of the rig, but the idea of a Squig-drawn Doof Wagon is rather intriguing.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 18:26:24


Post by: gungo


 Vineheart01 wrote:
yeah thats my opinion too.
Snaggas feel pointless as they are BARELY better than boyz and boyz arent that great to begin with, but the rig is awesome and all it can transport period is beastsnaggas so...might as well pay the extra 30pts for snaggas vs boyz to jump inside it instead of paying for a trukk.


I mean casting frazzle on a model that is big as a battlewagon is insane move 12in, advance d6, pivot 90 degrees and cast frazzle every enemy unit within 9in has a 4+ chance to take d3 mortal wounds, shoot with your auto hitting main wpn, and all your other weapons are +1 to hit or reroll vs monsters and vehicles. Spend 2cp and then ramming speed into a unit you want to lock up for more mortal wounds. Then let your opponent worry about killing a t8, 16 wound, 3+/6++ transport w ramshackle… and potentially exploding in thier deployment zone… only to unleash 10 snagga boys w klaw..


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 18:39:41


Post by: the_scotsman


Hey gang, I want to quickly make a note of something that I hadn't noticed before:

"Some rules can generate additional attacks during the attack sequence itself, e.g. ‘after resolving all this model’s attacks, it
can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the inflict
damage step of the attack sequence during that fight.’ In these cases, these additional attacks can never benefit from rules that
let you roll more than one hit roll for each attack being made –
they can only ever generate one additional hit roll for each attack
being made – but all other rules that are triggered by attacks, or
that apply to attacks (such as re-rolls or modifiers conferred by
other rules) apply to each additional hit roll. In addition, these additional attacks cannot themselves trigger any rules that would generate any further additional attacks."

^this is the new FAQ that removed the 'super blender succubus' interaction with Competitive Edge.

however, I want to take note of a bit of wording on several abilities our various characters have, for example, The Beastboss on Squigosaur's Squigosaur Jaws:

"Each time the bearer fights, it makes 3 additional attacks with this weapon..."

Does this rule count as a "Rule that causes a model to make additional attacks during the attack sequence" and therefore additional attacks from things like Beast Choppas, Choppas, Attack Squigs, Squigosaur Jaws etc cannot generate more bonus attacks from for example Goffs Kultur and Brutal But Kunnin?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 21:01:30


Post by: epronovost


gungo wrote:
 koooaei wrote:
Snaggas are even worse cause they're more expensive and still don't do anything.
It's painful to compare our infantry to what de, admech and gk got.

Snaggas only benefit is they can ride on a Killrig
The 6++ and +1 to hit on vehicles/monsters is kinda useful…
But not worth the cost upgrade.
I only take them because Killrig can transport them and that saves me from buying a mostly useless trukk for the boys.


They do have a cheap strategem that can make up to three Beastsnagga unit get +1 to wound against a vehicle. A squad (or two or three) of Goff beastnagga boyz on the charge with that strat can basically scrap any vehicle or monster you might want to focus. That's probably their best use. Against knights or maybe even future upcoming guards and Tyranids, they might prove to be useful.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 21:50:02


Post by: Kebabcito


I think so. Brutal but kunning will make all your attacks to go by beast choppa profile...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/09 23:46:25


Post by: kingbbobb


 Jidmah wrote:
 Scactha wrote:
Goonhammer seems to disagree on Boyz

Ork Review


While goonhammer tends to write really good articles most of the time, their orks review is merely an average "blogger assumes orks work like marines" garbage post you can get pretty much everywhere.


goonhammer are generally good but not always correct, they are people just like us subject personal bias and to human error - i and others actually pointed out a few errors in their review.

anything said by anyone should be takin with a pinch of salt







We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 00:25:37


Post by: Jidmah


I'm not talking about errors - I'm talking about lacking the basic understanding of how orks work. Just look at that quote you posted:

"one weapon with 1d6 shots that is terrible at shooting vehicles and another single shot weapon hitting on 6+ instead of 5+? Insane!"
That's just dumb gak you see from people who have zero experience with building ork lists and playing them.

Goonhammer usually knows their gak, so it's extremely disappointing to see such an article about orks that's essentially spikey bits or BOLS levels of quality.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 00:29:55


Post by: Vineheart01


 the_scotsman wrote:
Hey gang, I want to quickly make a note of something that I hadn't noticed before:

"Some rules can generate additional attacks during the attack sequence itself, e.g. ‘after resolving all this model’s attacks, it
can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the inflict
damage step of the attack sequence during that fight.’ In these cases, these additional attacks can never benefit from rules that
let you roll more than one hit roll for each attack being made –
they can only ever generate one additional hit roll for each attack
being made – but all other rules that are triggered by attacks, or
that apply to attacks (such as re-rolls or modifiers conferred by
other rules) apply to each additional hit roll. In addition, these additional attacks cannot themselves trigger any rules that would generate any further additional attacks."

^this is the new FAQ that removed the 'super blender succubus' interaction with Competitive Edge.

however, I want to take note of a bit of wording on several abilities our various characters have, for example, The Beastboss on Squigosaur's Squigosaur Jaws:

"Each time the bearer fights, it makes 3 additional attacks with this weapon..."

Does this rule count as a "Rule that causes a model to make additional attacks during the attack sequence" and therefore additional attacks from things like Beast Choppas, Choppas, Attack Squigs, Squigosaur Jaws etc cannot generate more bonus attacks from for example Goffs Kultur and Brutal But Kunnin?


i am 100% sure that its referring to exploding 6s type effects, as the rules as written would cause them to explode infinitely if they didnt exclude them.
That breaks way way WAY too much stuff otherwise, orks arent the only ones with random "make x attacks with this weapon, but only x attacks"


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 00:32:17


Post by: Grimskul


 Jidmah wrote:
I'm not talking about errors - I'm talking about lacking the basic understanding of how orks work. Just look at that quote you posted:

"one weapon with 1d6 shots that is terrible at shooting vehicles and another single shot weapon hitting on 6+ instead of 5+? Insane!"
That's just dumb gak you see from people who have zero experience with building ork lists and playing them.

Goonhammer usually knows their gak, so it's extremely disappointing to see such an article about orks that's essentially spikey bits or BOLS levels of quality.


Yeah, it's very evident they don't have a long-time Orks player on their writing team given what they've covered for them so far. It's definitely all seen through the lens of SM/Eldar reroll heaven armies where these weapon stats would be a lot stronger on a BS3+ platforms with reroll auras that they kind of assume things without having thought it through.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 00:35:58


Post by: kingbbobb


im due to play a friend (craftworld eldar) and this is the army i am going to use using some place holders obviously


Spoiler:


 

**++ Patrol Detachment -2CP (Orks 2021) [14 PL, 10CP, 285pts] ++**

 

**+ HQ [9 PL, 170pts] +**

 

**Mozrog Skragbad [9 PL, 170pts]:** Big Chompa's Jaws, Gutrippa, Thump Gun

 

**+ Configuration [10CP] +**

 

**Battle Size [12CP]:** 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

 

**Clan Kultur:** Snakebites

 

**Detachment Command Cost [-2CP]**

 

**Gametype:** Matched

 

**Unit Filter:** Hide Legends Units

 

**+ Troops [5 PL, 115pts] +**

 

**Beast Snagga Boyz [5 PL, 115pts]**


**8x Beast Snagga Boy [88pts]:** 8x Choppa, 8x Slugga

**Beast Snagga Boy w/ Thump Gun [16pts]:** Thump Gun [5pts]

**Beast Snagga Nob [11pts]:** Power Snappa, Slugga

 

**++ Patrol Detachment -2CP (Orks 2021) [26 PL, -3CP, 460pts] ++**

 

**+ HQ [5 PL, -1CP, 95pts] +**

 

**Beastboss [5 PL, -1CP, 95pts]:** 3. Half-Chewed (Beast Snagga), Beast Snagga Klaw, Beastchoppa, Shoota, Stratagem: Big Boss [-1CP], Super Cybork Body

 

**+ Configuration [-2CP] +**

 

**Clan Kultur:** Goffs

 

**Detachment Command Cost [-2CP]**

 

**Unit Filter:** Hide Legends Units

 

**+ Dedicated Transport [4 PL, 70pts] +**

 

**Trukk [4 PL, 70pts]:** Big Shoota

 

**+ Elites [12 PL, 180pts] +**

 

**Nobz [6 PL, 90pts]**


**Boss Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

 

**Nobz [6 PL, 90pts]**


**Boss Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

 

**+ Troops [5 PL, 115pts] +**

 

**Beast Snagga Boyz [5 PL, 115pts]**


**8x Beast Snagga Boy [88pts]:** 8x Choppa, 8x Slugga

**Beast Snagga Boy w/ Thump Gun [16pts]:** Thump Gun [5pts]

**Beast Snagga Nob [11pts]:** Power Snappa, Slugga

 

**++ Patrol Detachment 0CP (Orks 2021) [75 PL, -2CP, 1,245pts] ++**

 

**+ HQ [8 PL, 150pts] +**

 

**Beastboss on Squigosaur [8 PL, 150pts]:** 4. Brutal but Kunnin, Beastchoppa, Beasthide Mantle, Slugga, Squigosaur's Jaws, Thump Gun [5pts], Warlord

 

**+ Configuration +**

 

**Clan Kultur:** Goffs

 

**Detachment Command Cost**

 

**Unit Filter:** Hide Legends Units

 

**+ No Force Org Slot [4 PL, -1CP, 65pts] +**

 

**Nob on Smasha Squig [4 PL, -1CP, 65pts]:** 2. BeastGob (Aura) (Beast Snagga), Big Choppa, Slugga, Smasha Squig Jaws, Stratagem: Big Boss [-1CP]

 

**+ Dedicated Transport [4 PL, 70pts] +**

 

**Trukk [4 PL, 70pts]:** Big Shoota

 

**+ Heavy Support [28 PL, -1CP, 445pts] +**

 

**Deff Dreads [18 PL, 255pts]:** Big Krumpaz


**Deff Dread [6 PL, 85pts]:** Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

**Deff Dread [6 PL, 85pts]:** Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

**Deff Dread [6 PL, 85pts]:** Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

 

**Kill Rig [10 PL, -1CP, 190pts]:** 'Eavy Lobba, 4. Spirit of Gork, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Scorched Gitbonez, Stikka Kannon, Stratagem: Extra Gubbinz [-1CP], Wurrtower

 

**+ Elites [10 PL, 140pts] +**

 

**Kommandos [4 PL, 50pts]**


**Boss Nob [10pts]:** Choppa, Slugga, Stikkbombs

**4x Kommando [40pts]:** 4x Choppa, 4x Slugga, 4x Stikkbombs

 

**Nobz [6 PL, 90pts]**


**Boss Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

**Nob [18pts]:** Choppa, Choppa, Stikkbombs

 

**+ Fast Attack [16 PL, 260pts] +**

 

**Squighog Boyz [8 PL, 130pts]:** Bomb Squig [5pts]


**5x Squighog Boy [125pts]:** 5x Saddlegit Weapons, 5x Squighog Jaws, 5x Stikka

 

**Squighog Boyz [8 PL, 130pts]:** Bomb Squig [5pts]


**5x Squighog Boy [125pts]:** 5x Saddlegit Weapons, 5x Squighog Jaws, 5x Stikka

 

**+ Troops [5 PL, 115pts] +**

 

**Beast Snagga Boyz [5 PL, 115pts]**


**8x Beast Snagga Boy [88pts]:** 8x Choppa, 8x Slugga

**Beast Snagga Boy w/ Thump Gun [16pts]:** Thump Gun [5pts]

**Beast Snagga Nob [11pts]:** Power Snappa, Slugga

 

Created with [BattleScribe](https://www.bat


plan is deff dread teleport drop
1xsnagga boys in kill rig
3x nobz in 2 truks with mega armoures war boss

traktor kannons to shoot hemlock or other vehicles


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 06:48:05


Post by: Blackie


Beardedragon wrote:


Mek Gunz:

Oh feth me how the mighty have fallen. I dont even care if Mek Gunz come in units, but what i do care about, is the fact they have gone UP in price WHILE having leadership 4. Kill a single Mek Gun (which isnt difficult) and have 50% chance the next will run off. This is even bigger of a problem than Killa Kanz, but the point still stands. Its not fair to have a 50% chance to see a 45ppm run off because a super easy vehicle was destroyed. If they want to stay in a unit, they should have a morale of at least 6.

Sure you could put them in lone squads, but that just takes up heavy slots, and you dont want that on a 45ppm only. As i see it, im fething done with Mek Gunz.


Mega Nobz

Good for 35 ppm, over priced for 45 point with killsaws. Why am i paying more for my terminators that has no invul, cant shoot properly and cant deepstrike, than anyone else does for their terminator variants?Mega Nobz with killsaws shouldnt be a day over 40 points, hell id go as far as to say that killsaws should have been 35 and the normal mega nob variant should be 32ppm. Paying the same or more as others do for their terminators has always bugged me when mega nobz can only do one thing good (killing heavies), where everyone elses can do multiple things good. With Ghaz they used to be worth it, now they are not.

Anyway, paying 35ppm is decent with powerklaws. I will not pay 45ppm for killsaws however.



I disagree about these. Mek gunz became much more killy for just +5 points. KMKs and Traktor Kannons are so much better than old 40ppm Smasha Gunz that it's a significant improvement. Sure, bringing lone models might suck, but orks are encouraged to go multi detachment so it shouldn't be a problem. Fielding 2 or 3 is trivial, people who used to field 6+ may have a problem. At the moment I wouldn't leave home without a couple of Mek Gunz.

Meganobz are good, better than they were in 8th. Barebone models are pretty cheap, and there's also some nice tricks with the kombi rokkit upgrade. Goffs and big krumpaz are quite killy, deathskulls gets some protection against MWs and obj sec.

One of the real losers in this codex is Big Ol' Ghaz IMHO.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
Are lootas and burnas viable?
I know lootas got something of a nerf (why does a fire support unit have a dakka weapon?) but apparently burnas got improved?


Lootas have been improved. Now they're chaper, gained T5, lost penalty if they moved, fire guaranteed 2 shoots and if embarked in a trukk should easily get the full 3. Only downside is the presence of a mek every 5 dudes, but even with him the unit is now deadlier than in 8th. I wouldn't field them on foot though, now they're basically another trukk unit. For extra protection, chance to get better LOS and max out their shots.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 07:53:37


Post by: koooaei


On a second thought, why not run foots logging lootas hiding behind buggies like the winning did with burnas. If you have hs slots, that is.

They're not terrible when freeboota trait kicks in.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 08:06:01


Post by: xttz


 Blackie wrote:

Lootas have been improved. Now they're chaper, gained T5, lost penalty if they moved, fire guaranteed 2 shoots and if embarked in a trukk should easily get the full 3. Only downside is the presence of a mek every 5 dudes, but even with him the unit is now deadlier than in 8th. I wouldn't field them on foot though, now they're basically another trukk unit. For extra protection, chance to get better LOS and max out their shots.


Between trukk mobility and deffguns no longer being heavy weapons it should be pretty easy to keep Lootas firing at full effectiveness.

I'm quite keen on Lootas for my Bad Moons at some point but am holding out to see precisely how Trukk Boyz gets FAQ'd before getting any. As it stands you can put Lootas in the same transport as another trukk boyz unit and have them benefit from the +1 to hit. I'm not certain it's intended, but at the same time I'm not sure if GW would even bother changing it.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 08:54:41


Post by: Beardedragon


 Blackie wrote:
Beardedragon wrote:


Mek Gunz:

Oh feth me how the mighty have fallen. I dont even care if Mek Gunz come in units, but what i do care about, is the fact they have gone UP in price WHILE having leadership 4. Kill a single Mek Gun (which isnt difficult) and have 50% chance the next will run off. This is even bigger of a problem than Killa Kanz, but the point still stands. Its not fair to have a 50% chance to see a 45ppm run off because a super easy vehicle was destroyed. If they want to stay in a unit, they should have a morale of at least 6.

Sure you could put them in lone squads, but that just takes up heavy slots, and you dont want that on a 45ppm only. As i see it, im fething done with Mek Gunz.


Mega Nobz

Good for 35 ppm, over priced for 45 point with killsaws. Why am i paying more for my terminators that has no invul, cant shoot properly and cant deepstrike, than anyone else does for their terminator variants?Mega Nobz with killsaws shouldnt be a day over 40 points, hell id go as far as to say that killsaws should have been 35 and the normal mega nob variant should be 32ppm. Paying the same or more as others do for their terminators has always bugged me when mega nobz can only do one thing good (killing heavies), where everyone elses can do multiple things good. With Ghaz they used to be worth it, now they are not.

Anyway, paying 35ppm is decent with powerklaws. I will not pay 45ppm for killsaws however.



I disagree about these. Mek gunz became much more killy for just +5 points. KMKs and Traktor Kannons are so much better than old 40ppm Smasha Gunz that it's a significant improvement. Sure, bringing lone models might suck, but orks are encouraged to go multi detachment so it shouldn't be a problem. Fielding 2 or 3 is trivial, people who used to field 6+ may have a problem. At the moment I wouldn't leave home without a couple of Mek Gunz.

Meganobz are good, better than they were in 8th. Barebone models are pretty cheap, and there's also some nice tricks with the kombi rokkit upgrade. Goffs and big krumpaz are quite killy, deathskulls gets some protection against MWs and obj sec.

One of the real losers in this codex is Big Ol' Ghaz IMHO.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
Are lootas and burnas viable?
I know lootas got something of a nerf (why does a fire support unit have a dakka weapon?) but apparently burnas got improved?


Lootas have been improved. Now they're chaper, gained T5, lost penalty if they moved, fire guaranteed 2 shoots and if embarked in a trukk should easily get the full 3. Only downside is the presence of a mek every 5 dudes, but even with him the unit is now deadlier than in 8th. I wouldn't field them on foot though, now they're basically another trukk unit. For extra protection, chance to get better LOS and max out their shots.


I agree that Mega Nobz have only been buffed this edition, that is a fact. I was just hoping they would be cheaper, because even at 35ppm, we dont gain as much value out of them as others do for their terminators at 40ppm.

The problem i have with Mega Nobz is their double killsaw variant for +10 points. a Mega Nob with 4 attacks isnt worth 45 points. sure you can get your points back and all but its really risky and involves many other models to support them. As i see it, only the barebone version is worth it. But yes MANZ were buffed, no doubt about it. faster, cheaper and tougher. 35ppm is very good compared to what we used to have, with their buffs. Of course you wont be advancing and charging them anymore though.

Mek Gunz are not worth it unless you put them in lone squads, and if you do that, you wont be fielding any battlewagons for transport of MANZ or other vehicles like it. Much of ork backline shooting to hold our backline objectives and screen out comes from the heavy slot, so lone mek gunz for 45ppm will compete with things such as Kannon wagons, where they didnt before because you could have many Mek Gunz in a single slot. Sure running lone Mek Gunz is still great, but the moment you have 2 Mek Gunz in one squad, its no longer worth it as there is a very high chance your other mek gun will run off from morale (50%). I dont feel like having leadership 4 on a 45ppm is fair, thats all. But sure if you dont "need" the heavy slots for anything then theres no issue in putting the Mek gunz in lone squads. They will still do a good job in lone squads.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 08:55:50


Post by: Scactha


 Afrodactyl wrote:
Boys aren't the best choice in the book by a huge margin, but they are still an effective force multiplier tool and pressure unit. We talk about how easy it is to wipe boys and trukks off the table, but when there's so many targets of similar profiles bearing down on the opponent they start needing to make some decisions about target priority.
Target saturation and redundancy are powerful tools. This is exactly why I think Troops aren´t "tax". People look at list building thinking "it´s a wargame - hence stuff that doesn´t kill well/live long sucks". Yet scoring VP wins games and low cost "tax" units are good at that. If you mix them up with threatening units you create a target priority problem for the opponent while raising your chances to score.

I believe you should approach list building with a scoring strategy in mind first and fighting synergies second. Goonhammer did a great article on this. The take home message is:
players start to win more than half their games at 71+ VP scored (including 10 for having a painted army), and /.../ win more than 80% of their games at 81+ VP scored

E.g. If you take a "tax" 15 Grotz and a Blob of Boyz followed by whatever fighting units you prefer, you just gave yourself the option to pick Green Tide for 3 VP/Turn while also camping objectives. Or they could Get da Good Bitz for 6 VP/Turn (if you pick Trukkboyz they can even do this from T1. Plus Warbikers excel at this.). These are much easier VP to score than coming to the table hoping for the opponent to show up with 5 characters and 10 vehicles. What if he didn´t? You fight a good fight yet lose on points.

Better come with a solid plan for winning those VP "Tax" units help with that imo.




We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 09:16:50


Post by: Blackie


Beardedragon wrote:


Mek Gunz are not worth it unless you put them in lone squads, and if you do that, you wont be fielding any battlewagons for transport of MANZ or other vehicles like it. Much of ork backline shooting to hold our backline objectives and screen out comes from the heavy slot, so lone mek gunz for 45ppm will compete with things such as Kannon wagons, where they didnt before because you could have many Mek Gunz in a single slot. Sure running lone Mek Gunz is still great, but the moment you have 2 Mek Gunz in one squad, its no longer worth it as there is a very high chance your other mek gun will run off from morale (50%). I dont feel like having leadership 4 on a 45ppm is fair, thats all. But sure if you dont "need" the heavy slots for anything then theres no issue in putting the Mek gunz in lone squads. They will still do a good job in lone squads.



Well, considering how we don't really need to save lots of CPs, we're seeing lists with 3 detachments which is 6+ heavy supports and only cost 4-5 CPs pre-game at most which isn't unreasonable. You could always do patrol + spearhead for 8 heavy supports, and still have 4 fast attacks slots for some bikes, koptas and buggies and four planes on top of that.

I'm currently playing patrol + outrider with a battle wagon and 3 lone mek gunz as heavy supports for example. Or battle wagon, gun/kannon wagon and 2 mek gunz if I cut the flyer.

I own 6 mek gunz and I know I'll shelve half of them for the entire edition but at least they now have the potential to do something great. In 8th mek gunz's point was just to provide tons of cheap wounds on the table, damage caused was a bonus. A single smasha gun had little damage output and took forever to resolve the firepower of a full battery, for the same (if not even worse) results of 2-3 current KMKs/Traktors. I've always loved ork artillery I'm glad they now are a legit unit and not a gimmick just to overwhelm the board with cheap wounds.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 09:43:29


Post by: koooaei


Knk ignored transhiman which was huge. Also, got extra shots on 6s were cheaper, could anvsnce, charge, fall back. Now they're not nearly as good as they used to be but are still an ok unit if played solo.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 09:59:52


Post by: Jidmah


Found this Mathhammer stuff on mek guns on reddit:

https://www.reddit.com/r/WarhammerCompetitive/comments/p0ehb9/ork_effectiveness_of_new_ork_mek_gunz/

Hilariously, bubblechukkas and KMK seem to be the best guns right now.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 10:06:30


Post by: Kneisll


i really dont know why you all think meganobz are getting only 1 A for the Killsaws.
The weapon clearly states: if it is equipped with 2 killsaws, it makes 1 extra attack for THIS WEAPON.
your model is equipped with 2 WEAPONS.
so if you have 1 Killsaw you get 0 extra attack
you have 2? fine you get 2 extra attacks. it is RAW and in my opinion also RAI with the point costs


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 10:17:57


Post by: the_scotsman


 Kneisll wrote:
i really dont know why you all think meganobz are getting only 1 A for the Killsaws.
The weapon clearly states: if it is equipped with 2 killsaws, it makes 1 extra attack for THIS WEAPON.
your model is equipped with 2 WEAPONS.
so if you have 1 Killsaw you get 0 extra attack
you have 2? fine you get 2 extra attacks. it is RAW and in my opinion also RAI with the point costs


...huh. Yeah, you're actually right. The model is equipped with 2 kill saws, each one has the rule "if this model is equipped with 2 killsaws, make 1 additional attack with this weapon".

So if you have 2x kill saws, they act just like if the model had 2 choppas - 2 bonus attacks.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 10:31:32


Post by: Kneisll


 the_scotsman wrote:
 Kneisll wrote:
i really dont know why you all think meganobz are getting only 1 A for the Killsaws.
The weapon clearly states: if it is equipped with 2 killsaws, it makes 1 extra attack for THIS WEAPON.
your model is equipped with 2 WEAPONS.
so if you have 1 Killsaw you get 0 extra attack
you have 2? fine you get 2 extra attacks. it is RAW and in my opinion also RAI with the point costs


...huh. Yeah, you're actually right. The model is equipped with 2 kill saws, each one has the rule "if this model is equipped with 2 killsaws, make 1 additional attack with this weapon".

So if you have 2x kill saws, they act just like if the model had 2 choppas - 2 bonus attacks.


exactly... only difference is that the killsaws are giving the bonus Attacks only if you take 2 not 1 for each like choppas.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:23:17


Post by: koooaei


So, suddenly there's still sense in taking saws - at least 1 or 2 per 3 manz


Automatically Appended Next Post:
It does seem like an oversight, though.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:40:22


Post by: kingbbobb


 koooaei wrote:
So, suddenly there's still sense in taking saws - at least 1 or 2 per 3 manz


Automatically Appended Next Post:
It does seem like an oversight, though.


Nah been like this for ages.
It's not even overpowering. They are 45 pts per model a killa Kan is 40 Pts And has 4 attacks at flat 3 damage



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:41:52


Post by: pepi55


Afrodactyl wrote:
pepi55 wrote:
Afrodactyl wrote:
Boyz still have a place in the army list, they just need to be used slightly differently is all. Snaggas are good, especially in a vehicle/monster meta. Shoota boys are garbage though, especially in comparison to the army's other choices.


Please elaborate on how you think they should be used now?
Good thing I haven't modelled my shoota boiz kits yet. They will probably end up as choppa boiz or as bodies for lootas+burnas


So I'm currently using three mobs of trukk boys, with 10 models apiece and the Nob has a Klaw. My list is very much weighted as an alpha strike type list, so I've tried to put as many early threats as possible on the board.

The boys race up the field and do one of a handful of things;
1. Get obliterated
2. Get ignored and do nothing
3. Kill something (something that's probably damaged by another unit)
4. Tag something and take it out of the game for a turn

Depending on the flow of the game, all of these are probably a bonus for me.
1. It means those attacks haven't been used against my kommandos, stormboys, buggies, etc, so they are free to cause chaos.
2. It means that they're still there next turn to keep some momentum going by attacking, taking or contesting an objective, etc.
3 and 4. I've finished off or tied up an enemy unit, so I'm starting to limit the damage I'm receiving on the following turns and can put pressure on objectives.

Boys aren't the best choice in the book by a huge margin, but they are still an effective force multiplier tool and pressure unit. We talk about how easy it is to wipe boys and trukks off the table, but when there's so many targets of similar profiles bearing down on the opponent they start needing to make some decisions about target priority.


Don't get me wrong, they aren't a horrendous unit nor an amazing one. But we've always done best when we pick an army type and stick with it, and grots don't mesh with how my list wants to close the gap quickly. Between my trukk boys, kommandos and stormboys I have a lot of fast moving infantry that can take objectives, beat heads, or hide and be action monkeys as the situation requires.


Thanks for the insighr, this is actually very helpful information as I still dont have the experience to know what to do with each unit.
So to paraphrase and make sure I understood it right, Boyz are now supposed to threaten key objectives and draw fire away from more important units?

Now I want to know what those units should be. Are the killy units more important? Im thinking that boyz are important because they are more likely to score points because of obsec and the other units are there to make sure that the boyz keep those objectives by drawing focus away from them.

but I can see it working the other way if the units the boyz distract from are capable of destroying the opposing army and clearing the field so you can score uncontested.



Automatically Appended Next Post:
 kingbbobb wrote:
 koooaei wrote:
So, suddenly there's still sense in taking saws - at least 1 or 2 per 3 manz


Automatically Appended Next Post:
It does seem like an oversight, though.


Nah been like this for ages.
It's not even overpowering. They are 45 pts per model a killa Kan is 40 Pts And has 4 attacks at flat 3 damage


but killa kanz dont get kulturs so its somewhat of a tradeoff?

Also, dont MANz and killa kanz fill different roles? I thought kanz are now the de-facto TP in and charge unit while MANz are more of a start on the board unit


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:49:49


Post by: kingbbobb


 Jidmah wrote:
Found this Mathhammer stuff on mek guns on reddit:

https://www.reddit.com/r/WarhammerCompetitive/comments/p0ehb9/ork_effectiveness_of_new_ork_mek_gunz/

Hilariously, bubblechukkas and KMK seem to be the best guns right now.


Kmk's look good all rounder.

I did have my doubts about the one shot tractor kannon even against flying vehicles with its d6+ 3 damage



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:49:54


Post by: Kebabcito


Mek Gunz are worth having 3 since they benefit from Speedwaaagh and you're shooting 3D6 4+ S8 shoots at -4 for D6 damage blast for 135 points.

We have not a lot of units worth staying in the deployment zone, they're one of those units we need in the backfield. Together with Squigbuggies.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:54:09


Post by: kingbbobb


pepi55 wrote:
Afrodactyl wrote:
pepi55 wrote:
Afrodactyl wrote:
Boyz still have a place in the army list, they just need to be used slightly differently is all. Snaggas are good, especially in a vehicle/monster meta. Shoota boys are garbage though, especially in comparison to the army's other choices.


Please elaborate on how you think they should be used now?
Good thing I haven't modelled my shoota boiz kits yet. They will probably end up as choppa boiz or as bodies for lootas+burnas




So I'm currently using three mobs of trukk boys, with 10 models apiece and the Nob has a Klaw. My list is very much weighted as an alpha strike type list, so I've tried to put as many early threats as possible on the board.

The boys race up the field and do one of a handful of things;
1. Get obliterated
2. Get ignored and do nothing
3. Kill something (something that's probably damaged by another unit)
4. Tag something and take it out of the game for a turn

Depending on the flow of the game, all of these are probably a bonus for me.
1. It means those attacks haven't been used against my kommandos, stormboys, buggies, etc, so they are free to cause chaos.
2. It means that they're still there next turn to keep some momentum going by attacking, taking or contesting an objective, etc.
3 and 4. I've finished off or tied up an enemy unit, so I'm starting to limit the damage I'm receiving on the following turns and can put pressure on objectives.

Boys aren't the best choice in the book by a huge margin, but they are still an effective force multiplier tool and pressure unit. We talk about how easy it is to wipe boys and trukks off the table, but when there's so many targets of similar profiles bearing down on the opponent they start needing to make some decisions about target priority.


Don't get me wrong, they aren't a horrendous unit nor an amazing one. But we've always done best when we pick an army type and stick with it, and grots don't mesh with how my list wants to close the gap quickly. Between my trukk boys, kommandos and stormboys I have a lot of fast moving infantry that can take objectives, beat heads, or hide and be action monkeys as the situation requires.


Thanks for the insighr, this is actually very helpful information as I still dont have the experience to know what to do with each unit.
So to paraphrase and make sure I understood it right, Boyz are now supposed to threaten key objectives and draw fire away from more important units?

Now I want to know what those units should be. Are the killy units more important? Im thinking that boyz are important because they are more likely to score points because of obsec and the other units are there to make sure that the boyz keep those objectives by drawing focus away from them.

but I can see it working the other way if the units the boyz distract from are capable of destroying the opposing army and clearing the field so you can score uncontested.



Automatically Appended Next Post:
 kingbbobb wrote:
 koooaei wrote:
So, suddenly there's still sense in taking saws - at least 1 or 2 per 3 manz


Automatically Appended Next Post:
It does seem like an oversight, though.


Nah been like this for ages.
It's not even overpowering. They are 45 pts per model a killa Kan is 40 Pts And has 4 attacks at flat 3 damage


but killa kanz dont get kulturs so its somewhat of a tradeoff?

Also, dont MANz and killa kanz fill different roles? I thought kanz are now the de-facto TP in and charge unit while MANz are more of a start on the board unit


I was only comparing Pts and saying they aren't overpowering.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 11:55:13


Post by: Blackie


 kingbbobb wrote:
 Jidmah wrote:
Found this Mathhammer stuff on mek guns on reddit:

https://www.reddit.com/r/WarhammerCompetitive/comments/p0ehb9/ork_effectiveness_of_new_ork_mek_gunz/

Hilariously, bubblechukkas and KMK seem to be the best guns right now.


Kmk's look good all rounder.

I did have my doubts about the one shot tractor kannon even against flying vehicles with its d6+ 3 damage



I have doubts about it as well, Traktors are extremely solid now. Skimmers and aircraft are pretty common where I play so Traktors are my default choice.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 12:05:24


Post by: Kebabcito


Those maths tend to be useless since a lot of damage factor is game-oriented.

Traktor Kannon got a -2, with speedwaagh -3, far enough against every unit he's designed to shoot (Raiders, AdMech aircrafts, DG Drones) due to the invul and stuff. They are your only reliable option against Aircrafts.

KMK got a -4 in speedwaagh, something pretty useless nowadays (Every freaking thing in this game got a invulnerable save ATM) the D6 is super random and they are 36".

Bubblechucka is so random doing mathhammer is pretty useless, since his whole profile changes (You cannot say the average height of 2 persons is 1,85 when you've got Michael Jordan and Leo Messi as samples, variation is so high the result doesn't give you any information).

Smasha gun is far worst when you've got KMK option that does the same but better.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 12:39:01


Post by: Scactha


 kingbbobb wrote:
 koooaei wrote:
So, suddenly there's still sense in taking saws - at least 1 or 2 per 3 manz
Automatically Appended Next Post:
It does seem like an oversight, though.

Nah been like this for ages.
It's not even overpowering. They are 45 pts per model a killa Kan is 40 Pts And has 4 attacks at flat 3 damage
MANZ can take Big Krumpaz for +1 to hit with the Saws.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 12:47:55


Post by: Blackie


 Scactha wrote:

MANZ can take Big Krumpaz for +1 to hit with the Saws.


Also Goffs kultur, which kanz can't have. Goffs and Big Krumpaz have the same results.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 12:49:41


Post by: pepi55


 kingbbobb wrote:

I was only comparing Pts and saying they aren't overpowering.


I was adding the kultur factor to your comparison, not refuting it.

Somehow it seems that invulns are expensive only when adding it to units but removing invuls costs only ~-5 pts.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:12:42


Post by: the_scotsman


 Blackie wrote:
 Scactha wrote:

MANZ can take Big Krumpaz for +1 to hit with the Saws.


Also Goffs kultur, which kanz can't have. Goffs and Big Krumpaz have the same results.


oh damn, I didnt even notice goffs was straight up an extra HIT on a 6, not just an extra attack. That's crazy, so any given goffs mob in range of a boss is averaging a 100% hit rate.

Goff Boyz even off of the waagh are even more damaging in combat than wyches then. I keep underestimating just how good of a trait Goffs is...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:21:26


Post by: tulun


Keep in mind the wording for a pair of saws RAW gives 2 attacks, not 1.

Which makes them more interesting as a combat hammer.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:24:04


Post by: koooaei


Kanz still seem to be superior on foot. But manz can probably ride a trukk or wagon. Just too expensive with a vehicle.


Automatically Appended Next Post:
2+ was pretty irrelevant in most games. They still get one-shotted by most things they face. Now if they had -1 damage, they'd be good. As is, too many things simply wreck them.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:25:07


Post by: Vineheart01


tulun wrote:
Keep in mind the wording for a pair of saws RAW gives 2 attacks, not 1.

Which makes them more interesting as a combat hammer.


hmmmmmmmm...........

TeChnIcAlLy he's right, as you still have 2 killsaws and it does say "if this model is equippped wth 2 killsaws, it makes 1 additional attack with this weapon "
Which would be 2 sources of "1 attack with this weapon"

THAT could be why theyre 45pts for some reason. I'm not to bent out of shape if thats the case.

course the "GW Hates Orks" in me just thinks "Nah thats a mistake they totally didnt intend that"


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:32:50


Post by: the_scotsman


pepi55 wrote:
 kingbbobb wrote:

I was only comparing Pts and saying they aren't overpowering.


I was adding the kultur factor to your comparison, not refuting it.

Somehow it seems that invulns are expensive only when adding it to units but removing invuls costs only ~-5 pts.


If you asked me if, for the same cost, i'd rather have a terminator with T5 or the 5++ I'd take T5 every single time without a single question.

you're going to be identically durable against weapons that actually trigger that 5++ (Say, a melta gun, which will wound the T5 terminator on 3s and the T4 terminator on 2s) and against any S5, S4, or S8 weapon without AP-4 the T5 terminator will have superior durability.

AP-? The same. Ap-1? The same. Ap-2? the same. Ap-3? the same. Ap-4? The same if you're in cover. higher AP than 4 might as well not exist and like 90% of AP-4 weapons that exist are the exact same strength, melta guns and equivalents are the OVERWHELMING majority of AP-4 weapons across basically every faction (imperials, marines, sisters, custodes, necrons, tau, eldar, drukhari, harlequins)

MANZ with klaws have 1/2 the firepower of imperial terminators, but they have generally better defense thanks to T5, dont lose their 3rd attack if off the charge, and get strength 10 instead of strength 8 which is handy vs T5 and T8 targets. In terms of access to the special goodies, the Waagh manz have access to is massively better than the Tactical Doctrine that terminators generally get on the turn they usually do their stuff.

Manz with saws are a trickier comparison to thunder hammer terminators because its basically 'one gets toughness the other gets damage.' 5A S10 AP-4 Dd3 vs 3A S8 Ap-2 D3 (2A not on the charge) but the TH/SS terms get 1+sv and 4++ which does make them more durable against most profiles (equal vs S4, S5, S8, S9 AP-1, AP-2, Ap-3 and MANZ are tougher vs those strength values AP-.)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:35:06


Post by: Blackie


+2A for the pair of killsaw is totally unintentional. Otherwise also a single killsaw should have granted +1A. There's no other weapon that doesn't give extra attack but if you take two they both do.

One addtional attack for the pair is clearly RAI, and that's another mistake in this codex.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:35:48


Post by: kingbbobb


 Blackie wrote:
 Scactha wrote:

MANZ can take Big Krumpaz for +1 to hit with the Saws.


Also Goffs kultur, which kanz can't have. Goffs and Big Krumpaz have the same results.


Meganobs are core so they get +1to hit from the warboss aura. In general I would only go big krumpaz on manz if putting them on a teleporter. Don't want to lose goffs kultur


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:36:29


Post by: xttz


 Vineheart01 wrote:
tulun wrote:
Keep in mind the wording for a pair of saws RAW gives 2 attacks, not 1.

Which makes them more interesting as a combat hammer.


hmmmmmmmm...........

TeChnIcAlLy he's right, as you still have 2 killsaws and it does say "if this model is equippped wth 2 killsaws, it makes 1 additional attack with this weapon "
Which would be 2 sources of "1 attack with this weapon"

THAT could be why theyre 45pts for some reason. I'm not to bent out of shape if thats the case.

course the "GW Hates Orks" in me just thinks "Nah thats a mistake they totally didnt intend that"


I can totally see GW intending for it to be just one bonus attack rather than two. Don't be surprised if they errata against the xenos faction in a future FAQ.

Related question - I just got my first batch of Orks and have started working on 5 MANZ (+ Big mek). Does anyone normally build all their weapon options for them with magnets? Looks like the claws / saws will swap onto the arm pegs, but I'm not sure what to do with the kombi weapons.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:37:37


Post by: Blackie


 kingbbobb wrote:
 Blackie wrote:
 Scactha wrote:

MANZ can take Big Krumpaz for +1 to hit with the Saws.


Also Goffs kultur, which kanz can't have. Goffs and Big Krumpaz have the same results.


Meganobs are core so they get +1to hit from the warboss aura. In general I would only go big krumpaz on manz if putting them on a teleporter. Don't want to lose goffs kultur


Well, big krumpaz bonus stacks with the warboss aura. Meganobz have a native -1 to hit, so they can +1 to hit from two different sources, to get a cumulative and final +1 to hit, aka hitting on 2s.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:37:55


Post by: CthuluIsSpy


I really don't like how rokkit launchas are now heavy. It makes Tankbustas a lot less appealing and now I don't know what to do with the rokkits I have in my boys squads.

I guess I can use rokkit boyz as spanners in loota squads. It has the same range as the deff gun's short range, so if I move the lootas it doesn't matter if it has a hit penalty and if it's in range there's no point in moving unless I need to kite.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:40:07


Post by: the_scotsman


 Blackie wrote:
+2A for the pair of killsaw is totally unintentional. Otherwise also a single killsaw should have granted +1A. There's no other weapon that doesn't give extra attack but if you take two they both do.

One addtional attack for the pair is clearly RAI, and that's another mistake in this codex.


The double killsaw profile is only available on MANZ afaik. and it inflates the cost enough that a comparison between a 43pt TH/SS termiantor with 3 flat 3 damage thunder hammer attacks and a 45pt double killsaw MAN with 5 D3 damage killsaw attacks seems fairly fair, at least to me considering the defensive edge the termie gets.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:40:57


Post by: Jidmah


Kebabcito wrote:
Bubblechucka is so random doing mathhammer is pretty useless, since his whole profile changes (You cannot say the average height of 2 persons is 1,85 when you've got Michael Jordan and Leo Messi as samples, variation is so high the result doesn't give you any information).


Averages are useless for bubblechukkas, not mathhammer in general. You can calculate the chances of each result happening and draw conclusions from there.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:41:06


Post by: the_scotsman


 Blackie wrote:
 kingbbobb wrote:
 Blackie wrote:
 Scactha wrote:

MANZ can take Big Krumpaz for +1 to hit with the Saws.


Also Goffs kultur, which kanz can't have. Goffs and Big Krumpaz have the same results.


Meganobs are core so they get +1to hit from the warboss aura. In general I would only go big krumpaz on manz if putting them on a teleporter. Don't want to lose goffs kultur


Well, big krumpaz bonus stacks with the warboss aura. Meganobz have a native -1 to hit, so they can +1 to hit from two different sources, to get a cumulative and final +1 to hit, aka hitting on 2s.


Big Krumpas doesnt stack with the warboss aura because warboss aura is <clan> only - and I actually do think not interacting with auras is intended for specialist mobz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:41:50


Post by: xttz


 Blackie wrote:

Well, big krumpaz bonus stacks with the warboss aura. Meganobz have a native -1 to hit, so they can +1 to hit from two different sources, to get a cumulative and final +1 to hit, aka hitting on 2s.


The warboss aura is linked to <CLAN>, which is removed when the MANZ take a specialist detachment. You'd have to bring the warboss as a specialist for another detachment for it to work I think.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:45:53


Post by: Kebabcito


 Jidmah wrote:
Kebabcito wrote:
Bubblechucka is so random doing mathhammer is pretty useless, since his whole profile changes (You cannot say the average height of 2 persons is 1,85 when you've got Michael Jordan and Leo Messi as samples, variation is so high the result doesn't give you any information).


Averages are useless for bubblechukkas, not mathhammer in general. You can calculate the chances of each result happening and draw conclusions from there.


I haven't said mathhammer is useless. Mathhammer is the best tool to determine the right focus.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:46:33


Post by: kingbbobb


 the_scotsman wrote:
 Blackie wrote:
+2A for the pair of killsaw is totally unintentional. Otherwise also a single killsaw should have granted +1A. There's no other weapon that doesn't give extra attack but if you take two they both do.

One addtional attack for the pair is clearly RAI, and that's another mistake in this codex.


The double killsaw profile is only available on MANZ afaik. and it inflates the cost enough that a comparison between a 43pt TH/SS termiantor with 3 flat 3 damage thunder hammer attacks and a 45pt double killsaw MAN with 5 D3 damage killsaw attacks seems fairly fair, at least to me considering the defensive edge the termie gets.


Deleted because I am wrong


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 13:51:21


Post by: Vineheart01


Other argument for it being intentional is previously the 2nd killsaw was a discount, now its not.

like i said though i fully expect them to faq that and say nope only +1 attack for the pair, even though like kingbobb said that makes them fairly in line with termies (which is another point for not intended, orks dont get fair exchanges vs marines!)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:07:21


Post by: koooaei


They do compare well to vanilla termies. The problem is I haven't seen vanilla termies on the table since 5th edition.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:11:06


Post by: Vineheart01


i've been seeing them since they went to 3w

Then again my area isnt exactly hyper competitive so....moot point i guess lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:12:26


Post by: tulun


 Blackie wrote:
+2A for the pair of killsaw is totally unintentional. Otherwise also a single killsaw should have granted +1A. There's no other weapon that doesn't give extra attack but if you take two they both do.

One additional attack for the pair is clearly RAI, and that's another mistake in this codex.


Hard disagree. This is not the first time this sort of thing has happened -- See Lightning Claws.

There is no clear intent here. It's just you need the pair to get the bonus attacks -- They want you to go the traditional double saw mode, not just take a single one. But you have that option if you really want.

It would also make the two traditional options a real choice. 35 ppm Klaw / KS is cheaper, but it doesn't hit nearly as hard at 3 attacks -- 5 attack Kill Saw for +10 ppm gets more pound per model (66% more attacks for about 33% more points per model), has a bit more unreliable damage and more AP.

If its only 1 attack, the kill saw option is untakeable. Per point, the klaw just has better output, as flat 2 > d3, especially with hit em harder allowing you to go to flat 3, and it's better to have more models than less if they are providing you with similar output.

I think playing this as RAW is totally fine. If they intended for you to only get 1 attack, it'll get FAQ'd eventually.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:15:57


Post by: the_scotsman


 koooaei wrote:
They do compare well to vanilla termies. The problem is I haven't seen vanilla termies on the table since 5th edition.



That's more due to their poor delivery rather than raw stats.

The only transport available to terminators is prohibitively expensive leaving their only delivery method as a turn 2 deep strike. Anti-tank/anti-elite melee units are much better when deployed via transport or some other more reliable delivery method that allows them to be slingshotted in rather than deep strike as it greatly reduces the impact of enemy screening chaff. (sidebar, this is why blood angels went from decent to so very, very bad just on the loss of their one stratagem that allowed the reliable delivery of a death star deep striking unit)

Some terminators with EXTREMELY good rules see some play as a melee unit like paladins and deathwing knights, but most typically the variants that see success are the ones that shoot first and punch secondarily in various chaos factions as a turn 2 hammer unit.

manz have good and even excellent delivery methods (trukk boy manz) that MEQs dont get that makes using them as a melee hard target removal tool much more viable. A battlewagon essentially provides a stripped-down version of a land raider crusader with absolutely zero of the fat, and trukk boyz as a tool is a top tier delivery mechanism - 20" move threat with a re-rollable charge and the option for advance and charge.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:20:35


Post by: koooaei


Yeah but you get 2-3 buggies for the price that don't need to go through all the hassle of being afraid to loose a trukk andget neutered for the most important part of the game, don't need to mellee something, exposing them to the whole enemy army t1, with easy access to -1 to hit...etc.

It's just the usual. Good stuff trumps mediocre stuff. You can run manz if you want but they're not what's winning you games, for the most part.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:25:57


Post by: SemperMortis


pepi55 wrote:
So turns out that grots arent useless after all.... I guess the reason they got nerfed is because with the boyz nerfs, only grots will be taken.

Grots not having obsec is probably supposed to mitigate that I think but not really successfully seems to be the case. Too bad for the boyz...

The "boyz are terrible" thing, does that also regard the snagga boyz? or are they fine to be taken for more that objective holding purposes?


Snagga's are just more expensive boyz. The benefit is S5, 6++ and their +1 to hit vs Vehicles/monsters. They still suffer the same issues as boyz (morale) and that T5 with a 6++ isn't that durable. In other words MSU, the one benefit that a lot of people overlook with Beast snaggaz is their Nob. The Nob gets a +2 strength -2AP 2dmg "Power Snappa" for free where as the Ork boyz have to pay for a Big choppa or PK on their nob. So the Nob is actually fairly under priced while the beastboyz themselves are over priced.

Overall boyz are over priced and not worth it and Snaggaz even more so. Anything they can accomplish can be done better and cheaper by other units.
 Jidmah wrote:
 Scactha wrote:
Goonhammer seems to disagree on Boyz

Ork Review


While goonhammer tends to write really good articles most of the time, their orks review is merely an average "blogger assumes orks work like marines" garbage post you can get pretty much everywhere.


I agree with Jidmah here, Goonhammer does tend to write good articles but they have almost never been correct about Orkz. Their staff probably never plays or plays against Orkz because they just really don't know what they are talking about when it comes to Orkz.

pepi55 wrote:

But why are we comparing to DE, admech and GK?
DE and admech are simply too cheap from what I understand so that battle is already lost until some kind of price change.
GK are comparable to custodes from what I know (dont have their codex to double check) and it sounds like youre comparing 9ppm units to units with ridiculous costs.

Im interested to hear how they compare on average against other armies.
I haven't heard a comparison against spehs mahreens and necrons yet. How do boys compare to those?
I know about MEQ wounds and stuff but I think 10 boys can handle a single squad of SM troops right?
Against necrons I myself only played 8th codex so im also curious how the new boyz can handle necrons.


9 Snaggaz charging into Marines get 27 attacks, 18 hits, 12 wounds and 6 dmg for 3 dead Marines, the nob gets 3 attacks, 2 hits, 1.33 wounds and 1.77dmg. Thats 110pts killing at most 80pts, that is actually a really good return on investment...except that its in the assault phase rather then the shooting phase which means in order to get to this point they have to cross the entire board without getting mauled.

9 regular boyz get 27 attacks, 18 hits, 9 wounds and 4.5 dmg and the nob with double choppas gets 5 attacks 3.2 hits, 2.2 wounds and 1.1dmg So the 90pts of boyz kills 40pts of Marines and wounds a 3rd Marine. Same problem as the Snaggaz though, they have to actually get into CC to get those returns.

The theory right now, and I say theory because we haven't had enough games in yet to solidify it into a relative fact, is that Boyz are effectively dead in the competitive scene. I am really toying with the idea of MSU orkz though, as in 2 detachments of 120 boyz in 12mobz, That works out to 1,080pts, Add in the required 400pts for HQs and thats 500pts left over to fill in with MSU Kommandos and stormboyz. Sadly I just don't think its enough.

Everyone was harping on about how good T5 was and how it was going to break the game, in reality it means most common weapons went from wounding on 4s to 5s, and some of the lighter support weapons went from 3s to 4s (heavy bolters). And here is the problem, I ran green tide in 8th, it was not at all uncommon for me to lose 45+ boyz in a single round of shooting. With that in mind, if my opponent gets 1st turn they can easily whittle down several mobz with relative ease, and with so many MSU's none will really be a threat overload so he doesn't have to focus fire any single one down meaning he can go for morale deaths across several mobz with ease. Maybe at best the new "green tide" will be MSU Kommandos/stormboyz and that is about it.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:38:38


Post by: the_scotsman


 koooaei wrote:
Yeah but you get 2-3 buggies for the price that don't need to go through all the hassle of being afraid to loose a trukk andget neutered for the most important part of the game, don't need to mellee something, exposing them to the whole enemy army t1, with easy access to -1 to hit...etc.

It's just the usual. Good stuff trumps mediocre stuff. You can run manz if you want but they're not what's winning you games, for the most part.


It depends on what you want in the list. melee units turn off/redirect shooting, secure objectives, gain cover bonuses, and ignore many common defensive abilities. typically melee units are more susceptible to enemy moveblocking but provide better scoring pressure in terms of denying an opponent the ability to score points.

two scrapjets deal about 1/2 as much damage against T7 3+ with their shooting as 3 goffs killsaw manz with their melee but

-their damage is roughly halved if the enemy has -1 to hit from dense or other abilites, versus the manz who are unaffected
-their damage is reduced more by enemy cover (-2AP rokkits) than killsaws (-4AP and the enemy needs the somewhat more unusual Heavy Cover)
-their damage is reduced by a shift by T8 or T5
-they have no access to offensive stratagems and gain less from their respective Waaagh

I dont think it's a situation of one is always better than the other. I think both MANz and Scrapjets can be used competitively (though I'm not 100% on whether scrapjets or deffcoptas work better in a shooty list, i'm kind of leaning towards koptas because I think their melee is better suited to the kind of incidental fighting theyll be engaged in)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:42:42


Post by: Vineheart01


also dont underestimate the squad of 3 MANz sitting in cover near an objective.
Even without an invul they are not easily shaken off that objective, and unless all your vehicles are down they wont wanna fire the big guns at them either.

Buggies draw big gun fire and arent likely to survive it.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:45:27


Post by: the_scotsman


SemperMortis wrote:

Overall boyz are over priced and not worth it and Snaggaz even more so. Anything they can accomplish can be done better and cheaper by other units.


What is it about Stife Wyches that seems to make them a competitive piece but goff or trukk boyz are unviable in your opinion? Durability-wise the transports stack up reasonably (assuming an opponent never uses heavy bolter or autocannon equivalents raiders are 33% more durable but cost 26% more) and offense-wise the dark lance shot is made up for by just how much more damage goff boyz with a nob are going to do to hard targets than wyches with a hekatrix.

is it just the fact that theyre going to make that initial 14" movement with Fly as opposed to 12+d6" without fly?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:45:51


Post by: Beardedragon


 Jidmah wrote:
Found this Mathhammer stuff on mek guns on reddit:

https://www.reddit.com/r/WarhammerCompetitive/comments/p0ehb9/ork_effectiveness_of_new_ork_mek_gunz/

Hilariously, bubblechukkas and KMK seem to be the best guns right now.


dunno about the bubblechukka, but when i used the Mek Gunz i ran them as Kustom Mega Blastas.

I Dunno why i would run smasha guns anymore. D3 shots at 48 inches seem worse to me than D6 shots at 36 inches that the KMK provides.

So yea, the KMK at least seem to be surperior her.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:48:38


Post by: SemperMortis


 Vineheart01 wrote:
also dont underestimate the squad of 3 MANz sitting in cover near an objective.
Even without an invul they are not easily shaken off that objective, and unless all your vehicles are down they wont wanna fire the big guns at them either.

Buggies draw big gun fire and arent likely to survive it.


Buggies also have easy access to -1 to hit modifiers and get ramshackle.

With that said, I've said from the very start that Ramshackle is HEAVILY over valued. I can't remember the last time I lost a vehicle to S7 and below firepower, but I can tell you with certainty that i've eaten more Melta/Multi-melta and Chicken Walker Lascannons in the last 3 months than I did in all of 8th


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:53:08


Post by: the_scotsman


yeah I'm currently valuing ramshackle at next to nil. I guess we'll see if someone finds a super combo with the GK ranged weaponry or if after the admech nerfs drukhari become the army to beat and people start speccing in autocannon-alikes to try and combat them. That's really the only situation I can see where we'd start to get value out of ramshackle, but D6+2 and D3+3 is so massively undervalued atm that i can't see it happening, GW literally just did not realize that it nearly doubles damage output to go from D6 to D6+2 or D3+3 I think. not even to speak of the crazy gains you get from being able to gurantee 3+ damage.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:55:30


Post by: koooaei


3 manz are not a serious mellee threat. They even can't reliably kill a dreadnought. Even if you go double saws on all of them. Loosing a trukk t1 is easy....
Let's not go into it. There are pros and cons. And j do want manz to be good. I have 15 of them. But I've run 5 trukkboy manz in a 1k pt game where they should shine...and they didn't. Maybe I did something wrong but there were simply no targets for t1 charge. Than they killed some Marines and got mauled by dreads.

What about other armies they might encounter? De that right first. Da with a block of unkillable termies that fight first, dg with -1 damage and...fight first. So, what can I really killed with manz? Some basic troops camping in an objective? Some poorly-armed transport? I don't know, there seems to be less and less targets for such a unit each game.

Yes, I know you can pop hit harder and goff double hit on 5th on a unit of 10 double saw manz dropping from a wagon, pair their charge with a boss's +1 to hit aura, +1 attack wierdbiy spell and redder armor trike from another detachment and they'll kill most things they touch. But there's got a be a lot of convincing your enemy not to pop that wagon t1.

And small units...well, I'll probably still take a unit of 3 with rokkits. Probably, just foots logging as freebootas alongside the buggies cause why not. I've tried trukkboyz. They happened to be not nearly as good as I anticipates - mostly cause the meta has changed significantly.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 14:59:38


Post by: Vineheart01


except for killakanz im literally ignoring the existence of ramshackle.

My friends all think ramshackle is going to be ridiculous since ALL vehicles have it, not just dreads. I point out that they never actively take autocannons or heavy bolters, and everything else is either 1 damage or S8+ so you dont care anyway.
Those 2 guns exist sure but they arent intentionally taking them, so theyre just sprinkled around rather than trying to take a big blob of them.

edit: also whats with people constantly pointing out "they arent even that good at killing a dread"? THATS THE POINT OF DUTY ETERNAL!
The whole point of that rule is to stop higher number of attacks that do 2-3 damage from killing a dread super easy. Theyre supposed to get hit with the big guns or several flat3 damage hits.

MANz have always, ALWAYS been a bully unit. You dont ever send them at something they wont butcher, the hell would you have them face a dread for? Theyre unlikely to kill it barring some awesome rolls and its going to mulch them right back with its AP3 3D melee.
MANz are bullies. Bullies dont pick fair fights. Send them after primaris marines.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:04:47


Post by: tulun


Ramshackle is great. A lot of armies rely on CC threats which are *not* STR 8 to deal with everything. Armies like say.. White Scars, Blood Angels are punching them in combat under str 8 (just two random examples).

It's just easy to counter it if it becomes a problem. The two Alberta GT placers probably abused the fact people aren't taking enough anti tank to deal with buggies like that and are instead relying on bulk, multi damage, lower str attacks in combat, or weapons like Vulkite, which is quite a bit weaker vs Orks than other armies.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:07:40


Post by: the_scotsman


 koooaei wrote:
3 manz are not a serious mellee threat. They even can't reliably kill a dreadnought. Even if you go double saws on all of them. Loosing a trukk t1 is easy....
Let's not go into it. There are pros and cons. And j do want manz to be good. I have 15 of them. But I've run 5 trukkboy manz in a 1k pt game where they should shine...and they didn't. Maybe I did something wrong but there were simply no targets for t1 charge. Than they killed some Marines and got mauled by dreads.

What about other armies they might encounter? De that right first. Da with a block of unkillable termies that fight first, dg with -1 damage and...fight first. So, what can I really killed with manz? Some basic troops camping in an objective? Some poorly-armed transport? I don't know, there seems to be less and less targets for such a unit each game.

Yes, I know you can pop hit harder and goff double hit on 5th on a unit of 10 double saw manz dropping from a wagon, pair their charge with a boss's +1 to hit aura, +1 attack wierdbiy spell and redder armor trike from another detachment and they'll kill most things they touch. But there's got a be a lot of convincing your enemy not to pop that wagon t1.

And small units...well, I'll probably still take a unit of 3 with rokkits. Probably, just foots logging as freebootas alongside the buggies cause why not. I've tried trukkboyz. They happened to be not nearly as good as I anticipates - mostly cause the meta has changed significantly.


I'm pretty sure 3x goff killsaw manz do reliably kill a dreadnought...I get 8.85 damage with average rolls. Remember that the average of D3-1 damage is actually 1.33 damage since you've got a spread of 1-1-2 as opposed to the usual 1-2-3. Against any other target without an invuln or -1 damage they average 13.3 damage and they just completely dont care about hit mods. Plus against any target you're worried about you can just pop hit 'em harder and they'll pretty much oneshot anything short of a knight (20W on average to a knight with killsaws is fairly respectable though I'd think)

I honestly dont think you ever really need more than 3 goff killsaw manz. Trukk boy killsaw manz you probably want 4 just to get that damage up to the breakpoint of "i'll kill basically any vehicle I care to in melee" - 10 manz is just a timmy piece, I'm more practical than that.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:07:51


Post by: SemperMortis


 the_scotsman wrote:
SemperMortis wrote:

Overall boyz are over priced and not worth it and Snaggaz even more so. Anything they can accomplish can be done better and cheaper by other units.


What is it about Stife Wyches that seems to make them a competitive piece but goff or trukk boyz are unviable in your opinion? Durability-wise the transports stack up reasonably (assuming an opponent never uses heavy bolter or autocannon equivalents raiders are 33% more durable but cost 26% more) and offense-wise the dark lance shot is made up for by just how much more damage goff boyz with a nob are going to do to hard targets than wyches with a hekatrix.

is it just the fact that theyre going to make that initial 14" movement with Fly as opposed to 12+d6" without fly?


The Wyches are deadly in their own right, but they also come in 2 squads of 5 rather than 1 of 10 so they get 2 Hekatrix instead of 1 Nob. On top of that, for 5pts you can upgrade the Raider with Chain snares, so it can turn 1 shoot its incredible heavy weapon and turn 2 charge in and do actual good CC dmg. 6 attacks at S7 AP-1 isn't anything to sneeze at, especially when its WS4 as opposed to the Trukk which is WS5. Add in the benefits of power from Pain and it gets progressively better, turn 3 its hitting on 3s and its Dark lance is unaffected by modifiers in CC so it can shoot while being stuck in. On top of everything else, its a cheap throwaway unit that can actually get work done or failing that, tie up enemy units while also inflicting dmg. And somewhat importantly, the Wyches also have decent pistols and BS. 10 pistol shots is 6.6 hits and 3.3 wounds against ANY infantry target thanks to poison. Those 10 boyz will get 10 shots, 3.3 hits and 1.6wounds against T4 and 1.1 against T5-7.

A unit of 5 wyches get 21 attacks, (26 with combat drugs) thats 14 hits and 5ish wounds vs T5 and below, so 10 will be 42 attacks, 28 hits and 9-10 wounds with about 2 of them being -2AP, A unit of 10 boyz (plus nob for 11) get 30 attacks (5 for nob) 20 hits (3.33for nob) 10 wounds (1.66 for nob) all at -1AP, the wyches are more durable in CC thanks to their 4+ invuln and in the shooting phase can actually hit stuff with their pistols. And to top all of that off, They are LD8 in units of 5 which means morale is all but eliminated from concern where as the 10 boyz have a significant concern from Morale, albeit not as much as a unit of 30 does.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:09:43


Post by: the_scotsman


 Vineheart01 wrote:
except for killakanz im literally ignoring the existence of ramshackle.

My friends all think ramshackle is going to be ridiculous since ALL vehicles have it, not just dreads. I point out that they never actively take autocannons or heavy bolters, and everything else is either 1 damage or S8+ so you dont care anyway.
Those 2 guns exist sure but they arent intentionally taking them, so theyre just sprinkled around rather than trying to take a big blob of them.

edit: also whats with people constantly pointing out "they arent even that good at killing a dread"? THATS THE POINT OF DUTY ETERNAL!
The whole point of that rule is to stop higher number of attacks that do 2-3 damage from killing a dread super easy. Theyre supposed to get hit with the big guns or several flat3 damage hits.

MANz have always, ALWAYS been a bully unit. You dont ever send them at something they wont butcher, the hell would you have them face a dread for? Theyre unlikely to kill it barring some awesome rolls and its going to mulch them right back with its AP3 3D melee.
MANz are bullies. Bullies dont pick fair fights. Send them after primaris marines.


...I mean except that they can and do kill dreads just fine.Pop 'hit em harder' and they can crack open a redemptor or whatever no sweat.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:14:54


Post by: Wakshaani


Ramshackle shines in melee, where most weapons are Str 6 or less and D2 or D3 is considered solid. Of course, a Power Fist or Thunder Hammer laughs at this, so pick your battles carefully.

Shoving even a Trukk against, say, Bladeguard Vets? Tank away!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:15:03


Post by: pepi55


SemperMortis wrote:

9 Snaggaz charging into Marines get 27 attacks, 18 hits, 12 wounds and 6 dmg for 3 dead Marines, the nob gets 3 attacks, 2 hits, 1.33 wounds and 1.77dmg. Thats 110pts killing at most 80pts, that is actually a really good return on investment...except that its in the assault phase rather then the shooting phase which means in order to get to this point they have to cross the entire board without getting mauled.

9 regular boyz get 27 attacks, 18 hits, 9 wounds and 4.5 dmg and the nob with double choppas gets 5 attacks 3.2 hits, 2.2 wounds and 1.1dmg So the 90pts of boyz kills 40pts of Marines and wounds a 3rd Marine. Same problem as the Snaggaz though, they have to actually get into CC to get those returns.

The theory right now, and I say theory because we haven't had enough games in yet to solidify it into a relative fact, is that Boyz are effectively dead in the competitive scene.


This sounds to me like "ignore the boyz at your own peril".
They either get to the enemy shooty units and trade favourably, or your opponent doesnt shoot at whatever other threats you might have?

I can see the argument of using 90pts as fodder being too expensive but im too new to know whether that really is the case.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:20:58


Post by: SemperMortis


pepi55 wrote:
SemperMortis wrote:

9 Snaggaz charging into Marines get 27 attacks, 18 hits, 12 wounds and 6 dmg for 3 dead Marines, the nob gets 3 attacks, 2 hits, 1.33 wounds and 1.77dmg. Thats 110pts killing at most 80pts, that is actually a really good return on investment...except that its in the assault phase rather then the shooting phase which means in order to get to this point they have to cross the entire board without getting mauled.

9 regular boyz get 27 attacks, 18 hits, 9 wounds and 4.5 dmg and the nob with double choppas gets 5 attacks 3.2 hits, 2.2 wounds and 1.1dmg So the 90pts of boyz kills 40pts of Marines and wounds a 3rd Marine. Same problem as the Snaggaz though, they have to actually get into CC to get those returns.

The theory right now, and I say theory because we haven't had enough games in yet to solidify it into a relative fact, is that Boyz are effectively dead in the competitive scene.


This sounds to me like "ignore the boyz at your own peril".
They either get to the enemy shooty units and trade favourably, or your opponent doesnt shoot at whatever other threats you might have?

I can see the argument of using 90pts as fodder being too expensive but im too new to know whether that really is the case.


Except its not "ignore the boyz at your own peril" thanks to splitfire and everything on the board, they will use their heavy weapons against your vehicles and use their light anti-infantry weapons against your boys. And to kill 5 beast snaggaz it takes 27 bolter shots, or 14 bolters or 7 Stormbolters. And when you kill 5 youve effectively gutted the unit and it likely fails morale and loses another 1 and at least 1 more to morale. At that point you can just plink the remainder away next turn with a few stormbolter shots.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:32:05


Post by: koooaei


 the_scotsman wrote:
 koooaei wrote:
3 manz are not a serious mellee threat. They even can't reliably kill a dreadnought. Even if you go double saws on all of them. Loosing a trukk t1 is easy....
Let's not go into it. There are pros and cons. And j do want manz to be good. I have 15 of them. But I've run 5 trukkboy manz in a 1k pt game where they should shine...and they didn't. Maybe I did something wrong but there were simply no targets for t1 charge. Than they killed some Marines and got mauled by dreads.

What about other armies they might encounter? De that right first. Da with a block of unkillable termies that fight first, dg with -1 damage and...fight first. So, what can I really killed with manz? Some basic troops camping in an objective? Some poorly-armed transport? I don't know, there seems to be less and less targets for such a unit each game.

Yes, I know you can pop hit harder and goff double hit on 5th on a unit of 10 double saw manz dropping from a wagon, pair their charge with a boss's +1 to hit aura, +1 attack wierdbiy spell and redder armor trike from another detachment and they'll kill most things they touch. But there's got a be a lot of convincing your enemy not to pop that wagon t1.

And small units...well, I'll probably still take a unit of 3 with rokkits. Probably, just foots logging as freebootas alongside the buggies cause why not. I've tried trukkboyz. They happened to be not nearly as good as I anticipates - mostly cause the meta has changed significantly.


I'm pretty sure 3x goff killsaw manz do reliably kill a dreadnought...I get 8.85 damage with average rolls. Remember that the average of D3-1 damage is actually 1.33 damage since you've got a spread of 1-1-2 as opposed to the usual 1-2-3. Against any other target without an invuln or -1 damage they average 13.3 damage and they just completely dont care about hit mods. Plus against any target you're worried about you can just pop hit 'em harder and they'll pretty much oneshot anything short of a knight (20W on average to a knight with killsaws is fairly respectable though I'd think)

I honestly dont think you ever really need more than 3 goff killsaw manz. Trukk boy killsaw manz you probably want 4 just to get that damage up to the breakpoint of "i'll kill basically any vehicle I care to in melee" - 10 manz is just a timmy piece, I'm more practical than that.


Dreads are w10 with 5++ or w13. So, no, you won't kill them in one go. While they do.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:33:35


Post by: the_scotsman


SemperMortis wrote:
 the_scotsman wrote:
SemperMortis wrote:

Overall boyz are over priced and not worth it and Snaggaz even more so. Anything they can accomplish can be done better and cheaper by other units.


What is it about Stife Wyches that seems to make them a competitive piece but goff or trukk boyz are unviable in your opinion? Durability-wise the transports stack up reasonably (assuming an opponent never uses heavy bolter or autocannon equivalents raiders are 33% more durable but cost 26% more) and offense-wise the dark lance shot is made up for by just how much more damage goff boyz with a nob are going to do to hard targets than wyches with a hekatrix.

is it just the fact that theyre going to make that initial 14" movement with Fly as opposed to 12+d6" without fly?


The Wyches are deadly in their own right, but they also come in 2 squads of 5 rather than 1 of 10 so they get 2 Hekatrix instead of 1 Nob. On top of that, for 5pts you can upgrade the Raider with Chain snares, so it can turn 1 shoot its incredible heavy weapon and turn 2 charge in and do actual good CC dmg. 6 attacks at S7 AP-1 isn't anything to sneeze at, especially when its WS4 as opposed to the Trukk which is WS5. Add in the benefits of power from Pain and it gets progressively better, turn 3 its hitting on 3s and its Dark lance is unaffected by modifiers in CC so it can shoot while being stuck in. On top of everything else, its a cheap throwaway unit that can actually get work done or failing that, tie up enemy units while also inflicting dmg. And somewhat importantly, the Wyches also have decent pistols and BS. 10 pistol shots is 6.6 hits and 3.3 wounds against ANY infantry target thanks to poison. Those 10 boyz will get 10 shots, 3.3 hits and 1.6wounds against T4 and 1.1 against T5-7.

A unit of 5 wyches get 21 attacks, (26 with combat drugs) thats 14 hits and 5ish wounds vs T5 and below, so 10 will be 42 attacks, 28 hits and 9-10 wounds with about 2 of them being -2AP, A unit of 10 boyz (plus nob for 11) get 30 attacks (5 for nob) 20 hits (3.33for nob) 10 wounds (1.66 for nob) all at -1AP, the wyches are more durable in CC thanks to their 4+ invuln and in the shooting phase can actually hit stuff with their pistols. And to top all of that off, They are LD8 in units of 5 which means morale is all but eliminated from concern where as the 10 boyz have a significant concern from Morale, albeit not as much as a unit of 30 does.


1) competitive drukhari players are not ever taking chain snares to my knowledge. The risk of locking up a dark lance shot is not worth tying something up in melee and generally the raiders are used to secure midboard objectives if they survive t1.

2) generally both boyz and wyches advance the turn theyre delivered. pistols might conceivably be a factor turn 1 but it tends to be unlikely as you need to be hitting a unit within 2" of no man's land.

3) wyches only have superior durability in melee vs S5+ with at least -1AP, and even then it's only a 25% advantage. In my experience if you're actually using a unit like boyz/wyches intelligently (i.e. not flinging them into something like a fight-last character or something) you end up getting hit when you get interrupted by a unit like Intercessors with incidental melee capabilities. 10 wyches getting interrupted by 10 intercessors with a chainsword sergeant lose 7 models vs boyz who lose 5 with a wound on the nob.

4) you're accounting for Blade Artists and combat drugs and mentioning turn 3 WS2+ while ignoring Waaagh and Goffs entirely, which is a strange thing considering both units are going for a turn 2 tempo transport rush.

2x5 Strife wyches (i'll give them 10 pistol shots as well to account for the movement difference, we'll assume they don't have to advance and charge while the boyz do):

18.6 GEQ
8.9 MEQ (damage not models)
5.9 VEQ

1x10 Goff boyz (with Klaw nob to make the total pts comparison 195 v 170) on the waagh

18.9 GEQ
13.7 MEQ
8.7 VEQ

the dark lance on the raider can tag an extra 2.2 damage vs VEQ or 1.1 MEQ, and does fly. both advance and charge. The boyz even with morale factored in require more firepower to remove with common anti-chaff ranged weaponry and theyre generally equivalent vs common melee.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 15:41:22


Post by: gungo


I’m in the camp that troops are a tax unit… in the sense I rather spend those points on kommandos, stormboys, squig riders, warbikers, etc then troops however you make do with what you have.

The only reason I would take snagga boys over regular boys is the fact Goff snagga boys are actually GOOD vs vehicles and monsters units… plus they are the only unit to embark on the Killrig which has a few overpowered combos.
BUT 10x Goff snagga boys charging into a vehicle/monster is 27x str 6 ap-1 d1 atks at 2+ ws plus 3x str8 ap-2 d2 at 2+ws. (This is without waaagh)

That’s not bad… but again the only reason I take them is because I rather pay for a Killrig then waste points on a trukk. But don’t send Goff snaggas into MEQ thats not the ideal target for them.. send them into vehicles and monsters… where that +1 to hit and str6/8 has a benefit.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:06:38


Post by: pepi55


SemperMortis wrote:
Except its not "ignore the boyz at your own peril" thanks to splitfire and everything on the board, they will use their heavy weapons against your vehicles and use their light anti-infantry weapons against your boys. And to kill 5 beast snaggaz it takes 27 bolter shots, or 14 bolters or 7 Stormbolters. And when you kill 5 youve effectively gutted the unit and it likely fails morale and loses another 1 and at least 1 more to morale. At that point you can just plink the remainder away next turn with a few stormbolter shots.


Okay, yeah that makes sense.

I am kind of happy for this though. if boyz were good, then what reason would you have to run kommandos/stormboyz?
Wasn't that the reason to not run those units in the previous edition? or am i misunderstanding something


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:15:20


Post by: tulun


Boys were the ones that could be made into Skarboys.

And they also had obsec, where Kommandos and such didn't (outside of skulls).

In the list that liked tide, you just went with Boys because it was cheaper and stronger overall.

I'd rather take Kommandos over boys though, that's for sure.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:19:36


Post by: pepi55


so now that boyz are equal in strength the kommandoz are a much more interesting unit right?

Boyz still have obsec and kommandoz still don't except for deffskulls so I dont know what you meant with that


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:27:57


Post by: the_scotsman


 koooaei wrote:
 the_scotsman wrote:
 koooaei wrote:
3 manz are not a serious mellee threat. They even can't reliably kill a dreadnought. Even if you go double saws on all of them. Loosing a trukk t1 is easy....
Let's not go into it. There are pros and cons. And j do want manz to be good. I have 15 of them. But I've run 5 trukkboy manz in a 1k pt game where they should shine...and they didn't. Maybe I did something wrong but there were simply no targets for t1 charge. Than they killed some Marines and got mauled by dreads.

What about other armies they might encounter? De that right first. Da with a block of unkillable termies that fight first, dg with -1 damage and...fight first. So, what can I really killed with manz? Some basic troops camping in an objective? Some poorly-armed transport? I don't know, there seems to be less and less targets for such a unit each game.

Yes, I know you can pop hit harder and goff double hit on 5th on a unit of 10 double saw manz dropping from a wagon, pair their charge with a boss's +1 to hit aura, +1 attack wierdbiy spell and redder armor trike from another detachment and they'll kill most things they touch. But there's got a be a lot of convincing your enemy not to pop that wagon t1.

And small units...well, I'll probably still take a unit of 3 with rokkits. Probably, just foots logging as freebootas alongside the buggies cause why not. I've tried trukkboyz. They happened to be not nearly as good as I anticipates - mostly cause the meta has changed significantly.


I'm pretty sure 3x goff killsaw manz do reliably kill a dreadnought...I get 8.85 damage with average rolls. Remember that the average of D3-1 damage is actually 1.33 damage since you've got a spread of 1-1-2 as opposed to the usual 1-2-3. Against any other target without an invuln or -1 damage they average 13.3 damage and they just completely dont care about hit mods. Plus against any target you're worried about you can just pop hit 'em harder and they'll pretty much oneshot anything short of a knight (20W on average to a knight with killsaws is fairly respectable though I'd think)

I honestly dont think you ever really need more than 3 goff killsaw manz. Trukk boy killsaw manz you probably want 4 just to get that damage up to the breakpoint of "i'll kill basically any vehicle I care to in melee" - 10 manz is just a timmy piece, I'm more practical than that.


Dreads are w10 with 5++ or w13. So, no, you won't kill them in one go. While they do.


You don't find it just a TINY bit disingenuous to say "Dreadnought" (a 120pt T7 3+ W8 model) and mean "Redemptor or Relic Contemptor Dreadnought" (a 175 or 160pt+1cp model)?

So if you want to kill one of those for a ~125% points return, you take your min goff manz squad and you pop 'hit 'em harder', and kill them instantly.

But yeah, you're probably right, you could just take a paltry...let's see... eight scrapjets and do the same job against a redemptor - assuming your opponent doesn't use 1cp to pop smoke and roughly halve your firepower.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:28:15


Post by: kingbbobb


pepi55 wrote:
so now that boyz are equal in strength the kommandoz are a much more interesting unit right?

Boyz still have obsec and kommandoz still don't except for deffskulls so I dont know what you meant with that


Interestingly orks have alot of ways to gain objective secured and deny it. But I honestly haven't to looked at them that much

More fun to look at the killy stuff☺️


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:32:13


Post by: the_scotsman


pepi55 wrote:
so now that boyz are equal in strength the kommandoz are a much more interesting unit right?

Boyz still have obsec and kommandoz still don't except for deffskulls so I dont know what you meant with that


Kommandos do definitely rock. Main reason I find myself bringing less of them is just the 3 squad limit and the lack of other units that really do their business on turn 1. Though you can use kommandos storm boyz and trukk boyz to make a super mean turn 1 oriented evil sunz melee waaagh list.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:32:47


Post by: Kebabcito


Boyz are useless at everything. His ObSec capabilities will be useless since they are not capable of tanking damage in an objective.

Freebooters or Deathskulls Stormboyz can broke the game since they can advance and steal primary objectives of your enemy whole game. Something that needs to be reviewed.

The killrig anti-ObSec relic in the middle of the board goes after.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 16:34:26


Post by: gungo


Kommandos are just priced extremely well..
Not only are they more flexible with unit sizes as low as 5 models including a nob…
But 3+ sv in cover
+1 to wound in terrain (with an upgrade to get this even in the open)
A scout deployment option.
A ton of wpn options when your at 10 models…

But for some reason kommandos only pay 5pts for a pk making them the cheapest pk spam in game.
2 groups of 5 kommandos w pks cost 110pts
Whereas 10 boyz w pk cost 100

My only limitation to spamming kommandos units is 3 datasheets. But I would do mass Deathskull kommando spam if I could. For now kommandos best roll is cheap screen and denying redeployments


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:17:25


Post by: koooaei


 the_scotsman wrote:


You don't find it just a TINY bit disingenuous to say "Dreadnought" (a 120pt T7 3+ W8 model) and mean "Redemptor or Relic Contemptor Dreadnought" (a 175 or 160pt+1cp model)?

So if you want to kill one of those for a ~125% points return, you take your min goff manz squad and you pop 'hit 'em harder', and kill them instantly.

But yeah, you're probably right, you could just take a paltry...let's see... eight scrapjets and do the same job against a redemptor - assuming your opponent doesn't use 1cp to pop smoke and roughly halve your firepower.


If your manz can reliably teleport into mellee with dreads without their trukk being shot down t1 and you're not playing vs hit first armies, by all means, go for it.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:33:55


Post by: Beardedragon


true. 10 kommandos with 1 powerklaw is 105 points i believe, 10 boys with 1 powerklaw is 100 points.

There seem to be very little incentive to use boys at all. at least before they got that +1 attack, now they dont. theres zero reason to go boys when you can go kommandos.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:47:20


Post by: SemperMortis


 the_scotsman wrote:

1) competitive drukhari players are not ever taking chain snares to my knowledge. The risk of locking up a dark lance shot is not worth tying something up in melee and generally the raiders are used to secure midboard objectives if they survive t1.

2) generally both boyz and wyches advance the turn theyre delivered. pistols might conceivably be a factor turn 1 but it tends to be unlikely as you need to be hitting a unit within 2" of no man's land.

3) wyches only have superior durability in melee vs S5+ with at least -1AP, and even then it's only a 25% advantage. In my experience if you're actually using a unit like boyz/wyches intelligently (i.e. not flinging them into something like a fight-last character or something) you end up getting hit when you get interrupted by a unit like Intercessors with incidental melee capabilities. 10 wyches getting interrupted by 10 intercessors with a chainsword sergeant lose 7 models vs boyz who lose 5 with a wound on the nob.

4) you're accounting for Blade Artists and combat drugs and mentioning turn 3 WS2+ while ignoring Waaagh and Goffs entirely, which is a strange thing considering both units are going for a turn 2 tempo transport rush.

2x5 Strife wyches (i'll give them 10 pistol shots as well to account for the movement difference, we'll assume they don't have to advance and charge while the boyz do):

18.6 GEQ
8.9 MEQ (damage not models)
5.9 VEQ

1x10 Goff boyz (with Klaw nob to make the total pts comparison 195 v 170) on the waagh

18.9 GEQ
13.7 MEQ
8.7 VEQ

the dark lance on the raider can tag an extra 2.2 damage vs VEQ or 1.1 MEQ, and does fly. both advance and charge. The boyz even with morale factored in require more firepower to remove with common anti-chaff ranged weaponry and theyre generally equivalent vs common melee.


The raider is 33% more durable vs anti-tank weaponry because of the 5++ invuln save, its also faster, has better WS, BS and LD. It comes bog standard with a CCW and a Heavy weapon that actually accomplishes things. It has a bunch of upgrades worth looking into. So yeah, it costs 25pts more but its worth a lot more than 25pts over the price of a trukk. For comparison, we can get a 5++ on trukkz/wagonz but it by itself costs 20pts And a Big shoota is over priced at 5ppm but DE can take a Dark Lance for 15ppm on most units. So a Trukk would be 65pts without its Big shoota, the Raider would be 80 without its Lance. That means GW has priced the ability to fly, +2 movement, +1WS +2BS and +1 leadership along with a 5++ invuln save and a +1S -1AP CCW at 15pts value. So just the comparison of Vehicles gives a MASSIVE edge in favor of DE. Now we can argue about whether the Raider is underpriced of the Trukk is overpriced that is fine, but as of now the DE have a significantly better delivery method for their CC troops.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:50:29


Post by: CthuluIsSpy


Should I get a Wurrboy or a Wyrdboy?
On one hand the Wyrdboy gives me da jump, but the wurrboy seems overall better.

In the previous edition I would just take a warboss and a wartrike, but that's illegal now and the KFF mek doesn't seem worth it anymore.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:55:55


Post by: gungo


That question is dependant on what your taking.
Personally neither psyker is worth taking solo
But since warlord rule forced us to chose something else
And let’s say you don’t want a shokk atk gun big Mek or the big Mek mega armor relic shoota teleporta point sink option.. and your not taking ghaz so Makari is useless… then maybe a psyker is worth looking into..

If your taking squigriders and/or have a delivery method to get your wurrboy in range to use his short range 9-12in powers then a wurrboy is okay
If you need da jump or a squad where warpath is decent then weirdboy
However with a Killrig and you essentially get a free wurrboy

Honestly if you absolutely need a second HQ maybe a painboss is okay… his 7in movement can just about keep him in range of squigriders…
We just don’t have good choices anymore
We might get lucky with buzzgrob I dunno.. his dread buffing ability might be usable.
Honestly I’d love for them to make the mekadread into an HQ that way you can truly build a real dread waaagh, but that’s not going to happen.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:57:36


Post by: SemperMortis


Also, Ork boyz vs Wyches.

10 Boyz get 30 attacks, 20 hits, 13 wounds and 6.5ish dmg vs wyches or 5dmg vs Marines

2x5 Wyches get 42 attacks, 28 hits, 9.3 wounds and 9.3dmg vs Orkz, or 4.6vs Marines.

Vs 30 S4 hits Orkz take 10 wounds and suffer 8.3 dmg, Wyches take 20 wounds and suffer 10dmg. Add in -1AP and its dead even, add in +1S and it heavily favors the Wyches. And since most CCW's are now getting -1AP Wyches are effectively as durable as Orkz with T5.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 18:58:59


Post by: CthuluIsSpy


gungo wrote:
That question is dependant on what your taking.

Fair enough, I'll have to revise my collection then and see what benefits it more.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:02:59


Post by: Grimskul


 CthuluIsSpy wrote:
Should I get a Wurrboy or a Wyrdboy?
On one hand the Wyrdboy gives me da jump, but the wurrboy seems overall better.

In the previous edition I would just take a warboss and a wartrike, but that's illegal now and the KFF mek doesn't seem worth it anymore.


I'm honestly suspicious that the KFF rules and the Big Mek with KFF points cost are so bad precisely because they don't have a new model out for it still so this is their way of soft-legending the entry. I don't know anyone who would pay points solely for a 6++ aura caddy.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:12:39


Post by: SemperMortis


 Grimskul wrote:
 CthuluIsSpy wrote:
Should I get a Wurrboy or a Wyrdboy?
On one hand the Wyrdboy gives me da jump, but the wurrboy seems overall better.

In the previous edition I would just take a warboss and a wartrike, but that's illegal now and the KFF mek doesn't seem worth it anymore.


I'm honestly suspicious that the KFF rules and the Big Mek with KFF points cost are so bad precisely because they don't have a new model out for it still so this is their way of soft-legending the entry. I don't know anyone who would pay points solely for a 6++ aura caddy.


except they do have a Big mek in Mega armor with a KFF. I'm surprised they didn't just say "umm...the megamek gets a 5++ because...umm...yes"


Automatically Appended Next Post:
On that note though...does anyone else find it weird that GW included a Character HQ in a meganobz box? Or does that maybe explain the hefty price of the meganobz box?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:15:41


Post by: Kebabcito


KFF is nerfed because it would be so powerful with buggies that the game would be unplayable.

-1 to hit, R6, 5++, ramshackle, repair... 9 Wounds.

90 fu..ing points sir.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:22:35


Post by: koooaei


I still believe it's worth taking kff for your buggy lists in the local tourney where you can't just hide most of the army behind blos.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:38:58


Post by: Kebabcito


I would be 99% agree with this. Against the majority of the armies, 85 points for a 6++ and turn2 5++ in your buggies or 115 points for that KFF + shooting relic is worth.

The point is, for those 100 points you've got another buggy, and 6++ use to be so bad. I think it needs test.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:43:52


Post by: Grimskul


SemperMortis wrote:
 Grimskul wrote:
 CthuluIsSpy wrote:
Should I get a Wurrboy or a Wyrdboy?
On one hand the Wyrdboy gives me da jump, but the wurrboy seems overall better.

In the previous edition I would just take a warboss and a wartrike, but that's illegal now and the KFF mek doesn't seem worth it anymore.


I'm honestly suspicious that the KFF rules and the Big Mek with KFF points cost are so bad precisely because they don't have a new model out for it still so this is their way of soft-legending the entry. I don't know anyone who would pay points solely for a 6++ aura caddy.


except they do have a Big mek in Mega armor with a KFF. I'm surprised they didn't just say "umm...the megamek gets a 5++ because...umm...yes"


Automatically Appended Next Post:
On that note though...does anyone else find it weird that GW included a Character HQ in a meganobz box? Or does that maybe explain the hefty price of the meganobz box?


Which is funny because they DID do that effectively with the Wazbom Blastajet getting a plane only 5++ KFF aura upgrade. So there would be precedence for doing that. Also, the character HQ in the meganob box I think was an experiment for GW at the time to see if they should bake HQ choices in some of them. I believe they did that as well with Harlequin Troupe Masters in the Troupe box but that idea was largely abandoned in favour of clampack HQ's like they do now.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 19:54:13


Post by: SemperMortis


Kebabcito wrote:
KFF is nerfed because it would be so powerful with buggies that the game would be unplayable.

-1 to hit, R6, 5++, ramshackle, repair... 9 Wounds.

90 fu..ing points sir.


The aforementioned Raider is 95pts comes with a 5++, has access to -1 to hit I believe, has 10 wounds, Not sure what the R6 means, and is an OT transport with a CCW as well. Its also BS3+ and WS4+.

A more like for like comparison would be the Ravager which isn't really seen in competitive games because its over priced, but its 140pts and has even better stats. M14, BS 3+, 11 Wounds, and it comes with 3 Dark Lances which are S8 -4AP D3+3 dmg. Against a T8 target with 3+ save it averages 2 hits, 1 wound and 5dmg. A scrapjet by comparison averages 6 shots from its Kannon for 2 hits, 1 wound and 2dmg, the Wing missile is 1 shot, 0.5 hits, 0.25 wounds and 0.5dmg the Big shootas are 5 hits, 1.6 wounds and 0.55dmg. So all told a single Scrapjet averages 3.05dmg a turn.

So I don't think a Buggy would be over powered if it also had access to a 100pt model which gave 3-6 buggies a 5++ invuln...especially since it would have a hard time keeping up with the buggies past turn 1.

And no, the KFF is absolutely not worth taking anymore.

To earn back its points (85 for regular KFF) you need to save 1 full buggy as opposed to just buying an extra. With just the 6++, Assuming the common anti-buggy weapons of D3+3 S8 weaponry which ignores armor saves you would need 2 on average to go through to kill a buggy So against 12 wounds from those weaponry you would lose 6 buggies. If you took the Big Mek with KFF you would only lose 5. Think about that, in order to make back your points you would need to save 2 of those rolls at which point you've already lost 5 buggies or 450pts. With the 5++ it would only take 6 wounds to earn back your points value, which also means you lost 2 buggies already


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:00:18


Post by: Kebabcito


SemperMortis wrote:
Kebabcito wrote:
KFF is nerfed because it would be so powerful with buggies that the game would be unplayable.

-1 to hit, R6, 5++, ramshackle, repair... 9 Wounds.

90 fu..ing points sir.


The aforementioned Raider is 95pts comes with a 5++, has access to -1 to hit I believe, has 10 wounds, Not sure what the R6 means, and is an OT transport with a CCW as well. Its also BS3+ and WS4+.

A more like for like comparison would be the Ravager which isn't really seen in competitive games because its over priced, but its 140pts and has even better stats. M14, BS 3+, 11 Wounds, and it comes with 3 Dark Lances which are S8 -4AP D3+3 dmg. Against a T8 target with 3+ save it averages 2 hits, 1 wound and 5dmg. A scrapjet by comparison averages 6 shots from its Kannon for 2 hits, 1 wound and 2dmg, the Wing missile is 1 shot, 0.5 hits, 0.25 wounds and 0.5dmg the Big shootas are 5 hits, 1.6 wounds and 0.55dmg. So all told a single Scrapjet averages 3.05dmg a turn.

So I don't think a Buggy would be over powered if it also had access to a 100pt model which gave 3-6 buggies a 5++ invuln...especially since it would have a hard time keeping up with the buggies past turn 1.

And no, the KFF is absolutely not worth taking anymore.

Raider has not 20000 shoots like Scrapjet and has no 2D6 36" with no vision plus he has no ramshackle

KFF has 0 problems chasing buggies since he has no weapons and buggies cannot run plus its only within.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:00:39


Post by: Grimskul


Kebabcito wrote:
KFF is nerfed because it would be so powerful with buggies that the game would be unplayable.

-1 to hit, R6, 5++, ramshackle, repair... 9 Wounds.

90 fu..ing points sir.


I mean if they kept the KFF like it was from before, you wouldn't be able to hold all the buggies within a 9" bubble that effectively without investing in a Morkanaut base (now way harder to fit in most lists as a LoW aux detachment). Or if they kept it a 5++ invuln save but the range was limited to units within 3" instead so you need localized multiple layers to make it cover most of your army. If a 5++ save is broken then hoo boy are you gonna get triggered when you see the Thousand Sons' new rules.





We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:10:35


Post by: SemperMortis


Kebabcito wrote:

Raider has not 20000 shoots like Scrapjet and has no 2D6 36" with no vision plus he has no ramshackle

KFF has 0 problems chasing buggies since he has no weapons and buggies cannot run plus its only within.


A raider is a transport so it gets 1 Dark Lance, the Ravager which is similar to the buggies has 3 dark lances, but its over priced by about 20pts. Against vehicles the ravager outperforms the scrap jet. Durability wise the Ravager has a natural 5++ save so its significantly more durable. To kill a Ravager you need 3 unsaved wounds from D3+3 weapons, with the 5++ that means it actually takes 4.5 unsaved wounds. The Scrapjets take 2.

As previously mentioned, the Ramshackle rule is heavily over valued because of how rare it is for opponents to dump low strength D2+ weaponry into buggies. I run into melta/lances/Chicken Lascannons more than any other anti-tank weaponry.

The KFF absolutely has a hard time keeping up with the buggies. Buggies have Movement 10-14. KFF Big Mek has movement 5. That means to stay close to the units he needs a 5+ advance every turn.

I also have no idea what you mean by 2D6 36". no vision


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:19:02


Post by: Grimskul


SemperMortis wrote:
Kebabcito wrote:

Raider has not 20000 shoots like Scrapjet and has no 2D6 36" with no vision plus he has no ramshackle

KFF has 0 problems chasing buggies since he has no weapons and buggies cannot run plus its only within.


A raider is a transport so it gets 1 Dark Lance, the Ravager which is similar to the buggies has 3 dark lances, but its over priced by about 20pts. Against vehicles the ravager outperforms the scrap jet. Durability wise the Ravager has a natural 5++ save so its significantly more durable. To kill a Ravager you need 3 unsaved wounds from D3+3 weapons, with the 5++ that means it actually takes 4.5 unsaved wounds. The Scrapjets take 2.

As previously mentioned, the Ramshackle rule is heavily over valued because of how rare it is for opponents to dump low strength D2+ weaponry into buggies. I run into melta/lances/Chicken Lascannons more than any other anti-tank weaponry.

The KFF absolutely has a hard time keeping up with the buggies. Buggies have Movement 10-14. KFF Big Mek has movement 5. That means to stay close to the units he needs a 5+ advance every turn.

I also have no idea what you mean by 2D6 36". no vision


I think the 2D6 36" no vision is a reference to the rukkatrukk squigbuggy's no LoS needed squig launcher gun.

But yeah agreed that ramshackle just requires a change in weaponry in the meta, and not even a radical one at that. Plasma weapons can still overcharge and D3+3 damage weapons exist sooooo....


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:28:12


Post by: Kebabcito


Yes. A raider with 10 firstbornes inside broke me a Blastajet + Dakkajet


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:34:10


Post by: CthuluIsSpy


I think bikers might be a useful choice this edition.
They are both core and speedfreaks, so they benefit from both speedwaagh and waagh.
Waagh in particuliar seems appetizing because they always advance 6", and if you activate waagh they can charge after. Might result in a neat little T1 charge.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:36:49


Post by: Kebabcito


Yes. For me, bikers are the winners of the codex. They are well rounded and can do everything. Every build can make them stack buffs and become monsters.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:38:07


Post by: CthuluIsSpy


Indeed. The only downside is that dakkagunz are dakka and not assault, so you can't advance and shoot.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 20:43:57


Post by: koooaei


Kebabcito wrote:
I would be 99% agree with this. Against the majority of the armies, 85 points for a 6++ and turn2 5++ in your buggies or 115 points for that KFF + shooting relic is worth.

The point is, for those 100 points you've got another buggy, and 6++ use to be so bad. I think it needs test.


You still get a decent character with bs4 dss or 6-wound kybork body that can also patch your buggies up.

While a tellyporta is pretty good, I think I'll need to run off to see how it goes.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 21:00:57


Post by: Beardedragon


It kind of annoys me that GW didnt go all the way with new things.

Like they "invented" a new weapon type except they didnt. its just a crappy version of rapid fire.

They could've gone something like: Okay so you get extra shots when within half range and you can still advance and shoot the weapons. But if you are within half range by the time you shoot, you do not suffer penalty to your shooting if you advanced.

That way you would actually have a new weapon type that would make sense and be interesting for orks. Instead they just made it a regular rapid fire weapon.. no wait, a worse version of rapid fire. Which doesnt work for Evil Sunz at all, so their advance and fire ability that was one of their trademarks is.. gutted.

It also seem weird that Shoota boys dont have more shots. it shouldnt be 2/3 shots, it should be 3/4. The only reason shoota boys has a lot of shots is because they are many. or can be many. Its not like they really fire anymore shots than any other 10 man squad. We only get that extra shot when within half range. And thats odd, considering orks normally have more shots than others, but apparently shoota boys werent allowed to have many shots to make up for lack of proper ballistic skill.

It seems really sad that they would disallow advance and firing, especially because thats the most orky thing to do.

Dakka guns deserve an FAQ that allows advance and fire.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 21:20:49


Post by: Grimskul


Beardedragon wrote:
It kind of annoys me that GW didnt go all the way with new things.

Like they "invented" a new weapon type except they didnt. its just a crappy version of rapid fire.

They could've gone something like: Okay so you get extra shots when within half range and you can still advance and shoot the weapons. But if you are within half range by the time you shoot, you do not suffer penalty to your shooting if you advanced.

That way you would actually have a new weapon type that would make sense and be interesting for orks. Instead they just made it a regular rapid fire weapon.. no wait, a worse version of rapid fire. Which doesnt work for Evil Sunz at all, so their advance and fire ability that was one of their trademarks is.. gutted.

It also seem weird that Shoota boys dont have more shots. it shouldnt be 2/3 shots, it should be 3/4. The only reason shoota boys has a lot of shots is because they are many. or can be many. Its not like they really fire anymore shots than any other 10 man squad. We only get that extra shot when within half range. And thats odd, considering orks normally have more shots than others, but apparently shoota boys werent allowed to have many shots to make up for lack of proper ballistic skill.

It seems really sad that they would disallow advance and firing, especially because thats the most orky thing to do.

Dakka guns deserve an FAQ that allows advance and fire.


Yeah its definitely a missed opportunity and while its definitely not as rolling intensive as the old DDD! rule, I feel like they really half-assed it with the Dakka weapon change. I always find it bizarre that they're so afraid of giving Orks weight of fire weaponry with our low BS but then splurge on the shots when it comes baseline accurate platforms that exist like SM and Eldar. GW definitely don't know how math or probability works lol.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/10 22:41:57


Post by: cody.d.


On the topic of warbikers I am toying with a bike heavy list meant to push them as hard as possible and use Ghaz to do so.

Spoiler:


Ghaz
MegaMek KFF possibly with the shoota relic, just because I like it.

30grots

3Killsaw MANz and one with klaw to take the first bullet. In a trukk with the trukkboyz mob
2 units of 6 kommandoz

1 Wartike with Follow Me ladz

Another Manz unit with trukkboyz

3 fullsized units of bikers with Klawnobz


The idea is that if I get second turn pop KFF strat to try and have as many bikers survive as possible with T5 5++ and a -1 to hit on 3 wound models, it should be a decent number. Cast Ghaz waagh asap and advance the wartike as close to a big blob of units as possible. Trukks move up and dump their meganobz who can advance and charge to hit something decent if i'm reading killsaws right you should get 6 attacks per meganob under waagh, sadly no goffs trait due to the specialists mobs.

The bikers have to choose if they want to advance for easier charges or fire those 12str5 ap1 shots a piece. Possibly popping more dakka on one mob to try and nuke some backfielders. Hopefully the trike with follow me ladz can give at least 2 units an easier charge. The real question is do I make the biker detachment goffs or evil sunz? Evil sunz make it easier to get into proper dakka range with the extra 2+ to move, but goffs reward the advance and charge with exploding sixes and that wonderful str5 melee.

Hopefully I can pin the enemy in place long enough for the grots,and commandos to do objective work then eventually ghaz will get into combat. (possibly turn 3) or be able to react to whatever is happening in the midfield.

Thoughts?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 08:44:19


Post by: Nora


Hi
Then looking throw the data sheet for the new models I come up with an idea, but I am not sure if it is valid.
Since the Kill Rig has the Character keyword it should be legit to be the Warlord or at least take traits and relics.
If this is the case, a Kill Rig with the Da Best Armour Teef Can Buy trait and Besthide Mantle relic would be a tough basted to take down...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 09:07:12


Post by: xttz


 Nora wrote:
Hi
Then looking throw the data sheet for the new models I come up with an idea, but I am not sure if it is valid.
Since the Kill Rig has the Character keyword it should be legit to be the Warlord or at least take traits and relics.
If this is the case, a Kill Rig with the Da Best Armour Teef Can Buy trait and Besthide Mantle relic would be a tough basted to take down...


The Kill Rig has a small, specific list of relics and warlord trait it can use. For example, the Relics section says that VEHICLE models can only take relics that which refer to that keyword, such as Scorched Gitbonez. It can only take the Beastgob warlord trait, no others.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 09:14:48


Post by: Nora


 xttz wrote:
 Nora wrote:
Hi
Then looking throw the data sheet for the new models I come up with an idea, but I am not sure if it is valid.
Since the Kill Rig has the Character keyword it should be legit to be the Warlord or at least take traits and relics.
If this is the case, a Kill Rig with the Da Best Armour Teef Can Buy trait and Besthide Mantle relic would be a tough basted to take down...


The Kill Rig has a small, specific list of relics and warlord trait it can use. For example, the Relics section says that VEHICLE models can only take relics that which refer to that keyword, such as Scorched Gitbonez. It can only take the Beastgob warlord trait, no others.


Aha, I see. Are you sure that this is the case for Warlord Traits as well?
Also, does this bring that the Wartrike cannot take any Relics/ Traits?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 09:26:48


Post by: xttz


 Nora wrote:
 xttz wrote:
 Nora wrote:
Hi
Then looking throw the data sheet for the new models I come up with an idea, but I am not sure if it is valid.
Since the Kill Rig has the Character keyword it should be legit to be the Warlord or at least take traits and relics.
If this is the case, a Kill Rig with the Da Best Armour Teef Can Buy trait and Besthide Mantle relic would be a tough basted to take down...


The Kill Rig has a small, specific list of relics and warlord trait it can use. For example, the Relics section says that VEHICLE models can only take relics that which refer to that keyword, such as Scorched Gitbonez. It can only take the Beastgob warlord trait, no others.


Aha, I see. Are you sure that this is the case for Warlord Traits as well?
Also, does this bring that the Wartrike cannot take any Relics/ Traits?


For Warlord traits, the Kill Rig is treated the same way as a named character so must have that specific trait. Wartrikes can take any trait as normal.

For relics, Wartrikes can't take the generic Ork relics but do have access to several clan-specific ones. Some of those *might* be usable by the Kill Rig too, I don't remember the exact details.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 09:30:27


Post by: Nora


 xttz wrote:
 Nora wrote:
 xttz wrote:
 Nora wrote:
Hi
Then looking throw the data sheet for the new models I come up with an idea, but I am not sure if it is valid.
Since the Kill Rig has the Character keyword it should be legit to be the Warlord or at least take traits and relics.
If this is the case, a Kill Rig with the Da Best Armour Teef Can Buy trait and Besthide Mantle relic would be a tough basted to take down...


The Kill Rig has a small, specific list of relics and warlord trait it can use. For example, the Relics section says that VEHICLE models can only take relics that which refer to that keyword, such as Scorched Gitbonez. It can only take the Beastgob warlord trait, no others.


Aha, I see. Are you sure that this is the case for Warlord Traits as well?
Also, does this bring that the Wartrike cannot take any Relics/ Traits?


For Warlord traits, the Kill Rig is treated the same way as a named character so must have that specific trait. Wartrikes can take any trait as normal.

For relics, Wartrikes can't take the generic Ork relics but do have access to several clan-specific ones. Some of those *might* be usable by the Kill Rig too, I don't remember the exact details.


okay, thanks fore clarifying


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 09:39:51


Post by: Beardedragon


Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres 2-AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +2 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 09:46:22


Post by: CthuluIsSpy


Beardedragon wrote:
Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres only 1-AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +3 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..


I do believe you're mistaken, Big Choppa is +2S and AP-1, not +3S and AP-2.
They are both damage 2, however.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 10:00:35


Post by: Beardedragon


 CthuluIsSpy wrote:
Beardedragon wrote:
Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres only 1-AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +3 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..


I do believe you're mistaken, Big Choppa is +2S and AP-1, not +3S and AP-2.
They are both damage 2, however.
yea str +2 my mistake. I knew it would give Nobz a strength of 7 but apparently my math failed me. a lot failed me when i had to write that comment for some reason. despite the fact i know the right stats in my head its not what i ended up writing.



Big choppas will hit more, with lower str and lower AP, but also cost less. I suppose powerklaws are better against tanks but the big choppa seem like a decent choice if you wanna go for as cheap as possible warbikers. Unless maybe the right choice is to simply give the Nob a normal choppa as well.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 11:19:05


Post by: the_scotsman


 Nora wrote:
 xttz wrote:
 Nora wrote:
Hi
Then looking throw the data sheet for the new models I come up with an idea, but I am not sure if it is valid.
Since the Kill Rig has the Character keyword it should be legit to be the Warlord or at least take traits and relics.
If this is the case, a Kill Rig with the Da Best Armour Teef Can Buy trait and Besthide Mantle relic would be a tough basted to take down...


The Kill Rig has a small, specific list of relics and warlord trait it can use. For example, the Relics section says that VEHICLE models can only take relics that which refer to that keyword, such as Scorched Gitbonez. It can only take the Beastgob warlord trait, no others.


Aha, I see. Are you sure that this is the case for Warlord Traits as well?
Also, does this bring that the Wartrike cannot take any Relics/ Traits?


Luckily the two clans you're most likely to use a wartrike with have a good relic to put on a wartrike. Evil Sunz has rezmekka's redder paint and freebootas have the badskull banner.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 11:39:08


Post by: Forceride


Beardedragon wrote:
 CthuluIsSpy wrote:
Beardedragon wrote:
Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres only 1-AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +3 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..


I do believe you're mistaken, Big Choppa is +2S and AP-1, not +3S and AP-2.
They are both damage 2, however.
yea str +2 my mistake. I knew it would give Nobz a strength of 7 but apparently my math failed me. a lot failed me when i had to write that comment for some reason. despite the fact i know the right stats in my head its not what i ended up writing.



Big choppas will hit more, with lower str and lower AP, but also cost less. I suppose powerklaws are better against tanks but the big choppa seem like a decent choice if you wanna go for as cheap as possible warbikers. Unless maybe the right choice is to simply give the Nob a normal choppa as well.


The claw brings with it the -1, so unless you have a source of +1, i would go big choppa. The value of S comes into play on what your engaging. Are you trying to create Tank Hunter Nobz? Then defo go claw.

But i am pretty sure your trying to create an all rounder unit, so big choppa with +1 and Goff kulture is more then enough. Your prob is not the weapon, it's the delivery, as all melee units, does not matter how hard you hit if you can't reach the target.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 12:11:53


Post by: Beardedragon


Forceride wrote:
Beardedragon wrote:
 CthuluIsSpy wrote:
Beardedragon wrote:
Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres only 1-AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +3 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..


I do believe you're mistaken, Big Choppa is +2S and AP-1, not +3S and AP-2.
They are both damage 2, however.
yea str +2 my mistake. I knew it would give Nobz a strength of 7 but apparently my math failed me. a lot failed me when i had to write that comment for some reason. despite the fact i know the right stats in my head its not what i ended up writing.



Big choppas will hit more, with lower str and lower AP, but also cost less. I suppose powerklaws are better against tanks but the big choppa seem like a decent choice if you wanna go for as cheap as possible warbikers. Unless maybe the right choice is to simply give the Nob a normal choppa as well.


The claw brings with it the -1, so unless you have a source of +1, i would go big choppa. The value of S comes into play on what your engaging. Are you trying to create Tank Hunter Nobz? Then defo go claw.

But i am pretty sure your trying to create an all rounder unit, so big choppa with +1 and Goff kulture is more then enough. Your prob is not the weapon, it's the delivery, as all melee units, does not matter how hard you hit if you can't reach the target.



yea definitely an all rounder unit.

But maybe i shouldnt even give my nob a big choppa and just keep him cheap with a normal choppa.

Well i guess i can put a big choppa on him and just call it a normal choppa if i want.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 12:31:54


Post by: Blackie


SemperMortis wrote:

The KFF absolutely has a hard time keeping up with the buggies. Buggies have Movement 10-14. KFF Big Mek has movement 5. That means to stay close to the units he needs a 5+ advance every turn.


The only use I'd consider for a KFF now is on a MA big mek with relic shoota that gives protection to vehicels turn one with the support of the stratagem. So after turn 1 he doesn't need to chase the buggies anyway as its KFF has exploded, but the character himself won't also be useless thanks to his BS4+ heavy bolters shots and eventually the pk. With the removal of the "wholly within" limitation I think it can be a legit tactics for the investment of 30 points and 2 CPs.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 12:35:45


Post by: the_scotsman


 Blackie wrote:
SemperMortis wrote:

The KFF absolutely has a hard time keeping up with the buggies. Buggies have Movement 10-14. KFF Big Mek has movement 5. That means to stay close to the units he needs a 5+ advance every turn.


The only use I'd consider for a KFF now is on a MA big mek with relic shoota that gives protection to vehicels turn one with the support of the stratagem. So after turn 1 he doesn't need to chase the buggies anyway as its KFF has exploded, but the character himself won't also be useless thanks to his BS4+ heavy bolters shots and eventually the pk. With the removal of the "wholly within" limitation I think it can be a legit tactics for the investment of 30 points and 2 CPs.


personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.

You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 13:44:06


Post by: Jidmah


 the_scotsman wrote:
personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.

You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.


I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.

So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?

That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:03:51


Post by: the_scotsman


 Jidmah wrote:
 the_scotsman wrote:
personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.

You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.


I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.

So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?

That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.


The main goal with it would definitely be more oriented around getting it into melee now, though. Mainly, the purpose I'd be using it for is a turn 1 distraction from my trukks/buggies.

This is a list I'm considering for a melee waagh trukk rush:

Spoiler:
Goffs Battalion

Warboss 90 with Power Klaw 10 and Attack Squig 5 (Warlord Trait: Brutal but Kunnin', Relic: The Killa Klaw)

Note: Attack Squig would not ordinarily be a particularly good add-on, but it grants me bonus attacks from Brutal But Kunnin and potentially Goffs which I can use to swing the Killa Klaw extra times

Boss Zagstruk 110

Troops: Boyz x10 90, Nob with Big Choppa 5
Troops: Boyz x10 90, Nob with Big Choppa 5
Troops: Boyz x10 90, Nob with Big Choppa 5

Transport: Trukk 70
Transport: Trukk 70
Transport: Trukk 70
Transport: Trukk 70

Elite: Nobz x5 with big choppas 105
Elite: Nobz x5 with big choppas 105
Elite: Kommandos x5 50 with power klaw 5
Elite: Kommandos x5 50 with power klaw 5
Elite: Kommandos x5 50 with power klaw 5

Fast: Stormboyz x10 110
Fast: Stormboyz X10 110
Fast: 2x Rukkatrukk Squigbuggies 180

Heavy: Kustom Mega Kannon 45
Heavy: Kustom Mega Kannon 45
Heavy: Kustom Mega Kannon 45

Super Heavy Auxiliary 1cp

Morkanaut 350, Kustom Force Field 30 (Specialist Mobz: Big Krumpas)


the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.

I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:06:26


Post by: Grimskul


 Jidmah wrote:
 the_scotsman wrote:
personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.

You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.


I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.

So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?

That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.


Yeah, I was a bit disappointed when I saw the new rules for Morkanauts, I was hoping they would make them BS4+ baseline at the very least and then the Gorkanaut would be WS2+ base. Also, am I crazy or did the Gorkanaut go down one attack? I swear they had A6 base before.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:29:11


Post by: the_scotsman


 Grimskul wrote:
 Jidmah wrote:
 the_scotsman wrote:
personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.

You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.


I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.

So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?

That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.


Yeah, I was a bit disappointed when I saw the new rules for Morkanauts, I was hoping they would make them BS4+ baseline at the very least and then the Gorkanaut would be WS2+ base. Also, am I crazy or did the Gorkanaut go down one attack? I swear they had A6 base before.


Yep, the Gorka changes I can see are:

A6 - A5
Crush Profile D6d - 6d
W18 - W24
Deffstorm Heavy 18 - Dakka 30/20
Twin BS Assault 6 - Dakka 10/6
Rokkit Launcha Assault 1 - Heavy d3
Scorcha now 12"R
-Old DDD removed
+Now can get Advance+Charge and +1A from Waaagh
-now has to spend 1cp to reroll just one die of charge roll
-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default
-25pts more expensive


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:37:54


Post by: Jidmah


 the_scotsman wrote:
the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.

I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.


That's all fine and dandy, but at 380 you could just bring 4 additional buggies, a pair of wazzboms or an entire detachment of beast snagga squigs running screaming at an enemy.

It used to be ok because people wouldn't focus it over buggies and it could reliably take out a LRBT sized vehicle with deff skulls re-rolls. It has never been great in melee and the big profile dealing 6 instead of d6 damage won't matter that often - you still only get 4 attacks. Against most targets it's inferior to a regular dread in combat.

Essentially you are saying "It's a distraction carnifex" which is a very same a "it's a bad unit that I shouldn't be fielding".


Automatically Appended Next Post:
 the_scotsman wrote:
-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default


Where is the rule stating that SHA don't get cultures? I can't find it.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:42:08


Post by: the_scotsman


...I don't know, it's somewhere in the tangled morass of detachment rules and faqs and whatever, I just know from somewhere SHAs dont get subfaction traits by default...

I could take a wazbom, and it'd be better for shooting support, the main problem is the wazbom's field now ONLY works on planes and my opponent would almost certainly be targeting my trukks as opposed to being funneled into targeting the morkanaut as opposed to the 5++ trukks.

As for "why not buggies" basically same deal - without a 5++ I think i'd take a lot of casualties on the trukks. if I could take a mobility upgrade on a big mek I'd 100% be doing that and saving the points.

Damn, I REALLY wish a big mek could be trukk boyz. now the only other way to get a KFF midboard turn 1 besides just 'advance and hope you roll good' is Da Jumping it...which I do not think would be a worthwhile use of 70pts of weidboy lol.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:51:12


Post by: Jidmah


Ah, found it. There is a box called "Detachment Abilities" on BRB pg 246.

Ok, without the deff skulls or freeboota trait, the morkanaut might as well be dead. Luckily mine is magnetized to switch to a gorkanaut.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:51:43


Post by: Grimskul


 Jidmah wrote:
 the_scotsman wrote:
the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.

I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.


That's all fine and dandy, but at 380 you could just bring 4 additional buggies, a pair of wazzboms or an entire detachment of beast snagga squigs running screaming at an enemy.

It used to be ok because people wouldn't focus it over buggies and it could reliably take out a LRBT sized vehicle with deff skulls re-rolls. It has never been great in melee and the big profile dealing 6 instead of d6 damage won't matter that often - you still only get 4 attacks. Against most targets it's inferior to a regular dread in combat.

Essentially you are saying "It's a distraction carnifex" which is a very same a "it's a bad unit that I shouldn't be fielding".


Automatically Appended Next Post:
 the_scotsman wrote:
-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default


Where is the rule stating that SHA don't get cultures? I can't find it.


I looked it up and its under the advanced rules part of the rulebook, where the detachment rules are set up. It states:

DETACHMENT ABILITIES
Every Codex lists a set of abilities that units in a Detachment gain if every unit in that Detachment is from a specified Faction. Units in Auxiliary Support Detachments, Super-heavy Auxiliary Detachments and Fortification Network Detachments never gain any Detachment abilities, even if every unit in that Detachment is from the Faction specified.

Auxiliary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:52:32


Post by: Vineheart01


i...swear it was in the aux detachment itself but i dont see it now....
The clan rules arent excluding them either.

edit: Ah, there it is in the post above me lol

This wouldnt be that big of an issue if LoW wasnt impossible to bring outside of an aux detachment these days.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 14:52:59


Post by: Jidmah


 the_scotsman wrote:
...I don't know, it's somewhere in the tangled morass of detachment rules and faqs and whatever, I just know from somewhere SHAs dont get subfaction traits by default...

I could take a wazbom, and it'd be better for shooting support, the main problem is the wazbom's field now ONLY works on planes and my opponent would almost certainly be targeting my trukks as opposed to being funneled into targeting the morkanaut as opposed to the 5++ trukks.

As for "why not buggies" basically same deal - without a 5++ I think i'd take a lot of casualties on the trukks. if I could take a mobility upgrade on a big mek I'd 100% be doing that and saving the points.

Damn, I REALLY wish a big mek could be trukk boyz. now the only other way to get a KFF midboard turn 1 besides just 'advance and hope you roll good' is Da Jumping it...which I do not think would be a worthwhile use of 70pts of weidboy lol.


After a turn of 5++ the KFF is completely gone. Just have it drive around in the two extra slots of the trukk boyz trukk and shoot stuff with the ded shiney shoota.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 15:05:11


Post by: xttz


It wouldn't be so bad if they didn't insist on giving 'nauts the Titanic keyword, at least then you could possibly justify 3 of them in a SHD to still benefit from clan traits. But 6CP to do that is obscene.

It's like GW don't want anyone using any LOW's outside of the supreme command models like Morty or Silent King.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 15:16:17


Post by: Blackie


 the_scotsman wrote:


I fully expect the Morkanaut to be target #1 that most people gun for turn 1.


That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.

A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 15:17:36


Post by: Beardedragon


 Grimskul wrote:
 Jidmah wrote:
 the_scotsman wrote:
the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.

I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.


That's all fine and dandy, but at 380 you could just bring 4 additional buggies, a pair of wazzboms or an entire detachment of beast snagga squigs running screaming at an enemy.

It used to be ok because people wouldn't focus it over buggies and it could reliably take out a LRBT sized vehicle with deff skulls re-rolls. It has never been great in melee and the big profile dealing 6 instead of d6 damage won't matter that often - you still only get 4 attacks. Against most targets it's inferior to a regular dread in combat.

Essentially you are saying "It's a distraction carnifex" which is a very same a "it's a bad unit that I shouldn't be fielding".


Automatically Appended Next Post:
 the_scotsman wrote:
-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default


Where is the rule stating that SHA don't get cultures? I can't find it.


I looked it up and its under the advanced rules part of the rulebook, where the detachment rules are set up. It states:

DETACHMENT ABILITIES
Every Codex lists a set of abilities that units in a Detachment gain if every unit in that Detachment is from a specified Faction. Units in Auxiliary Support Detachments, Super-heavy Auxiliary Detachments and Fortification Network Detachments never gain any Detachment abilities, even if every unit in that Detachment is from the Faction specified.

Auxiliary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities.


So big ead' bunker also dont get detatchment abilities? I suppose the idea of going evil sunz to give it 1 inch movement is out of the question then


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 15:21:56


Post by: Vineheart01


 xttz wrote:
It wouldn't be so bad if they didn't insist on giving 'nauts the Titanic keyword, at least then you could possibly justify 3 of them in a SHD to still benefit from clan traits. But 6CP to do that is obscene.

It's like GW don't want anyone using any LOW's outside of the supreme command models like Morty or Silent King.


Funny part about that is Silent King almost doesnt even get around this issue.
he dodges the 3cp cost, since the Supreme Command is a freebie if allowed to occupy it, but hes also an Agent which means he doesnt get his dynasty benefits. So he doesnt dodge the other problem with supers lol.

So its really just primarch supers that fully dodge the problems.

What irritates me is they actively make things in the game scale to "how fast does it kill a knight?" while at the same time making knight-level stuff harder and harder to field in the first place. Theres so many ways to kill a knight-level model, often with far less points than the knight-level model costed.
All LoWs feel like total crap, but if they got detachment abilities they'd feel 'passable' at least.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 15:46:41


Post by: Grimskul


 Vineheart01 wrote:
 xttz wrote:
It wouldn't be so bad if they didn't insist on giving 'nauts the Titanic keyword, at least then you could possibly justify 3 of them in a SHD to still benefit from clan traits. But 6CP to do that is obscene.

It's like GW don't want anyone using any LOW's outside of the supreme command models like Morty or Silent King.


Funny part about that is Silent King almost doesnt even get around this issue.
he dodges the 3cp cost, since the Supreme Command is a freebie if allowed to occupy it, but hes also an Agent which means he doesnt get his dynasty benefits. So he doesnt dodge the other problem with supers lol.

So its really just primarch supers that fully dodge the problems.

What irritates me is they actively make things in the game scale to "how fast does it kill a knight?" while at the same time making knight-level stuff harder and harder to field in the first place. Theres so many ways to kill a knight-level model, often with far less points than the knight-level model costed.
All LoWs feel like total crap, but if they got detachment abilities they'd feel 'passable' at least.


Yeah, it's really bizarre how much GW seems to abhor super heavies these past two editions. Barring outliers like IK Castellans, I don't really remember LoW's dominating outside of Primarch type characters. Super Heavies were only really good for specific factions and units too even in 7th edition. When was the last time a Baneblade or Stompa was legitimately scary to face? With how objective focused the game is right now, it's not like they're that strong to begin with.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 15:52:17


Post by: Vineheart01


Yeah, i mean knight-only armies didnt like the castellans. They were expensive enough to take multiple models out of their army, in an army that only has ~10 models MAX and usually not even that many.
Yet the Castellan was considered OP as hell because Guard could CP-feed it and stop it from ever getting caught in melee, which neutered it. Mono-knight lists didnt have the Cp to make it work and couldnt stop fast tarpitters.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 16:17:53


Post by: xttz


 Grimskul wrote:

Yeah, it's really bizarre how much GW seems to abhor super heavies these past two editions. Barring outliers like IK Castellans, I don't really remember LoW's dominating outside of Primarch type characters. Super Heavies were only really good for specific factions and units too even in 7th edition. When was the last time a Baneblade or Stompa was legitimately scary to face? With how objective focused the game is right now, it's not like they're that strong to begin with.


Wasn't there a period in early 8th with Guard players running Baneblades & bubble-wrap competitively? I seem to remember them getting points hike at one point.

Edit: it was Shadowswords that got a 10-15% bump in CA 2018

I still don't understand what prompted the double nerf in 9th to discourage anyone outside Knights using generic LOWs.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 16:18:40


Post by: Vineheart01


i dont recall a baneblade taking that spot, just a castellan. i could be mistaken though.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 17:01:17


Post by: Beardedragon


I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 19:06:18


Post by: Grimskul


Beardedragon wrote:
I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is


True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 19:23:49


Post by: the_scotsman


 Blackie wrote:
 the_scotsman wrote:


I fully expect the Morkanaut to be target #1 that most people gun for turn 1.


That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.

A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.


Maybe the big mek could move fast enough to manage it, if I re-rolled a bad advance roll. THe 5++ aura is at least 9" range, thankfully.


Automatically Appended Next Post:
 Grimskul wrote:
Beardedragon wrote:
I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is


True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.


Doesnt he also heal flat 4? Seems like it's a pretty decent combo of traits, if you build your army around having him with big 300+ point walker units like nauts and maxed killa kanz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 19:58:47


Post by: Grimskul


 the_scotsman wrote:
 Blackie wrote:
 the_scotsman wrote:


I fully expect the Morkanaut to be target #1 that most people gun for turn 1.


That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.

A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.


Maybe the big mek could move fast enough to manage it, if I re-rolled a bad advance roll. THe 5++ aura is at least 9" range, thankfully.


Automatically Appended Next Post:
 Grimskul wrote:
Beardedragon wrote:
I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is


True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.


Doesnt he also heal flat 4? Seems like it's a pretty decent combo of traits, if you build your army around having him with big 300+ point walker units like nauts and maxed killa kanz.


I believe he heals a flat 3, though he does heal up to 4 twice a game since he has two grot oilers with him. Fair point though, and it definitely makes a better addition than just making a Morkanaut a Krumpaz specialist when its mainly a shooting platform.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 19:59:31


Post by: Jidmah


I think in all of 8th and 9th up till know I was able to heal vehicles about four times and it mattered once.

Repairing is a rather worthless ability for orks. Vehicles tend to be either undamaged or dead, and even if you repair them, they die next turn anyways.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 22:56:59


Post by: xttz


A big chunk of the Ork range went unavailable / out of stock on the GW UK site today. Means that everything is likely getting reboxed under new SKUs fairly soon. Looks like early September for new stuff.

 Grimskul wrote:
Beardedragon wrote:
I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is


True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.


Fun fact - the Nob with Waaagh banner gives +1 to hit in melee to units within 6" like a Warboss. But it looks like they didn't update the text to the usual 9E style, so it lacks the (Aura) label and isn't restricted to <CORE> units. Instead it just works on everything in the same <CLAN>, including walkers & vehicles. Even kans!



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 23:15:06


Post by: Beardedragon


dont think its a mistake that it works for vehicles also. because how else would he be different from any given warboss if he gave the same buff?

Since warbosses gives +1 to hit to core and characters, we needed the waaagh banner to do something else. and while i find it lazy as F that he just gives +1 to hit to everyone and nothing else, i guess thats that.

He could at least give +1 leadership or something.

anyway, i dont think its a mistake that he gives +1 to vehicles.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 23:50:33


Post by: xttz


Beardedragon wrote:
dont think its a mistake that it works for vehicles also. because how else would he be different from any given warboss if he gave the same buff?

Since warbosses gives +1 to hit to core and characters, we needed the waaagh banner to do something else. and while i find it lazy as F that he just gives +1 to hit to everyone and nothing else, i guess thats that.

He could at least give +1 leadership or something.

anyway, i dont think its a mistake that he gives +1 to vehicles.


Perhaps, but it feels off. They might have just left it as it was because of the new Warboss detachment restriction, to ensure there were still enough buffs for gettin' stuck in.

Plus everywhere else in the codex GW have been quite careful to exclude Gretchin from virtually every other bonus rule not specifically targeted at them, but this guy gives them +1 to hit. Even Ghazghkull doesn't buff Kans. I reckon they just didn't pay much attention to this unit.

You're right, this would be the ideal unit for morale / leadership buffs. The Waaagh banner doesn't even interact with calling a Waaagh...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/11 23:56:39


Post by: cody.d.


Still, would have been nice if there was more in the way of interesting subroles in the codex. Like, well most factions that are coming out now. A painboy compared to a apothecary is a pretty sad comparison, same for bigmeks and techmarines. Weirdboyz and Libarians isn't a great matchup either.

Only warbosses feel like they can excel at face smashing, but pale in comparison to the buffing abilities of the average captain.

I have no idea why it feels like GW was holding back with the ork codex when they went pretty hog wild with some of the other 9th edition codexes. The ork book isn't weak by any margin, but it still feels like it's lacking some of that magic that other factions got.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 00:37:42


Post by: Grimskul


 xttz wrote:
Beardedragon wrote:
dont think its a mistake that it works for vehicles also. because how else would he be different from any given warboss if he gave the same buff?

Since warbosses gives +1 to hit to core and characters, we needed the waaagh banner to do something else. and while i find it lazy as F that he just gives +1 to hit to everyone and nothing else, i guess thats that.

He could at least give +1 leadership or something.

anyway, i dont think its a mistake that he gives +1 to vehicles.


Perhaps, but it feels off. They might have just left it as it was because of the new Warboss detachment restriction, to ensure there were still enough buffs for gettin' stuck in.

Plus everywhere else in the codex GW have been quite careful to exclude Gretchin from virtually every other bonus rule not specifically targeted at them, but this guy gives them +1 to hit. Even Ghazghkull doesn't buff Kans. I reckon they just didn't pay much attention to this unit.

You're right, this would be the ideal unit for morale / leadership buffs. The Waaagh banner doesn't even interact with calling a Waaagh...


Yeah, the WAAAGH! banner is a huge wasted opportunity to not just be a slight repeat of the Warboss' aura. I always thought that it could be used in the command phase to "inspire" a unit within 6" of it to count as if a "WAAAGH" was declared (you'd be locked of course into a WAAAGH! or SpeedWAAAGH! based on your WL, unless you had Ghazzy where you get both). I mean SM get relics/strats that let you skip ahead to doctrines, I don't see why Orks can't do something similar.


Automatically Appended Next Post:
cody.d. wrote:
Still, would have been nice if there was more in the way of interesting subroles in the codex. Like, well most factions that are coming out now. A painboy compared to a apothecary is a pretty sad comparison, same for bigmeks and techmarines. Weirdboyz and Libarians isn't a great matchup either.

Only warbosses feel like they can excel at face smashing, but pale in comparison to the buffing abilities of the average captain.

I have no idea why it feels like GW was holding back with the ork codex when they went pretty hog wild with some of the other 9th edition codexes. The ork book isn't weak by any margin, but it still feels like it's lacking some of that magic that other factions got.


I think fundamentally its a lack of interest from the game designers to some extent. For factions to get flavourful/interesting rules usually requires an advocate on the rules team to actually get stuff done that goes beyond checking a box on whatever is expected for a codex (Cities of Sigmar was basically a passion project from a designer that saved a lot of the Old World range). Orks seem to be a side project/army rather than a main one for most people in GW barring a few people, and it doesn't seem like those people affect much or if any of the rules writing process when it comes to Orks.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 01:13:53


Post by: cody.d.


Regardless, I'm determined to have a good time with this book. Though I will admit i'll feel a little salty if several things that were lacking or removed (additional kustom jobs or Klan spells) get re-added in a supplement.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 03:33:00


Post by: Wakshaani


cody.d. wrote:
Regardless, I'm determined to have a good time with this book. Though I will admit i'll feel a little salty if several things that were lacking or removed (additional kustom jobs or Klan spells) get re-added in a supplement.


Not sure what DLC will have Ork stuff, but I expect it to be good.

I do fear what the FAQ will do to the lads tho. I expect quite a few changes that work against us in addition to corrections.

Oof.

But it's okay! You don't play Orks to dominate the tourney scene, you play Orks because you love Orks.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 03:50:18


Post by: gungo


We have a new campaign book including orks due shortly.. but looking at the recent warzone charadon books I wouldn’t expect much… the only interesting thing they did do was army of renown… which is like the old specialized detachments. It could theoretically make something like a dread waaagh viable..


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 04:18:06


Post by: koooaei


 Jidmah wrote:
I think in all of 8th and 9th up till know I was able to heal vehicles about four times and it mattered once.

Repairing is a rather worthless ability for orks. Vehicles tend to be either undamaged or dead, and even if you repair them, they die next turn anyways.


I had a different experience. Patching up vehicles was quite useful. There's always something half-dead, and now your opponent needs to strip this extra 1-4 hp off which means another couple of gaks not going into your other stuff. It gets better over the course of the game as there's less stuff around and everything starts to matter more. Now the problem was not with the fixings but with the vehicles being pretty bad - other than kmk that indeed usually got one-shotted. And that mek preferred to hang on top of a building with a relic sag surrounded by grots - not mek gunz.

But now, when you do have a bunch of buggies and a mek with dss and kff or tellyporta hanging around them, you actually get to use your fixing ability much more often. I'd even buy a grot oiler if I have leftover points. But not an overpriced kustom job for the oiler.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 08:12:07


Post by: Scactha


 koooaei wrote:
 Jidmah wrote:
I think in all of 8th and 9th up till know I was able to heal vehicles about four times and it mattered once.

Repairing is a rather worthless ability for orks. Vehicles tend to be either undamaged or dead, and even if you repair them, they die next turn anyways.


I had a different experience. Patching up vehicles was quite useful. There's always something half-dead, and now your opponent needs to strip this extra 1-4 hp off which means another couple of gaks not going into your other stuff. It gets better over the course of the game as there's less stuff around and everything starts to matter more. Now the problem was not with the fixings but with the vehicles being pretty bad - other than kmk that indeed usually got one-shotted. And that mek preferred to hang on top of a building with a relic sag surrounded by grots - not mek gunz.

But now, when you do have a bunch of buggies and a mek with dss and kff or tellyporta hanging around them, you actually get to use your fixing ability much more often. I'd even buy a grot oiler if I have leftover points. But not an overpriced kustom job for the oiler.
Couldn´t agree more. That´s part of the point of a target saturation strategy that Orks do well. You engage and fight the attrition war, but when you can trickle back a few wounds it translates into the opponent needing to invest that extra odd shot and so on. E.g. I´ve had a number of midboard scrums where the Painboy either healed the Warboss or a MANZ plus MA Big Meks with KFF welding back the odd armour plate on a bodyblocking Trukk or BW. It´s not something you rely on, but a slight perk.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 09:02:24


Post by: Kebabcito


Drukhari DLC was crazy, and veterans of the cohort too.

Anyways, I wouldn't expect much. Maybe some useful stratagems, as those we've got now are pretty useless.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 09:07:36


Post by: Blackie


Those DLC are also likely to be dedicated to a single klan, like the Drukhari one which only has rules for the Witch Cult of Strife. I wouldn't care less about a Snakebites expansion for example.

Anything that comes out of those books is a bonus, don't rely on that. We're not talking like proper supplements like the one we had in 8th.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 09:15:29


Post by: xttz


Praying to Gork (or Mork) for a Dread / Walkerz themed army of reknown. Forget buggies - I want a terrifying dread mob stomping around.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 10:18:28


Post by: Beardedragon


FAQ expectations:
Nerfs to buggies, warbikers, dakkajets, anything that basically works and makes us competitive. Except beastsnagga stuff. that gets a nerf later. gotta sell those models first.

They probably find a way to throw a nerf at grots too. just because they can


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 10:44:23


Post by: koooaei


Obviously, the only reasonable way to balance the codex and the forces of the universe is to nerf buggies and make grots 10ppm.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 11:18:51


Post by: the_scotsman


yeah, as overtuned as the drukhari codex is in terms of a few points values it is tough to argue that it isn't an absolute labor of love for the writer, and if the person writing the book doesn't really truly love the army they're writing for, I can't really blame them that much.

Like, how mad can you really get when you look in your bag at mcdonalds and you see that the dude slamming out sandwiches for 10 bucks an hour accidentally left the pickles off your quarter pounder? GW might graphically design the feth out of their codex books, but they're the product of someone getting paid under minimum wage in several US states. If the book isn't a passion project for the writer that's ALWAYS going to show.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 11:24:11


Post by: Beardedragon


I hope they add a detatchment for grots or something like we had before with the grot mob. Now that they can actually use stratagems, that would be great. Killa Kanz and grot mega tanks are actually feasable atm.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 11:27:56


Post by: Jidmah


Beardedragon wrote:
FAQ expectations:
Nerfs to buggies, warbikers, dakkajets, anything that basically works and makes us competitive. Except beastsnagga stuff. that gets a nerf later. gotta sell those models first.

They probably find a way to throw a nerf at grots too. just because they can


The first FAQ never nerfs anything and unless orks start sporting a 60%+ winrate (which I don't see happening), we won't see any second FAQ just like all the other codices outside of DE and admech didn't.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 11:48:33


Post by: Beardedragon


 Jidmah wrote:
Beardedragon wrote:
FAQ expectations:
Nerfs to buggies, warbikers, dakkajets, anything that basically works and makes us competitive. Except beastsnagga stuff. that gets a nerf later. gotta sell those models first.

They probably find a way to throw a nerf at grots too. just because they can


The first FAQ never nerfs anything and unless orks start sporting a 60%+ winrate (which I don't see happening), we won't see any second FAQ just like all the other codices outside of DE and admech didn't.



Dont FAQs tend to mess a bit with the cost of units? thats what i meant by nerfs. I sort of expected things like the scrapjet to increase a bit in price.

I hope not, but i expect it to


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 11:56:15


Post by: xttz


Beardedragon wrote:
 Jidmah wrote:
Beardedragon wrote:
FAQ expectations:
Nerfs to buggies, warbikers, dakkajets, anything that basically works and makes us competitive. Except beastsnagga stuff. that gets a nerf later. gotta sell those models first.

They probably find a way to throw a nerf at grots too. just because they can


The first FAQ never nerfs anything and unless orks start sporting a 60%+ winrate (which I don't see happening), we won't see any second FAQ just like all the other codices outside of DE and admech didn't.



Dont FAQs tend to mess a bit with the cost of units? thats what i meant by nerfs. I sort of expected things like the scrapjet to increase a bit in price.

I hope not, but i expect it to


Early points changes only happen when:
a) There's an obvious error, like the 240pt nundam suits, or
b) When there's a really extreme external balance issue, like Dark Eldar posting consistent 60%+ winrates and every list containing Raiders & Drazhar.

I wouldn't expect to see any early point increases unless Orks are in a similar situation. Failing that I doubt we'll see any adjustment until an early 2022 points download, which is basically the beta version of Chapter Approved.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 12:25:40


Post by: discopuma


gungo wrote:
We have a new campaign book including orks due shortly.. but looking at the recent warzone charadon books I wouldn’t expect much… the only interesting thing they did do was army of renown… which is like the old specialized detachments. It could theoretically make something like a dread waaagh viable..


One thing that gives me hope for the DLC, even if it is founded in marketing cynicism, is that GW has a new Boyz kit to sell. And the current codex won’t do that. Even if you love Boyz, I can’t see people putting cash towards replacing units that they already own and are non-competitive. For that reason I am hoping the army of renown buffs some of the tradition stuff back to playable. I know there is some feeling that it will just be Snakebites to sell more of the new models, but if 145 point Squigbosses, 25 Squighogs and190 point Kill Rigs don’t drive demand I do not think a set of special rules will help. This of course implies that GW understands the implications of the rules they write, which is a dangerous assumption to make. But as someone who spent the lockdown painting 150 Boyz and owns zero Buggies, it is the last hope I have.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 12:54:17


Post by: Beardedragon


well thats good then. I dont feel like anything barring some beast snagga stuff really over performs compared to what others have.

In fact we have quite some underwhelming choices here and there.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 12:56:53


Post by: pepi55


How much we wanna bet that the FAQ will be in the lines of "Trukk can now carry 12 <CLAN> models or Trukk Boys" instead of giving specialist detachments <CLAN> without Kulture


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 12:57:01


Post by: koooaei


Beardedragon wrote:
well thats good then. I dont feel like anything barring some beast snagga stuff really over performs compared to what others have.

In fact we have quite some underwhelming choices here and there.


We're the best at having underwhelming choices across all the new dexes!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 13:21:05


Post by: Forceride


I don't think we are going to get rebalanced honestly.

Considering some the things i seen other armies pull off at least. I feel we are well balanced.

Except for some traps here and there. I think we are in a decent place, we just need some clarifications... and Dakka to be able to shoot in advance, that's silly not being able too .

Btw does anyone have an suggestions on a good unit to handle t8/7 from our codex? I am having some issues finding something efficient.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 14:00:29


Post by: gungo


I just expect minor clarifications and some change to specialist attachments and how they interact with thier clan.. hoping to keep clan but lose kultur but expecting just being able to use transports.

And I can see the army of renown being a greentide or dread mob… if they do a beastsnagga army of renown they are just asking to make something overpowered compared to the rest of the codex.

There is changes afoot in FW as well… not sure what that means for our units there too.

I feel our codex is balanced externally and we will have a tier 2 codex again.. good but not great and able to win vs most armies but not the top 3 most times.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 16:26:01


Post by: Beardedragon


Surely the FAQ will buff Nobz on warbikes though? They have the same toughness and wounds as boys. hell the nob from warbikers have 4 wounds but the nob from nobs warbikers have only 3. they also lack smoke cloud and big red button ability.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 16:30:41


Post by: Jidmah


pepi55 wrote:
How much we wanna bet that the FAQ will be in the lines of "Trukk can now carry 12 <CLAN> models or Trukk Boys" instead of giving specialist detachments <CLAN> without Kulture


It's very likely that they wanted the transports to carry specialist ladz instead of flash gits, so you are probably right.

In any case, I feel like this implementation of specialist mobs is still lacking, but superior to the one from SotB.


Automatically Appended Next Post:
Beardedragon wrote:
Surely the FAQ will buff Nobz on warbikes though? They have the same toughness and wounds as boys. hell the nob from warbikers have 4 wounds but the nob from nobs warbikers have only 3. they also lack smoke cloud and big red button ability.


Maybe, maybe not. I was just flipping through the FW book this morning and the codex actually broke some datasheets, so we might see above average care to them. I'm fully expecting nob bikers to remain as horribly bad as they are and will pleasantly surprised if they don't.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 16:33:41


Post by: The Red Hobbit


Beardedragon wrote:
Surely the FAQ will buff Nobz on warbikes though? They have the same toughness and wounds as boys. hell the nob from warbikers have 4 wounds but the nob from nobs warbikers have only 3. they also lack smoke cloud and big red button ability.

I certainly hope so!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/12 22:23:58


Post by: cody.d.


One thing I would dearly want from an FAQ, something that lets the third line of the evil sunz trait interact with Dakka type weapons. At the moment it affects, what? The weapons on a wartrike? I genuinely can't think of many more.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/13 00:23:58


Post by: SemperMortis


 Blackie wrote:
 the_scotsman wrote:


I fully expect the Morkanaut to be target #1 that most people gun for turn 1.


That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.

A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.


The problem with the Morkanaut is and always was, that its a bullet magnet. And buffing it to 24wounds with a 6++ doesn't make it better. To kill a 24w T8 6++ model with Laschickenz takes 13.5ish shots. 13.5 shots, 9 hits, 6 wounds and 6++ kicks in for ...5 going through which average...25 dmg. To kill the old 18 wound 5++ model took ....13.5 shots LOL. 13.5 shots, 9 hits, 6 wounds 4 going through for 20dmg, or just enough to kill the Naut. So congrats to GW for "Buffing" the morkanaut and making it worse.

 Jidmah wrote:
I think in all of 8th and 9th up till know I was able to heal vehicles about four times and it mattered once.

Repairing is a rather worthless ability for orks. Vehicles tend to be either undamaged or dead, and even if you repair them, they die next turn anyways.


I'll be honest, it really depends and its situational. One of my favorite tactics was to take a Big Mek with KFF and have him guard my Mek gunz which gave my artillery park a 5++ invuln save AND if any received dmg and didn't die, he could easily fix them up and at least make the enemy waste a few more turns shooting them. I had one game recently (pre-codex) where my opponent just couldn't kill my Mek gunz even with his Laschickens. They either missed, bounced off the KFF or went through but only rolled 4-5dmg. At the end of the game he literally called them the MVP and unkillable.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/13 03:02:58


Post by: Vineheart01


looking at the rig statlines....im a bit baffled here

I thought the main draw to the Hunta Rig was it was a little cheaper and had that gimicky harpoon gun. But the kill rig...also...has it?

I dont see any difference other than for 2pl less you lose psyker, character, wurrtower (which is actually a mean 'gun'), and gain 5 more capacity that we dont care about right now.
Wat? That feels like a LOT of crap for 2pl


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2021/08/13 04:51:10


Post by: Wakshaani


For some reason, GW really, REALLY values transport capacity. (See also: Land Raiders since forever)