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We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/25 23:54:56


Post by: Jidmah


Are you a new player? There is no need to read the entire thread! Just jump to the last page and ask away!

If you have things you think should be added to this post, PM me.

"Da Great Green Hands demselves have guided us here. Yer can join the Waaagh! or get outta da way."
— Ghazghkull Mag Uruk Thraka


I know, us orks don't like rules, but a couple of things should be said before starting:
- This is supposed to be about actively trying to win games. I know there are a lot of players who just want to toss some dice, watch their beautiful converted models, re-enact battles from the fluff and don't really care about who wins the game. You are all awesome people, but sorry, this thread isn't for you :(
- It's safe to assume that the vast majority of games will be using the newest FAQs, points, all of the matched play rules and the current beta rules. Please don't base tactics on not using the most recent rule set.
- Keep in mind that not everybody has access to forgeworld models or rules.
- Legend rules aren't allowed everywhere.
- Be clear about whether you are discussing army composition (looking for the best options), or whether you simply want to use a unit in an efficient way, even if it's not the best choice.
- Clarify whether you are discussing regular Matched Play or Tournament rules where it matters.
- There are communities and tournaments that do not allow certain things. The people looking for advice here cannot change that, so accept that they have to work around those limitations.
- Do not discuss GW's business practices in this thread.
- Do not discuss the number of releases other armies get in this thread. Especially not beakies.
- It is fine to agree to disagree.
- Back up your arguments.
- Provide links to blogs/videos/podcasts you are referencing
- If you need help with list-building, provide us with a list of models you have available
- Lists in spoilers or we'll krump ya
- Lists not in spoilers are to be responded with ork RP of krumpin the poster
- Orks never lose.
- WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!

Thanks to the these awesome gits for providing content:
the_scrotsman
PiñaColada
hollow one
Waaaghbert
Emicrania
flandarz
An Actual Englishman


Complete list of ork rules (updated 2020-05-20):
Spoiler:
Codex: Orks (mandatory)
Relevant rules: Datasheets, Stratagems, Cultures, Relics, Psychic Powers, Warlord Traits

Chapter Approved 2020 (mandatory, but can be substituted by list building software)
Relevant rules: Points, Missions

Saga of the Beast (optional, but you should really get this ASAP)
Relevant rules: Ghazghkull Thrakka, Makari, Big Mek with Kustom Force Field, Kustom Jobs, Specialist Mobs, Clan Psychic Powers, Stratagems

Vigilus Defiant (optional, suggested for competitive play)
Relevant rules: Kult of Speed and Dread Mob specialist detachments, SSAG relic

Index: Xenos 2 (optional, suggested for competitive play)
Relevant rules: Warboss on Warbike (currently left in limbo due to transitioning from GW to FW rulebooks, everything else in this book is obsolete)

Imperial Armour: Xenos (optional, soon to be replaced)
Relevant rules: Mek Boss Buzzgob, Zhadsnark da Ripper, Chinork Warkopta, Grot Tank, Grot Mega-tank, Big Trakk, Squiggoth, Gargantuan Squiggoth, Meka Dread, Kustom Stompa, Kill Tank, Battlewagon with Supa-kannon, Lifta Wagon

Warhammer Legends (optional)
Relevant rules: Da Red Gobbo, MA Warboss, Big Mek on Warbike, Painboy on Warbike, Big Guns, weapon options for Mek and Koptas
Link: https://www.warhammer-community.com/wp-content/uploads/2019/12/7661dd41.pdf

Prophecy of the Wolf (optional, comes with the box)
Relevant rules: Ghazghkull Thrakka, Makari, MANz, Nobz

Chapter Approved 2018 (optional, open play only)
Relevant rules: Looted Wagons

FAQ Imperial Armour Index Xenos (optional, open play only, OOP FW models)
Relevant rules: Grot Bomm Launcha, Attack Fighta, Fighta-bommer, Dethrolla Battle Fortress, Kill Krusha
Link: https://www.warhammer-community.com/wp-content/uploads/2019/09/imperial_armour_index_xenos-1.pdf

White Dwarf June 2020 (optional, open play only)
Relevant rules: Grukk Face-Rippa, Skrak's Skull-Nobz, Goff Rokka


What do you really need out of all those to play orks?
1) Codex: Orks, because all the rules are in there
2) Saga of the Beast, because it provides a meaningful upgrade to the existing codex that is both fun and powerful
With those two you have all the rules to play everything you can buy on GW's main website.

Great guide for playing orks competitively on Goonhammer (written for 8th, much is still valid for 9th):
https://www.goonhammer.com/start-competing-orks-tactics/

Color legend
Green Tier - These are great and perform well as long as you include them in a coherent army.
Cyan Tier - These are great in the right army, but they will not work an army that does not support them.
Blue Tier - These do what they are supposed to do, but aren't the most competitive options for their roles.
Yellow Tier - These do work in general but either cost too much for what they do or lock you out of bringing much better choices.
Red Tier - There is no point in bringing these, fielding them will actively cause you lose games.
Mek Workshop Tier - Your army would be better if this were added to your opponent's army instead of yours.

Unit analysis
Last update 2020-08-03

Weirdboy Orks have some of the best psychic powers, with da jump being a mandatory tool for infantry lists. There is little reason to update one to a warphead to double their potential. A painboy can heal the wounds taken from perils.
MANz MANz are great for taking and holding objectives, and with the "Hit 'em harder" stratagem not even a knight is safe from them. Dual killsaws are the superior load-out, though a single rokkit can be taken as deathskulls.
Megatrakk Skrapjet Tons of rokkit shots make it great for vehicle hunting that also brings a decent close combat weapon and two big shootas. The kustom job is good, but not mandatory.
Shokkjump Dragsta Good, reliable anti-tank firepower. Their kustom job is decent, but not mandatory. The "Temperamental Shokk Drive" stratagem allows them to drive into dangerous positions to line up shots and them jump to safety.
Gunwagon The "da boomer" kustom job is absolutely mandatory for the gunwagon. The Zagzap isn't terrible either, but don't even bother bringing a gunwagon without either of these kustom jobs.
Smasha gun The smasha gun is nothing short of awesome at destroying vehicles, and the low number of points per model makes them a chore to remove for your opponent.
Burna Bommer Use the flying 'eadbut stratagem to crash one of these into your opponent's army and shower them with mortal wounds after dropping a bomb for even more mortal wounds. Keep them cheap, as they are unlikely to survive long.
Warboss on Warbike (FW) The killa klaw single-handedly makes one warboss a must-take for each army. Always use the Da Biggest Boss stratagem on him when possible.
Chinork (FW) The AIRCRAFT keyword and criminally undercosted guns make chinork quite insane right now.

Ghazkgull Thrakka Expensive, but he is one heck of a beatstick if you get him into combat. While you can have him in any detachment, you should put him in a detachment where he can have the goff culture, and consider making him your warlord.
Mad Dok Grotsnik When running deff skullz, he is a more durable warboss that provides models around him with 6+++. If you have points to spare, bring him.
Big Mek with Kustom Force Field Big meks are the cheapest KFF platforms, but struggle to keep up with vehicle armies.
Kommandos Utility unit to grab/clear objectives and score secondaries like teleport homers behind enemy lines.
Tankbustas Powerful but fragile unit that tends to be dead as soon as your opponent can shoot them. If you are running bad moons, this is the unit you want to shoot twice. They can use the "Extra Stikkbombs" stratagem to throw 10 tankbusta bombs.
Kustom Boosta-Blasta The KBB combines a reliable anti-chaff tool with a solid elite/light armor hunting weapon and a mortal wound ram ability for a discount price. Avoid the kustom job, but the "Burnin' Highway" stratagem is extremely powerful.
Battlewagon Multi-functional transport that can transport up to 20 shooty models, a unit of MANz and/or some boyz into battle. Battlewagons should always be run along with other vehicles. If you are transporting valuable targets, make sure to buy the forktress kustom job.
Deff Dreads Tellyport them in to attack a vulnerable part of your enemy's army, two often fit better than three. For melee weapons, equip just one klaw and keep the rest to saws. Deathskulls can equip their dreads with 1-3 KMBs for extra range damage. All their kustom jobs are great for them, always pick one.
Morkanaut Combines an extra large KFF with decent close combat abililty and anti-tank guns. Don't bring one without the sparkly bits kustom job. Works best with other vehicles, as it either draws a lot of fire from them, or just keeps blasting appart stuff.
Kustom Mega Kannon Basically the budget version of the smasha gun, while slightly less efficient, you get more firepower out of less models.
Dakkajet Good against anything that's not a vehicle (T7+). Can be useful for assassinating characters, as it can jump next to them and unload its guns on them.
Wazbom Blastajet Hard to kill and mobile anti-tank platform that also protects your army from alpha-strikes. Keeping the KFF on your army past turn 2 is difficult though.
Trukk With mobility having become much more valuable, trukk boyz are actually a decent choice for troops, as the trukk is fairly durable for its points.
Gargantuan Squiggoth (FW) Everything the stompa wanted to be - hard to kill, decent price, devastating to anything on the receiving end of its charge and decent shooting.

Kaptin Badrukk Great shooty HQ that can fit in with any list, even better if he has some flash gits to buff. He mostly suffers from competing with other HQs for his slot.
Snikrot Used similar to kommandoz or MANz, he beats enemy units off objectives and then stays there, near impossible to remove without dedicated shooting. Sadly he is locked into one of the worst klan kulture.
Makari 2++ save, a 6+ FNP aura and the ability to tag along with Thrakka make him decent addition to goff armies, but it's hard to justify bringing him over a big mek or weirdboy.
Big Mek in Mega Armour Being the slowest thing in the codex while carrying an aura that requires you to keep up with stuff is not a good combo. He is more likely to survive being left in the open though and is the only mek that can make good use of the "da kleverest boss" stratagem.
Big Mek with Shokk Attack Gun The SAG is a powerful long-range weapon, especially when upgraded to Souped-Up SAG and combined with the Big Killa Boss warlord trait. Sadly, the hefty price hike and the ban of specialists detachments for events have left it quite weak.
Deffkilla Wartrike Despite his looks and profile, he isn't actually that good in combat. He works well as a great all-round shooting unit, so keep him safe and shooting. The gork's roar kustom job should always be taken on him.
Warboss If you can't run a warboss on warbike, this is where you put your killa klaw. As with the other one, always upgrade it to da biggest boss.
Nobz Despite not being terrible, Nobz struggle to find a place between MANz and boyz. Dual Killsaws, Big Choppas and double choppas are the preferred loadouts. Equipping multiple combi weapons cost too much for what you get. Be aware that ammo runts might trigger blast rules.
Banner Nob As most boyz are jumped or tellyported these days, the banner nob has no one to buff. While the buff is powerful, it often seems like pure overkill and therefore not worth its points.
Boyz If we didn't have to bring troops, we would probably skip boyz, as they are really expensive for what they do. Best used in small units from transports, or as as multiple large blobs of 30. Nobz should either have big choppas or killsaws.
Scar Boyz For 1 CP a unit of goff boyz gets S5 strength. The difference between S4 and S5 is huge, since you wound T4 on 3+ and T8 on 5+ now. Combined with Thrakka and the goff trait these are the most deadly boyz you can get.
Deffkopta The FLY and VEHICLE keywords enable lots of stratagems to be used on them, and their speed allows them take objectives quickly. They give up VP easily though.
Bonebreaker The bonebreaker powerful in melee and can transport units. The high price is not worth the extra d6 attacks compared to a regular battlewagon. If you run one, forktress is the best kustom job.
Flash Gitz Awesome guns that lay waste to light infantry, elite infantry, light vehicles and anything else that's not T7 or higher, decent armor saves, good combat ability and ammo runts to re-roll shots and eat shots or explosions. Sadly, they are a bit too expensive right now.
Gorkanaut Combine the tellyporta with ramming speed to get them into combat. Should always have the slug gubbin kustom job, it's just that good.
Tractor kannon This gun fires an auto-hitting kannon shot. If the target has FLY, it will deal more damage and explode. Not a bad at all, but they are outclassed by cheap smashas.
Zardsnark da Rippa (FW) Fast, strong HQ choice for Evil Suns armies. His Pain Klaw hits very hard, but he has little defense against things striking back.

Zaggstruk A warboss on a bike without Killa Klaw that is also stuck with the sub-par Goff kulture. Unless you were running Goff anyways, skip him.
Painboy Too expensive for the 6+++ he provides, but his mandatory PK sometimes kills something.
Gretchin How the puny have fallen. Cheaper than boyz, but lack the means to defend themselves from anything but other gretchin. Can be used as cheap troop tax, but you should consider getting boyz instead.
'ard boyz a 5+ armor save is rarely worth 2CP. Even if you loot a nearby vehicle, you are now paying 3 CP (and a vehicle) to get a 4+ save, rarely worth your time.
Boomdakka Snazzwagon Not too expensive, but can't compete with Dakkajets or Kustom Boosta Blastas for its primary role, which is clearing chaff. It's kustom job is a joke.
Ruckatrukk Squigbuggy The "stay at range and shoot" buggy fails to deliver a decent amount of damage due to terrible guns. The mine ability is nice, but easily avoided or soaked by units that don't care about those mortal wounds. The kustom job is quite good, but not good enough to fix its guns.
Stormboyz The ability to go fast and charge over screens makes them a perfect match for two units of boyz tellyporting and jumping in turn 2. They are so expensive however, that you are better off spending all those points elsewhere.
Warbikes Warbikers are good at killing chaff and have a stratagem to protect them. The kult of speed detatchment adds two more stratagems for turn 1 assaults and model arrests, but they are just way to expensive.
Killa Kanz With no buffs from cultures or stratagems their expensive single shot weapons cannot compete with deff dreads or mek guns. A unit of KMB kanz shooting twice with the dreadmob stratagem sounds decent, but a morkanaut does the same better.
Lootas In order to work, lootas need protection from grot shields, lots of CP and the bad moons culture. Since gretchin are quite expensive, CP have gotten less and bad moons is not the best culture to pick in 9th, lootas are no longer a top pick. The klever spanner stratagem is not great.

Burnas Burna boyz are in this weird spot where they're kind of anti horde, kind of anti elite, and kind of way too squishy for their point cost. Their only upside is that their spannas can access KMBs.
Mini Mek Bad gun, bad melee, bad at repairing stuff and dies easily. Avoid.
Nob Bikers To expensive and too little killing power. They fail to find a niche between koptas and warbikers.
Runtherd You have to run a lot of gretchins to make runtherds a useful investment, since they cost almost as much as a whole replacement squad of gretchins for the squad you lost because he wasn't there to stop them running away.
Bubble chukka From a fun minigame it turned into something that maybe kills something or not. A one or two rolled for shots or strength will make its shooting phase a waste of time. Avoid.
Blitza-Bommer Bombs are good at causing mortal wounds, perfect for squads of infantry but not that good against vehicles. Unless you expect squadrons of vehicles, use the burna bommer instead.
Stompa The point drop and the buff to its weapons simply wasn't enough. The stompa remains a beatuiful model for friendly games and nothing more. Its kustom job is awesome, always bring it.
Ork Mek Boss Buzzgob (FW) Despite having the rule on his datasheet, he does not have a KFF! If you are running Goff and you felt like you want to trade one of your Big Mek's SAG for additional attacks and wounds, this is your guy. So probably not.
Kill Tank (FW) Armed very similar to a knight, but costs almost three times and doesn't get ion shields
Kustom Stompa (FW) Leave it to FW to make an even worse stompa. There is zero reason to pay over a thousand points for this.

Mekboy Workshop A unit can skip shooting and assault get a bonus that is worse than simply not skipping shooting and assault. At least you get one free kustom job and the workshop provides light cover.

Clans
Last update 2020-08-03

Evil Sunz
Red Ones Go Fasta This is a very powerful bonus as the extra inch makes charging from deep strikes extremely reliable and thus ES the best culture for deep striking boyz, MANz or storm boyz. It also allows many fast units to go even faster, as they can now advance and shoot without any downsides or even pull of first turn charges.
Rezmekka's redder armour Sort of an odd relic, getting that +1 to move is probably the big gain here since the mortal wounds happen at the beginning of your movement phase. Meaning you opponent can always back out of combat. Could be worth an extra CP to get this one, but overall there are stronger relics out there, and the squig tire kustom job is better.
Speed Freek Enables your entire fleet of vehicles to hit&run(& hit again). Consider putting this on you warbike/wartrike warlord if you've found them to be too squishy in close combat. Synergises well with units that have rules that trigger of charging like bonebreaker or scrapjets.
Drive-by Krumpin' Enables an Evil Sunz SPEED FREEKS unit to move again at the end of the shooting phase. Allows units like buggies or koptas to get out of dangerous situations and hopefully behind obscuring terrain.
Visions in the Smoke: Low range, a limit to vehicles and the 18 wounds rule make it akward to use. Your best target for this would be a gunwagon. Since you pick the target unit after casting, you can have your weirdboy hang out somewhere between a naut and a wagon and pick depending on your result.

Freebootas
Competitive Streak: Any time a freeboota unit destroys an enemy unit, all other freebootas within 24" add 1 to hit for the phase. The only trait that allows Gretchin units to (indirectly) benefit by causing other non-gretchin freeboota units to gain the +1 to hit. Be aware that some units like dakkajets have inherrent +1 to hit and thus don't benefit from the culture.
Badskull Banner: Being able to ignore morale once per game might be really handy, though there is a chance you don't need it at all, as you can always just spend 2 CP when it matters.
Reputation: Re-roll ones to hit in combat. If you plan on running your warboss warlord with a choppy retinue (even if it's some bonebreaka transporting him), you might want to consider this. The warboss himself will be re-rolling ones to hit, which makes that relic klaw a lot more reliable. Not on Badrukk who is locked into this trait.
Kroozer Broadside: 3CP, D3 roll after you've spent those CP, requires a 5+ or 6+ to do D3 mortal wounds. There are very, very few cases where you'd want to throw this down instead of using the CP for something else, and in those cases you're probably already winning the game and just have CP to burn.
Jolly Ork’s Glare: Situational gimik that often fails to have an impact. 18" range means that many things can still charge or hide even with halved movement.

Deathskullz
Lucky Gitz: 6++ invuln, all infantry gains objective secured, and you may reroll 1 dice per unit per phase to hit, wound, AND damage. Provides excellent benefits for pretty much every ork unit. When playing deffskulls, you should try to put at least single rokkit or KMB on every unit to maximize the benefit you get from re-rolls.
The Fixer Upperz: Gives the big mek repair ability to a model, or improves a big mek's repair ability to automatic 3 wounds. Fun on a deffkilla wartrike to give him regeneration or to repair nearby units, but not actually great.
Wreckers: Allows one unit to re-roll wounds against vehicles. If you really need a big target like a knight gone, use this.
Opportunist: Allows the warlord to reroll 1s to wound vs vehicles and also target enemy characters within 18". Not bad, but big killa boss is usually better for shooty HQs.
Maniacal Seizures: Great power as it debuffs a powerful unit while helping you kill it. At WC7, it is unreliable to cast in a pure vehicle list.

Snakebites
Da Old Ways: 6+++ Feel No Pain. Free painboy aura for everyone - in theory this gives you 16.66% more wound on every unit, in practice variance can make it do nothing for an entire game and doesn't have much impact even if you roll above average.
Monster Hunters: All Snakebites add 1 to wound against a selected enemy model with 10 or more wounds. Good stratagem, but very expensive. If your opponent has a single target, like a knight, and all you want to do is bring it down, this can be good. Otherwise it is a bit niche due to its cost.
Bogrog's Buzzbomb: Single use grenade that causes 3d6 scorcha hits to one target, then another 2d6 to another within 6" of the initial target. Since this is blast now, it will most likely make an entire horde unit disapear.
Surly as a Squiggoth: All models within 6" reroll morale, all gretchin within 12" auto-pass morale. A good trait if your army has a lot of gretchins (particularly more expensive gretchin units like Grot Tanks or Killa Kanz) - but the relatively low power of those units devalues the trait.
Constriction: With 12" range, I see no reason why I wouldn't just cast fists of gork on the weird boy (or a nearby warboss) and half the target's units attacks by smashing it with green fists.

Bad Moonz
Armed To Da Teef: Bad moonz have a fairly mediocre trait, combined with DakkaDakkaDakka it roughly equates to getting +1 to hit on BS 5+ units. For units with less than 12 shots, this inferiror to the deff skulls trait.
Showin' Off: Arguably the best clan-specific stratagem out there, great with tankbustas, lootas, and shoota boyz.
Da Best Armor Teef Can Buy: Excellent if combined with the Supa-Cybork to make an actually surprisingly durable biker HQ or Deffkilla Wartrike. Bad Moonz are typically taken for their shooting units, but this gives them a very interesting tool in their belt.
Gobshot Blunderbuss: Slap it on a Kombi-scorcha to give your HQ model an assault 3d6 heavy flamer.
Gleamin’ Gear: Can be used to give a walker or forktress a 2+ save. In addition, until errataed, it give MANz a save that only fails on ones, irrespecitve of enemy AP.

Blood Axes
Taktiks: While orks rarely find themselves outside of 18", the gives vehicles a 3+ save and walkers a 2+ save during the first turn. Falling back and charging or shooting is only useful on a few units like koptas or bonebreakers as most ork units either don't survive two rounds of combat, the enemy wants to get out of combat ASAP or the orks annihilate whatever they have charge anyways, leaving nothing to fall back from.
Dead Sneaky: Allows an INFANTRY unit under 8PL to deep strike for 1CP. It can deep strike units of 20 boyz or 10 tankbustas (+4 squigs). Also useful for deep striking characters. Otherwise, totally redundant with Tellyporta.
I've got a Plan, Ladz: Refund a CP if you use a stratagem on a 6. Might yield one or two CP over the course of the game, so you might be better off with "Follow Me, Ladz!" and another kulture instead.
Morgarg's finkin cap: Gives the bearer a warlord trait. Basically a relic-for-warlord trait swap. Orks have some great warlord traits so this could be a good option. Basically free if you buy it of 1 CP if you pick Follow Me Ladz! or I've got a plan, Ladz!
Clever Talk: Infinite range and having it last until your next turn makes this quite decent and allows you to pile on a powerful melee unit without the danger of it killing something before all the orks have fought.

Goffs
No Muckin' About: DakkaDakkaDakka in melee as well as shooting. Certain units like nauts synergize extra-well with Goffs, and you do have Ghazzy, Makari and Zagstruk, two pretty good characters.
Skarboyz: The big thing Goffs bring to the table besides their special characters is Skarboyz. 1CP for S5 Boyz is huge, the only struggle is getting them into combat. For just one CP even upgrading a unit of trukk boyz might be worth it.
Proper Killy: Proper Killy is slightly worse than Brutal But Kunning. So there is no reason to give a warlord Proper Killy by choice, however, it still makes sense to give Ghazghull the trait if you do take him in your army because it is a significant boost to his killing power.
Da Lucky Stikk: If you're running classic footslogging goffs, you probably have a gaggle of characters in the center of your green tide: Ghazghull, a Painboy, a KFF mek, and a Waaagh Banner nob. It also give re-rolls to the one carrying the stikk, so it works well in combination with a killsaw.
Bull Charge: In case you want to charge a repulsor across multiple obstacles, this might come in handy, otherwise it's pretty useless.

Subcultures
Boomboyz – Blow It Up! You can build around this culture by maxing out on units like kanz, gunwagons, scrapjets, tank bustas or koptas. Can't compete with deathskulls, but you can make it work if you want.
Feral Orks – Wildboyz If you own a second edition-style army and just want to have a ton of boyz and nobz barrel down the field, this is your clan kulture. I'd rather take goff though.
Flyboyz – Crucial Velocity A slightly better version of the useless Blood Axes traits, minus all the benefits of fielding actual blood axes and it only works for a few units which don't really care about their armor save or getting charged.
Grot Mobs – Cheeky Zoggerz This is the only way to give gretchin a culture, and it's not a bad one either. Might be good enough to shell out those 2 CP for a patrol detachment.
Huntas – Sneaky Devils Could have been decent if terrain wasn't forbidden from being placed on objectives. Then again, having a KFF and a real clan is better than this.
Madboyz – Frantic Roll a d3 to see if you get 1) worse blood axes 2) worse goff or 3) nothing. Oh, and it's infantry and bikers only.
Pyromaniacs – Arsonists There are enough decent units affected by this to build a list around it that will work well enough. Not competitive though.
Tin ’Eads – Krush ’n’ Krump! All the units affected hit hard and benefit a lot from having +1 to hit. It also affects kanz, so if you have a bunch of stompy walkers and some MANz, this might be a culture for you.

Kustom Jobs
Last update 2020-08-03

Blitza-Gatler: Turns the gatler into what it should have been from the beginning. Still far from enough to make the stompa worthwhile.
Da Boomer: With the periscope from a gunwagon it can be shot twice, making an otherwise useless unit powerful enough to compete with mek guns.
Dirty Gubbinz: Can make shooty kanz or deppstriking dreads more surviveable. If you are looking to get into combat, you should use pistons instead.
Forktress: If you want a deff rolla wagon to kill stuff combat or you want to transportprotect valuable cargo, this is the best kustom job to do so.
Gog Klaw: Neither naut needs its minor help in combat, and other kustom jobs are vastly better than this.
Gork’s Roar: The burna upgrade allows you reliable take out infantry, while the melta gets more range which allows you to stay safe while killing vehicles. No trike should go without.
Gyroscopic Whirligig: This job allows your shokk-jump dragsta to jump every time they advance, however you still get -1 to hit to shooting unless you are running evil suns.
Korkscrew: Fighting twice with such a good weapon is pretty powerful, but often enough a scrapjet never gets to fight even once.
Nitro-powered Squigs: You can tell how bad a unit is if a powerful buff like +1 to wound has almost no impact on it. Should you ever be running a squig buggy for any reason, pick this up.
Orkymatic Pistons: Increases the speed of dreads or kanz by a lot and allows them to actually move up the board.
Pincha: A fun upgrade for trukks, but currently broken because of +1 to hit cap.
Red Rolla: Upgrading d6 to 6 hits is not worth a CP unless you have no other kustom jobs left to put on your wagons.
Sizzly Rivets: Even with 3 kustom boosta-blastas it does not happen often enough to have a meaningful impact. Instead spend the CP on burnin' highway.
Slug Gubbin: Great upgrade for Gorkanauts, allows you to completely wipe out any infantry that gets in your way.
Souped-up Speshul: Allows you to downgrade a terrible gun into a worse one, all for the price of one CP.
Sparkly Bitz: Turns the morkanaut into an insane shooting platform that eats a LRBT for breakfast. If you don't have a naut, dreads with multiple KMB can also use this.
Squig-hide Tyres: Can be put on pretty much every model with wheels. Despite being extremely flexible, 2" isn't that game changing. Scrap jets, bonebreakers or biker bosses probably have the best use of this.
Zagzap: By far not as good as da boomer, but automatic hits allow for some pretty reliable damage on things you need dead.

Specialist Detachments
(from Vigilus Defiant)
Note that Specialist Detachments are no longer legal for tournament play. There is no limit on using them in regular matched play games.

Kult of Speed
Any SPEED FREAK model in the detachment gets the KULT OF SPEED keyword, which is everything on a bike (including warboss), buggies (including the wartrike) and koptas.
Quick Ladz! (Warlord Trait) - Friendly KULT OF SPEED units within 12" of your Warlord in the morale phase automatically pass Morale tests if they Advanced in the same turn. Unfortunately the rules writers put "turn" instead of "battle round" hence this ability is practically useless. It only operates in your Morale phase (not your opponenets) and it's unlikely you're going to be taking a ton of casualties then anyway.
Skargrim's Snazztrike (relic) - Deffkilla Wartrike only, the bearer gains +1 T and a 5++. T7 vs T6 can be nice and the 5++ is welcome but in reality the Cybork Body is better. The Deffkilla Wartrike tends to race up the board and get into combat ASAP. Few weapons are affected by the difference between T6 and T7 and while you can invest a warlord trait to make a Deffkilla T8, we have other warlord traits which are much more impact.
Turbo Boostas (Stratagem) - For 2CP a KULT OF SPEED unit doubles its movement when advancing instead of rolling a dice. Useful to guarantee a first turn charges with large units of bikes or koptas.
Charge through 'em! (Stratagem) - For 2CP a KULT OF SPEED unit consolidates 2d6" instead of 3". If you roll a 5"+ consolidation move it is likely you open up possibilities to tie units in combat, tri-point them, or otherwise deny the opponent movement, which can be game winning. If you roll higher still then you can ruin your opponents plans on your first turn and potentially (though this won't be obvious at the time) win the game. It just might do nothing though.

Overall:
Kult of Speed requires investment into mostly mediocre Speed Freek units, but the stratagems can allow those units to perform much better than they normally would and in some cases win you the game. Both stratagems can be game winning but they are hard to use properly and might end up doing nothing but waste your CP because of bad dice rolls.

Stompa Mob
Overall:
You need three super-heavies to upgrade a single stompa with things that still don't make it worth running, so I won't bother typing this out.

Dread Waaaagh!
All big meks, kanz, dreads and nauts get the DREAD WAAAGH! keyword.
Dread Mek (Warlord Trait) - Repairing stuff happens rarely enough, no need to waste a warlord trait on it.
Da Souped-Up Shokka (relic) - shortly called the SSAG, this is an extremely powerful gun when combined with the big killa boss warlord trait.
Kustom Ammo (Stratagem) - Shoot a SSAG, morkanaut or a unit of kanz twice. Has high potential to be absolutely devastating.
Mek Connections (Stratagem) - Increases the chance of getting a consolidation price for powering down one of your DREAD WAAAAGH! units for a turn.

Overall:
Great specialst detachment that encourages you to bring a SAG and a morkanaut just to use the powerful relic and stratagem.

Blitz Brigade (from Vigilus Defiant)
Any warbosses (including Thrakka and Zardsnark) and battle wagon variants (including the lifta wagon and Battlewagon with Supa-Kannon) gain the BLITZ BRIGADE keyword
Back-seat driver (Warlord Trait) - As long as your warlord is embarked on a BLITZ BRIGADE TRANSPORT it gains +1" movement and 'ere we go. Since only warbosses can gain this trait and they need to be inside the wagon during the charge phase for 'ere we go, the only real application I see is stacking it with Rezmekka's redder armour to get a bonebreaka with 15" movement speed.
Blitz Shouta (relic) - A character inside a BLITZ BRIGADE BATTLEWAGON (so not gunwagon or bonebreaka, but any of the FW ones) projects a 6" aura which give re-roll ones to hit against a target in sight during shooting. So you would need a warboss (other characters can't be BLITZ brigade) with the relic inside a battlewagon which is somehow within 6" of other BLITZ BRIGADE members which are worth shooting. Unless you have multiple supa-kannon wagons, this relic is a waste of time since the lifta-droppa hits automatically and all codex options don't shoot well enough to sacrifice a relic, a battlewagon and a warboss on them.
Opening Salvo (Stratagem) - For 1CP a gun wagon can double its range during the first turn, meaning you can usually shoot without moving and thus shoot twice. I guess if you brought a gunwagon and bought this detachment, there is no reason to not use it, but it's by no means a reason to get either a gunwagon nor this detachment. Solid meh.
Krush 'em (Stratagem) - For 1CP you get to roll 2d6 for your bonebreaka ram and pick the highest result. It's basically a CP re-roll for the ram with slightly higher average but you need to use it before rolling. Not terrible, but not a reason to pick the detachment.
Hold on, Boyz! (Stratagem) - For 2CP a battlewagon (not gunwagon or bonebreaka) can pick up a unit of infantry within 3" of it and drop them within 3" after moving, more than 3" away from enemy models but it cannot charge that turn. Note that the infantry unit can move (and advance) before using this stratagem, so a battlewagon can sling a unit to where it's needed. There are some cute tricks, like mobbing up the dragged unit into combat, taking units out of combat or dropping buff characters where they are needed. Besides that, it's basically stratagem version of Da Jump.

Overall:
The Blitz Brigade tries to coax you into fielding a mix of battlewagons, bonekrushas and gunwagons, but sadly fails miserably at doing so since you can't both go slow and shoot and go fast and krush stuff while hanging around a central command tank. Even if you are running multiple bonekrushas and/or battlewagons, you are better off just using your CP for re-rolls, ramming speed and a relic SAG rather than this specialist detachment.

Top tournament lists

September 2020, Shane Watts, Labor Day GT, Second Place
Full analysis here: https://www.goonhammer.com/tournament-report-labor-day-gt/
Spoiler:
Goff Battalion, 2000 points, 7CP starting

Big Mek in Mega Armour: Kustom Force Field, Kustom Mega-blasta, Power Klaw, Grot Oiler, Warlord, Da Killa Klaw, Da Kleverest Boss, Follow Me, Ladz!,

Ghazghkull Thraka

Weirdboy: 2. Warpath, 3. Da Jump, Warphead

29 Boyz: Skarboyz, all boyz with Slugga/Choppa, Nob with 2x Killsaw, Tankbusta Bombs

29 Boyz: Skarboyz, all boyz with Slugga/Choppa, Nob with 2x Killsaw, Tankbusta Bombs

29 Boyz: Skarboyz, all boyz with Slugga/Choppa, Nob with 2x Killsaw, Tankbusta Bombs

28 Boyz: Skarboyz, all boyz with Slugga/Choppa, Nob with Big Choppa/Choppa, Tankbusta Bombs

5 Kommandos: Tankbusta Bombs
5 Kommandos: Tankbusta Bombs

3 Meganobz: all with 2x Killsaws
3 Meganobz: all with 2x Killsaws

Painboy: Power Klaw

Trukk: Big Shoota
Trukk: Big Shoota


August 2020, Seth the Mad, Giga-Bites IV, Third Place
Spoiler:
Battalion Detachment Deffskullz

HQ: Warboss, Killa Klaw, Biggest Boss (-1CP)

HQ: Weirdboy, Warphead (-1CP)

Troops: 9 shoota boyz, Killsaw nob

Troops: 10 shoota boyz, Killsaw nob

Troops: 10 shoota boyz, Killsaw nob

Troops: 10 shoota boyz, Killsaw nob

Troops: 10 Gretchin

Troops: 10 Gretchin

Elites: 4 Kommandos, Power Klaw Nob

Elites: 4 Kommandos, Power Klaw Nob

Elites: 4 Kommandos, Power Klaw Nob

Fast: 3x Kustom Boosta-Blastas

Fast: 3x Shokkjump Dragstas

Fast: 3x Megatrakk Skrapjets

Dedicated: Trukk

Dedicated: Trukk

Dedicated: Trukk

Dedicated: Trukk


August 2020, Stephen Mitchell, Giga-Bites IV, Winner
Spoiler:

Battalion Goffs

HQ: Ghazghkull

HQ: Big Mek with KFF, Grot Oiler

HQ: Warboss, Attack Squig, Kombi-Rokkit, Brutal But Kunnin, Killa Klaw

Troops: 29x Choppa Boyz, Power Klaw Nob

Troops: 29x Choppa Boyz, Power Klaw Nob

Troops: 28x Choppa Boyz, Power Klaw Nob

Elites: 5x Meganobz, Power Klaws

Elites: 5x Meganobz, Power Klaws

Elites: Waaaagh Banner Nob

Heavy: Smasha Gun


Heavy: Smasha Gun


Heavy: Smasha Gun

Patrol Detachment Goffs

HQ: Weirdboy (Warphead)

Troops: 10x Gretchin


August 2020, Andy Penn, Adelaide GT, Winner
Spoiler:
CLAN - DEATHSKULLS

OUTRIDER (-3CP)



HQs

WARBOSS on BIKE [110] (100) Relic :- da Killy Klaw (10) WARLORD - MIGHT IS RIGHT

(-1 CP) da Biggest Boss (+ 1 Att and wound & +4 inv)

DEFFKILLA WARTRIKE [125] 2nd Relic (- 1 CP) da Fixer Upper



FAST ATTACK

3 MEGATRAKK SCRAPJETS [330] (90 each) 2 twin big Shootas (20)

3 MEGATRAKK SCRAPJETS [330] (90 each) 2 twin big Shootas (20)

SHOKKJUMP DRAGASTA [110] (100) rokkit (10)

KUSTOM BOOSTA BLASTA (90)

BOOM DAKKA SNAZZWAGON [90] (85) big Shootas (5)

10 WARBIKERS [280] (270) Nob w/ Power Klaw (10)



HEAVY SUPPORT

BONEBRAKER [195] (160) Deff Rolla (20) 2 big Shootas (10) Rigger Grots (5)

(- 1 CP) FORTRESS (+3 save +5 inv)

BONEBRAKER [185] (160) Deff Rolla (20) Rigger Grots (5)



FLYER

BURNA BOMMBER [155] (125) 2 Super shots (20) Twin big Shootas (10)



Army total 2000

Spend six pre game CP on OUTRIDERS, FORTRESS, DA BIGGEST BOSS & a 2nd relic


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 01:38:56


Post by: tulun



Gretchin Our stratagems are good. To use stratagems we need CPs. To generate CPs, gretchins are very efficient. In addition, Grot Shields is incredibly powerful as stratagems go, so you should definitely bring a lot of gretchin.


change this text to: "How the mighty have fallen"


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 06:52:19


Post by: Jidmah


tulun wrote:

Gretchin Our stratagems are good. To use stratagems we need CPs. To generate CPs, gretchins are very efficient. In addition, Grot Shields is incredibly powerful as stratagems go, so you should definitely bring a lot of gretchin.


change this text to: "How the mighty have fallen"


Wouldn't it rather be "how the puny have fallen"?

On a more serious note, lots of things have moved around and while I started changing and adding things yesterday it was getting really late and I wasn't even halfway through the list.
Instead of a rushing this now, I'd rather take care of it properly.

The color codes for the Kustom Jobs and Clan Powers are done already, in case you lads want to start fighting about something.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 07:53:30


Post by: Ilgoth


YAY for the new thread

I would lower down Red Rolla in Kustom Jobs. Only one that stood down "wrong" in the list.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 08:30:52


Post by: Jidmah


You know what? I agree. I somehow remembered it better than it actually is. Going from 6+d6 attacks to 12 attacks isn't as much of a buff as it sounds.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 08:57:49


Post by: PiñaColada


I'd argue the Pincha is (at best) yellow as well. It's basically what a grabbing klaw should be, but wasting a CP on one attack seems like it'll rarely be a sound investment. Especially since it's currently wonky with + to hit modifiers and those are also coming with specific conditions (only monsters and vehicles).


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 09:05:26


Post by: Jidmah


PiñaColada wrote:
I'd argue the Pincha is (at best) yellow as well. It's basically what a grabbing klaw should be, but wasting a CP on one attack seems like it'll rarely be a sound investment. Especially since it's currently wonky with + to hit modifiers and those are also coming with specific conditions (only monsters and vehicles).


I have found it hilarious to put on trukks, but true, the +1 to hit cap killed it. Another clear case of "PA was written with 9th in mind"


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 09:17:21


Post by: PiñaColada


Well, you get to negate all those super common occurrences of your opponent stacking -2 to hit in melee.

Have you thought about how you want to deal with certain units, like the gunwagon, which is currently red but has a really good build with da boomer? Should it stay yellow/red but the text simply recommends the kustom job, or should it be teal in assumption that you took it?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 09:17:52


Post by: Afrodactyl


Sorry to break the seal on asking stuff, but my question was at the very end of the last thread!

What is the best loadout for a BW?

I'm planning on running three with boys and MANz inside each and wanted to get the best bang for my buck.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 09:21:49


Post by: PiñaColada


Both bonebreakas and battlewagons are good choices IMO (don't give them any big shootas though and always opt or the "Forktress" kustom job on one of them). It's really dependent on if you need the extra 8 transport slots and have the points to spare.

The gunwagon is only ever really good with "Da Boomer" kustom job and, to a much lesser extent, the "Zagzap" kustom job.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 10:21:47


Post by: RedNoak


PiñaColada wrote:
Both bonebreakas and battlewagons are good choices IMO (don't give them any big shootas though and always opt or the "Forktress" kustom job on one of them). It's really dependent on if you need the extra 8 transport slots and have the points to spare.

The gunwagon is only ever really good with "Da Boomer" kustom job and, to a much lesser extent, the "Zagzap" kustom job.

my major gripe with the gunwagon is that it has a ard case. would be great if it were open topped and you could put some shooty stuff inside.

but since it only moves 5,9" it failes at beeing a delivery vehicle... so the space inside always feels kinda wasted


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 10:49:43


Post by: Blackie


Basically the Gunwagon with Da Boomer is an alternative of a battery of Mek Gunz. Choose between 4 Smasha Gunz and Da Boomer. Depending on what the enemy has they have basically the same damage output (Da Boomer is a bit more killy but it's also +15 points and costs 1 CP) and the same durability.

Between Bonebreaka and Battlewagon I prefer the BW, of course with the 'ard Case and Deff Rolla. It's 25 points cheaper, which is significant and the extra transport capacity IMHO is more valuable than +D6 attacks with the rolla.

If you conisder a T7 open topped BW for large units of Tankbustas or Flash Gitz just split them into two Trukks instead.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 12:30:55


Post by: Vineheart01


the 25pt difference between the BW and bonebreaker is usually the reason i use the BW. Often i find i need to shed a few points...and D6 extra attacks that gets denied if someone charges me first isnt that appealing.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 13:41:35


Post by: Madjob


The color coding gets harder to parse when it's divided into Clan access. I think it'd be better if you had sections for "Clan Kulturs"(could include the new specialist kulturs here too, though most of them would inevitably be red), "Warlord Traits", "Relics", "Stratagems", "Psychic Powers" and included the clan specific options in those with a note as to what they belong to. That way the hierarchy in each is as plain and clear as it is in the units and kustom jobs sections.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 13:58:58


Post by: tneva82


Madjob wrote:
The color coding gets harder to parse when it's divided into Clan access. I think it'd be better if you had sections for "Clan Kulturs"(could include the new specialist kulturs here too, though most of them would inevitably be red), "Warlord Traits", "Relics", "Stratagems", "Psychic Powers" and included the clan specific options in those with a note as to what they belong to. That way the hierarchy in each is as plain and clear as it is in the units and kustom jobs sections.


How much effort is worth it when megathreads are going to be banned though? This is temporary thread anyway


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 14:08:09


Post by: tulun


 Jidmah wrote:


Wouldn't it rather be "how the puny have fallen"?

On a more serious note, lots of things have moved around and while I started changing and adding things yesterday it was getting really late and I wasn't even halfway through the list.
Instead of a rushing this now, I'd rather take care of it properly.

The color codes for the Kustom Jobs and Clan Powers are done already, in case you lads want to start fighting about something.


Love it.

Yeah I was mostly kidding -- like, even if we changed stuff now, it's really preliminary.

Vineheart01 wrote:
the 25pt difference between the BW and bonebreaker is usually the reason i use the BW. Often i find i need to shed a few points...and D6 extra attacks that gets denied if someone charges me first isnt that appealing.


Capacity too. If Trukks are looking like really common takes for your boys, you basically save 65 points by taking a Battlewagon.

Heck, if you compare two trukks to a Battlewagon w/ Deff Rolla, it's only 25 extra points for a much better chassis (130 vs 155), considering you can also give it a 3+, 5++ for 1 CP.

I think Battlewagons are going to be very highly rated in this edition. And Trukks, too.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 14:52:41


Post by: Bigdoza


I noticed in the 40k app the KFF ability on big mek in mega armor and the Morkanaut are the same ability as the new KFF rule from the saga big mek w/kff on their datasheet, but the wazbomb is still the old KFF wording.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 15:23:13


Post by: tulun


Can you use Mega trakks as psuedo Deff Dreads?

I've been thinking that Deff Dreads might be decent. The typical load out of 2x CCW, 2x KMB is looking solid as DS, and even a CC focused one with 6 attacks, or 5 and 1 skorcha, doesn't seem too bad at 100 and 105 respectively. There are even some interesting kustom jobs (+movement, -1 to hit range, +1 BS) to make them stronger.

But let's compare this to the Mega Trakk with Korkscrew. It is 5-10 extra points per model, depending on likely loadout of the Dread.

Megatrakk -
Shooting potential: Baked in, 20 points of Big Shootas, half of which hit on a 4+. Averaging 5 rocket attacks a round (50 points), one of which hits on a 4+ against vehicles.

CC potential: 8 attacks, hitting on 4's, with STR8, AP-2, Dd3 damage. (as a net benefit, can get 2 hit and 2 wound and 2 damage re-rolls to smooth out their damage potential with death skulls).

Deff Dread: Shooting varies. Likely only getting a skorcha or 2 KMB.

CC: Varies. 4-5 attacks in all likelihood, albeit with a better profile (STR 9/10, AP-2/3, D2/D3), hitting on 3's, with 1 re-roll to hit and wound.

Defensively contrast: Megatrakk is +1 wound, -1 T, -1 Save. It also has a massive base, which is good and bad (hard to maneuver, but also a better screen for blocking an objective).

The Megatrakk also Moves 10" default, which is basically the +movement kustom job on a Deff Dread for free.

The Mega trakk looks really solid. It gets you a ton of guns baked in (~70 points worth on average), and in CC it's probably doing roughly as well or BETTER, because it can get bonus re-rolls from fight twice. The tradeoff is a weaker defensively profile, which I think can partially be made up for by KFFs, which you should have nearby anyway.

The madman in me wants to see a Waaaagh banner near the Mega Trakks when they fight in CC which would really make them shine, but I dunno how you'd realistically pull this off.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 20:10:01


Post by: RedNoak


idk

the problem with dreads is... they are slooooow... mixing ranged weapons with them makes them even slower as you're kinda inclined to shoot with them instead of advancing.

a skorcha would be a decent addition if it wasnt so damn overpriced.

the only way i could make them kinda work.. .was putting three of em in the teleporter. and even then they were medicore at best. because 300+ points are usually a big chunk of your army

EDIT
also dont forget the MW of the scrapjet


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/26 23:40:26


Post by: Eonfuzz


Some predictions for 9e:
- MSU Deffkopta squads will be great for denying overwatch
- Mek Gunz still going to be amazing
- Da Jumping 30 sized gretchin squads to deny reinforcements (t1, on their board edge) will be meta
- Mekanized lists, as the new FAQ to "Open Topped" allows units inside to benefit from buffs twice
- Stompa still useless
- Moving "Death star" bad moon lootas in from reserves will be meta
- More Mek Gunz


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 03:28:24


Post by: Quackzo


tulun wrote:
Can you use Mega trakks as psuedo Deff Dreads?

I've been thinking that Deff Dreads might be decent. The typical load out of 2x CCW, 2x KMB is looking solid as DS, and even a CC focused one with 6 attacks, or 5 and 1 skorcha, doesn't seem too bad at 100 and 105 respectively. There are even some interesting kustom jobs (+movement, -1 to hit range, +1 BS) to make them stronger.

But let's compare this to the Mega Trakk with Korkscrew. It is 5-10 extra points per model, depending on likely loadout of the Dread.

Megatrakk -
Shooting potential: Baked in, 20 points of Big Shootas, half of which hit on a 4+. Averaging 5 rocket attacks a round (50 points), one of which hits on a 4+ against vehicles.

CC potential: 8 attacks, hitting on 4's, with STR8, AP-2, Dd3 damage. (as a net benefit, can get 2 hit and 2 wound and 2 damage re-rolls to smooth out their damage potential with death skulls).

Deff Dread: Shooting varies. Likely only getting a skorcha or 2 KMB.

CC: Varies. 4-5 attacks in all likelihood, albeit with a better profile (STR 9/10, AP-2/3, D2/D3), hitting on 3's, with 1 re-roll to hit and wound.

Defensively contrast: Megatrakk is +1 wound, -1 T, -1 Save. It also has a massive base, which is good and bad (hard to maneuver, but also a better screen for blocking an objective).

The Megatrakk also Moves 10" default, which is basically the +movement kustom job on a Deff Dread for free.

The Mega trakk looks really solid. It gets you a ton of guns baked in (~70 points worth on average), and in CC it's probably doing roughly as well or BETTER, because it can get bonus re-rolls from fight twice. The tradeoff is a weaker defensively profile, which I think can partially be made up for by KFFs, which you should have nearby anyway.

The madman in me wants to see a Waaaagh banner near the Mega Trakks when they fight in CC which would really make them shine, but I dunno how you'd realistically pull this off.


I've been trying both out and I'm finding Megatrakks to be good in general but not as good in melee as I had expected. I did the mathhammer and its a bit of a mouthful. The tl;dr is Korkscrew elevates the damage output to be comparable to the Deff Dread but the Deff Dread often comes out on top against tougher targets. The Megatrakk will eke out an extra hit from two sets of re-rolls and the number of unsaved wounds will be better against chaff but about the same in general. Even if its slightly ahead in unsaved wounds it is still d3 damage. If you're pummelling into infantry with 1-2 wounds then you'll be getting some work done. If you're pummelling into Infantry with 3 wounds or vehicles/monsters then you'll find the Deff Dread to be more valuable.
Both of them will benefit from buffs like the Goff Kultur, Ghaz's re-roll aura, or a +1 to hit but they'll still have their preferred targets. Getting auras off on the buggies would be cool but I think it's hard to pull off due to their greater mobility to our support characters.
The real benefit of the Megatrakk over the Deff Dread is it provides mobility and flexibility. Even though the Deff Dread will tear through armour easily, the Megatrakk can still get stuck in and chip away at it and force your opponent to fall back or stay engaged. The Megatrakk is also valid at clearing chaff. The use of the Deff Dread will be a lot more focused and its usage will be dependent on its load out.
With that said, I've mostly ran these in seperate lists and am now eager to run a list with 3 of each so I can have a direct comparison.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 05:27:39


Post by: Diakos


A thing I noticed was how gently FW units were treated.
Very soft price increases, a lot of weapons became free, heck Zhadsnark just plain dropped 10%.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 07:08:22


Post by: RedNoak


 Diakos wrote:
A thing I noticed was how gently FW units were treated.
Very soft price increases, a lot of weapons became free, heck Zhadsnark just plain dropped 10%.


well squiggoth got canned (for no good reason, since there was a model avaiable) and zhadsnark has become a regular warboss (without any special rules for all we know + 20% price increase 85 to 100)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 08:03:55


Post by: gmaleron


Curious as your guy's thoughts on this. Is it possible to run Ghaz in a Mechanized Goffs list? Or is still spamming Boys the way to go? Was considering the following Ideas:

-Trukk Spam: Everything that can goes into a Trukk for mobility and a little more survivability, Tankbustas for main Anti-Armour/Gunwagon perhaps.

-Battlewagon Rush: Take as many Battlewagons with Killkannons and Deffrollas.

Also is the Bonebreaker worth taking over the Battlewagon now? Sorry total noob with CC oriented Orks


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 08:25:14


Post by: RedNoak


 gmaleron wrote:
Curious as your guy's thoughts on this. Is it possible to run Ghaz in a Mechanized Goffs list? Or is still spamming Boys the way to go? Was considering the following Ideas:

-Trukk Spam: Everything that can goes into a Trukk for mobility and a little more survivability, Tankbustas for main Anti-Armour/Gunwagon perhaps.

-Battlewagon Rush: Take as many Battlewagons with Killkannons and Deffrollas.

Also is the Bonebreaker worth taking over the Battlewagon now? Sorry total noob with CC oriented Orks


idk about trukks... seems still overpriced for 65 points. its basically a roadblock capable of grabbing objectives.

Maybe the holy trinity of battlewagons? a deffrolla with forktress, gunwagon with boomer and a battlewagon with shooty guys inside... would've loved to field a squiggoth instead of a battlewagon filled with flashgitz or lootaz though :/
two KFFs inside the wagons, mekgunz for backfield fire and buggys (KBB comes to mind) zipping around to provide support. could work...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 09:01:51


Post by: Emicrania


Battlescribe 9th is online, please help sending all the bugs you find. I already sent a note about the Nov being for free instead of costing 8 as it should


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 10:42:58


Post by: Diakos


RedNoak wrote:
 Diakos wrote:
A thing I noticed was how gently FW units were treated.
Very soft price increases, a lot of weapons became free, heck Zhadsnark just plain dropped 10%.


well squiggoth got canned (for no good reason, since there was a model avaiable) and zhadsnark has become a regular warboss (without any special rules for all we know + 20% price increase 85 to 100)


The three "missing" units are just GW print-team quality control working as usual, they are all in the App version (Naturally the KFF Mek is missing in that one.)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 12:29:21


Post by: Vineheart01


I doubt the squiggoth was removed, its still being sold.
Legends is for models that are no longer sold and havnt been updated.
Plus it got updated in the FW FAQ. Which none of the legend FW models did that i could see.

Its both amusing and infuriating how listbuilding works now. I have been fielding what feels like way too few troops (2-3 units) yet at the same time i feel like i dont have the points to try what im thinking about lol. Man its gonna take awhile to get used to this...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 12:37:42


Post by: Bigdoza


People have looked at the points and been very discouraged about orks, but I'm starting to believe we might have a chance.

Just got to change your mind space from killing everything they have to playing so your opponent cant win.

There is alot more counter play possible, even if it just be through shadey reserve choices after the opponent picks their secondaries.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 12:46:48


Post by: RedNoak


Oh goody That's right

Well... Then I think I'm gonna try a triple list... Gunwagon with Nobz, deffrolla with manz and a squiggoth with either gitz or lootas, a burnabomba and maybea kopta with tankbustaz inside.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 12:58:29


Post by: Vineheart01


Largely its just the marines being so cheap problem, i compare with xenos, chaos, or even admech and i dont feel like orks got mega shafted, just cut down a peg.

Also im finding this amusing. In 8th, i think i used MANz like....5 times? so far i havnt been able to make a list that doesnt feature atleast 1 squad of 3-4 killsaws lol it feels so wrong to not include them.
MANZ MISSILES ARE BACK BOYZ!!! (sorta not really, trukks arent remotely as fast and cant move+disembark)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:09:01


Post by: Pickled_egg


I posted this in the old thread but seems we are migrating to here.

Chinorks are great, with 4D6 S5 -2 D3 damage shots each, plus free bombs and then your choice of rokkit launcha or big shoota at 90 pts for the big shoota variant. It's fantastic.
As GW no longer produces a model I'm converting mine using the Hobbyboss 1:48th scale Hueys with pilots, orky door gunners and orky bolt on bits from Kromlech and Ramshackle games. Won't be allowed to use them in GW stores or events but I think they are among the best thing in our dex now.
Being able to keep 10 boyz and a claw inside is a bonus.

Ghaz seems good in this edition though he could probably come down 50 pts. He does soak a ton of enemy attention that would otherwise be focused on your other stuff and is surprisingly mobile on the new smaller board.

For me though its still about Ork boyz and I think there is a solid argument still for horde, particularly if the meta shifts towards anti-vehicle.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:09:02


Post by: Emicrania


I just hade 3 matches and went 1 1 1 Vs hands down the best player I can spar in this area. We really need to abbandon all way of thinking, because scoring at the start of your turn change completely how the mechanics works.
Staying power for Orks is not a thing to wager. We have no real way to spam cheap invu, no minus to hit or w, no stratagems to hide squads and ATM nothing that is worth hide behind a grot wall.

So I believe trukk boyz, kommandos, fast mobile unit like koptas and RAW firepower are the staples of our army right now.

I'm running this list and it works pretty good, since is not CP hungry at all
Spoiler:

DS battalion

Big Mek KFF+ grot
Warboss BB relic Klaw + combirokket [Kunning WL]
Weirboy WH [da jump+Warpath]
10*2 grots
30 boyz [18shoota+rokkit+Nob PK]
5 MANz
3 MANz
6 Smashaguns
Morkanaut KFF SB
Gunwagon DB
2 bombers


I invest 4 CP pregame, 8 left for exploding, wildfire, Green tide, autopass, fight twice and maybe fight in death with warboss. Is more than enough.
I m not sold on the MANz and some point s were off, so I think I'll add a 10 man boyz instead of one grot unit and remove the 5 MANz for 2x10 kommando or 2 SJD or MSJ.
Having so much obs sec is very important. I actually am gonna try a trukk boyz list with ALL the Smashaguns I own and maybe 2 KFF + Makari


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:12:59


Post by: Orkimedez_Atalaya


So Saga of the Beast FAQ is up.

Big non sense.
- kff is back to normal (including cost), which sucks because the inv in CC was the only reason I found to bring a kff nowadays.
- to use kustom jobs we MUST include a mek workshop. Which is 85 and 1cp in 9th. Just the mere fact of having to bring the mek workshop around is insulting. And don't get me started on how 80% of the rules of PA are toilet paper now.

On the brigth side, Ghaz can now run and charge (and so does a Squiggorth close to him, wtf?).


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:13:37


Post by: Vineheart01


https://www.warhammer-community.com/wp-content/uploads/2020/07/kA6zZq83YtZHZ9Ea.pdf

Praise Gork (Or possibly Mork?)!
Ghaz got his adv+charge back.

Makari can be in non-goff along with Ghaz now

KFF is back to old-wording (ORK unit, shooting only, embark still works)
KFF costs 75pts to reflect the fact they kept the wording for somer eason to not require the wargear...? ok...odd..

And...possibly the biggest punch in the gut ever to orks... we cannot use kustom jobs unless we have a workshop... ... ... i have no words, just a large red palm-print on my face...

edit: Do note that the Mekshop does NOT cost you a CP, it has the same keyword the army does so you get that refunded.
It is, however, 85 completely and utterly wasted points. The fact it gives you a free kustomjob thus saving a cp does not remedy that pain at all.
So our PA book had 2 amazing things about it, Subkultures were great for side-detachments (now expensive as hell to run thanks to new format) and Kustom Jobz were amazing for the most part. Both are huge taxes now on an already hurting army. Really, GW?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:14:28


Post by: Emicrania


Pickled_egg wrote:
I posted this in the old thread but seems we are migrating to here.

Chinorks are great, with 4D6 S5 -2 D3 damage shots each, plus free bombs and then your choice of rokkit launcha or big shoota at 90 pts for the big shoota variant. It's fantastic.
As GW no longer produces a model I'm converting mine using the Hobbyboss 1:48th scale Hueys with pilots, orky door gunners and orky bolt on bits from Kromlech and Ramshackle games. Won't be allowed to use them in GW stores or events but I think they are among the best thing in our dex now.
Being able to keep 10 boyz and a claw inside is a bonus.

Ghaz seems good in this edition though he could probably come down 50 pts. He does soak a ton of enemy attention that would otherwise be focused on your other stuff and is surprisingly mobile on the new smaller board.

For me though its still about Ork boyz and I think there is a solid argument still for horde, particularly if the meta shifts towards anti-vehicle.


I wouldn't invest too much time and energy to convert a model that might be legend in two weeks. Just a word of a advice. I might be wrong but....


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:16:00


Post by: Pickled_egg


Orkimedez_Atalaya wrote:
So Saga of the Beast FAQ is up.

Big non sense.
- kff is back to normal (including cost), which sucks because the inv in CC was the only reason I found to bring a kff nowadays.
- to use kustom jobs we MUST include a mek workshop. Which is 85 and 1cp in 9th. Just the mere fact of having to bring the mek workshop around is insulting. And don't get me started on how 80% of the rules of PA are toilet paper now.

On the brigth side, Ghaz can now run and charge (and so does a Squiggorth close to him, wtf?).


Lol so much for the people claiming the invuln working in combat was an intended change. Was just another in a long line of GW cock ups.

Oh well, won't be bringing one now.

So that's the KFF down powered, the Souped up Shokka gone from GT play . Jesus did somebody win an event with orks or something in 8th?



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:16:01


Post by: tulun


 Vineheart01 wrote:
https://www.warhammer-community.com/wp-content/uploads/2020/07/kA6zZq83YtZHZ9Ea.pdf

And...possibly the biggest punch in the gut ever to orks... we cannot use kustom jobs unless we have a workshop... ... ... i have no words, just a large red palm-print on my face...


Christ. I remember when I argued this point as a slight joke.

85 points just so you can use Kustom Jobs. Welp, buggy lists are probably dead eh?

Edit: I was honestly pretty excited about a list I built that includes like... 6 kustom jobs. Dead in the water. I don't own a mek workshop and wasn't planning on buying one...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:17:11


Post by: Pickled_egg


 Emicrania wrote:
Pickled_egg wrote:
I posted this in the old thread but seems we are migrating to here.

Chinorks are great, with 4D6 S5 -2 D3 damage shots each, plus free bombs and then your choice of rokkit launcha or big shoota at 90 pts for the big shoota variant. It's fantastic.
As GW no longer produces a model I'm converting mine using the Hobbyboss 1:48th scale Hueys with pilots, orky door gunners and orky bolt on bits from Kromlech and Ramshackle games. Won't be allowed to use them in GW stores or events but I think they are among the best thing in our dex now.
Being able to keep 10 boyz and a claw inside is a bonus.

Ghaz seems good in this edition though he could probably come down 50 pts. He does soak a ton of enemy attention that would otherwise be focused on your other stuff and is surprisingly mobile on the new smaller board.

For me though its still about Ork boyz and I think there is a solid argument still for horde, particularly if the meta shifts towards anti-vehicle.


I wouldn't invest too much time and energy to convert a model that might be legend in two weeks. Just a word of a advice. I might be wrong but....


You are probably right mate, but they've gutted just about everything else that made us vaguely competitive in 8th. Barring the Smasha gun which survived largely intent.

Perhaps they will throw us a bone?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:19:28


Post by: Vineheart01


The fact that the smasha gun is still so awesome is a shocker to me. I expected that to be the first one to get hit, presumably in the max model department so you cant just totally spam them.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:21:45


Post by: Emicrania


Orkimedez_Atalaya wrote:
So Saga of the Beast FAQ is up.

Big non sense.
- kff is back to normal (including cost), which sucks because the inv in CC was the only reason I found to bring a kff nowadays.
- to use kustom jobs we MUST include a mek workshop. Which is 85 and 1cp in 9th. Just the mere fact of having to bring the mek workshop around is insulting. And don't get me started on how 80% of the rules of PA are toilet paper now.

On the brigth side, Ghaz can now run and charge (and so does a Squiggorth close to him, wtf?).



You got to be fething gaking me. Where ??????


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:22:48


Post by: tulun


 Emicrania wrote:
Orkimedez_Atalaya wrote:
So Saga of the Beast FAQ is up.

Big non sense.
- kff is back to normal (including cost), which sucks because the inv in CC was the only reason I found to bring a kff nowadays.
- to use kustom jobs we MUST include a mek workshop. Which is 85 and 1cp in 9th. Just the mere fact of having to bring the mek workshop around is insulting. And don't get me started on how 80% of the rules of PA are toilet paper now.

On the brigth side, Ghaz can now run and charge (and so does a Squiggorth close to him, wtf?).



You got to be fething gaking me. Where ??????


Page 70 – Ghazghkull Thraka, Great Waaagh!
Change the first line of this ability to read:
‘Friendly Ork Infantry and Monster units within 6" of this
model can be chosen to charge with even if they Advanced
this turn.’


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:23:22


Post by: Vineheart01


At the bottom,

Q: Can I use the Kustom Job Stratagem if I do not have a Mekboy
Workshop in my army?
A: No.

There is no text restricting this. 1 addition includes starting with 0. This is purely a middle finger to orks.
If they'd redo the mekshop so it actually DOES SOMETHING i wouldnt be so pissed about this.

Oh and Ghaz did not get the Supreme Commander keyword, unless i missed it somewhere. So....who the hell is supposed to have that keyword GW?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:25:57


Post by: tulun


The funniest thing about the KFF points change...

Since the CA20 is the most recent points update, KFFs are still 60 points. Okay?

But now it works like it should. Good. Melee invul was silly.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:26:03


Post by: Pickled_egg


I can totally see myself spending 85 pts on a mek workshop so i can take Sparkly bitz on my already over costed Morkanaut.

Said absolutely no one ever.

Would love to know what they are smoking at GW right now.




Automatically Appended Next Post:
tulun wrote:
The funniest thing about the KFF points change...

Since the CA20 is the most recent points update, KFFs are still 60 points. Okay?

But now it works like it should. Good. Melee invul was silly.


It's 75 points

Also in the FAQ


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:28:50


Post by: tneva82


Orkimedez_Atalaya wrote:
So Saga of the Beast FAQ is up.

Big non sense.
- kff is back to normal (including cost), which sucks because the inv in CC was the only reason I found to bring a kff nowadays.
- to use kustom jobs we MUST include a mek workshop. Which is 85 and 1cp in 9th. Just the mere fact of having to bring the mek workshop around is insulting. And don't get me started on how 80% of the rules of PA are toilet paper now.

On the brigth side, Ghaz can now run and charge (and so does a Squiggorth close to him, wtf?).


If by 1cp you refer to det if fortification has same faction keyword as warlord lt gets refunded

And no supreme commander keyword in ghaz as expected


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:29:08


Post by: tulun


Pickled_egg wrote:


Automatically Appended Next Post:
tulun wrote:
The funniest thing about the KFF points change...

Since the CA20 is the most recent points update, KFFs are still 60 points. Okay?

But now it works like it should. Good. Melee invul was silly.


It's 75 points

Also in the FAQ


Incorrect.

The latest points update for 9th was CA20 -- which lists it at 60. Saga was written in 8th edition.

So the intent is obviously it should be 80, but by their current rules, it's still 60 points. Of course, it's going to change eventually.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:32:32


Post by: Emicrania


This is getting fething ridiculous.
We have basically nothing left from PA beside the bombers.
The rest is trash.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:32:46


Post by: tneva82


 Vineheart01 wrote:
At the bottom,

Q: Can I use the Kustom Job Stratagem if I do not have a Mekboy
Workshop in my army?
A: No.

There is no text restricting this. 1 addition includes starting with 0. This is purely a middle finger to orks.
If they'd redo the mekshop so it actually DOES SOMETHING i wouldnt be so pissed about this.

Oh and Ghaz did not get the Supreme Commander keyword, unless i missed it somewhere. So....who the hell is supposed to have that keyword GW?


It's future use for new codexes. Just as they said


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:34:58


Post by: Pickled_egg


tulun wrote:
Pickled_egg wrote:


Automatically Appended Next Post:
tulun wrote:
The funniest thing about the KFF points change...

Since the CA20 is the most recent points update, KFFs are still 60 points. Okay?

But now it works like it should. Good. Melee invul was silly.


It's 75 points

Also in the FAQ


Incorrect.

The latest points update for 9th was CA20 -- which lists it at 60. Saga was written in 8th edition.

So the intent is obviously it should be 80, but by their current rules, it's still 60 points. Of course, it's going to change eventually.


You are correct.

But its 80 points in the Munitorum field Manual (CA) 60 pts is the base cost on page 33 excluding wargear.
on page 34 the Kustom force field is 20 pts


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:36:20


Post by: tulun


 Emicrania wrote:
This is getting fething ridiculous.
We have basically nothing left from PA beside the bombers.
The rest is trash.


Da Biggest Boss came out fine.

The SJD is okay too -- you can fire and fade with the strat. The auto advance on a 4+ was nice but it's useable. KBB didn't take the Kustom Job. Mega trakk really likes Korkscrew, but it still functions as a gunboat.

What is dead, though...

1) BS4 Mork
2) Slug Gubbins Gork
3) Forktress
4) Actual good Wartrike
5) Da Boomer
6) Deff Dreads with swanky upgrades
7) if you somehow decided to field a stompa, Stompa with 2 Damage gun.

In order to take any of this, you have to spend 4.5% of your army total just to start using it. Like, why?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:37:31


Post by: tneva82


Pickled_egg wrote:

But its 80 points in the Munitorum field Manual (CA) 60 pts is the base cost on page 33 excluding wargear.
on page 34 the Kustom force field is 20 pts


Except pa mek has no kff wargear. Just ability.

Gw can't get things done right to save their life


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:40:22


Post by: tulun


Pickled_egg wrote:

But its 80 points in the Munitorum field Manual (CA) 60 pts is the base cost on page 33 excluding wargear.
on page 34 the Kustom force field is 20 pts


Still 60. KFF is not listed wargear.

Again -- this will 100% go to 80 points. Just they haven't made the KFF 80 yet. He's 60 by RAW.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:44:52


Post by: Pickled_egg


tulun wrote:
 Emicrania wrote:
This is getting fething ridiculous.
We have basically nothing left from PA beside the bombers.
The rest is trash.


Da Biggest Boss came out fine.

The SJD is okay too -- you can fire and fade with the strat. The auto advance on a 4+ was nice but it's useable. KBB didn't take the Kustom Job. Mega trakk really likes Korkscrew, but it still functions as a gunboat.

What is dead, though...

1) BS4 Mork
2) Slug Gubbins Gork
3) Forktress
4) Actual good Wartrike
5) Da Boomer
6) Deff Dreads with swanky upgrades
7) if you somehow decided to field a stompa, Stompa with 2 Damage gun.

In order to take any of this, you have to spend 4.5% of your army total just to start using it. Like, why?


I suspect its a pre-cursor to brand new mek workshop rules in our future codex that we can't plan around as we have no idea if we will be waiting 3 months or a year for it.

In the here and now its just another nerf to an already weak faction that is going to struggle to compete with anything but the lowest tiered armies.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:45:40


Post by: Emicrania


The SJD strenght was in the autoadvance .
The MSJ would double it's efficiency.

Considering that we lost the SSAG, 90% of the stratagems in PA, the grots at 5pts, nerf to hordes, Flashgitz and lootas viability; the only thing we got since Orktober is :
Ghazkull
Makari
Biggest boss .

This is it. Shall we compare what other codex got?
How are we gonna compete with anyone ?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:48:07


Post by: Pickled_egg


tulun wrote:
Pickled_egg wrote:

But its 80 points in the Munitorum field Manual (CA) 60 pts is the base cost on page 33 excluding wargear.
on page 34 the Kustom force field is 20 pts


Still 60. KFF is not listed wargear.

Again -- this will 100% go to 80 points. Just they haven't made the KFF 80 yet. He's 60 by RAW.


The asterix clearly says the big mek is sans wargear. The intent is 100000% obvious that you have to buy the KFF for an additional 20 pts.

Not sure who you play but I don't know anyone who would let you get away with that lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:50:08


Post by: Quackzo


All the other changes I'm okay with, the mek boy work shop is a punch in the mushroom.

I'll expect the KFF change to appear in a FAQ/Erratta for CA 2020 in a week or so.

I am excited for the changes to Ghaz and Makari, I am not a fan of playing Goffs but I really do love the models and think there's potential for them as units.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:52:01


Post by: tneva82


Pickled_egg wrote:
tulun wrote:
Pickled_egg wrote:

But its 80 points in the Munitorum field Manual (CA) 60 pts is the base cost on page 33 excluding wargear.
on page 34 the Kustom force field is 20 pts


Still 60. KFF is not listed wargear.

Again -- this will 100% go to 80 points. Just they haven't made the KFF 80 yet. He's 60 by RAW.


The asterix clearly says the big mek is sans wargear. The intent is 100000% obvious that you have to buy the KFF for an additional 20 pts.

Not sure who you play but I don't know anyone who would let you get away with that lol


Intent is so but thanks to gw being gw not how it works. And i know i won't prevent ork from using 60 pts kff. Orks have been hit hard enough i'm happy to give them any break they can get


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:53:08


Post by: Vineheart01


why are you guys arguing the price of the KFF Mek?

The FAQ specifically says it costs 75pts, 4pl. The FAQ overrides any of the new publications, including CA2020, since the FAQ is newer.
BigMek w/ KFF does not have KFF listed as wargear and the rule is not written "unit with this wargear" like the KFF normally is.

Its not the first time the same exact rule has had different verbage (see explosion or the admech repair rule)

He costs 75pts, and that includes the KFF since its not a wargear option and neither does it need to be to use the rule.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:54:13


Post by: Pickled_egg


tneva82 wrote:
Pickled_egg wrote:
tulun wrote:
Pickled_egg wrote:

But its 80 points in the Munitorum field Manual (CA) 60 pts is the base cost on page 33 excluding wargear.
on page 34 the Kustom force field is 20 pts


Still 60. KFF is not listed wargear.

Again -- this will 100% go to 80 points. Just they haven't made the KFF 80 yet. He's 60 by RAW.


The asterix clearly says the big mek is sans wargear. The intent is 100000% obvious that you have to buy the KFF for an additional 20 pts.

Not sure who you play but I don't know anyone who would let you get away with that lol


Intent is so but thanks to gw being gw not how it works. And i know i won't prevent ork from using 60 pts kff. Orks have been hit hard enough i'm happy to give them any break they can get


I will agree that we have been absolutely gutted as a faction, my Saga of the beast book which i bought all of three months ago is rendered largely pointless now.

So glad I keep feeding GW my hard earned....nom nom



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:56:13


Post by: tulun


 Vineheart01 wrote:
why are you guys arguing the price of the KFF Mek?

The FAQ specifically says it costs 75pts, 4pl. The FAQ overrides any of the new publications, including CA2020, since the FAQ is newer.
BigMek w/ KFF does not have KFF listed as wargear and the rule is not written "unit with this wargear" like the KFF normally is.

Its not the first time the same exact rule has had different verbage (see explosion or the admech repair rule)

He costs 75pts, and that includes the KFF since its not a wargear option and neither does it need to be to use the rule.


Because the latest points cost is CA20 for 9th, not the Saga of the Beast book.

The updated points value IN that book is irrelevant, unless you're playing 8th edition.


Automatically Appended Next Post:
Here's a question...

Given the Mekboy Workshop is a piece of terrain, what terrain traits does it get?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 13:58:45


Post by: Vineheart01


So what you're saying is that entire PA faq is for 8th and not for 9th? what logic are you using there?

Also, Mekshop is in the core ork faq

*Page 118 – Mekboy Workshop, Ork Structure
Change to read:
‘After this model is set up, it becomes an Obstacle terrain feature
with the following terrain traits: Defence Line, Light Cover,
Heavy Cover, Defensible, Unstable Position, Difficult Ground
(see the Warhammer 40,000 Core Book).

I'm not really sure how its difficult ground when its just a wall and an archway though

The only real use i can think of for this mess of a fortification is use it to block off a choke, since it is a wall after all. Better protect your in-deployment objective.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:01:26


Post by: tulun


 Vineheart01 wrote:
So what you're saying is that entire PA faq is for 8th and not for 9th? what logic are you using there?

Also, Mekshop is in the core ork faq

*Page 118 – Mekboy Workshop, Ork Structure
Change to read:
‘After this model is set up, it becomes an Obstacle terrain feature
with the following terrain traits: Defence Line, Light Cover,
Heavy Cover, Defensible, Unstable Position, Difficult Ground
(see the Warhammer 40,000 Core Book).

I'm not really sure how its difficult ground when its just a wall and an archway though


Good to know re: workshop.

No, the POINTS cost in CA20 supercedes anything in Saga of the Beast. Like, you don't still use 285 for Ghaz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:05:24


Post by: Quackzo


 Vineheart01 wrote:
So what you're saying is that entire PA faq is for 8th and not for 9th? what logic are you using there?

Also, Mekshop is in the core ork faq

*Page 118 – Mekboy Workshop, Ork Structure
Change to read:
‘After this model is set up, it becomes an Obstacle terrain feature
with the following terrain traits: Defence Line, Light Cover,
Heavy Cover, Defensible, Unstable Position, Difficult Ground
(see the Warhammer 40,000 Core Book).

I'm not really sure how its difficult ground when its just a wall and an archway though

The only real use i can think of for this mess of a fortification is use it to block off a choke, since it is a wall after all. Better protect your in-deployment objective.


I'm upset about mandatory mek boy workshop for kustom jobs but if I have to run this thing I'm running it MY way. You can technically deep strike it or put it into reserves, there's gotta be some absurd play where you tellyporta it to block off a choke and lock a knight into a corner of a board.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:06:43


Post by: tneva82


 Vineheart01 wrote:
why are you guys arguing the price of the KFF Mek?

The FAQ specifically says it costs 75pts, 4pl. The FAQ overrides any of the new publications, including CA2020, since the FAQ is newer.
BigMek w/ KFF does not have KFF listed as wargear and the rule is not written "unit with this wargear" like the KFF normally is.

Its not the first time the same exact rule has had different verbage (see explosion or the admech repair rule)

He costs 75pts, and that includes the KFF since its not a wargear option and neither does it need to be to use the rule.


It overwrote pa book. So used when you use pa points aka 8th ed.

Once 9 ed points come it will be 80. 60 for mek and kff for 20. 75 is pre 9th ed price hikes.




Automatically Appended Next Post:
 Vineheart01 wrote:
So what you're saying is that entire PA faq is for 8th and not for 9th? what logic are you using there?

Also, Mekshop is in the core ork faq

*Page 118 – Mekboy Workshop, Ork Structure
Change to read:
‘After this model is set up, it becomes an Obstacle terrain feature
with the following terrain traits: Defence Line, Light Cover,
Heavy Cover, Defensible, Unstable Position, Difficult Ground
(see the Warhammer 40,000 Core Book).

I'm not really sure how its difficult ground when its just a wall and an archway though

The only real use i can think of for this mess of a fortification is use it to block off a choke, since it is a wall after all. Better protect your in-deployment objective.


For points yes. Write down points to pa book. Physically. Then for 9th ed take latest book with 9ed points.

That's how it works with gw's system. So gw logic


Automatically Appended Next Post:
 Quackzo wrote:
 Vineheart01 wrote:
So what you're saying is that entire PA faq is for 8th and not for 9th? what logic are you using there?

Also, Mekshop is in the core ork faq

*Page 118 – Mekboy Workshop, Ork Structure
Change to read:
‘After this model is set up, it becomes an Obstacle terrain feature
with the following terrain traits: Defence Line, Light Cover,
Heavy Cover, Defensible, Unstable Position, Difficult Ground
(see the Warhammer 40,000 Core Book).

I'm not really sure how its difficult ground when its just a wall and an archway though

The only real use i can think of for this mess of a fortification is use it to block off a choke, since it is a wall after all. Better protect your in-deployment objective.


I'm upset about mandatory mek boy workshop for kustom jobs but if I have to run this thing I'm running it MY way. You can technically deep strike it or put it into reserves, there's gotta be some absurd play where you tellyporta it to block off a choke and lock a knight into a corner of a board.


Good luck. Pics when you pull it off!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:13:33


Post by: Pickled_egg


do you see the Tyranids having to buy a fortification to take their adaptive physiology?
or any other faction having to pay an 85 tax to use their PA stuff?

Disgusting move by GW to sell a kit presumably now that its back in stock on the webstore.

I want a refund on my PA book as its already invalidated.

steaming right now.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:14:58


Post by: Vineheart01


No hes right its 100% legal in the rules to deepstrike it, it doesnt becomes terrain until it is deployed since it doesnt use normal fortification rules (i.e. you cant blow it up)

Its an ork unit that isnt too high a PL. Thats the only restriction on Tellyporta is it has to be Mork or cheaper.

I'd rather just keep my CP though. If i recall the new terrain rules right the way its terrain rules are given anything can move through it (its not ruins), it just slows them down 2" due to difficult terrain.
It would annoy someone but it wouldnt really stop anything.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:16:06


Post by: Bigdoza


So Makari is auto include now?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:16:45


Post by: tulun


Just gotta out flank it.

Why? It doesn't even make sense.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:22:09


Post by: Vineheart01


I wouldnt say Makari is auto-include, you still have HQ slot limitations and he really doesnt do anything unless hes with Ghaz too.

Its just nice that now you dont HAVE to have a full Goff list to use him along with Ghaz. Though with the way detachments are laid out now i'd probably use a patrol anyway, 1 squad of boyz and a Nob or MANz as well because...why not...
Unless youre running mono-Brigade youre using 2 detachments regardless.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:26:31


Post by: tulun


So question:

At what point would a Mek gun workshop become worth taking? how many kustom jobs do you need to take to have this crap shoved down our throat?

If it's 1 or 2, that can't be enough...

This list I was building (removed Burna Bombers for friendly pay):

Wartrike 125
Warboss 105
9 boys, nob w/ BC 85
2x Grots 100
5 MANz, Saws 200
2x KBB 180
2x Dragsta 220
Battlewagon w/ Rolla 155
Gunwagon w/ Kannon 175
Morkanaut 340
2x Megatrakk 220
Chinook 95

I can just remove the Chinork and add in a Mekboy workshop. I'm also buying 6 Kustom Jobs.

Man it's a real shame, because I'm pretty sure a battlewagon Forktress was going to show up constantly in my games... now I really gotta go balls into Kustom Jobs to somehow justify this.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:30:09


Post by: PiñaColada


Wait, what!!? Kustom jobs require the mekboy workshop? I tried, I really tried, to stay positive with this new edition and points but this is just such a gutpunch that I don't want to play Orks anymore, not until the new codex. If you're running infantry spam then it's whatever but mechanised lists needed those jobs (which we pay dearly for).

I just feel deflated and sad, kustom jobs were genuinly fun and brought Orks back up to decently competitive. For them to take that away just sucks all the fun out of ork vehicles.

I guess MANZ spam is looking more and more like the direction I'll lean


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:34:13


Post by: Quackzo


btw don't forget to email GW about how bad this rule is: 40kFAQ@gwplc.com


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:40:53


Post by: gungo


So when is the burna bomber nerf coming? GW somehow let that slide thru?
This only further exemplifies the only competitively viable ork list will be ork boys with bombers play anti meta spam hordes use painboy to medi squig ghaz, maybe makari, some mega nobs maybe a mega big Mek w da kleverest and kff.... I’d say bikerboss with da biggest and relic but you can’t use it with ghaz.. maybe a warpead with da jump and warpath And maybe 6 smasha guns. You can chinork if you want but I’m expecting that to go legends...

Deny kill the warlord with ghaz, limit all bring It down outside bombers and smashas, limit character assasination, use green tide to annoy your opponent and play the mission while denying your opponent the mission... this is a Upper mid tier competitor 9th list...

You can still go buggy spam as the mek shop can be used to provide some light cover to Mek guns...

Worst edition for ork list building I’ve ever seen.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:43:45


Post by: Bigdoza


Yeah I didnt buy a Mekboy shop when they came out because it was so insultingly bad then haha.

Let's all run right out and buy workshops now woooo.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:46:13


Post by: Dendarien


gungo wrote:
So when is the burna bomber nerf coming? GW somehow let that slide thru?
This only further exemplifies the only competitively viable ork list will be ork boys with bombers play anti meta spam hordes use painboy to medi squig ghaz, maybe makari, some mega nobs maybe a mega big Mek w da kleverest and kff.... I’d say bikerboss with da biggest and relic but you can’t use it with ghaz.. maybe a warpead with da jump and warpath And maybe 6 smasha guns. You can chinork if you want but I’m expecting that to go legends...

Deny kill the warlord with ghaz, limit all bring It down outside bombers and smashas, limit character assasination, use green tide to annoy your opponent and play the mission while denying your opponent the mission... this is a Upper mid tier competitor 9th list...

You can still go buggy spam as the mek shop can be used to provide some light cover to Mek guns...

Worst edition for ork list building I’ve ever seen.


Do you think you build all around Ghaz and just go all Goff (seems meh) or just include him in a patrol and the rest DS?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:47:20


Post by: tneva82


 Vineheart01 wrote:
No hes right its 100% legal in the rules to deepstrike it, it doesnt becomes terrain until it is deployed since it doesnt use normal fortification rules (i.e. you cant blow it up)

Its an ork unit that isnt too high a PL. Thats the only restriction on Tellyporta is it has to be Mork or cheaper.

I'd rather just keep my CP though. If i recall the new terrain rules right the way its terrain rules are given anything can move through it (its not ruins), it just slows them down 2" due to difficult terrain.
It would annoy someone but it wouldnt really stop anything.


If that was for me oh i absolutely agree. That's why i wanted to see pics of roadblocked knight!

And nobody can move through terrain. If it's breachable infantry can. Other than that you move around or over but non-infanpry cantt end on top.

Difficult terrain slows down charges


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:48:07


Post by: gungo


I own one like most Gw terrain but I never pay points or use the rules i always use them as flavor terrain to make the board look better and play better..

This faq might be a mistake I’d feeedback the heck out of it if I were you guys... no other faction needs to pay for terrain to use similar strats.. guard don’t need to buy anything for tank jobs, knights don’t need a sancrosanct either, Tyranids don’t either.... it seems very misplaced.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:48:56


Post by: tneva82


Bigdoza wrote:
Yeah I didnt buy a Mekboy shop when they came out because it was so insultingly bad then haha.

Let's all run right out and buy workshops now woooo.


Convert it. Don't reward gw for this blatant marketing thing. It was changed because workshop model sells so badly


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:53:00


Post by: tulun


tneva82 wrote:
Bigdoza wrote:
Yeah I didnt buy a Mekboy shop when they came out because it was so insultingly bad then haha.

Let's all run right out and buy workshops now woooo.


Convert it. Don't reward gw for this blatant marketing thing. It was changed because workshop model sells so badly


What are the rough dimensions?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:54:19


Post by: gungo


 Dendarien wrote:
gungo wrote:
So when is the burna bomber nerf coming? GW somehow let that slide thru?
This only further exemplifies the only competitively viable ork list will be ork boys with bombers play anti meta spam hordes use painboy to medi squig ghaz, maybe makari, some mega nobs maybe a mega big Mek w da kleverest and kff.... I’d say bikerboss with da biggest and relic but you can’t use it with ghaz.. maybe a warpead with da jump and warpath And maybe 6 smasha guns. You can chinork if you want but I’m expecting that to go legends...

Deny kill the warlord with ghaz, limit all bring It down outside bombers and smashas, limit character assasination, use green tide to annoy your opponent and play the mission while denying your opponent the mission... this is a Upper mid tier competitor 9th list...

You can still go buggy spam as the mek shop can be used to provide some light cover to Mek guns...

Worst edition for ork list building I’ve ever seen.


Do you think you build all around Ghaz and just go all Goff (seems meh) or just include him in a patrol and the rest DS?

You build around keeping ghaz alive maximizing amount of melee atks from boys and durability... and claiming objectives... you want to make it hard for your opponent to rout out your boys from objectives... expect them to die.... then use green tide to bring them back when your opponent just wasted a turn whittling them down...

Ghaz SHOULD have had supreme commander keyword so you can put him In that detachment and I still hope GW puts out a faq with a list of all current supreme commanders like they did with aircraft... but as of now we might have to take a patrol maybe grot subkulture just to have enough HQ slots... just put makari and ghaz in there Min grot squads and smashas. Ghaz does not gain the goff kulturs but doesn’t prevent the grot subkuture. ... ghaz and makari abilities work outside his detachment as well...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 14:56:06


Post by: PiñaColada


I could easily build one out of the scrap part terrain you got with the speed freek game (and some other bits), so I'd NEVER buy one. But it still means I'm playing with 1915 points and Orks didn't need that nerf.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:02:58


Post by: tneva82


PiñaColada wrote:
I could easily build one out of the scrap part terrain you got with the speed freek game (and some other bits), so I'd NEVER buy one. But it still means I'm playing with 1915 points and Orks didn't need that nerf.


Agreed. Maybe once in a while tellyporta/strategic reserve roadblock helps but 1/2cp tax for that too


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:04:13


Post by: tulun


Q: Do Da Boomer and Zagzap kustom jobs count as a killkannon
and a zzap gun respectively for the purposes of the Periscope
ability of a Gunwagon?
A: Yes.

At least this is finally ended. Obviously was going to be that way.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:04:57


Post by: the_scotsman


I have a question about the mekboy workshop RE actually including it in the army.

Is there anywhere that GW has specified that the part of the Mekboy Workshop box that actually has the rules tied to it is just the central component? I'm trying to figure out hwehter I need to take the 3 barricades and 3 piles of junk in my list with those terrain traits if I buy one for 85pts.

Can someone point me at a source for that as well? The image in the codex shows the junk piles, and the kit says "this includes 32 parts to create a mekboy workshop - complete with 3 barricades!"


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:05:24


Post by: RedNoak


i am speechless...

 Quackzo wrote:
btw don't forget to email GW about how bad this rule is: 40kFAQ@gwplc.com


did that 2min ago... this is utter bs


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:10:26


Post by: Dendarien


RedNoak wrote:
i am speechless...

 Quackzo wrote:
btw don't forget to email GW about how bad this rule is: 40kFAQ@gwplc.com


did that 2min ago... this is utter bs


Yeah sent them one too.

For those who played a lot with the buggies and morkanaut, which if any do you think are viable if we aren't taking kustom jobs? To my eyes it seems basic battlewagon w/ deffrolla, SJD, KBB. Morkanaut without double shoot strat and no sparkly bitz seems rough with how much that thing costs in 9th.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:14:05


Post by: tulun


 Dendarien wrote:


For those who played a lot with the buggies and morkanaut, which if any do you think are viable if we aren't taking kustom jobs? To my eyes it seems basic battlewagon w/ deffrolla, SJD, KBB. Morkanaut without double shoot strat and no sparkly bitz seems rough with how much that thing costs in 9th.


Mork is dead without BS4 imo.

Battlewagon *might* be okay. But the forktress was such a massive boon. It basically made it able go up on its own without support. But two trukks is 130.. a battle wagon with deff rolla is 155. I'd argue that's worth 25 points for 20 capacity and that CC profile

KBB did not need its KJ, its job sucked. It still has the flamer strat.

the SJD can still fire and fade and teleport, so I think it's fine without a kustom job.

Mega Trakk is probably still fine too. It's just not gonna look for CC as much anymore.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:17:59


Post by: tneva82


the_scotsman wrote:
I have a question about the mekboy workshop RE actually including it in the army.

Is there anywhere that GW has specified that the part of the Mekboy Workshop box that actually has the rules tied to it is just the central component? I'm trying to figure out hwehter I need to take the 3 barricades and 3 piles of junk in my list with those terrain traits if I buy one for 85pts.

Can someone point me at a source for that as well? The image in the codex shows the junk piles, and the kit says "this includes 32 parts to create a mekboy workshop - complete with 3 barricades!"


Oooh gw terrain rules are messy. Sisters have been arquing what IS their sanctum since pic was shown. Ruin? Statue? Both? If both what stops putting ruin one place and statue elsewhere since rules make no mention how to deploy? Gw has mentioned both side by side and statue at top...

So up to players to agree


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:18:05


Post by: RedNoak


tulun wrote:
 Dendarien wrote:


For those who played a lot with the buggies and morkanaut, which if any do you think are viable if we aren't taking kustom jobs? To my eyes it seems basic battlewagon w/ deffrolla, SJD, KBB. Morkanaut without double shoot strat and no sparkly bitz seems rough with how much that thing costs in 9th.


Mork is dead without BS4 imo.

Battlewagon *might* be okay. But the forktress was such a massive boon. It basically made it able go up on its own without support. But two trukks is 130.. a battle wagon with deff rolla is 155. I'd argue that's worth 25 points for 20 capacity and that CC profile

KBB did not need its KJ, its job sucked. It still has the flamer strat.

the SJD can still fire and fade and teleport, so I think it's fine without a kustom job.

Mega Trakk is probably still fine too. It's just not gonna look for CC as much anymore.


i dont even care if it were good or not... i just want the OPTION to figure stuff out and try new things... AND THIS WOULDNT EVEN BE SO GODDAMN BAD IF THE STUPID MEKSHOP WASNT THE WORST UNIT IN THE ENTIRE GAME... you pay points to make units worse...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:20:59


Post by: Diakos


tulun wrote:
tneva82 wrote:
Bigdoza wrote:
Yeah I didnt buy a Mekboy shop when they came out because it was so insultingly bad then haha.

Let's all run right out and buy workshops now woooo.


Convert it. Don't reward gw for this blatant marketing thing. It was changed because workshop model sells so badly


What are the rough dimensions?


~6,5" long, ~4,5" deep, ~3" high


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:21:09


Post by: Vineheart01


Buggies largely didnt even use their kustomjobs, they were too minor or helped in ways that they didnt wanna do.

Surprisingly they didnt FAQ the Snazzwagon's to fix its profile, so it still a downgrade to use it
SJD's was neat but technically not needed. It was argued alot if you should even pay the cp for it since you're eating cp to jump it back anyway.
Scrapjet's melee is mediocre at best, a CP to double mediocre is still mediocre.
KBB's was redundant, unless it was hitting targets it shouldnt be hitting anyway (i.e. the KMB's targets) that mortal wound was kinda wasted. What we DID use was the Scorched Earth strat or whatever it was called, which isnt a kustom job thing.
Wartrike losing that range boost is the biggest slap in the face buggy-wise, that turned it actually useable before it insta-dies.

...yaknow now that i think about it the squigbuggy didnt have a kustom job did it lol...

So buggies largely unaffected by loss of kustomjobs. Its the walkers and battlewagons that are suffering.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:21:55


Post by: tneva82


RedNoak wrote:

i dont even care if it were good or not... i just want the OPTION to figure stuff out and try new things... AND THIS WOULDNT EVEN BE SO GODDAMN BAD IF THE STUPID MEKSHOP WASNT THE WORST UNIT IN THE ENTIRE GAME... you pay points to make units worse...


Well it's not quite so grim as you don't have to use ability and you get kustom job and occasionally mw. Knight has same ability, no mw and no kustom job. Eldar one also can be taken out leaving units die. So 3rd worst.

But still sucks.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:24:14


Post by: tulun


 Vineheart01 wrote:
Buggies largely didnt even use their kustomjobs, they were too minor or helped in ways that they didnt wanna do.

Surprisingly they didnt FAQ the Snazzwagon's to fix its profile, so it still a downgrade to use it
SJD's was neat but technically not needed. It was argued alot if you should even pay the cp for it since you're eating cp to jump it back anyway.
Scrapjet's melee is mediocre at best, a CP to double mediocre is still mediocre.
KBB's was redundant, unless it was hitting targets it shouldnt be hitting anyway (i.e. the KMB's targets) that mortal wound was kinda wasted. What we DID use was the Scorched Earth strat or whatever it was called, which isnt a kustom job thing.
Wartrike losing that range boost is the biggest slap in the face buggy-wise, that turned it actually useable before it insta-dies.

...yaknow now that i think about it the squigbuggy didnt have a kustom job did it lol...

So buggies largely unaffected by loss of kustomjobs. Its the walkers and battlewagons that are suffering.


Squig buggy was +1 to wound on its stuff. Still not good enough to make it better than a Mega Trakk.

I actually think 8 attacks with the Mega Trakk, with 2 hit and wound and damage rerolls, is better than all of these deff dreads people wanna build tbh. And given that the game is about midboard control, being able to charge in and try to contest an objective and be effective is not a bad thing. If it gets tied up, it can still fire the wing missile / big shootas too.

So its a loss, but as a shooting platform, its still solid.

But yeah. Agreed otherwise. Dreads and wagons and the wartrike got a massive dick punch.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:30:14


Post by: gungo


Mek shop seems thst was intended... but I did feedback to Gw About ghaz not having supreme command keyword... in fact my email was basically why there is NO units in game with the supreme command keyword and surely ghaz would be the ork to have that keyword... as I think it’s intended for him to have it..

If they fix this ghaz goff list with bombers is a bit better...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:36:28


Post by: RedNoak


gungo wrote:
Mek shop seems thst was intended... but I did feedback to Gw About ghaz not having supreme command keyword... in fact my email was basically why there is NO units in game with the supreme command keyword and surely ghaz would be the ork to have that keyword... as I think it’s intended for him to have it..

If they fix this ghaz goff list with bombers is a bit better...

no it was not...

form the community article:
https://www.warhammer-community.com/2020/03/17/orks-da-new-rulezgw-homepage-post-3/?fbclid=IwAR3acyAFLky8PPsCp2aIEF1uyc1x2TCCTG6XHLCG5-H13wfv-hQtd6pfsss


[Thumb - Unbenannt.png]


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:38:26


Post by: tulun


RedNoak wrote:
gungo wrote:
Mek shop seems thst was intended... but I did feedback to Gw About ghaz not having supreme command keyword... in fact my email was basically why there is NO units in game with the supreme command keyword and surely ghaz would be the ork to have that keyword... as I think it’s intended for him to have it..

If they fix this ghaz goff list with bombers is a bit better...

no it was not...

form the community article:
https://www.warhammer-community.com/2020/03/17/orks-da-new-rulezgw-homepage-post-3/?fbclid=IwAR3acyAFLky8PPsCp2aIEF1uyc1x2TCCTG6XHLCG5-H13wfv-hQtd6pfsss



Everyone send that clip in to the 40k faq... :\


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:38:59


Post by: Pickled_egg


gungo wrote:
Mek shop seems thst was intended... but I did feedback to Gw About ghaz not having supreme command keyword... in fact my email was basically why there is NO units in game with the supreme command keyword and surely ghaz would be the ork to have that keyword... as I think it’s intended for him to have it..

If they fix this ghaz goff list with bombers is a bit better...


It probably is intended.

But that just makes it even more of annoyance that we are the only faction in the game that have to buy a fortification with useless rules, Spend 85 points on that model just to unlock our PA Kustom Job rules.

And for that you get 1 Kustom job and have to pay precious CP to take another.

It's just.....I don't even.....


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:41:31


Post by: gungo


RedNoak wrote:
gungo wrote:
Mek shop seems thst was intended... but I did feedback to Gw About ghaz not having supreme command keyword... in fact my email was basically why there is NO units in game with the supreme command keyword and surely ghaz would be the ork to have that keyword... as I think it’s intended for him to have it..

If they fix this ghaz goff list with bombers is a bit better...

no it was not...

form the community article:
https://www.warhammer-community.com/2020/03/17/orks-da-new-rulezgw-homepage-post-3/?fbclid=IwAR3acyAFLky8PPsCp2aIEF1uyc1x2TCCTG6XHLCG5-H13wfv-hQtd6pfsss


If only the community reps wrote our rules....
I’m not saying it’s not a valid argument to send in but the community reps have routinely wrote down rules completely wrong.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:43:30


Post by: Emicrania


Anybody has the mail for complaining about the rule ?


Automatically Appended Next Post:
They just wrote on Facebook that they will send the information forward to the rules department. It MIGHT be a mistake

Also the The KFF mek is 80 points. No discussion about it


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:46:27


Post by: RedNoak


 Emicrania wrote:
Anybody has the mail for complaining about the rule ?


Automatically Appended Next Post:
They just wrote on Facebook that they will send the information forward to the rules department. It MIGHT be a mistake

Also the The KFF mek is 80 points. No discussion about it


my 5€ GW app seems to differ


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 15:50:42


Post by: tulun


By RAW it's 60.

It'll 100% be changed to 80. I would just play at 80 because you're gonna take that cost eventually.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 16:01:59


Post by: gungo


When Gw official army builder is finally added and points appear to be wrong in it. I wonder what people are going to accept since the app is the official points and army builder...

I agree the new chapter approved should be the current points... however I think GW should just go the xwing route and make the app/free pdf of points the only source of points and stop monetizing chapters approved as pay fog pointd adjustments. It also allows Gw to make emergency point adjustments on the fly.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:14:24


Post by: tneva82


Huzah. Either it was error or GW backstepped due to feedback but the workshop answer was "error" and you don't need it after all.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:15:59


Post by: PiñaColada


Yus! Looks like we're back on da hype train ladz! In celebratory spirit I will put a kustom job on every single available unit in my next game


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:18:21


Post by: tulun


Jokes.

Excellent news. Christ.


Automatically Appended Next Post:
FAQ was overall good then? Ghaz gets advance and charge, Makari doesn't require Goffs.

Edit: No melee invul, but that seemed wrong anyway.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:27:14


Post by: gmaleron


tneva82 wrote:
Huzah. Either it was error or GW backstepped due to feedback but the workshop answer was "error" and you don't need it after all.


Where does it say this? Still showing that is what they did.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:27:47


Post by: tulun


 gmaleron wrote:
tneva82 wrote:
Huzah. Either it was error or GW backstepped due to feedback but the workshop answer was "error" and you don't need it after all.


Where does it say this? Still showing that is what they did.

[Thumb - Screen Shot 2020-07-27 at 10.13.05 AM.png]


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:29:42


Post by: Vineheart01


Melee KFF made no sense, even for orks it made no sense. I never played it that way as a result.

Only other thing missing from the FAQ is fixing the kustomjob for Snazzwagon so its a proper upgrade and not a legit downgrade lol...but they seem to have overlooked that one (or dont care)
I am not the greatest at dice math but i somehow doubt +6 shots at -1S and 1 less AP is "better" lol

Kustomjobs not requiring the mekshop is a massive load off my conscience...lol...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:29:54


Post by: gungo


Now GW just needs to make a master list of all supreme commanders who gain that keyword!!!
There is not a single unit with that keyword and it makes no sense!!!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:35:31


Post by: PiñaColada


The snazzwagon kustom job is good (well, an improvement at least) if you're facing harlequins or non-nurgle daemons. As S4/5 has no impact at T3 and AP doesn't matter then.

But yeah, it's a terrible upgrade, it could've just been 15 shots at the normal stats and it wouldn't have been anything crazy good. Maybe then you'd actually see people bring 3 snazzwagons to maximise the kustom job though.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:38:00


Post by: Vineheart01


Oh i totally would have if they were 15 S5 Ap2 shots.
Thats punchy enough to hurt anything not vehicle or monster related at a good distance with a -1 to hit for protection. The issue isnt so much 9 shots isnt worth it, its that for the same price you get the KBB which has...basically just as many anti-chaff shots on top of the AP2 autocannon turret lol.
Had the KBB not existed, i could see some people running a snazz or two.
The snazz i own is just another KBB for me. They even look similar, minus the grot hood ornament lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:40:13


Post by: Pickled_egg


I'll take them at their word that the Kustom Job thing was honest mistake and not an attempted gouge of it's very loyal ork fanbase.that backfired.

It's something at least, will we be able to compete with marines on anything like an even footing? No.

But at least we can use our Saga of the Beast books for a bit longer.




We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:41:20


Post by: gungo


I don’t like that the pincha is +3 to hit...
First off it’s fairly weak even if It did work for a single hit vs vehicles or monsters
Secondly you will NEVER see -2/-3 to hit in melee on a vehicle or monster!!!


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:44:59


Post by: Vineheart01


oh right, the pincha didnt get swapped to WS2+ like the Rolla did...

Not that anybody used it anyway. If we could multi-kustomjob a wagon you'd see it alot i bet but otherwise....why are you using that? lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:50:22


Post by: tneva82


 Vineheart01 wrote:
Melee KFF made no sense, even for orks it made no sense. I never played it that way as a result.

Only other thing missing from the FAQ is fixing the kustomjob for Snazzwagon so its a proper upgrade and not a legit downgrade lol...but they seem to have overlooked that one (or dont care)
I am not the greatest at dice math but i somehow doubt +6 shots at -1S and 1 less AP is "better" lol

Kustomjobs not requiring the mekshop is a massive load off my conscience...lol...


Well actual 9th ed point value for kff mek would be nice but that has to wait ca faq


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 17:58:37


Post by: gungo


 Vineheart01 wrote:
oh right, the pincha didnt get swapped to WS2+ like the Rolla did...

Not that anybody used it anyway. If we could multi-kustomjob a wagon you'd see it alot i bet but otherwise....why are you using that? lol

It’s a cool idea and close to being usable as DS if it worked but I agree It could use something else like If it hits the vehicle or monster gets -1 to hit in melee making it a useful defensive melee weapon.
2+ to hit (Reroll hit)
Str 7 (reroll wound)
Ap -3
And d6 damage (Reroll damage)

A better kustom job for trukks would be making the trukk have ramshackle on a 3+... most durable trukk ever!!!


Automatically Appended Next Post:
So now that ghaz can advance and charge monsters how much better is he?
Squiggoth and garg squiggoth included...
You may be able to use unstoppable momentum with that list.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:18:49


Post by: Emicrania


Man they saved their asses by the skin of their teeth


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:21:00


Post by: tulun


Jokes.

This battle rep is short, but the gear guts guy took like 13 Chinorks, the legend.

https://www.youtube.com/watch?v=4vG33wotFkA&feature=emb_title


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:29:11


Post by: gungo


He does make a viable 3D print chinork....
He was using da supa shokka... sad it’s mostly gone

Chinorks will either go legends or nerfed to oblivion soon


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:32:26


Post by: Vineheart01


Yup, i'm subbed to that guy on his patreon. We were discussing the ridiculousness of chinorks and him being....disturbingly fast at painting....already has that many chinorks of his own design ready to go lol.
Im laughing my butt off watching that video. There is just no way this chinork buff lasts.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:38:08


Post by: the_scotsman


Having played a bunch of games using the new tournament pack, this is what I'm going to be testing for Orks in 9th:

Goffs Battalion

HQ: Ghazghkull Thraka 300pts
HQ: Makari 65pts
HQ: Big Mek with KFF 75pts

Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 26x Shootas, 3x Big Shootas 15, Kombirokkit Nob 10

Elites: Nob with Waagh Banner and Klaw 95 (Relic: Da Killa Klaw)
Elites: Mek 30
Elites: Mek 30
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5

Fast: Shokkjump Dragsta 100
Fast: Megatrakk Skrapjet 110
Fast: Deffkopta with Rokkits 50

Flyer: Burna-Bommer 155

Heavy: Gunwagon 160 with Kilkannon 15 (Boomer)

Meks, KFF, Ghaz and Banner Nob roll up into the middle of the board with the Boyz. Skrapjet, Dragsta, Deffcopta, Boomers, Burna Bommer etc prioritize hitting enemy hard targets that have the potential to wipe out lots of boyz, prioritizing Blasts for obvious reasons. Kommandos, Meks, and mobile elements get on top of objectives and do their damnedest to be obnoxious and make the enemy consider diverting their firepower (e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then).

Meks can perform actions while still repairing vehicles, so mission secondaries that involve actions are very good for me, and I have good options between Raise the Banners High and Repair Teleport Homer. Grind them Down is a good cheeky one to take if I want to make it even more painful for my opponent to focus their firepower optimally. Domination seems like the no-brainer secondary I'd take almost every game - I'm here to control the board with this list.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:43:23


Post by: Jidmah


So, I had my goff game yesterday. We were playing 12 - Scorched Earth from the tournament pack, my secondaries were Thin Their Ranks, Teleport Homer and the mission objective, which rewards 6 VP for performing an action at the BEGINNING of your movement phase to permanently destroy an objective in the enemies deployment zone.
My opponent was a necron player experimenting with some of the indomitus rules (no new models yet), his secondaries were Bring it down, Grind them down and the mission objective as well.

Here is my list:
Spoiler:
Ghazghkull Thraka: Warlord
Makari
Weirdboy: 2. Warpath, 4. Fists of Gork, Warphead

Boyz: Skarboyz
. Boss Nob: Big Choppa, Slugga
. 12x Ork Boy W/ Slugga & Choppa: 12x Choppa, 12x Slugga, 12x Stikkbombs

Boyz: Skarboyz
. Boss Nob: Big Choppa, Slugga
. 12x Ork Boy W/ Slugga & Choppa: 12x Choppa, 12x Slugga, 12x Stikkbombs

Gretchin
. 10x Gretchin: 10x Grot Blaster

Meganobz
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

Painboy: Da Lucky Stikk, Killsaw (Index)

Bonebreaka: Deff Rolla, Grot Rigger
. Kustom Job: Forktress

Deff Dread Mob
. Deff Dread: Dread Saw, Dread Saw, Dread Saw, Dread Saw
. Deff Dread: Dread Saw, Dread Saw, Dread Saw, Dread Saw
. Kustom Job: Dirty Gubbinz

Morkanaut: Kustom Force Field, Kustom Mega-blasta, 2x Rokkit Launcha, 2x Twin Big Shoota
. Kustom Job: Sparkly Bitz

Trukk: Big Shoota
Trukk: Big Shoota


I can pick the deployment zones and pick the one with the most amount of movement-blocking terrain so it doesn't get in my way. MANz go in the bonebreaka, for some reason I did not put my dreads into reserves - you have to declare this before deploying anything now!
We alternate deployments and I start by putting the trukk on the flanks, the bonebreaka in the middle and wait for him to commit somewhere before deploying the naut. The board has tons of ruins, but since the naut is 18 wounds I have no way of placing it outside of the his doomsday ark's view I just deploy it where it can shoot the entire enemy army. Thrakka and his retinue just run up in the middle as well. Gretchin go onto my right objective.

Turn 1 - Necrons
He wins the roll-off and starts moving up and shooting. 40 Warriors manage to deal no more than 2 wounds to the Prophet of the Waaagh!, scarabs move onto an objective on the flank, wraiths move towards the naut and the bonebreaka, doomsday ark blows 6 wounds off the forktress. Not a whole lot happened here.

Turn 1 - Orks
Left trukk advances and dives out of sight behind a ruin. Right trukk unloads boyz whole move up to charge the scarabs sitting on the objective. Thrakka, Makari and the Doc advance, medi squig heals the two wounds on Thrakka and completely destroys any will of my opponent to shoot him again
First dread fails its advance roll and decides to sit on my left objective instead. Second dread fails slightly less and tries to get towards the center objectives, but doesn't quite get there.
Weird boy smites a wraith and casts warpath on the bonebreaka.
Naut moves forward and tries to shoot the doomsday ark, but quantum shielding(+stratagem) just ignores all of its shooting. Assorted big shootas kill a bunch of warriors for the tally.
The forktress uses ramming speed and a re-roll to speed past the wraiths and into one of the warrior blobs, killing lots. The boyz succeed their 9" charge thanks to 'ere we go and murder the scarabs.

Turn 2 - Necrons
He scores 10 VP for primary objectives and 0 for all his secondaries,
Most necron warriors get back up and one unit falls back from the bonebreaka. Wraiths move towards the weirdboy and naut.
A monolith deep strikes onto the roof of the (European) third story of a ruin, making it impossible to reach for the dread and naut right next to it. A unit of flayers appears to take out my gretchin and burn down the objective they are sitting on.
He pours all shooting he can spare into bonebreaka, but it remains at 4 wounds. A unit of immortals tries to avenge the scarabs and kill 9 boyz.
Flayers succeed their charge, wiping out the gretchin. Wraiths charge the weird boy and the naut, pain boy makes a heroic intervention on them. Weird boy dies, naut takes 6 damage. Bonebreaka grinds through more warriors.
The goff morkanaut swung back at the wraiths. Holy . 12 hit rolls with 6" of Thrakka, so re-rolling ones, yielded three sixes, adding another 9 (!) hit rolls, pulverizing three wraiths and puting one at 1 wound. The painboy kills that one, leaving only one wraith alive. Trading one weird boy for four wraiths seems like a good deal for me.
I use insane bravery for my shot down trukk boyz, because a single moral casualty would have forced me to decide between the Nob and holding the objective. Due to coherency rules I could not have both.

Turn 2 - Orks
I score 10 VP for primaries because the gretchin are dead, tally is somewhere around 25 (=2 VP)
Trukk boyz on the left keep speeding towards my opponent's movement zone out of sight, but lose a lot of movement due to the terrain (3" deep river bed). Deff dread#2 moves onto left center objectve, deff dread #1 just stays where it is, not willing to hand over the objective to the monolith. Empty trukk drives next to the flayers to prevent them from burning down the objective. Thrakka moves down the middle, followed by Makari. Doc shows the surviving wraith the finger and embarks onto the naut. MANz get out of the bonebreaka and deploy between the doomsday ark and the immortals.
The naut tries to kill the wraith through shooting, but fails. Thrakka guns down seven warrior's with Mork's roar, MANz throw a stikkbomb (yay, blast!) at the warriors in front of the bonebreaka for another kill.
Wraith fails to hurt the naut, the naut overkills it by dealing 8 damage to it. Goff nauts are figgin' vicious. Bonebreaka kills another pile of warriors by driving into them again. Thrakka and Makari charge the other mob of warriors, killing very few due to their 5++ save and good rolls. Makari takes one wound in return, tanking most of the necron's attacks.
MANz abandon mission "kill the ark" and save the trukk boyz from the immortals instead, killing all but two. The trukkboy nob kills the remaining two, wounding on twos thanks to being a scarboy and exploding sixes. MANZ are now standing on one of the objectives you can raze.

Turn 3 - Necrons
He scores 10 for two objectives, 0 for his secondaries.
As usual, almost all his warriors get back up He can't raze my objective because of the trukk, both units of warriors are stukk to bone breaka and Thrakka respectively. Doomsday ark fires at MANz and kills two. Monolith does some damage to naut.
In assault his flayers barely manage to kill the trukk, warriors deal enough damage to the forktress to have it go to the lowest bracket.

Turn 3 - Orks
I score 15 VP for holding more objectives than him, tally is somewhere in the 50s
Trukk boyz on the left side disembark, advance behind a ruin and start setting up a teleporta homer. Dread #2 arrives near Thrakka, the empty trukk advancing on its objective. Trukk boyz on the right keep holding onto their objective. Pain boy gets out of the naut and starts climbing the ruin to charge the monolith. Naut tries to move towards flayers, but it would still be a 10" charge. Dread #1 stays where it is, angrily shaking its saws at the Monolith sitting right above it, holding the objective.
Naut tries to use the blast rules to clear out the flayers, but despite 9 shots only hits one. Flayers still lose half their unit to the big shootas. He pulls enough models get out of 12" so I can't charge them.
Bonebreaka keeps killing necrons as fast as they are getting back up. Thrakka kills a bunch of warriors with Mork's Roar and even more with his klaw. Makari stabs one dead. Deff dread gets the dreaded death machine stratagem and charges the same mob Thrakka is fighting and kills all but four (16 dead warriors between Thrakka, Makari and the dread). He pulls models in a way to not leave his cryptec and lord exposed, but in return Thrakka, Makari and the dread are no longer in comat with the dread sitting on the other objective I can raze. Painboy with da lucky stikk takes 8 wounds out of the monolith.
He uses insane bravery to keep the flayers from taking casualties.
MANz raze his objective, boyu set up a teleport homer.

Turn 4 - Necrons
5 VP for holding one objective, 2 VP for killing a trukk, 3 VP for killing more units than me.
Necron warriros fighting the bonebreaka all get back up. The other mob was killed out of the cryptec's range so only 7 get back up. Doomsday ark kills the remaining three MANz, necron lord kills the dread, flayers move towards trukk boyz.
MONOLITH KILLS PAIN BOY WITH CLOSE COMBAT ATTACKS. WTF.
Flayers raze my objective

Turn 4 - Orks
15 VP for primaries, 6 VP for razing an objective, 4 VP for the teleport homer, tally somewhere in the 70s
Naut blasts the warriors around the lord to expose him, Thrakka tries to kill him but it makes three out of four 4++ saves. Makari fails to kill the last necron warrior. Bone breaka kills the necrons that just got back up. Trukk boyz on the left set up another teleporter homer. Dread still swearing at monolith.

Turn 5 - Necrons
5 VP for his last objective, as the one warrior is troops and Makari is not. He gets another 3 VP for killing more than me because I failed to kill anything, 2 VP for the dred and 6 VP for razing.
He surrenders at this point because of my massive VP lead and inability to impact the game anymore.

Turn 5 - Orks
I max out primaries, gain 2x 4 VP for another teleport homer and push the tally to well beyond 100

Final score
Orks 45+12+10+6 = 73
Necrons 30+4+6+6 = 46

Lessons learned:
- If you run Thrakka, make him goff, make him your warlord. The additional attack is extremely important, as are exploding sixes. It also pretty much knocks out any incentive of your opponent to pick the "Slay the Warlord" secondary.
- Makari does a lot less than expected. Many secondaries exclude characters for their actions, and the 6++ didn't save a single wound despite there being plenty of chances to do so.
- Units of 10 gretchin suck. They lack the ability to survive anything and due to new coherency rules, they can't protect themselves from deep strikes.
- Trukk boyz are actually decent. Trukks can't perform most actions (they can raze, for example) but they can hold objectives, interrupt enemies and the boyz inside are fairly safe from shooting when you have other threats around. Being able to move fast from one obscuring terrain to the next also makes them difficult to kill. Might try shoota boyz next time though, as boyz should not be doing any fighting by themselves.
- Goff are a lot better in 9th than in 8th because even an army like necrons was forced to move towards me. I got a ton of extra attacks out of the trait, where I would be looking at single digit numbers in 8th.
- Dreaded murdermachine on a goff dread is silly awesome, it can easily kill 10 models of a horde unit that way.
- Maxing primaries is what wins the game. I had an all-melee dread sitting on an objective all game and it was a good decision. Probably should something else do that job, but don't be shy of parking a murder-bot on a critical objective if that mean 5 more VP each turn.
- If you max or almost max your primary during turn 4, there is no need to keep hogging all objectives.
- Thin their ranks is awesome against necrons, because it counts all models that don't resurrect in the same turn. The bonebreaka and Thrakka easily scored me 4VP by killing necron warriors over and over again.
- tulun was right on with his analysis of the teleporter homer stratagem. With enough terrain, it shouldn't be too hard to sneak a unit of trukkboyz into your opponent's deployment zone and haven them perform the action behind some ruin. 8 VP should be easy, 12 possible.
- My opponent has shown me that grind them down is a trap. Whether you kill more or less than your opponent is mostly luck based for most armies, and it's extremely hard to make a comeback with this when you are behind.


Automatically Appended Next Post:
We are fethed.

https://www.warhammer-community.com/wp-content/uploads/2020/07/kA6zZq83YtZHZ9Ea.pdf

Get FAQ for us otherwise(Boomer works, Thrakka can Waaagh! again, Makari can join other clans), utterly ruined by this gem:

Q: Can I use the Kustom Job Stratagem if I do not have a Mekboy
Workshop in my army?
A: No.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:47:17


Post by: tulun


Haha Jid, we're good. They've backtracked.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:52:34


Post by: tneva82


Sounds rather bad necron army. 40 warriors(junk), monolith(junk), flayed ones(junk).

Mek workshop was "error" so it will be changed. So we arent' screwed


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 18:53:13


Post by: Vineheart01


Dont worry Jid, they already admitted they messed up on that one. Its not required.
The entire ork fanbase kinda exploded on that one lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 19:09:06


Post by: tulun


Glad teleport homers worked out for you.

Were you happy with the dirty gubbins on the Dreads? You didn't miss the movement? I guess if their goal was just to camp objectives in the middle, maybe they get there fast enough anyway.

And would you have swapped the weirdboy for a KFF Mek in retrospect?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 19:10:33


Post by: gungo


That back track saves a lot...

I’d say skip trukks and go chinorks for better shooting


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 20:16:05


Post by: Blackie


 Jidmah wrote:

- tulun was right on with his analysis of the teleporter homer stratagem. With enough terrain, it shouldn't be too hard to sneak a unit of trukkboyz into your opponent's deployment zone and haven them perform the action behind some ruin. 8 VP should be easy, 12 possible.


Wouldn't 5 kommandos be even better for that job? Way cheaper than trukk boyz and they can appear wherever they need to be. Might need troops for objectives if you don't play Deathskullz also.

Anyway, awesome battle report, thank you.


Automatically Appended Next Post:
the_scotsman wrote:

e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then.


Many armies don't even have ingores LOS weapons, and some couldn't throw fast units to catch them either, especially without aircraft and flying stuff. We can da jump stuff or re-position a SJD if the opponent goes for the same tacticts. Or let a plane going after them.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 20:40:42


Post by: Jidmah


tulun wrote:
Haha Jid, we're good. They've backtracked.


Thank Mork and Gork. I was about to start Waaagh! Jidmah headed for Nottingham.


Automatically Appended Next Post:
tneva82 wrote:
Sounds rather bad necron army. 40 warriors(junk), monolith(junk), flayed ones(junk).


It's not like my army was that much better

And I'm not to sure about the 40 warriors being junk, if he had more experience with 9th (it was his first game) he might have done a lot better than he did. Flayed ones might be junk because they can't charge reliably, but they did make their charge.
He himself said that monolith should have been a unit of destroyers though. His plan was to deep strike it onto an objective and hold it that way, but there were none available for that.


Automatically Appended Next Post:
tulun wrote:
Were you happy with the dirty gubbins on the Dreads? You didn't miss the movement? I guess if their goal was just to camp objectives in the middle, maybe they get there fast enough anyway.

Extra movement would have been a game changer, -1 to hit definitely was not. I wouldn't pick it again for all melee dread again, but a DS deff dread with two KMB might make more use of it.

And would you have swapped the weirdboy for a KFF Mek in retrospect?

Probably would have taken neither and a klaw warboss or wartrike instead. All important targets already had KFF coverage or were otherwise invulnerable, the best thing a mek could have done would be repairing the dread or bonebreaka.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 21:17:28


Post by: Jidmah


gungo wrote:
That back track saves a lot...

I’d say skip trukks and go chinorks for better shooting


Chinorks can't hide behind ruins though because they are AIRCRAFT. The whole reason why my trukks could not be stopped from getting where they wanted was obscuring terrain.

I attached a picture of my deployment to make the issue more clear, both trukks cannot be shot by any part of the necron army (except by the wraiths, obviously, but who cares about their shooting).

[Thumb - orkse.jpeg]


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 21:26:51


Post by: Dendarien


Thanks for the report Jidmah. Considering how important objective secured is now, do you think you would try to fit more boyz in the list?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 21:48:15


Post by: Jidmah


 Blackie wrote:
Wouldn't 5 kommandos be even better for that job? Way cheaper than trukk boyz and they can appear wherever they need to be. Might need troops for objectives if you don't play Deathskullz also.

You also need troops for battalions so it's either gretchin or boyz, and trukks are much more flexible because they can drive 12" and are actually not easy to kill. The good part about the unit is the trukk itself, not the boyz inside. 12 boyz are just barely strong enough to not be gunned down by a single unit, something that cannot be said for 10 gretchin.


Automatically Appended Next Post:
 Dendarien wrote:
Thanks for the report Jidmah. Considering how important objective secured is now, do you think you would try to fit more boyz in the list?


Definitely not. As I explained in the other thread, this was a 1800 points game for confusing reasons. With full 2000 points I would definitely fit another burna bommer inside and upgrade the gretchin to more truck boyz.

I also don't see why objective secured would be more important for orks than it was before. If you murder everything on the objective, no one cares if the corpses have objective secured


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 21:55:56


Post by: tulun


 Jidmah wrote:


I also don't see why objective secured would be more important for orks than it was before. If you murder everything on the objective, no one cares if the corpses have objective secured


i think the one reason you might want more Obsec is that it could be easy for your opponent to steal an objective from you without it. A single obsec troop that gets within range of an objective can steal it from any number of enemy non-obsec, even if they die after. I could see that being an issue against the likes of guard with move, move, move, where they might lose a 50 point unit, but deny you 5-10 VP for their effort


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 22:25:33


Post by: Jidmah


But wouldn't they still outnumber a unit of boyz when anything shoots them during their turn?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 22:45:08


Post by: tulun


Well imagine a unit of 3 Evil Sun Mega Nobs, after they've krumped a unit off an objective. Great.

But then a single obsec model touches the objective and you lose it.

Now if they were all Death Skull Mega Nobs, it requires the unit to basically pile on.

Just something to keep in mind. I imagine there will be a lot of games where obsec troops will steal off of you, even if they are dead after. As Death skulls, we can do the same, as we are up to the gills with Obsec infantry.

It's just sounding like one shouldn't underestimate the usefulness of Obsec. And if the unit is also quite tanky on top of it...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 23:26:11


Post by: gungo


I’ll add my attempt at a list

Spoiler:


HQ-
Ghazskull- 300pts warlord +1 atk goff trait
Warpead- warpath and da jump -75pts 1cp
Bigmek in mega armor with KFF- kustom shoota instead of kmb (kleverest boss, lukky stikk)- 118pts 1cp

Troops-
29x skar choppa boys, nob w big choppa, tankbusta bombs -237pts, 1cp
10x ork shoota boys, nob and tankbusta bombs -80pts
...... Dedicated transport trukk- 65pts
10x ork shoota boys, nob and tankbusta bombs -80pts
...... Dedicated transport trukk- 65pts

Elite-
Painboy - 65pts (maybe relic klaw 1cp)
5x Doublesaw mega nobs -200pts
..... dedicated transport trukk... (the kff big Mek jumps in trukk too) -65pts

Heavy support-
Morkanaut, kff and kustom job- shiny gubbins -340pts, 1cp

Flyers-
Burna bombers x2 - 155x2=310


I got to double check points but I kinda wish I had a few Mek guns included and had points for a killsaw on big mek
Idea is simple
10 man trukk boys go grab objectives
30 man boy blob is warpath and da jumped
Ghaz, painboy and trukk full of meganobs/megamek move adv and charge
Morkanaut shoots
Burna bombers kill stuff



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 23:30:04


Post by: Khorzain


Transports are getting highly recommended for 9th, and in spite of being T6 with a 4+, trukks still provide good utility and are 20++ points cheaper than nearly every dedicated transport in the game, making it less painful to field several of them. Plus having open-topped gives them an opportunity to contribute something more than just being a roadblock.

Chinorks sound good too, but I'm also waiting to see how GW handles their sudden boost in viability.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/27 23:43:34


Post by: Vineheart01


at the very least im expecting the Aircraft tag to go away on chinorks. It never was considered the same category as planes so its really weird to give it that tag.
Realistically they'll probably remove the tag AND neuter the rattlercannon somehow (deny it on chinorks, make it cost a lot, or make the Chinork expensive as hell to compensate despite it also has free Deffguns...a way weaker gun..as an option)

Quite frankly if they just remove rattlers as an option and leave it alone im still running them. Theyre a D6 Timebomb that can fall back and shoot + the things inside can fall back and shoot (because technically they dont fall back as an aircraft so RULE DODGE). They'll just hug my opponent's face daring them to kill them and/or forcing them to move so if they blow up they dont do D6 damage to their face lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 00:13:11


Post by: Jidmah


tulun wrote:
Well imagine a unit of 3 Evil Sun Mega Nobs, after they've krumped a unit off an objective. Great.

But then a single obsec model touches the objective and you lose it.

Now if they were all Death Skull Mega Nobs, it requires the unit to basically pile on.

Just something to keep in mind. I imagine there will be a lot of games where obsec troops will steal off of you, even if they are dead after. As Death skulls, we can do the same, as we are up to the gills with Obsec infantry.

It's just sounding like one shouldn't underestimate the usefulness of Obsec. And if the unit is also quite tanky on top of it...


Eh, but isn't that backwards? Obsec is definitely useful, but boyz and gretchin lack the staying power to hold an objective against enemy rank&file and the speed to steal an objective from enemy elite units or vehicles.

The only time obsec mattered in my game is when Makari failed to kill the necron warrior, so my opponent got another 5 VP despite the one warrior standing between Marki, a Dread and Thrakka.


Automatically Appended Next Post:
gungo wrote:
I’ll add my attempt at a list

Spoiler:


HQ-
Ghazskull- 300pts
Warpead- warpath and da jump -75pts
Bigmek in mega armor with KFF super cybork and kleverest boss)- 125pts, 1cp

Troops-
30x skar boys, nob w big choppa, tankbusta bombs -245pts
10x ork boys, nob and tankbusta bombs -80pts
...... Dedicated transport chinork, rattlers and bomb
10x ork boys, nob and tankbustas bombs -80pts
...... Dedicated transport chinork, rattlers and bomb

Elite-
Painboy with lukky stikk - 65pts, 1cp
5x Doublesaw mega nobs -200pts
..... dedicated transport trukk... (the kff big Mek jumps in trukk too) -65pts

Heavy support-
Morkanaut, kff and kustom job- shiny gubbins -340pts, 1cp

Flyers-
Burna bombers x2 - 155x2=310


I got to double check points but I kinda wish I had a few Mek guns included.


From my experience in my last game, I'd put the lucky stikk on the MA Big Mek. Thanks to cleverest boss the mek has one more attack to benefit from the stikk, and he has the durability to throw that extra damage around. It will upgrade his PK to hit on 2+ and re-roll all hits and wounds. You can upgrade him to a killsaw as well, as a goff KMB is not going to hit a lot anyways.
With just 6+/6+++ the pain boy simply took too much damage too fast to actually make use of a relic that actually did a lot of damage in my game.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 00:45:07


Post by: gungo


Ya I’m still playing with it the points are messing me up....

Edit: I fixed the list and points so it works... the original link has been updated
Chinorks gone they didn’t fit in points wise and the kustom mega blasts on big Mek downgrades to kustom shoota and dropped a boy from 30 man squad.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 01:30:14


Post by: Vineheart01


know what i never noticed about the MAMek and now find kinda silly?
He cant replace his PK. At all. He actually cannot use dual-saws, but he still can swap the KMB for a saw. The heck? Why on earth would you ever put a saw on him when you still pay for a PK and dont get the extra attack for dual-saws?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 01:38:08


Post by: gungo


 Vineheart01 wrote:
know what i never noticed about the MAMek and now find kinda silly?
He cant replace his PK. At all. He actually cannot use dual-saws, but he still can swap the KMB for a saw. The heck? Why on earth would you ever put a saw on him when you still pay for a PK and dont get the extra attack for dual-saws?

The kmb is unreliable so you can just switch it for saw
He only has base 3 atks and 3+ ws but kleverest boss gives him 2+ ws and another atk and wound
Da lukky stikk removes the hit penalty from the saw/klaw.
Making the big Mek w kff into a 2+ reroll hit and str10 4x atk reroll wound beast.... who gives any characters around him like painboys +1 hit
Give the painboy the relic klaw and as long as he’s near the big Mek the painboy is 2+ to hit and str10 reroll wound


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 01:43:11


Post by: tulun


gungo wrote:

The kmb is unreliable so you can just switch it for saw
He only has base 3 atks and 3+ ws but kleverest boss gives him 2+ ws and another atk and wound
Da lukky stikk removes the hit penalty from the saw/klaw.
Making the big Mek w kff into a 2+ reroll hit and str10 4x atk reroll wound beast.... who gives any characters around him like painboys +1 hit
Give the painboy the relic klaw and as long as he’s near the big Mek the painboy is 2+ to hit and str10 reroll wound


I guess paying 7 points to go to flat 2, AP-4 is probably worth it (Kustom Shoota is 3 points). Give him the Brutal but Kunnin, and he's now flat 3.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 01:59:57


Post by: Gruxz


gungo wrote:
 Vineheart01 wrote:
know what i never noticed about the MAMek and now find kinda silly?
He cant replace his PK. At all. He actually cannot use dual-saws, but he still can swap the KMB for a saw. The heck? Why on earth would you ever put a saw on him when you still pay for a PK and dont get the extra attack for dual-saws?

The kmb is unreliable so you can just switch it for saw
He only has base 3 atks and 3+ ws but kleverest boss gives him 2+ ws and another atk and wound
Da lukky stikk removes the hit penalty from the saw/klaw.
Making the big Mek w kff into a 2+ reroll hit and str10 4x atk reroll wound beast.... who gives any characters around him like painboys +1 hit
Give the painboy the relic klaw and as long as he’s near the big Mek the painboy is 2+ to hit and str10 reroll wound


That's pretty sweet. If you really want to hurt something with the BM, slap a killa klaw on him for a flat 3 damage and -3ap. You can also reroll wounds. You lose the hit rerolls and the +1 to hit buff though, but you're still hitting on 2+.

But the cybork is also quite nice. I'd find that a hard choice.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 02:28:00


Post by: gungo


The kill saw w kleverest and lukky stikk is better then killaklaw

2+ reroll, str10 reroll ap-4 2 damage with +1hit aura
Vs
2+, str10 reroll, ap-3 3 damage

Give the relic klaw to the painboy and it can finally hit something (especially when near the lukky stikk)

Painboy by himself is
4+ Str10 d3
With Relic and by lukky stikk
2+ str10 reroll 3dam

He hits hard now but will die like a wet noodle when he loses look out sir...

I gave up on cybork body on mega Mek he’s a little more durable but a lot less Killy...



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 02:51:34


Post by: Vineheart01


yes, the kmb is unreliable but you are still paying 10pts for a klaw you arent using..
Why get a slight melee boost at the cost of shooting when you arent saving any points? Swap the KMB with a Rokkit if youre afraid of nuking yourself with a 1 to hit, he is allowed Kombi weapons after all. And a Kombi Rokkit is also 10pts


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 03:00:04


Post by: gungo


To be fair I agree on my list above I switched it out for a kustom shoota just to save points and be able to fit it all in a 2k list...

I think goffs is the most competitive list mainly because ghaz makes it extremely hard for you to get slay the warlord.

But I think death skull buggy list can work as well as evil suns mix buggy boy lists...
I’d like to see what the new fw book does to the warboss on bike/zhardsnark though...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 03:44:02


Post by: TedNugent


@Jidmah, Skarboyz only changes your strength to 5, which the Nob already has. You shouldn't have been wounding on 2's against T4.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 03:49:50


Post by: tulun


Not gonna lie. I kind of love this list.

Double Ghaz patrol.

Spoiler:


++ Patrol Detachment -2CP (Orks) [45 PL, 883pts, -1CP] ++

+ Configuration +

Clan Kultur / Specialist Mobs: Goffs

+ HQ +

Ghazghkull Thraka [14 PL, 300pts]

Makari [3 PL, 65pts]

+ Troops +

Boyz [7 PL, 98pts]: Tankbusta Bombs
. Boss Nob: Killsaw, Killsaw
. 10x Ork Boy W/ Slugga & Choppa: 10x Choppa, 10x Slugga, 10x Stikkbombs

+ Elites +

Meganobz [10 PL, 200pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

Painboy [3 PL, 65pts]: Power Klaw

+ Heavy Support +

Battlewagon [8 PL, 155pts, -1CP]: 'ard Case, Deff Rolla
. Kustom Job: Forktress

++ Patrol Detachment 0CP (Orks) [57 PL, 1,123pts, -3CP] ++

+ Configuration +

Clan Kultur / Specialist Mobs: Deathskulls

+ HQ +

Big Mek in Mega Armour [6 PL, 125pts]: Da Killa Klaw, Da Kleverest Boss, Follow Me, Ladz!, Kombi-Rokkit, Kustom Force Field, Power Klaw, Warlord

Weirdboy [3 PL, 75pts, -1CP]: 2. Warpath, 4. Fists of Gork, Warphead

+ Troops +

Boyz [7 PL, 98pts]: Tankbusta Bombs
. Boss Nob: Killsaw, Killsaw
. 10x Ork Boy W/ Slugga & Choppa: 10x Choppa, 10x Slugga, 10x Stikkbombs

+ Elites +

Meganobz [8 PL, 160pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

+ Fast Attack +

Megatrakk Scrapjet [16 PL, 330pts, -1CP]
. Kustom Job: Korkscrew
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

+ Heavy Support +

Battlewagon [8 PL, 155pts]: 'ard Case, Deff Rolla

Gunwagon [9 PL, 180pts, -1CP]: Big Shoota, Kannon
. Kustom Job: Da Boomer

++ Total: [102 PL, 2,006pts, -4CP] ++

Created with BattleScribe


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 04:42:44


Post by: Quackzo


I would argue that the Lucky Stikk + Kill Saw vs Killa Klaw comparison is not as clear cut. The Lucky Stikk + Kill Saw will be better in some scenarios but I think in general the Killa Klaw is the better choice, especially on a Big Mek in MA.

We will assume that they're both hitting on 2's and that they are both Goffs (obviously the lucky stikk has to be), we won't factor in any other buffs (eg Ghaz's aura). I won't factor in wounding into this, as they will be identical and the nature of the probability means we can apply it after the fact if we choose to.

The Killa Klaw will generate 0.972 hits per attack, the Lucky Stikk + Kill Saw will generate 1.161 hits per attack.
Against an armour save of 3+ this will scale down the Killa Klaw down to 0.647 and scale down the Lucky Stikk + Kill Saw to 0.967. So the Lucky Stikk + Kill Saw will have 1.49 times the unsaved wounds of the Killa Klaw.
Against an armour save of 3+ this will scale down the Killa Klaw down to 0.810 and the Lucky Stikk + Kill Saw won't scale down. So the Lucky Stikk + Kill Saw will have 1.43 times the unsaved wounds of the Killa Klaw.
Against an armour save of 4+ or an invulnerable save neither will scale down. So the Lucky Stikk + Kill Saw will have 1.19 times the unsaved wounds of the Killa Klaw.

So if you're fighting targets with wound characteristics of 1,2, and 4, the Lucky Stikk + Kill Saw comes out ahead consistently.
However if we're fighting targets of wound charactersitics of 3, then the Lucky Stikk + Kill Saw will score half the kills and be far behind the Killa Klaw with ~0.6-0.75 times the kills. Against targets of wound characteristics 5 and 6 the the Killa Klaw will score 1/2 the kills while Lucky Stikk + Kill Saw will score 1/3 the kills, this means that the Lucky Stikk will range in ~0.79-0.99 times the number of kills of the Killa Klaw.

Against vehicles and monsters, the Killa Klaw might tie with the Lucky Stikk + Kill Saw but will tend to do more damage.
Against 2+ armour the Killa Klaw and Lucky Stikk + Kill Saw are almost tied, with the Kill Klaw being ahead by a trivial amount.
Against 3+ armour the Killa Klaw does 1.04 times the damage of the Lucky Stikk + Kill Saw.
Against 4+ or an invulnerable save the Killa Klaw does 1.25 times the damage of the Lucky Stikk + Kill Saw.

But this is factoring without additional buffs. If the Killa Klaw has access to re-rolls from Ghaz or Brutal but Kunning, then these numbers will jump up from "tied at worst" to consistently better but the Lucky Stikk + Kill Saw will still be ahead at killing Primaris. I would say there is value in the +1 to hit aura for characters but that aura has always felt niche and only made sense for spamming warbosses and painboys, which is a bit difficult in 9th. Furthermore if you're running Goffs you're already incentivised to take Ghaz, so I doubt there will be many good targets for it.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 05:41:01


Post by: Jidmah


 TedNugent wrote:
@Jidmah, Skarboyz only changes your strength to 5, which the Nob already has. You shouldn't have been wounding on 2's against T4.


Huh, bummer. That would actually have made that stratagem somewhat useful.


Automatically Appended Next Post:
 Quackzo wrote:
I would say there is value in the +1 to hit aura for characters but that aura has always felt niche and only made sense for spamming warbosses and painboys, which is a bit difficult in 9th. Furthermore if you're running Goffs you're already incentivised to take Ghaz, so I doubt there will be many good targets for it.

Banner nobs and weird boyz also benefit from the aura, as does Makari, and all of them get extra attacks from Thrakka. In general, you are probably right, but you could always bring both relics


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 10:41:49


Post by: Emicrania


the_scotsman wrote:
Having played a bunch of games using the new tournament pack, this is what I'm going to be testing for Orks in 9th:

Goffs Battalion

HQ: Ghazghkull Thraka 300pts
HQ: Makari 65pts
HQ: Big Mek with KFF 75pts

Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 26x Shootas, 3x Big Shootas 15, Kombirokkit Nob 10

Elites: Nob with Waagh Banner and Klaw 95 (Relic: Da Killa Klaw)
Elites: Mek 30
Elites: Mek 30
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5

Fast: Shokkjump Dragsta 100
Fast: Megatrakk Skrapjet 110
Fast: Deffkopta with Rokkits 50

Flyer: Burna-Bommer 155

Heavy: Gunwagon 160 with Kilkannon 15 (Boomer)

Meks, KFF, Ghaz and Banner Nob roll up into the middle of the board with the Boyz. Skrapjet, Dragsta, Deffcopta, Boomers, Burna Bommer etc prioritize hitting enemy hard targets that have the potential to wipe out lots of boyz, prioritizing Blasts for obvious reasons. Kommandos, Meks, and mobile elements get on top of objectives and do their damnedest to be obnoxious and make the enemy consider diverting their firepower (e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then).

Meks can perform actions while still repairing vehicles, so mission secondaries that involve actions are very good for me, and I have good options between Raise the Banners High and Repair Teleport Homer. Grind them Down is a good cheeky one to take if I want to make it even more painful for my opponent to focus their firepower optimally. Domination seems like the no-brainer secondary I'd take almost every game - I'm here to control the board with this list.


Very solid list and similar to the one I was planning for Ghaz. Just one question why your KFF costs 75 points ?


Automatically Appended Next Post:
Also why not saw? For the same price you are certain to slain a primary for every W


Automatically Appended Next Post:
And at last, would you consider a Weirboy for when Ghaz gonna get the supreme commander rule ?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 10:55:59


Post by: Blackie


 Emicrania wrote:


Very solid list and similar to the one I was planning for Ghaz. Just one question why your KFF costs 75 points ?


Latest FAQ set it at 75 points base. Still +5 for an Oiler.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 10:58:50


Post by: tneva82


For Saga. Which is overceded by CA. Once GW gets around fixing CA it will be 80 pts. But until then you use most up to date version of most up to date book which is CA.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:02:11


Post by: gungo


 Quackzo wrote:
I would argue that the Lucky Stikk + Kill Saw vs Killa Klaw comparison is not as clear cut. The Lucky Stikk + Kill Saw will be better in some scenarios but I think in general the Killa Klaw is the better choice, especially on a Big Mek in MA.

We will assume that they're both hitting on 2's and that they are both Goffs (obviously the lucky stikk has to be), we won't factor in any other buffs (eg Ghaz's aura). I won't factor in wounding into this, as they will be identical and the nature of the probability means we can apply it after the fact if we choose to.

The Killa Klaw will generate 0.972 hits per attack, the Lucky Stikk + Kill Saw will generate 1.161 hits per attack.
Against an armour save of 3+ this will scale down the Killa Klaw down to 0.647 and scale down the Lucky Stikk + Kill Saw to 0.967. So the Lucky Stikk + Kill Saw will have 1.49 times the unsaved wounds of the Killa Klaw.
Against an armour save of 3+ this will scale down the Killa Klaw down to 0.810 and the Lucky Stikk + Kill Saw won't scale down. So the Lucky Stikk + Kill Saw will have 1.43 times the unsaved wounds of the Killa Klaw.
Against an armour save of 4+ or an invulnerable save neither will scale down. So the Lucky Stikk + Kill Saw will have 1.19 times the unsaved wounds of the Killa Klaw.

So if you're fighting targets with wound characteristics of 1,2, and 4, the Lucky Stikk + Kill Saw comes out ahead consistently.
However if we're fighting targets of wound charactersitics of 3, then the Lucky Stikk + Kill Saw will score half the kills and be far behind the Killa Klaw with ~0.6-0.75 times the kills. Against targets of wound characteristics 5 and 6 the the Killa Klaw will score 1/2 the kills while Lucky Stikk + Kill Saw will score 1/3 the kills, this means that the Lucky Stikk will range in ~0.79-0.99 times the number of kills of the Killa Klaw.

Against vehicles and monsters, the Killa Klaw might tie with the Lucky Stikk + Kill Saw but will tend to do more damage.
Against 2+ armour the Killa Klaw and Lucky Stikk + Kill Saw are almost tied, with the Kill Klaw being ahead by a trivial amount.
Against 3+ armour the Killa Klaw does 1.04 times the damage of the Lucky Stikk + Kill Saw.
Against 4+ or an invulnerable save the Killa Klaw does 1.25 times the damage of the Lucky Stikk + Kill Saw.

But this is factoring without additional buffs. If the Killa Klaw has access to re-rolls from Ghaz or Brutal but Kunning, then these numbers will jump up from "tied at worst" to consistently better but the Lucky Stikk + Kill Saw will still be ahead at killing Primaris. I would say there is value in the +1 to hit aura for characters but that aura has always felt niche and only made sense for spamming warbosses and painboys, which is a bit difficult in 9th. Furthermore if you're running Goffs you're already incentivised to take Ghaz, so I doubt there will be many good targets for it.

I mostly do it because the killa klaw on painboy makes both characters a viable threat whereas lukky stick on painboy isn’t as big of a threat.
But he’s it appears the killsaw lukky stock is only better at killing primarus... which thankfully are fairly common


Automatically Appended Next Post:
tneva82 wrote:
For Saga. Which is overceded by CA. Once GW gets around fixing CA it will be 80 pts. But until then you use most up to date version of most up to date book which is CA.

That’s the way I see it....
The munatorium is the current and technically only 9th points.
There is a few units like this


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:12:16


Post by: the_scotsman


 Emicrania wrote:
the_scotsman wrote:
Having played a bunch of games using the new tournament pack, this is what I'm going to be testing for Orks in 9th:

Goffs Battalion

HQ: Ghazghkull Thraka 300pts
HQ: Makari 65pts
HQ: Big Mek with KFF 75pts

Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 26x Shootas, 3x Big Shootas 15, Kombirokkit Nob 10

Elites: Nob with Waagh Banner and Klaw 95 (Relic: Da Killa Klaw)
Elites: Mek 30
Elites: Mek 30
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5

Fast: Shokkjump Dragsta 100
Fast: Megatrakk Skrapjet 110
Fast: Deffkopta with Rokkits 50

Flyer: Burna-Bommer 155

Heavy: Gunwagon 160 with Kilkannon 15 (Boomer)

Meks, KFF, Ghaz and Banner Nob roll up into the middle of the board with the Boyz. Skrapjet, Dragsta, Deffcopta, Boomers, Burna Bommer etc prioritize hitting enemy hard targets that have the potential to wipe out lots of boyz, prioritizing Blasts for obvious reasons. Kommandos, Meks, and mobile elements get on top of objectives and do their damnedest to be obnoxious and make the enemy consider diverting their firepower (e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then).

Meks can perform actions while still repairing vehicles, so mission secondaries that involve actions are very good for me, and I have good options between Raise the Banners High and Repair Teleport Homer. Grind them Down is a good cheeky one to take if I want to make it even more painful for my opponent to focus their firepower optimally. Domination seems like the no-brainer secondary I'd take almost every game - I'm here to control the board with this list.


Very solid list and similar to the one I was planning for Ghaz. Just one question why your KFF costs 75 points ?


Automatically Appended Next Post:
Also why not saw? For the same price you are certain to slain a primary for every W


Automatically Appended Next Post:
And at last, would you consider a Weirboy for when Ghaz gonna get the supreme commander rule ?


75 because I'm going off the FAQ they just now put out. It's a 5pt difference so, shrug.

Klaw over Saw because that's what I have nobz holding. My ork army predates the existence of killsaws as a separate item. I feel 10pt klaws is a wonderful mercy for the orks in 9th and I'm glad to be able to field my many power klaw models again without feeling stupid.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:24:51


Post by: Jidmah


tneva82 wrote:
For Saga. Which is overceded by CA. Once GW gets around fixing CA it will be 80 pts. But until then you use most up to date version of most up to date book which is CA.


There is literally no basis to assume this beyond pure speculation.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:31:17


Post by: Emicrania


the_scotsman wrote:
 Emicrania wrote:
the_scotsman wrote:
Having played a bunch of games using the new tournament pack, this is what I'm going to be testing for Orks in 9th:

Goffs Battalion

HQ: Ghazghkull Thraka 300pts
HQ: Makari 65pts
HQ: Big Mek with KFF 75pts

Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 26x Shootas, 3x Big Shootas 15, Kombirokkit Nob 10

Elites: Nob with Waagh Banner and Klaw 95 (Relic: Da Killa Klaw)
Elites: Mek 30
Elites: Mek 30
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5

Fast: Shokkjump Dragsta 100
Fast: Megatrakk Skrapjet 110
Fast: Deffkopta with Rokkits 50

Flyer: Burna-Bommer 155

Heavy: Gunwagon 160 with Kilkannon 15 (Boomer)

Meks, KFF, Ghaz and Banner Nob roll up into the middle of the board with the Boyz. Skrapjet, Dragsta, Deffcopta, Boomers, Burna Bommer etc prioritize hitting enemy hard targets that have the potential to wipe out lots of boyz, prioritizing Blasts for obvious reasons. Kommandos, Meks, and mobile elements get on top of objectives and do their damnedest to be obnoxious and make the enemy consider diverting their firepower (e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then).

Meks can perform actions while still repairing vehicles, so mission secondaries that involve actions are very good for me, and I have good options between Raise the Banners High and Repair Teleport Homer. Grind them Down is a good cheeky one to take if I want to make it even more painful for my opponent to focus their firepower optimally. Domination seems like the no-brainer secondary I'd take almost every game - I'm here to control the board with this list.


Very solid list and similar to the one I was planning for Ghaz. Just one question why your KFF costs 75 points ?


Automatically Appended Next Post:
Also why not saw? For the same price you are certain to slain a primary for every W


Automatically Appended Next Post:
And at last, would you consider a Weirboy for when Ghaz gonna get the supreme commander rule ?


75 because I'm going off the FAQ they just now put out. It's a 5pt difference so, shrug.

Klaw over Saw because that's what I have nobz holding. My ork army predates the existence of killsaws as a separate item. I feel 10pt klaws is a wonderful mercy for the orks in 9th and I'm glad to be able to field my many power klaw models again without feeling stupid.



Same here klaw are back with a vengeance.

Can't find that price anywhere in the newer Orks faq. I must be blind.

One thing I wonder is why everyone prefer Makari over a painboy, would Medi squig augment the resilience of Ghaz substantially ?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:38:43


Post by: Vineheart01


Painboy doesnt give Ghaz the FNP, Makari does.
Makari also is kinda full of shenanigans with that 2++ and being infantry.

Imo if you run enough infantry you should have a painboy and makari, makari wont be able to cover everything and Goffs dont have a baked in invul so any extra durability helps a lot. Painboy is only really needed T2-3 when your faction splits a bit to cover objectives so T1-2 he can heal Ghaz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:43:18


Post by: Jidmah


 Vineheart01 wrote:
Painboy doesnt give Ghaz the FNP, Makari does.
Makari also is kinda full of shenanigans with that 2++ and being infantry.

Imo if you run enough infantry you should have a painboy and makari, makari wont be able to cover everything and Goffs dont have a baked in invul so any extra durability helps a lot. Painboy is only really needed T2-3 when your faction splits a bit to cover objectives so T1-2 he can heal Ghaz.


Makari's aura also is 6" instead of 3" which makes a huge difference. Still not a fan of 6+++ saves as they are extremely likely to do nothing over the course of a game. The averages people are calculating are misleading, variance is a bitch.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:47:41


Post by: Vineheart01


My only beef about makari is he takes an HQ slot, i really wish he was slotless and just required Ghaz to be taken (because you can only take him in a non-goff if you have Ghaz and why would you run Goff w/o Ghaz...)
HQ slots are a hot commodity suddenly. Unless im going mono-battalion i really dont like using battalions now, the troop tax is painful this time around.
Upside about mono-battalion is now battalions give 0-6 elites...for some reason... which has surprisingly been a boon for goff lists because man we want nobs and more nobs now lol.
Even in Goffs, i dont like running more than 2 max squads. So many points....


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 11:58:36


Post by: the_scotsman


 Emicrania wrote:
the_scotsman wrote:
 Emicrania wrote:
the_scotsman wrote:
Having played a bunch of games using the new tournament pack, this is what I'm going to be testing for Orks in 9th:

Goffs Battalion

HQ: Ghazghkull Thraka 300pts
HQ: Makari 65pts
HQ: Big Mek with KFF 75pts

Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 26x Shootas, 3x Big Shootas 15, Kombirokkit Nob 10

Elites: Nob with Waagh Banner and Klaw 95 (Relic: Da Killa Klaw)
Elites: Mek 30
Elites: Mek 30
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5

Fast: Shokkjump Dragsta 100
Fast: Megatrakk Skrapjet 110
Fast: Deffkopta with Rokkits 50

Flyer: Burna-Bommer 155

Heavy: Gunwagon 160 with Kilkannon 15 (Boomer)

Meks, KFF, Ghaz and Banner Nob roll up into the middle of the board with the Boyz. Skrapjet, Dragsta, Deffcopta, Boomers, Burna Bommer etc prioritize hitting enemy hard targets that have the potential to wipe out lots of boyz, prioritizing Blasts for obvious reasons. Kommandos, Meks, and mobile elements get on top of objectives and do their damnedest to be obnoxious and make the enemy consider diverting their firepower (e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then).

Meks can perform actions while still repairing vehicles, so mission secondaries that involve actions are very good for me, and I have good options between Raise the Banners High and Repair Teleport Homer. Grind them Down is a good cheeky one to take if I want to make it even more painful for my opponent to focus their firepower optimally. Domination seems like the no-brainer secondary I'd take almost every game - I'm here to control the board with this list.


Very solid list and similar to the one I was planning for Ghaz. Just one question why your KFF costs 75 points ?


Automatically Appended Next Post:
Also why not saw? For the same price you are certain to slain a primary for every W


Automatically Appended Next Post:
And at last, would you consider a Weirboy for when Ghaz gonna get the supreme commander rule ?


75 because I'm going off the FAQ they just now put out. It's a 5pt difference so, shrug.

Klaw over Saw because that's what I have nobz holding. My ork army predates the existence of killsaws as a separate item. I feel 10pt klaws is a wonderful mercy for the orks in 9th and I'm glad to be able to field my many power klaw models again without feeling stupid.



Same here klaw are back with a vengeance.

Can't find that price anywhere in the newer Orks faq. I must be blind.

One thing I wonder is why everyone prefer Makari over a painboy, would Medi squig augment the resilience of Ghaz substantially ?


He's faster with Keep Up, he's got a 6" range, he gives ghazzy the 6++, and he's got a 2+ invuln. Given that the KFF and Painboy are absolutely the 2 units I expect to get focused first by snipers, having one of them be functionally invincible is a pretty nice bonus.

Also, generally, I mind losing the KFF early a little less, because nothing replaces the 6+FNP, but Cover vs AP- effectively replaces the 5++.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 12:12:21


Post by: PiñaColada


Looking at the other points values in the Saga errata (meaning the SW stuff), they were all "updated" to the 8th point values so I'm 99% correct that the KFF price -is not- 75 as stated there. Otherwise SW would be overpaying in comparison to literally every other space marine for a lot of their wargear that was changed to 0 as it unique to the unit in question (or just reduced as the unit itself went up).

It feels silly of GW to even include these points when 9th is already here but I guess they half-finished the errata long ago and didn't get around to publishing it until now?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 12:28:24


Post by: addnid


Battalions always gave 6 elite slots, even start of 8th ed. But if you mainly play ork, it was not relevant in 8th because we didn't need much elites (i don't think we do much this time around either)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 12:49:37


Post by: tneva82


PiñaColada wrote:
Looking at the other points values in the Saga errata (meaning the SW stuff), they were all "updated" to the 8th point values so I'm 99% correct that the KFF price -is not- 75 as stated there. Otherwise SW would be overpaying in comparison to literally every other space marine for a lot of their wargear that was changed to 0 as it unique to the unit in question (or just reduced as the unit itself went up).

It feels silly of GW to even include these points when 9th is already here but I guess they half-finished the errata long ago and didn't get around to publishing it until now?


Yep. This was supposed to come originally in april. Nor is there any real reason to even remove it. It doesn't harm, helps other and removing is extra work.

9e KFF price will be 80. If you want to play with intention rather than current RAW then use 80.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 12:54:50


Post by: gungo


 Jidmah wrote:
tneva82 wrote:
For Saga. Which is overceded by CA. Once GW gets around fixing CA it will be 80 pts. But until then you use most up to date version of most up to date book which is CA.


There is literally no basis to assume this beyond pure speculation.

There is literally no point costs in any other pa book that takes precedent over chapter approved
I agree the 80 pt cost is speculation...

Other thing painboy has over makari is elite slot not as contested as hq...
also a lot less shenanigans with out that 3in close to ghaz nonsense and he can’t heal other characters
Also the painboy claw tends to do more damage although makari is more survivable...
But my biggest issue is the 6+ fnp is largely negated with a single medi squig...
However once ghaz gets supreme commander and they allot makari in somehow since he needs to be the same detachment I’ll switch makati in for painboy


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 13:39:59


Post by: Bigdoza


My current Ork list in progress. Did not feel right to not use Ghaz and he only really does his best in a Goff detachment. Makari now can fill the HQ hole in grot mob detachment as he will not lose the Goff clan by being in there and could still ride in Goff battlewagons, where a big mek could not.

2 killy Battlewagons with a 10 man boy squad and minimum Killsaw meganob unit inside, one gains 5++ from Forktress, other gets it from big mek inside with faq KFF rule. I have seen alot of battle reports where the enemy has single models left in 2-3 units just cowering in obscuring terrain scoring, the lobbas give some answer to this (semi poor one). Kommandos for more objective play. Less killy Boyz unit in Trukk.

Smasha guns just feel right to me haha. Thought about Tankbustas in chinork and that is really punchy, but so fragile and chinork expected lifespan as is in the rules are highly uncertain.
Burna bombers were also very highly considered. I have seen a few matches with them and they definitely have a huge psychological role in about everything your opponent does, but I am not thrilled about automatically giving out so many secondary points when they crash and they dont seem to really do much outside of crashing.

Spoiler:

++ Battalion Detachment 0CP++
<Goffs>

Ghazghkull Thraka [300pts]: Warlord
Big Mek w/KFF [80pts] <Super Cybork>

Boyz [95pts]: 9x Boy W/Slugga, Nob: Killsaw x2
Boyz [95pts]: 9x Boy W/Slugga, Nob: Killsaw x2
Boyz [85pts]: 9x Ork Boy W/Shoota, Nob: Big Choppa

Kommandos [55pts] Nob: Power Klaw
Kommandos [55pts] Nob: Power Klaw
Meganobz [120pts] Killsaws (Pair)
Meganobz [120pts] Killsaws (Pair)
Painboy [65pts]: Power Klaw

Battlewagon [175pts]: 'ard Case, Deff Rolla, Lobba [Forktress]
Battlewagon [175pts]: 'ard Case, Deff Rolla, Lobba

Trukk [65pts]

++ Patrol Detachment -2CP ++
<Grot Mobs>

Makari [65pts]

Gretchin [50pts]

Mek Gunz [200pts] Gun: Smasha Gun x5
Mek Gunz [200pts] Gun: Smasha Gun x5

++ Total: [2,000pts] ++


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 13:45:08


Post by: gungo


It’s still kinda silly but ghaz and makari needs to be in same detachment not just army
Which just made me realize a supreme command detachment doesn’t allow ghaz to take makari even if ghaz gets the supreme command keyword... honestly Gw really doesn’t think anything thru when they designed orks..


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 14:11:35


Post by: Bigdoza


Lol you are right, back to the drawing board


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 14:48:28


Post by: Dendarien


I'm starting to wonder if tankbustas might be back in vogue. If there is a lot of T8 on the table going forward, smasha guns are going to struggle handling them.

That said all of the normal issues with tankbustas exist: they're fragile, expensive, and you need some way of deploying them.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 14:53:04


Post by: RedNoak


heyo... first off wow i am glad GW backpeddled on the mekshop. Great effort from the community The outrage seemed to be enourmous (judging from all the Facebook comments and dislikes)

so i had my first 9th game yesterday

heres my list (1500):
Spoiler:

mek with kff (warlord)
warbossbiker with killaklaw

3x10 gretchin

2x5 kommandoz (reserve)
6 tankbustaz (inside kopta, reserve)
3 Manz (DKS inside wagon)

2x KBB
SJD

Gunwagon with boomer
2 smashas
3 smashas

burna bomber
warkopta


opponent played eldar (custom traits, +1 cover save (+12") and more range on shurikens)
he got two warlocks, couple of avengers MSU, 5 wraithblades, shiningspears, 3 vypers, 3 warwalkers and two falcons

gotta say i am impressed with the buggys. sjd really pulled his weight, especially with the fire&fade strat. KBB are also awesome, the burning highway is a blast! Its a very versaitaile buggy capable of dealing with most enemy units. They are a nusiance and a big threat to multiple things, are fast enough to grab objectives and resiliant enough to not die instantly. (DS 6++ FTW)

I wasnt sure about the gretchin, was about to field a vanguard instead of an battallion... but damn was i wrong... they still feel overpriced but they werent really shot at, mainly because the buggys, plane and the odd last wounds left on a wagon or smashas, temped the opponent to ignore them. so they could sit on objectives relativly undisturbed. But keep in mind they were never soley on the objectives (beside the backfield one) so as long as they dont present a greater thread they get mostly ignored (and you still have to focus fire em a bit since even one gretchin could potentially hold/contest an objective) overall two or three units still have their purpose in an ork army. Btw screening is kinda useless with the new coherancy rules, so no more denying entire quarters with 10 gretchin

burna and smashas performed as expected and the burnas bombs and plingy firepower doesnt seem so wasted when shooting chaff off an objective (zoomed over enemy first turn - could have exploded him on top of 80% of the enemy force but didnt because it felt meh exploiting a mistake so early on - bombed and shot chaff instead and left (while dropping the last bomb) the board on turn 2, came back on three and strat-exploded on something i didnt wanted to be there anymore)

kommandoz didnt really play a role, but there is low cost objective grabbing and quarter holding potential in there

Gunwagon was meh as far as damage output goes but its main use is beeing a firemagnet anyway. somehow the thread of 4d6 shots with moar dakka seems to dominate opponents mind and behavior

warkopta is really great for clearing chaff and char hunting (thought the kopta wiffed its shooting for me^^) and the tankbustaz are always useful.

MANZ with the harder strat hit like gork himself.. deleted 3 vypers in one go with wounds to spare.


i've picked the follow me ladz trait for the extra CP, but as soon as deployment started i wished for kunning but brutal to redeploy d3 units. i think that will be THE WARLORDTRAIT for us.


ALL for ALL i think we are in a good spot... atleast finally beeing able to play around with different strats was soooo much fun! no more squeezing for every last bit of CP to boringly double tap the SSAG with more dakka round for round... it felt like such an relief!








We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 15:01:42


Post by: Emicrania


I think nobody realize how impactful the eradicators and the new bikes will be untill those f*****s paint them and we can play against them.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 15:09:23


Post by: tulun


 Emicrania wrote:
I think nobody realize how impactful the eradicators and the new bikes will be untill those f*****s paint them and we can play against them.


I just laugh how people are trying to down play them.

I think every goon hammer list with every chapter included one or more squads.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 15:16:48


Post by: Vineheart01


Any marine player w/o an eradicator squad is a moron right now.
Sub100pt unit that DELETES anything short of a Knight with marine reroll shenanigans and average luck, and even a Knight could get 1shotted if lucky enough.

Guarantee theyre going to basically stop us from using anything bigger than a buggy, buggies at least are cheap enough to not feel when a 100pt unit blows it up (also they'd have to mega overkill it or reduce to 3shots)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 15:19:46


Post by: gungo


 Dendarien wrote:
I'm starting to wonder if tankbustas might be back in vogue. If there is a lot of T8 on the table going forward, smasha guns are going to struggle handling them.

That said all of the normal issues with tankbustas exist: they're fragile, expensive, and you need some way of deploying them.

Chinorks!!!
Open topped
Fast movement gets you where you need to be
And gives even more dakka
But once it’s popped your stuck being tankbustas again

But if the meta goes all t8 plus maybe boomboys might be better....
I honestly think we will see a lot of fast infantry and transports more then land raiders and heavy tanks


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 15:43:06


Post by: the_scotsman


 Vineheart01 wrote:
Any marine player w/o an eradicator squad is a moron right now.
Sub100pt unit that DELETES anything short of a Knight with marine reroll shenanigans and average luck, and even a Knight could get 1shotted if lucky enough.

Guarantee theyre going to basically stop us from using anything bigger than a buggy, buggies at least are cheap enough to not feel when a 100pt unit blows it up (also they'd have to mega overkill it or reduce to 3shots)


Probably because suicide short range antitank units are not a new thing? They're 120pts with 6 melta shots, right? And presumably you're getting them one of those flying ford F-150s so they don't get shot if you don't get first turn.

6 Harlequins with melta pistols = 114 points, go in an 80pts transport with Fly (AND open topped, so they don't even have to get out and you have to kill their stupid transport before you kill them) and they can auto-advance something like 24" and shoot with full ballistic skill.

You can argue "oh, well, they're safer getting out of the transport and shooting from 24" with rerolls instead of the melta damage rule" or "oh, it's easier to screen a flying harlequin thingy 6" away than it is to screen a footslogging unit from getting 24" away" but the fact of the matter remains that extreme-AP low volume of fire strength 8 antitank units have been in the game for ages and haven't prevented everyone from taking vehicles that cost more than 100pts.




Automatically Appended Next Post:
gungo wrote:
 Dendarien wrote:
I'm starting to wonder if tankbustas might be back in vogue. If there is a lot of T8 on the table going forward, smasha guns are going to struggle handling them.

That said all of the normal issues with tankbustas exist: they're fragile, expensive, and you need some way of deploying them.

Chinorks!!!
Open topped
Fast movement gets you where you need to be
And gives even more dakka
But once it’s popped your stuck being tankbustas again

But if the meta goes all t8 plus maybe boomboys might be better....
I honestly think we will see a lot of fast infantry and transports more then land raiders and heavy tanks


or if chinorks get nuked from orbit.

Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 15:57:51


Post by: tulun


Seems like a lot of love is going the Goff way. Are people that high on them competitively?

They do seem poised to replace evil suns as the CC army.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:03:19


Post by: Tomsug


Goff? No, but everybody paint Ghaz and want to play him


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:06:48


Post by: Lysit


the_scotsman wrote:


Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


They've been out of production for a while. Im amazed they've not been given the legends treatment.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:18:04


Post by: the_scotsman


 Lysit wrote:
the_scotsman wrote:


Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


They've been out of production for a while. Im amazed they've not been given the legends treatment.


Give it...tops one edition. Most likely less. Do not buy models for good rules, SUPER DUPER EXTRA do not buy FORGEWORLD models for good rules.

You'll pay twice as much, and you'll get your investment invalidated 100% harder and 100% faster.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:18:44


Post by: Vineheart01


Its more like people wanna use Ghaz, and since the game is more midfield-focused now Goffs arent AS bad now and Ghaz is just too sexy of a model to leave out if you happen to be running a lot of melee.

I dont think we'll see Ghaz at the top tables, or at least the highest Orks go, but he isnt dead thats for sure.

Still say deathskullz are the go-to faction, they just arent as obvious of one.

--

So i'm doing something incredibly stupid because...i can..lol..

Battalion: Goff

HQ:
Makari
Ghaz (Warlord)
Megamek KFF/Rokkit/Oiler

Troops:
3x10 Grots

Elites:
3x10 Killsaw Nobz
Painboy
Bannernob (no PK)

KFF covers 2 MANz squads (not enough space for all 3) by being sandwiched between them, painboy to heal the occational damage and allow me to not be able to actually move away from ghaz/makari if i need to. Bannernob...because why would i not with that many unweildy weapons?

This is a horridly stupid list that unless you have a printer i wouldnt recommend trying....but i has a printer..so im trying lol. Never see myself using more than 10 nobz, which i have the proper models for, so the other 20 will be "alternatives" so i dont break my wallet lol.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:23:24


Post by: tulun


 Vineheart01 wrote:
Its more like people wanna use Ghaz, and since the game is more midfield-focused now Goffs arent AS bad now and Ghaz is just too sexy of a model to leave out if you happen to be running a lot of melee.

I dont think we'll see Ghaz at the top tables, or at least the highest Orks go, but he isnt dead thats for sure.

Still say deathskullz are the go-to faction, they just arent as obvious of one.


Yeah fair. Honestly if I do double detachment, Goffs w/ Ghaz looks mighty tempting. I'm not sure that the deep strike -> charge stuff is as interesting as a midfield broozer that basically can push an objective nearly alone.

Ghaz just makes *sense* in 9th. His ruleset really lends itself to what he does best -- Go to the midboard and HOLD an objective. If you heal and screen him properly, he's just so annoying to shift, and if he's above 5 wounds, he'll basically win almost any CC battle he gets into.. or at the very least, more than make his points back.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:31:53


Post by: Dendarien


I think if you want to build around Ghaz then mono Goffs make sense. DS giving obsec to MANz and Kommandos seems very good though. The hardest part I'm having in listbuilding is not giving up a ton of easy secondaries.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:44:57


Post by: Elfric


Thoughts on Killa Kanz? I really want them to be good but I'm not sure they are.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:52:54


Post by: gungo


They are not!!!
Try again next edition

I think ghaz will be a competitive list option but no orks will be on the top tables
Ghaz greatest strength is he is incredibly difficult to get slay the warlord from without over committing to killing him and thus ignoring to much of the rest of the army. His ideal list is goff and boy heavy with kff and invul keeping them alive... and then greentiding them back to full. It’s annoying and you shouldn’t worry about killing everything just playing the mission and denying your opponent the mission.

And yes he just takes away one midfield objective “come at me bro”... the new rule with adv and charge makes ghaz move much faster.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:55:26


Post by: Vineheart01


Nope, theyre trash.
They could have been good if they didnt hyke their prices so much. Allowing them to shoot rokkits in melee would have been a nice boon but not with that price hyke on an already expensive for what it does model.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 16:56:35


Post by: PiñaColada


Killa Kanz got hit with a double whammy of a nerf, rough points increase plus they give up really easy "bring it down" VPs. They were already quite mediocre in post CA2019 8th because they don't get kulturs and strats so as of right now I see absolutely no reason to run them (unless you love the models and just want something fluffy&fun).


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 17:36:43


Post by: Blackie


Automatically Appended Next Post:
 Elfric wrote:
Thoughts on Killa Kanz? I really want them to be good but I'm not sure they are.


They are extremely overcosted. Which is a shame because with Tin 'eadz Kulture and a kustom job they could have been decent at least. They were in the last months of 8th edition.

tulun wrote:
Seems like a lot of love is going the Goff way. Are people that high on them competitively?

They do seem poised to replace evil suns as the CC army.


Problem with Goffs is that they are mostly horde oriented which is a style of playing that I don't like. Plus I consider a Morkanaut almost mandatory and I'm not in favor of fielding two 300+ points single models in the same list. But Goffs are definitely in a good spot now and probably work fine even without 90+ (skar)boyz.

I'm playing Deathskullz, which is the theme of my army anyway. So far I've tried basically the same list:

Spoiler:


Warboss with PK, kustom shoota (Da Killa Klaw, Da Biggest Boss, Follow Me Ladz)
Weirdboy (Warphead: Maniacal Seizures, Fists of Gork/Warpath)

Mad Dok Grotsnik
5 Meganobz with dual killsaws

10 Boyz, nob with KS
30 Boyz, nob with KS
30 Boyz, nob with KS

2 KBB
SJD

Gunwagon with Killkannon (Da Boomer)
Morkanaut with KFF (Sparkly Bitz)
Battlewagon with 'ard case, deff rolla (Forktress)

Alternatively I've dropped a KBB for either 2x5 Kommandos or 10 Boyz (footslogging to Mob Up with one of the big units or merged with the other 10 boyz to a single 20 man squad with Meganobz in Tellyporta). I've had fun with this list, but I'm thinking about changing it in order to remove the footsloggin blobs; never tried it yet but I have in mind this list:

Warboss with PK, kustom shoota (Da Killa Klaw, Da Biggest Boss, Follow Me Ladz)
Weirdboy (Warphead: Maniacal Seizures, Fists of Gork/Warpath)

5 Meganobz with dual killsaws (Tellyporta)
5 Kommandos

18 Boyz, nob with KS
10 Boyz, nob with KS
10 Boyz, nob with KS
10 Boyz, nob with BC

3 Trukks

KBB
2 SJD or MSJ (Korkscrew)

Gunwagon with Killkannon (Da Boomer)
Morkanaut with KFF (Sparkly Bitz)
Battlewagon with 'ard case, deff rolla (Forktress)

Eventually with a Wazbom Blastajet instead of Da Boomer.





We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 17:52:26


Post by: tulun


 Blackie wrote:

Problem with Goffs is that they are mostly horde oriented which is a style of playing that I don't like. Plus I consider a Morkanaut almost mandatory and I'm not in favor of fielding two 300+ points single models in the same list. But Goffs are definitely in a good spot now and probably work fine even without 90+ (skar)boyz.


Mork being an mandatory? Wow, that's certainly a hot take. In all lists, or just the mech style?

I think the Goff horde stuff will be really good. Honestly, blast sucks but its super expensive, but horde jamming up the midboard probably wins games, especially when you can build around the ultimate midboard holder, Ghaz.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 17:55:18


Post by: Blackie


tulun wrote:


Mork being an mandatory? Wow, that's certainly a hot take. In all lists, or just the mech style?


Mech style of course, which is what I like to run, not mandatory in any type of list. Probably not exactly mandatory but it provides a significant amount of firepower and it's able to soak a lot of anti tank shots. Mech style lists must have redundancy or they just fail miserably. A Wazbom with an additional wagon could replace it maybe.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 18:07:42


Post by: tulun


 Blackie wrote:
tulun wrote:


Mork being an mandatory? Wow, that's certainly a hot take. In all lists, or just the mech style?


Mech style of course, which is what I like to run, not mandatory in any type of list. Probably not exactly mandatory but it provides a significant amount of firepower and it's able to soak a lot of anti tank shots. Mech style lists must have redundancy or they just fail miserably. A Wazbom with an additional wagon could replace it maybe.


Totally fair.

It's a shame Burna Bombers seem to wanna eat up the flier slots. I think the Wazbom actually made out alright, but if you're playing to win, double Burna is probably the way to go in every list.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 19:12:23


Post by: tneva82


the_scotsman wrote:

Probably because suicide short range antitank units are not a new thing? They're 120pts with 6 melta shots, right? And presumably you're getting them one of those flying ford F-150s so they don't get shot if you don't get first turn.

6

Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


Reserves rather than transport.

And yes chinorks can be shot though plenty of terrain that flat out hides chinork anyway physically and 10 isn"t that easy to take down especially for certain armies. Necrons for example will weep.


Automatically Appended Next Post:
 Lysit wrote:
the_scotsman wrote:


Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


They've been out of production for a while. Im amazed they've not been given the legends treatment.


No index replacement has come yet. Thus no legends for any fw


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 19:28:05


Post by: Singleton Mosby


gungo wrote:


Chinorks!!!
Open topped
Fast movement gets you where you need to be
And gives even more dakka
But once it’s popped your stuck being tankbustas again


I really like using Chinorks and have done all through 8th. Tankbustas is nice (deepstrike!) but nowadays I put in deffskull Nobs - two rokkits/klaw/big choppa and dual choppas (sometimes a couple of kombi-skorchas as well). When their ride goes down they have more stayingpower (3+ save) then tankbustas. DS gives them a reroll as well as their ammorunt. Love 'em.

But if you're using Chinorks competative, fill them up with bustas and deepstrike them to really put some hurt on your opponent.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 19:57:51


Post by: Jidmah


 Tomsug wrote:
Goff? No, but everybody paint Ghaz and want to play him


This

Plus the beginning of an edition is the only time you can get away with playing goff while everyone else is still struggling to make sense of the new edition


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 20:27:35


Post by: Tomsug


Jidmah - true is that this moment is awesome. Everything is possible. Just try and enjoy. In couple of month the meta armies smash the fun in T1


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 20:30:48


Post by: Vineheart01


Not to mention you may get lucky and mess with someone's brain so they start to think about that ridiculous list you tried that actually worked that one time....except you are doing something totally different now lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/28 20:40:07


Post by: Blackie


Yeah, compare to it to the beginning of 8th when what we had was the crappy index. Now we have a codex and a supplement, both more than decent. And index points costs were disgustingly higher than the new ones on most of the stuff! These are great times, indeed.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 00:02:20


Post by: Bigdoza


So standard Ork build until codex probably be something like this?

Spoiler:

2000 <Goffs> Batallion

Big Mek W/ KFF
Ghazghkull Thraka
Makari

Boyz - Shoota x9, Nob w/Killsaws
Boyz - Shoota x9, Nob w/Killsaws
Boyz - Shoota x9, Nob w/Killsaws
Trukk x3

Kommandos x4 - Nob: Power Klaw
Kommandos x4 - Nob: Power Klaw
Meganobz w/Killsaws x5
Painboy

Battlewagon - 'Ard Case, Deff Rolla, Forktress
Mek Gunz - Smasha Gun x6

Burna-bommer x2


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 00:35:20


Post by: gmaleron


A few questions for y'all:

Big Choppas or Klaws on Boy Squad Nobz?
and
Makari or a Painboy?

Mainly having issues with Makari since he is an HQ slot and a Battalion can only take 3


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 00:49:05


Post by: Dendarien


 gmaleron wrote:
A few questions for y'all:

Big Choppas or Klaws on Boy Squad Nobz?
and
Makari or a Painboy?

Mainly having issues with Makari since he is an HQ slot and a Battalion can only take 3


I think killsaws are the clear winners, better AP and flat 2 damage. I'd go for the painboy over Makari if you are only taking one just to medi squig Ghaz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 02:08:32


Post by: cody.d.


Personally for boyz Mobs I'd go big choppa for the cheapness. I wouldn't expect more than 1 out of 2 boyz units to actually make it into combat unless they're full sized ones. And even then units like the new gladiator tank make that look unlikely.

Nobz Mobs would be the ones to get those expensive, killy options due to having higher armour.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 07:57:53


Post by: Jidmah


Bigdoza wrote:
So standard Ork build until codex probably be something like this?

Spoiler:

2000 <Goffs> Batallion

Big Mek W/ KFF
Ghazghkull Thraka
Makari

Boyz - Shoota x9, Nob w/Killsaws
Boyz - Shoota x9, Nob w/Killsaws
Boyz - Shoota x9, Nob w/Killsaws
Trukk x3

Kommandos x4 - Nob: Power Klaw
Kommandos x4 - Nob: Power Klaw
Meganobz w/Killsaws x5
Painboy

Battlewagon - 'Ard Case, Deff Rolla, Forktress
Mek Gunz - Smasha Gun x6

Burna-bommer x2


Probably not. It's just everyone messing around with Thrakka right now since the change to his Waaagh! might actually leave him as a decent choice.


Automatically Appended Next Post:
 gmaleron wrote:
A few questions for y'all:

Big Choppas or Klaws on Boy Squad Nobz?
and
Makari or a Painboy?

Mainly having issues with Makari since he is an HQ slot and a Battalion can only take 3


IMO it's killsaw > big choppa > klaw


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 08:09:29


Post by: Blackie


 gmaleron wrote:
A few questions for y'all:

Big Choppas or Klaws on Boy Squad Nobz?
and
Makari or a Painboy?

Mainly having issues with Makari since he is an HQ slot and a Battalion can only take 3


I'd go with Big Choppa for anything that isn't Deathskullz or maybe Goffs. Killsaw the only other competitive option. Power klaws only for playing pure WYSIWYG if models were built with those but killsaws outperform them completely.

Boyz don't do much unless they get significant buffs: Ghaz and Deathskulls re-rolls + Maniacal Seizures are their best options to make them more killy IMHO. If you want to bring killy boyz or you have a few spared points give them killsaws, otherwise if you plan to use them for board control, surround objectives or contest objectives that are controlled by some enemy units big choppas will do fine.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 08:30:48


Post by: gmaleron


Appreciate the feedback guys! Have tentatively put together yet another list but this one I am definitely more confident about as it gives me speed, decent durability, more board control/objective taking ability, thoughts?

Spoiler:
GOFFS:

-Ghaz
-x2 Big Meks with KFF

-x4 Squads of 10 Slugga Boys, Killsaw Nobz, x1 Tankbusta Bomb
-x4 Trukks

-x1 Painboy
-x6 Meganobz w/ Dual Killsaws
-x2 Squads of 10 Tankbustas
-x2 Trukks

-x1 Battlewagon
*w/ Deffrolla, Killkannon, Grot Riggers

TOTAL ARMY: 2,000 POINTS

TACTICS:

-Ghaz pushes up the board with the Painboy, Trukks w/Boyz provide speed, decent Defense and Overwatch tanking ability, Meganobz in Battlewagon aim for the juiciest target while Tankbustas w/Meks zip around the board targeting priority targets.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 10:28:27


Post by: PiñaColada


I personally wouldn't run MANZ in squads bigger than 5, as it has drawbacks both in terms of blast weaponry and stricter coherency checks (also, they become quite pricey IMO). If you remove a single meganob you could put a squad of boyz in that same battlewagon (which would mitigate losses if it blows up, as you simply kill your boyz instead). Meaning you could also remove a trukk, I'd look around for a couple of more points to shave such as a couple of tankbustas and grot riggers to create enough space for a burna bommer.

That's my take on it, I'm not even sure if 2 KFF meks are worth it as they might have trouble to keep up but you can probably make that work with a bit of kunnin'


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 11:38:38


Post by: gmaleron


PiñaColada wrote:
I personally wouldn't run MANZ in squads bigger than 5, as it has drawbacks both in terms of blast weaponry and stricter coherency checks (also, they become quite pricey IMO). If you remove a single meganob you could put a squad of boyz in that same battlewagon (which would mitigate losses if it blows up, as you simply kill your boyz instead). Meaning you could also remove a trukk, I'd look around for a couple of more points to shave such as a couple of tankbustas and grot riggers to create enough space for a burna bommer.

That's my take on it, I'm not even sure if 2 KFF meks are worth it as they might have trouble to keep up but you can probably make that work with a bit of kunnin'


Some good advice man, hard to justify a Burna Bomber though since 1 will get shot right out of the sky before it has the chance to do anything.

If I drop the Trukk and 1 MANZ it gives me 105pts to work with so I will see what I could play around with, Meks would be in the Tankbusta Trukks to help keep my Anti-Armor alive. Maybe ill look at 2 squads of Kommandos or some Deffkoptas to help with secondary objectives. Also maybe some Gretchin and use them to hold my backfield objective



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 12:19:05


Post by: the_scotsman


tneva82 wrote:
the_scotsman wrote:

Probably because suicide short range antitank units are not a new thing? They're 120pts with 6 melta shots, right? And presumably you're getting them one of those flying ford F-150s so they don't get shot if you don't get first turn.

6

Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


Reserves rather than transport.

And yes chinorks can be shot though plenty of terrain that flat out hides chinork anyway physically and 10 isn"t that easy to take down especially for certain armies. Necrons for example will weep.


Automatically Appended Next Post:
 Lysit wrote:
the_scotsman wrote:


Which they will. Preeeeeeeeeeeeeeetty sure Aircraft Keyword+Open Topped Transport was not intentional on GW's part yall. i would not run out and buy 10 of these things.


They've been out of production for a while. Im amazed they've not been given the legends treatment.


No index replacement has come yet. Thus no legends for any fw


Wait, the concern is people paying CP to strategic reserve these dudes? So they like turn up turn 2, and they have to be within 6" of a board edge that isn't yours and isn't in your DZ?

Wouldn't that make them pretty ridiculously easy to screen out? Just pile a flank like is smart to do tactically anyway and keep them from popping up on that side of the board... I guess I'm just not seeing why theyr'e SO nuts compared to stuff that works in an extremely similar way like Fire Dragons. You can spend 1Cp to give those guys unrestricted deep strike, and with the basic exarch power they deal 2 more damage on average outside melta range. I'm not saying the Eradicators aren't a solidly better unit for no real reason, but I guess to me they don't seem that meta-shattering that we have to just stop using vehicles. Heck, if you're in a KFF and you screen them out of melta range even a buggy survives them.


Automatically Appended Next Post:
 gmaleron wrote:
Appreciate the feedback guys! Have tentatively put together yet another list but this one I am definitely more confident about as it gives me speed, decent durability, more board control/objective taking ability, thoughts?

Spoiler:
GOFFS:

-Ghaz
-x2 Big Meks with KFF

-x4 Squads of 10 Slugga Boys, Killsaw Nobz, x1 Tankbusta Bomb
-x4 Trukks

-x1 Painboy
-x6 Meganobz w/ Dual Killsaws
-x2 Squads of 10 Tankbustas
-x2 Trukks

-x1 Battlewagon
*w/ Deffrolla, Killkannon, Grot Riggers

TOTAL ARMY: 2,000 POINTS

TACTICS:

-Ghaz pushes up the board with the Painboy, Trukks w/Boyz provide speed, decent Defense and Overwatch tanking ability, Meganobz in Battlewagon aim for the juiciest target while Tankbustas w/Meks zip around the board targeting priority targets.


Really interesting list, I do think trukks are pretty underrated in the new edition and I like the distraction/no win situation of having to pick between targeting them and starting the process of wearing down ghazzy. My only concern would be worrying about getting bogged down in cheap chaff infantr, who would be quite good at shutting down both ghaz and manz.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 12:31:16


Post by: tulun


Chinorks currently deep strike for free. The fact they can be seen behind terrain is largely irrelevant imo.

I think the Eradicators are going to make a major splash. Points going up means hyper point efficient units matter... these are ridiculously point efficient for what they do.

Definitely better in certain chapters. Like Ravenguard, which can give them proper deep strike, or even like White Scars, because they can fully advance and shoot without penalty.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 12:59:12


Post by: Bigdoza


What do you think about a Standard Battlewagon, ard case and Deff rolla with 5 saw meganobz and 10 gretchin inside.

Seems highly likely the battlewagon will get destroyed, so take the destroyed losses on the Gretchin then you can disembark the Gretchin out in front of the meganobz hopefully and Grot shield them from further harm.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 13:00:53


Post by: Jidmah


That could work, but I wouldn't count on the grot shields actually doing anything meaningful.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 13:08:44


Post by: Bigdoza


I have been finding it difficult to get my desired redundancy with the meganobz while also protecting them and having a delivery system.

The minimum 3 squads of meganobz squeeze into places easier, but I feel they are just short of critical mass, plus the hit em harder stratagem is less effective on 3 dudes.

Then if you use one huge unit they get focused fired out too easily and more effected by blast.

Taking a bad vehicle destroyed result on a Trukk or wagon with only meganobz inside is so painful.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 13:15:54


Post by: Blackie


Bigdoza wrote:
What do you think about a Standard Battlewagon, ard case and Deff rolla with 5 saw meganobz and 10 gretchin inside.

Seems highly likely the battlewagon will get destroyed, so take the destroyed losses on the Gretchin then you can disembark the Gretchin out in front of the meganobz hopefully and Grot shield them from further harm.


For +35-40 points you could field 10 boyz instead. No Grot Shield but they can support the Meganobz in some fight. I'm playing this combination in my current list.

Putting Gretchins near the action doesn't look a good solution, unless maybe large squads.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 13:17:32


Post by: Lysit


Bigdoza wrote:
I have been finding it difficult to get my desired redundancy with the meganobz while also protecting them and having a delivery system.

The minimum 3 squads of meganobz squeeze into places easier, but I feel they are just short of critical mass, plus the hit em harder stratagem is less effective on 3 dudes.

Then if you use one huge unit they get focused fired out too easily and more effected by blast.

Taking a bad vehicle destroyed result on a Trukk or wagon with only meganobz inside is so painful.


For wagon's I've been tempted to pad them with 5 Kommandos rather than grots. cheaper for a minimal squad and you can hide a powerklaw in there for same cost of grots if you want.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 13:29:10


Post by: tneva82


Bigdoza wrote:
What do you think about a Standard Battlewagon, ard case and Deff rolla with 5 saw meganobz and 10 gretchin inside.

Seems highly likely the battlewagon will get destroyed, so take the destroyed losses on the Gretchin then you can disembark the Gretchin out in front of the meganobz hopefully and Grot shield them from further harm.


Problem is 10-casualties ain't no good shield. Opponent will simply delete grots and point anti tank guns to meganobs


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 13:55:26


Post by: tulun


10 boys + 4-5 Mega Nobs + wagon is totally gonna be a thing.

Save 65 points on the trukk, you have ablative wounds if the wagon is popped, and the Nob can take double saw, which makes him just as good as the Mega Nobs in CC.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 14:10:27


Post by: Tomsug


Meganobz works decent in 5MAN squads. One such squad tears down Landrider. Bigger seems to be overpowered and hard to fit in buildings. Plus blast rule of course.

MANs + transport of any kind do not work. For many reasons. First of all - they come to CC no earlier than T3 due disemabrk on the beginning of the movement phase. Too late for such mass of power and points + easy to be outmanouevret. Grots in BW with meganobz works fine, but like causalities to die during explosion etc. Because BW with MAN is nice example of distraction carnifex so it dies T1 or T2.

I tried to make them work a lot of times and they work in 2 ways depending on situation
- Da Jump / Tellyport
- march with moto warboss for advance + charge

In any case like evil sunz. Because fast is their main problem. You can have a super strong cc unit, but if you are not able to get them to cc in T2, you play them wrong. And ES MANs have a thread range sbout 18,5”. And in any case 2-3 squads.

Btw. I'm not so sure, double killsaw MANs are better than PK +KS even after point drop. Because you can be pretty sure, you fail some charge. At least one of the squads will come to CC in T3. Double killsaw MANs are uselles for 3 turns. PK MANs damage the scouts and GEQ etc at least = 20shots with 18” range kills 2-3 almost every time. Nothing to write home about, but it saves me the objective VP almost every game. With 3 squads = one GEQ squad of 10 dead every turn = one objecitive cleared. It' s more versatile. But hard to judge. Need to be tested.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 14:26:55


Post by: Bigdoza


With the smaller table size, battlewagon max move + advance and maybe even a charge t1 with deffrolla if there is a Wartrike you really dont think the meganobz would land anywhere relevant until turn 3?



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 14:27:42


Post by: Jidmah


Transports work a lot better, as you can usually expect to disembark and charge in T2. The new missions really force your opponent to get outside their deployment zone, otherwise they lose on primaries.

Sadly, that also means I need to find a new signature


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 14:37:16


Post by: the_scotsman


tulun wrote:
Chinorks currently deep strike for free. The fact they can be seen behind terrain is largely irrelevant imo.

I think the Eradicators are going to make a major splash. Points going up means hyper point efficient units matter... these are ridiculously point efficient for what they do.

Definitely better in certain chapters. Like Ravenguard, which can give them proper deep strike, or even like White Scars, because they can fully advance and shoot without penalty.


*shrug* I guess as orks I'm just not particularly worried about it. Like I said, Fire Dragons are basically the same unit - slightly easier to screen, maybe, easier to kill, definitely, and the very small amount of damage they get as a trade off probably isn't that big a deal. But they deal like... 6 damage to a vehicle under a KFF. Less to a trukk because ramshackle will clown on them hard.

As an ork player I'd much rather see a squad of eradicators across the table than a squad of plasma cannon devs next to a CM. Probably more annoying to kill (because I will likely be smacking both with rokkits and those pop the eradicators instantly and the eradicators are more likely to be in easy range/less likely to be in cover), do their damage T1 AND T2 instead of being in reserves T1, and they have blast so if I've got a large squad of something they have the flexibility to get a little more mileage with max shots un-overcharged.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 14:44:32


Post by: tulun


Yeah, transports being useless is a bad take. 9th is not 8th edition.

Mega Nobs will easily be hitting combat turn 2 in a wagon. If they aren't, and your opponent turtles in their deployment zone, congrats, you've scored 45 on primaries and you're probably gonna win anyway.

And there's no way the PK/KS combo is better. For 2 more points, my Mega nobs can sweep primaris because of consistent damage and a bonus attack? And can go to flat 3 damage for 1 CP? Yes please.



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 14:53:47


Post by: Vineheart01


Not to mention the AP4 means no lucky 6's on those pesky 3+ save models.

I've had both happen in droves. Cause 3-5 PK wounds, bastard rolls 2-3 6s. I roll for damage, roll mostly 1 on the D3.
Killsaws are superior, there is no way 20 18" S4 AP0 shots at BS5+ are going to offset the massive boon that is killsaw pairs. I'd be surprised if the 20pts you saved doing this actually mattered too, i'd suspect it to just go into more random grots to fill the list out.
PKs are terrible. The only reason we used them in 8th was because we kinda had no choice. The only other option we had was AP1, because Stabbas were a joke and Killsaws were overpriced previously.

Every model that can use a Saw is now using one for me. My area isnt really strict on wysiwyg so all my nobz with pk counting as saws is fine long as i dont mix'm.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:01:55


Post by: Jidmah


I still think I will be putting a single rokkit/PK nob in my MANz units whenever I'm playing death skulls. Can't let those shooting phase re-rolls go to waste, and I can re-roll damage on the one PK when needed


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:02:44


Post by: tulun


I think we also have to keep this in mind:

You can kill 0 models with a unit and they can win you the game. If the enemy is scared of charging an objective because you have 5 angry Mega Nobs on it, and they haven't killed anything by the time they get shot off, you win.

Judge a unit by their ability to score you VPs. The enemy is going to be charging objectives in the middle... give me an extra Kill saw any day over 1.33 hits on a 4 shot Shoota. :\


Automatically Appended Next Post:
 Jidmah wrote:
I still think I will be putting a single rokkit/PK nob in my MANz units whenever I'm playing death skulls. Can't let those shooting phase re-rolls go to waste, and I can re-roll damage on the one PK when needed


That's actually a decent idea.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:09:40


Post by: Bigdoza


tulun wrote:
I think we also have to keep this in mind:

You can kill 0 models with a unit and they can win you the game. If the enemy is scared of charging an objective because you have 5 angry Mega Nobs on it, and they haven't killed anything by the time they get shot off, you win.

Judge a unit by their ability to score you VPs. The enemy is going to be charging objectives in the middle...


Along these lines I really feel the burna bomma will be useful from a psychological standpoint. If they had held back in their deployment and group up so the plane has no where to land they arent claiming obj in board center. Was watchin game with Nick N vs orks and his whole movement seemed very burna bommer minded.

Even if plane does nothing it messed their head all up.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:13:06


Post by: Vineheart01


 Jidmah wrote:
I still think I will be putting a single rokkit/PK nob in my MANz units whenever I'm playing death skulls. Can't let those shooting phase re-rolls go to waste, and I can re-roll damage on the one PK when needed


valid argument i totally spaced off. I already put the random rokkit in my trukkboyz for this reason so why not spend 8pts more and have the MANz do it too.
Unfortunately the way they exchange for Killsaws i dont think you can still have a saw on the rokkit nob. I'd have to doublecheck the codex which i dont have handy atm.

And yeah, psychological warfare is as valid as actual killing. Its what i used MANZ Missiles for in the past, i'd take 2 and flank. Back then they were lethal enough to justify attacking but were cheap enough where people really didnt want to. I never expected them to do much, i wanted them to mess with my opponent's priorities.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:30:15


Post by: tulun


You'd have to go down to a PK/KS to take the rocket.

On net, though, it's only 5 points more than a Double Saw Mega Nob. 5 points to add a full re-roll rocket ain't a bad idea.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:45:29


Post by: PiñaColada


I don't think it's the worst idea, but you are also losing out on a point of AP and, more importantly, an extra attack.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 15:56:24


Post by: Vineheart01


Yeah but assuming that nob fires twice it definitely offsets the loss of 1 attack and giving marines a 6+ for the 1-2 melee wounds he yields. Plus, not like the reroll damage is used elsewhere either


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 16:04:32


Post by: popisdead


gmaleron wrote:

-x1 Battlewagon
*w/ Deffrolla, Killkannon, Grot Riggers


I see Da Boomer showing up a fair bit in posts.

Bigdoza wrote:What do you think about a Standard Battlewagon, ard case and Deff rolla with 5 saw meganobz and 10 gretchin inside.

Seems highly likely the battlewagon will get destroyed, so take the destroyed losses on the Gretchin then you can disembark the Gretchin out in front of the meganobz hopefully and Grot shield them from further harm.


I quite like the standard BW because it can take Da Boomer with the Kannon upgrade and still has the Open Topped and playing Freebooterz that appeals to me. OR just not Da Boomer and maintain the Open Topped rule.

I just heard on a podcast GW has said no Vigilus detachments. is that true?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 16:07:22


Post by: Vineheart01


Dont run killkannons on regular wagons.
Remember it nukes the capacity to 12. But on gunwagon or bonebreakers it doesnt reduce it further.
Kannon if deffskullz are just fine.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 16:32:26


Post by: tulun


 Vineheart01 wrote:
Yeah but assuming that nob fires twice it definitely offsets the loss of 1 attack and giving marines a 6+ for the 1-2 melee wounds he yields. Plus, not like the reroll damage is used elsewhere either


Adding a random rocket that has full re-rolls (Hit and wound) is just so good to Death skull units. It makes it so consistent, especially because we can spam them.

If I had spare points generally on my DS characters, I'd toss them on there. If it even kills 1 model, it'll make back its points and then some. Like it one shots an Aggressor or eradicator. Or even just that extra push to bracket a vehicle.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 16:35:31


Post by: some bloke


Very glad to hear that transports have a good chance this edition. Once I've repaired all of them, I think I have more transport capacity than infantry models in my army...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 17:05:13


Post by: weaver9


Okay, so this may be silly and need someone to tell me to stop it.

Grot Mega Tanks can get 7 KMB shots, rr 1s with grot mobs, t6 9w 4+/6++ all for around 160 points.

That's... not bad right? Would killa kans be better ROI? Just exploring.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 17:12:40


Post by: PiñaColada


I love the grot mega tank but it's not great, if I'm being honest. Getting it with 7KMB and grot mobs is probably the best build for it assuming you actually have something else you want to put in that detachment. I'd argue it's still nowhere near worth it because it's no tougher than a skrapjet yet cost 50 more points but more importantly is weirdly slow and you can no longer use a CP to reroll that mutiny roll.

It's a fun, super charming unit but it's also something that's suited for crusade games and more fluffy lists where you could arguably squeeze one in at semi-competitive. I just don't understand how GW thinks that chassis is worth 95 points.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 17:13:51


Post by: popisdead


Vineheart01 wrote:Dont run killkannons on regular wagons.
Remember it nukes the capacity to 12. But on gunwagon or bonebreakers it doesnt reduce it further.
Kannon if deffskullz are just fine.


That's only if you wanted 20 to be transported and don't care about losing the Open Topped rule which I explained.

weaver9 wrote:Okay, so this may be silly and need someone to tell me to stop it.

Grot Mega Tanks can get 7 KMB shots, rr 1s with grot mobs, t6 9w 4+/6++ all for around 160 points.

That's... not bad right? Would killa kans be better ROI? Just exploring.


I've been thinking about Grot Mega Tanks, Grot Tanks and Meka Dreadz. Make use of the FW I own... Superskorcha Big Trakk too maybe could be descent.

This is the time to explore a vehicle meta


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 17:15:56


Post by: Vineheart01


only time i'd say the grot mega tank is a good pick is if you are running Goffs+GrotMobz
Scrapjet is better in cost, durability, and doesnt nuke itself sometimes in exchange for less potential damage (i think its overall roughly the same though, given Grotmobz cant reroll the D6 you can easily get shafted on the damage while the Scrapjet is fixed damage)

In 8th i ran 2 of them with 8 grottanks and 6 killakanz and it was amusingly effective but....pricehykes on subpar units...gotta love it

The big FW model ive been eyeing as of now is Bigtrakks w/ Supakannons. Theyre 150pts....for a table-long 2D6 S8 AP2 flat3 damage gun lol...yeah theyre not much harder to pop than a Trukk but they got the reach to avoid most of the painful guns.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 18:45:14


Post by: tulun


 Vineheart01 wrote:

The big FW model ive been eyeing as of now is Bigtrakks w/ Supakannons. Theyre 150pts....for a table-long 2D6 S8 AP2 flat3 damage gun lol...yeah theyre not much harder to pop than a Trukk but they got the reach to avoid most of the painful guns.


I believe they are 155 because they currently have to take Grot Riggers.

Honestly? I think the only choice for Big Trakks is the Supa Skorcha. they keep 6 capacity, and average 8 24" Str 6 AP-2 1 damage HITS a turn... And they are pushing the centre with models inside too.

It's 30 more points but I think it brings value.

The Supa kannon averages 7 BS5+ shots a turn... like, with DS re-rolls maybe 3 hits? That seems a lot for 155 points and they drop capacity to 0. The gunwagon does it better at 175 with periscope on a much better body while retaining capacity.

I think if you want long range shooting, just take 4 mek guns instead.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 18:54:40


Post by: Afrodactyl


I'm looking at running a Deathskull MANz/boys in BWs list, and I'm torn on my HQ choices.

Ghaz is hugely expensive, will have to run up the board on his own, and won't benefit from the kulture.

Weirdboy won't have much to cast his powers on if stuff is all in wagons, but might be able to throw some MANz forward late game or if a wagon eats it.

KFF Mek is gonna get neutered to not work in melee.

Warboss is looking good, but will have to hitch a ride in a wagon. Probably going to run a boss.

Wartrikes are very squishy and don't hit as hard as I would necessarily like.


What works well in a mechanised BW list?

:EDIT:
For context, the list otherwise is very much a WIP and at the moment going to be;
Spoiler:

10 boys (nob with BC)
5 MANz
BW with rolla and case

10 boys (nob with BC)
5 MANz
BW with rolla and case

20 boys (nob with BC)
BW with rolla and case


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 18:58:20


Post by: PiñaColada


Yeah, I honestly think the only way the supa-kannon becomes decent is if they change the platform to a gunwagon instead of battlewagon. At 210 points it might actually be pretty nice then?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 19:02:31


Post by: Bigdoza


I feel mech lists suffer with the loss of KFF on bike. You either lose your bubble when dude embarks or he gets left behind. Could jump him up I guess?

Morkanaut is big point investment for nice KFF and wazbomb is hard to keep in range (also pricey)


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 20:01:09


Post by: Haasbioroid


Is more than 1 BW advisable? I have one, but I was given an extra deffrolla kit and I already had a deffrolla kit. So is two BW too point intensive?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 20:08:07


Post by: SemperMortis


 Jidmah wrote:
Transports work a lot better, as you can usually expect to disembark and charge in T2. The new missions really force your opponent to get outside their deployment zone, otherwise they lose on primaries.

Sadly, that also means I need to find a new signature


Aww :( I loved your signature


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 20:37:38


Post by: gungo


 Afrodactyl wrote:
I'm looking at running a Deathskull MANz/boys in BWs list, and I'm torn on my HQ choices.

Ghaz is hugely expensive, will have to run up the board on his own, and won't benefit from the kulture.

Weirdboy won't have much to cast his powers on if stuff is all in wagons, but might be able to throw some MANz forward late game or if a wagon eats it.

KFF Mek is gonna get neutered to not work in melee.

Warboss is looking good, but will have to hitch a ride in a wagon. Probably going to run a boss.

Wartrikes are very squishy and don't hit as hard as I would necessarily like.


What works well in a mechanised BW list?

:EDIT:
For context, the list otherwise is very much a WIP and at the moment going to be;
Spoiler:

10 boys (nob with BC)
5 MANz
BW with rolla and case

10 boys (nob with BC)
5 MANz
BW with rolla and case

20 boys (nob with BC)
BW with rolla and case

Warboss on bike, relic klaw and biggest boss strat

Ive been playing around with the GW app...
The mega Mek w kff, big Mek with kff, morkanaut, mekadread has the kff for free...the wazbom pays 20pts
It’s hard to say what’s intended and what’s a typo..


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/29 21:06:47


Post by: Tomsug


Your arguments about MANs are absolute relevant and need to be proofed by playing. It's easy to make a math on hits, hard to calculate the role of better moving. Table is shorter in just one axes and the game is more about moving.

We' ll see. This is really the funny part of the new age, a lot of to try.

The Jidmah' s point about the one kombi rocket is definitely good point.

What seems to be questions is the role of speed generally. A lot of running around the objectives. Definitely less of camping in the castle.

Does it worth to have a better math with DS buggies or ES advance without penalties (all buggy weapons are assault) and bonus to move? ES buggies will have a massive adventage in mobility. SJD jumping without penalties. Slow MSJ moving almost twice as fast. In the game about creating local dominantion, this could be important.

Definitely a lot of to try.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 02:36:20


Post by: russellmoo


When it comes to the Morkanaut, would it be worth it to run a weirdboy with the scorched git bones next to thirty orks to ensure the double shot from visions in the smoke? Thoughts

This would leave you with needing to roll a five to get what you need. The downside is that you are likely to perils so is it worth it?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 02:50:16


Post by: cody.d.


russellmoo wrote:
When it comes to the Morkanaut, would it be worth it to run a weirdboy with the scorched git bones next to thirty orks to ensure the double shot from visions in the smoke? Thoughts

This would leave you with needing to roll a five to get what you need. The downside is that you are likely to perils so is it worth it?


Sadly I don't think the weirdboy relic works for any of the spells except the 6 base ork ones. Just because of it's wording.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 04:47:21


Post by: Grimskul


cody.d. wrote:
russellmoo wrote:
When it comes to the Morkanaut, would it be worth it to run a weirdboy with the scorched git bones next to thirty orks to ensure the double shot from visions in the smoke? Thoughts

This would leave you with needing to roll a five to get what you need. The downside is that you are likely to perils so is it worth it?


Sadly I don't think the weirdboy relic works for any of the spells except the 6 base ork ones. Just because of it's wording.


Agreed. Unfortunately, it's kinda a trap relic because generally the only spells worth casting in the main 6 are Warpath and Da Jump, both of which usually are based around large units that give the Weirdboy enough of a buff that the +1 to cast is redundant and in fact detrimental since it makes you more likely to perils. With the advent of mech lists you might see a few Weirdboyz with Warpath to buff Meganobz but I feel like there's better ways to spend the CP once you've taken the obligatory Killa Klaw.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 04:58:33


Post by: cody.d.


I suppose you could get some milage out of it if you made them a warphead then tried to cast jump and warpath or fist and warpath or something similar. Or maybe we'll get lucky and the next codex will simply make it affect physic tests.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 06:43:52


Post by: Jidmah


 Afrodactyl wrote:
I'm looking at running a Deathskull MANz/boys in BWs list, and I'm torn on my HQ choices.

Ghaz is hugely expensive, will have to run up the board on his own, and won't benefit from the kulture.

Weirdboy won't have much to cast his powers on if stuff is all in wagons, but might be able to throw some MANz forward late game or if a wagon eats it.

KFF Mek is gonna get neutered to not work in melee.

Warboss is looking good, but will have to hitch a ride in a wagon. Probably going to run a boss.

Wartrikes are very squishy and don't hit as hard as I would necessarily like.


What works well in a mechanised BW list?


In my experience, killa klaw warboss on warbike and the wartrike with mork's roar are the best HQs for mech lists. Ghaz might work since he got his Waaagh! back and thus might be fast enough to keep up with vehicles. He still might be too many points though.

Weird boyz have little to no synergy with vehicles often and end up left behind, which will have them end up dead in 9th. KFF meks face a similar problem, they are too slow to keep up.

When running the wartrike you simply must accept that he is not a fighter, but a shooting unit. When he charges, he is almost guaranteed to be dead by your next turn. Stay behind other units, try to hit hard targets with your melta (death skulls re-rolls!) or take out infantry with the skorcha and boomstikks. He has a decent chance of making his points back when your top priority is keeping him alive instead of charging stuff.


Automatically Appended Next Post:
 Tomsug wrote:
Does it worth to have a better math with DS buggies or ES advance without penalties (all buggy weapons are assault) and bonus to move? ES buggies will have a massive adventage in mobility. SJD jumping without penalties. Slow MSJ moving almost twice as fast. In the game about creating local dominantion, this could be important.

Definitely a lot of to try.


I experimented with clans a lot before settling on death skulls, evil suns being among those I tested most. My impression of ES was that while they were provided great utility, I had games where entire bonus didn't make a difference at all. Buggies already are very mobile and the extra inches rarely enable them to do something they couldn't have done anyways. Deathskulls on the other hand matter each time you are shooting anything. The extra damage you deal adds up so quickly, I had the impression of playing a completely different army. More damage means more dead enemy targets, which in return means less dead buggies - and then you get the 6++ on top which much more valuable when you are getting hit by multi-damage weapons.

So if you are running ES, you should really base you army around making visions in the smoke work to make up for the DS re-rolls, without that DS vastly outperforms them.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 07:20:19


Post by: Afrodactyl


 Jidmah wrote:


In my experience, killa klaw warboss on warbike and the wartrike with mork's roar are the best HQs for mech lists. Ghaz might work since he got his Waaagh! back and thus might be fast enough to keep up with vehicles. He still might be too many points though.

Weird boyz have little to no synergy with vehicles often and end up left behind, which will have them end up dead in 9th. KFF meks face a similar problem, they are too slow to keep up.

When running the wartrike you simply must accept that he is not a fighter, but a shooting unit. When he charges, he is almost guaranteed to be dead by your next turn. Stay behind other units, try to hit hard targets with your melta (death skulls re-rolls!) or take out infantry with the skorcha and boomstikks. He has a decent chance of making his points back when your top priority is keeping him alive instead of charging stuff.


I'll take a look at both of those, thanks.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 09:20:20


Post by: Blackie


 Haasbioroid wrote:
Is more than 1 BW advisable? I have one, but I was given an extra deffrolla kit and I already had a deffrolla kit. So is two BW too point intensive?


One T8 model is never advisable. I play three or none at 2000 points. At the moment it's Morkanaut, BW and Da Boomer (or second BW)




Automatically Appended Next Post:
 Afrodactyl wrote:
I'm looking at running a Deathskull MANz/boys in BWs list, and I'm torn on my HQ choices.

What works well in a mechanised BW list?



I'm playing warboss and weirdboy (Maniacal Seizures and Warpath/Fists of Gork) but other than 3 T8 models I'm also running 60 boyz on foot and Mad Dok.

Otherwise I'm experimenting an alternative with 2 BW: the Forktress filled with 5 Meganobz and 10 boyz and the second one has Weirdboy, Warboss and 18 Boyz. Backed by the Wazbom's KFF.

I wouldn't field Ghaz outside Goffs and I'm not a fan of the Wartrike, although it's certainly a legit choice.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 11:14:52


Post by: Jidmah


 Blackie wrote:
 Haasbioroid wrote:
Is more than 1 BW advisable? I have one, but I was given an extra deffrolla kit and I already had a deffrolla kit. So is two BW too point intensive?


One T8 model is never advisable. I play three or none at 2000 points. At the moment it's Morkanaut, BW and Da Boomer (or second BW)


If all of your army is made of multi-wound models, T8 really doesn't stick out that much, quite the opposite. When surrounded by buggies, MANz, warbikers or trukks, people tend to opt for shooting things that are more likely to die than BW or nauts.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 11:23:15


Post by: the_scotsman


Bigdoza wrote:
I feel mech lists suffer with the loss of KFF on bike. You either lose your bubble when dude embarks or he gets left behind. Could jump him up I guess?

Morkanaut is big point investment for nice KFF and wazbomb is hard to keep in range (also pricey)


The Wazbom also exists but has to move 20".


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 13:13:24


Post by: Gruxz


 Jidmah wrote:
 Afrodactyl wrote:
I'm looking at running a Deathskull MANz/boys in BWs list, and I'm torn on my HQ choices.

Ghaz is hugely expensive, will have to run up the board on his own, and won't benefit from the kulture.

Weirdboy won't have much to cast his powers on if stuff is all in wagons, but might be able to throw some MANz forward late game or if a wagon eats it.

KFF Mek is gonna get neutered to not work in melee.

Warboss is looking good, but will have to hitch a ride in a wagon. Probably going to run a boss.

Wartrikes are very squishy and don't hit as hard as I would necessarily like.


What works well in a mechanised BW list?


In my experience, killa klaw warboss on warbike and the wartrike with mork's roar are the best HQs for mech lists. Ghaz might work since he got his Waaagh! back and thus might be fast enough to keep up with vehicles. He still might be too many points though.

Weird boyz have little to no synergy with vehicles often and end up left behind, which will have them end up dead in 9th. KFF meks face a similar problem, they are too slow to keep up.

When running the wartrike you simply must accept that he is not a fighter, but a shooting unit. When he charges, he is almost guaranteed to be dead by your next turn. Stay behind other units, try to hit hard targets with your melta (death skulls re-rolls!) or take out infantry with the skorcha and boomstikks. He has a decent chance of making his points back when your top priority is keeping him alive instead of charging stuff.

.


That's interesting. I've been itching to try the wartrike. I get that he is a great versatile kannon up close, but wouldn't a sjd do a better job at that? Or is it more a T1 BW charge device and cleaning up unit? Or are you making him less squishy with cybork body?

Also, what do you think about a weirdboy hiding behind a building in midfield casting maniacal seisures? Is it just gone too soon or is a megamek w kff better for setting up camp in midfield?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 13:31:26


Post by: addnid


Gruxz wrote:
 Jidmah wrote:
 Afrodactyl wrote:
I'm looking at running a Deathskull MANz/boys in BWs list, and I'm torn on my HQ choices.

Ghaz is hugely expensive, will have to run up the board on his own, and won't benefit from the kulture.

Weirdboy won't have much to cast his powers on if stuff is all in wagons, but might be able to throw some MANz forward late game or if a wagon eats it.

KFF Mek is gonna get neutered to not work in melee.

Warboss is looking good, but will have to hitch a ride in a wagon. Probably going to run a boss.

Wartrikes are very squishy and don't hit as hard as I would necessarily like.


What works well in a mechanised BW list?


In my experience, killa klaw warboss on warbike and the wartrike with mork's roar are the best HQs for mech lists. Ghaz might work since he got his Waaagh! back and thus might be fast enough to keep up with vehicles. He still might be too many points though.

Weird boyz have little to no synergy with vehicles often and end up left behind, which will have them end up dead in 9th. KFF meks face a similar problem, they are too slow to keep up.

When running the wartrike you simply must accept that he is not a fighter, but a shooting unit. When he charges, he is almost guaranteed to be dead by your next turn. Stay behind other units, try to hit hard targets with your melta (death skulls re-rolls!) or take out infantry with the skorcha and boomstikks. He has a decent chance of making his points back when your top priority is keeping him alive instead of charging stuff.

.


That's interesting. I've been itching to try the wartrike. I get that he is a great versatile kannon up close, but wouldn't a sjd do a better job at that? Or is it more a T1 BW charge device and cleaning up unit? Or are you making him less squishy with cybork body?

Also, what do you think about a weirdboy hiding behind a building in midfield casting maniacal seisures? Is it just gone too soon or is a megamek w kff better for setting up camp in midfield?


Wartrike with deathskulls WLT can snipe characters (18' inch limit is not an issue for the short ranged weapons on the wartrike hah hah), which the SJD can't do.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 13:39:12


Post by: Gruxz


 addnid wrote:


Wartrike with deathskulls WLT can snipe characters (18' inch limit is not an issue for the short ranged weapons on the wartrike hah hah), which the SJD can't do.


Aaahh ofc, yes that is quite juicy. Hmm I guess keeping him around a megamek kff around mid for the 5++ and repairs is pretty awesome.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 13:47:14


Post by: Vineheart01


Yeah in my experience its one T6+ standing out in a horde thats the issue, not one T8.

Multiple T8's is amusing but if you got a gakton of T6's and a couple T7's floating around really only the occational S9 weapon, which is getting unusually rare imo, are gonna prioritize the single T8. They'd rather delete things easily than delete the big threat and risk failing.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 14:24:44


Post by: Afrodactyl


After much deliberation, I think I'm going to be running the below list for a little while.

Spoiler:


+++ Battalion +++
++Deathskulls++

Warboss
Kustom Shoota, Power Klaw, Attack Squig, Da Killa Klaw
Da Biggest Boss, Warlord, Kunnin' but Brutal

Deffkilla Wartrike
Kustom Job; Gorks Roar

Weirdboy
Warphead, Da Jump, Warpath

Boys
9x Boys with Choppas
1x Boss Nob with Big Choppa

Boys
9x Boys with Choppas
1x Boss Nob with Big Choppa

Boys
17x Boys with Choppas
1x Boss Nob with Big Choppa

Meganobs
4x Meganobs with Kustom Shootas
1x Boss Nob with dual Killsaws

Megatrakk Scrapjet

Megatrakk Scrapjet

Battlewagon
'Ard Case, Deff Rolla

Battlewagon
'Ard Case, Deff Rolla

Gunwagon
Killkannon
Kustom Job: Da Boomer

If Battlescribe is correct, that should be 1499 points.


What are people's thoughts on that?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 14:46:28


Post by: tulun


I wonder if you could always take a lone Dragsta.

Because it can fire and fade, even in a total green tide, you could probably keep it safe for 1 CP a turn with obscuring terrain.

Whether that's worth 1 CP a turn? Maybe. DS re-roll Dragta firing over an entire game sounds good to me. Can even linebreaker or something turn 5.


Automatically Appended Next Post:
Which of these is better? Trying to at least try to include boys...

Spoiler:


++ Battalion Detachment 0CP (Orks) [95 PL, 2,000pts, 7CP] ++

+ Configuration +

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

Clan Kultur / Specialist Mobs: Deathskulls

Detachment CP

+ HQ +

Big Mek W/ Kustom Force Field [4 PL, 75pts]

Warboss on Warbike [5 PL, 120pts]: Attack Squig, Da Biggest Boss, Da Killa Klaw, Follow Me, Ladz!, Kombi-Rokkit, Power Klaw, Warlord

Weirdboy [3 PL, 75pts, -1CP]: 2. Warpath, Deathskulls: Maniacal Seizure, Warphead

+ Troops +

Boyz [11 PL, 260pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 28x Ork Boy W/ Shoota: 28x Shoota, 28x Stikkbombs

Boyz [4 PL, 90pts]: Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [11 PL, 260pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 28x Ork Boy W/ Shoota: 28x Shoota, 28x Stikkbombs

+ Elites +

Mad Dok Grotsnik [5 PL, 90pts]

Meganobz [8 PL, 160pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

+ Fast Attack +

Kustom Boosta Blastas [5 PL, 90pts]
. Kustom Boosta Blastas

Megatrakk Scrapjet [10 PL, 220pts, -1CP]
. Kustom Job: Korkscrew
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

Shokkjump Dragstas [12 PL, 220pts, -1CP]
. Kustom Job: Gyroscopic Whirligig
. Shokkjump Dragstas: Rokkit Launcha
. Shokkjump Dragstas: Rokkit Launcha

+ Heavy Support +

Battlewagon [8 PL, 155pts, -1CP]: 'ard Case, Deff Rolla
. Kustom Job: Forktress

Gunwagon [9 PL, 185pts, -1CP]: 2x Big Shoota, Kannon
. Kustom Job: Da Boomer

++ Total: [95 PL, 2,000pts, 7CP] ++

Created with BattleScribe


Spoiler:


++ Battalion Detachment 0CP (Orks) [95 PL, 1,999pts, 6CP] ++

+ Configuration +

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

Clan Kultur / Specialist Mobs: Deathskulls

Detachment CP

+ HQ +

Warboss on Warbike [5 PL, 120pts]: Attack Squig, Da Biggest Boss, Da Killa Klaw, Follow Me, Ladz!, Kombi-Rokkit, Power Klaw, Warlord

Weirdboy [3 PL, 75pts, -1CP]: 2. Warpath, Deathskulls: Maniacal Seizure, Warphead

+ Troops +

Boyz [11 PL, 260pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 28x Ork Boy W/ Shoota: 28x Shoota, 28x Stikkbombs

Boyz [4 PL, 90pts]: Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [11 PL, 204pts]: 2x Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 21x Ork Boy W/ Shoota: 21x Shoota, 21x Stikkbombs

+ Elites +

Mad Dok Grotsnik [5 PL, 90pts]

Meganobz [8 PL, 160pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

+ Fast Attack +

Megatrakk Scrapjet [10 PL, 220pts, -1CP]
. Kustom Job: Korkscrew
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

Shokkjump Dragstas [6 PL, 110pts, -1CP]
. Kustom Job: Gyroscopic Whirligig
. Shokkjump Dragstas: Rokkit Launcha

+ Heavy Support +

Battlewagon [8 PL, 155pts, -1CP]: 'ard Case, Deff Rolla
. Kustom Job: Forktress

Gunwagon [9 PL, 175pts, -1CP]: Kannon
. Kustom Job: Da Boomer

Morkanaut [15 PL, 340pts, -1CP]: Kustom Force Field, Kustom Mega-blasta, 2x Rokkit Launcha, 2x Twin Big Shoota
. Kustom Job: Sparkly Bitz

++ Total: [95 PL, 1,999pts, 6CP] ++

Created with BattleScribe



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 17:22:46


Post by: Jidmah


Gruxz wrote:
That's interesting. I've been itching to try the wartrike. I get that he is a great versatile kannon up close, but wouldn't a sjd do a better job at that? Or is it more a T1 BW charge device and cleaning up unit? Or are you making him less squishy with cybork body?

A SJD can shoot hard targets and that's all there is to it. Wartrike is slightly worse at that (though melta rule+DS re-rolls is quite awesome), but it's also extremely good at killing infantry. So you get an extremely mobilel jack of all trades that happens to have an aura which can be good under the right circumstances. I like flexible units like these because they allow me to leverage my playing skill, where a scrapjet really doesn't have much choice in what it's going to shoot or where it's going to drive.
Don't waste any resources on making it tougher. I actually tried the T8 snazztrike once, and he still got shot to death in a single round. If anything, I would give him big killa boss to improve the odds of wounding vehicles and monsters with the melta.

Also, what do you think about a weirdboy hiding behind a building in midfield casting maniacal seisures? Is it just gone too soon or is a megamek w kff better for setting up camp in midfield?

Maniacal seizures has proven to be too unreliable without cast bonus, 40% failure rate+deny hurts. Over the five games I used it, it only made a difference once. In general, the weirdboy is a mismatch for vehicle lists as he gets left behind and/or is out of range of interesting targets. In most games I fed him to some powerful unit as bait to put them into an unfavorable position.


Automatically Appended Next Post:
 addnid wrote:
Wartrike with deathskulls WLT can snipe characters (18' inch limit is not an issue for the short ranged weapons on the wartrike hah hah), which the SJD can't do.

Since everyone and their dog has a 4++ save I wouldn't put my trike in danger for a single melta hit. SJD can actually snipe characters quite well with their speed and the ability to just jump away afterwards.


Automatically Appended Next Post:
 Afrodactyl wrote:
After much deliberation, I think I'm going to be running the below list for a little while.

Spoiler:


+++ Battalion +++
++Deathskulls++

Warboss
Kustom Shoota, Power Klaw, Attack Squig, Da Killa Klaw
Da Biggest Boss, Warlord, Kunnin' but Brutal

Deffkilla Wartrike
Kustom Job; Gorks Roar

Weirdboy
Warphead, Da Jump, Warpath

Boys
9x Boys with Choppas
1x Boss Nob with Big Choppa

Boys
9x Boys with Choppas
1x Boss Nob with Big Choppa

Boys
17x Boys with Choppas
1x Boss Nob with Big Choppa

Meganobs
4x Meganobs with Kustom Shootas
1x Boss Nob with dual Killsaws

Megatrakk Scrapjet

Megatrakk Scrapjet

Battlewagon
'Ard Case, Deff Rolla

Battlewagon
'Ard Case, Deff Rolla

Gunwagon
Killkannon
Kustom Job: Da Boomer

If Battlescribe is correct, that should be 1499 points.


What are people's thoughts on that?


Why only one MAN with dual killsaws?

Your scrapjets should get the korkscrew.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 17:42:16


Post by: Gruxz


That's really interesting Jidmah, thank you. So you run him with just the kustom job? And beside him a warboss on bike with the biggest boss strat. And than just picking out juicy targets?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 17:46:55


Post by: Blackie


 Afrodactyl wrote:
After much deliberation, I think I'm going to be running the below list for a little while.

Spoiler:


+++ Battalion +++
++Deathskulls++

Warboss
Kustom Shoota, Power Klaw, Attack Squig, Da Killa Klaw
Da Biggest Boss, Warlord, Kunnin' but Brutal

Deffkilla Wartrike
Kustom Job; Gorks Roar

Weirdboy
Warphead, Da Jump, Warpath

Boys
9x Boys with Choppas
1x Boss Nob with Big Choppa

Boys
9x Boys with Choppas
1x Boss Nob with Big Choppa

Boys
17x Boys with Choppas
1x Boss Nob with Big Choppa

Meganobs
4x Meganobs with Kustom Shootas
1x Boss Nob with dual Killsaws

Megatrakk Scrapjet

Megatrakk Scrapjet

Battlewagon
'Ard Case, Deff Rolla

Battlewagon
'Ard Case, Deff Rolla

Gunwagon
Killkannon
Kustom Job: Da Boomer

If Battlescribe is correct, that should be 1499 points.


What are people's thoughts on that?


It's good. I'm just not sure about the Weirdboy: in a 1500 points lists 3 HQs are maybe too many, and a cheap scoring unit like a Kopta or Kommandos could be useful; with the spared points you could give Killsaws to all your Nobz and Meganobz. Why do you need Da Jump anyway? To jump Meganobz? Rest of the game the psyker would be almost useless in a mechanized list, you could put the Meganobz into Tellyporta. Maniacal Seizures is amazing for Deathskullz. If you keep the weirdboy I recommend taking that power.

As Jidmah suggested you could invest one CP on MSJ's kustom job, it's usually worthy if you field 2-3 of them. Burning 6-7 CPs pre-game looks like a lot, but IMHO it's not, orks need all the buffs they can get. I'm doing everytime for mechanized lists.

Overall it looks pretty solid as it is though


Automatically Appended Next Post:
 Jidmah wrote:

Maniacal seizures has proven to be too unreliable without cast bonus, 40% failure rate+deny hurts. Over the five games I used it, it only made a difference once. In general, the weirdboy is a mismatch for vehicle lists as he gets left behind and/or is out of range of interesting targets. In most games I fed him to some powerful unit as bait to put them into an unfavorable position.


If he embarks the psyker with the big unit of boyz it should be ok, getting a +1 or even +2 is not impossible. But it definitely works better with more large squads of boyz: 20+ boyz with Seizures AP bonus and Warpath are brutal.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 18:02:38


Post by: Gruxz


 Blackie wrote:


If he embarks the psyker with the big unit of boyz it should be ok, getting a +1 or even +2 is not impossible. But it definitely works better with more large squads of boyz: 20+ boyz with Seizures AP bonus and Warpath are brutal.


I thought you couldn't cast inside a transport? Or count those boys towards the ability.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 18:17:48


Post by: Bigdoza


Correct, psyker must be on the battlefield to cast and the orks must be on battlefield to count towards the bonus


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 18:33:07


Post by: Afrodactyl


@Jidmah
The single MAN with saws is partially due to what I have available model-wise and also points wise. If I had scope for playing larger games, I'd get hold of more MANs with saws.

@Blackie
The plan with the weirdboy was to embark it, the warboss and the larger boys mob in one of the wagons to get it upfield where it can smite and get warpath on whichever unit needs it the most. It was also going to serve as insurance if a wagon got killed too soon then he could potentially Jump the wagons cargo into a more favourable spot. I also realise it is potential dead weight bearing in mind the rest of the list.

As far as Korkscrew goes, I forgot it was a thing in all honesty. I'm correct in thinking that if I make them a single unit then Korkscrew will apply to both? If that's the case then that's straight away going in.

I'll give the weirdboy a try, and if it isn't pulling its weight then I'll remove it, proxy in some more saws for the MANs and spend the change on kommandos or a single kopta and see how I get on.


As ever, thanks for the input


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/30 21:20:03


Post by: popisdead


Vineheart01 wrote:only time i'd say the grot mega tank is a good pick is if you are running Goffs+GrotMobz
Scrapjet is better in cost, durability, and doesnt nuke itself sometimes in exchange for less potential damage (i think its overall roughly the same though, given Grotmobz cant reroll the D6 you can easily get shafted on the damage while the Scrapjet is fixed damage)

In 8th i ran 2 of them with 8 grottanks and 6 killakanz and it was amusingly effective but....pricehykes on subpar units...gotta love it

The big FW model ive been eyeing as of now is Bigtrakks w/ Supakannons. Theyre 150pts....for a table-long 2D6 S8 AP2 flat3 damage gun lol...yeah theyre not much harder to pop than a Trukk but they got the reach to avoid most of the painful guns.


Maybe true regarding the Scrapjet but if you have the FW models you can do a detachment with Rokkits that hit on 4s that is -3 and dmg 4 with that specialist trait. vs bikes that's not shabby. I wrote a FW style list with the Grot Mega Tank and 4 Grot Tanks doing that.

Bigtrakk SupaSkorchas are decent since they auto-hit.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 10:24:31


Post by: Blackie


Gruxz wrote:
 Blackie wrote:


If he embarks the psyker with the big unit of boyz it should be ok, getting a +1 or even +2 is not impossible. But it definitely works better with more large squads of boyz: 20+ boyz with Seizures AP bonus and Warpath are brutal.


I thought you couldn't cast inside a transport? Or count those boys towards the ability.


No, of course but at some point he will disembark, just like all the other models that share the transport That's the time to cast buffin powers like Warpath, Fists of Gork, Maniacal Seizures, etc...


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 13:57:59


Post by: Pickled_egg


I'm running a Tin Eadz 2k force this evening running;

Ghaz + Makari
Painboy to unlock Medi Squig strat on Ghaz
5 x MANZ with twin Killsaw
4 x MANZ with twin Killsaw
3 x 10 Grots
3 x Chinorks with twin Rattler Kannon
5 x Killa Kanz with Rokkit+Klaw and -1 to hit KJ
3 x Deff Dread with triple Saw and +3 M KJ
Battlewagon with D/Rolla, Ard Case
And a random Deffkopta as I had an awkward 37 pts left.

My Question is I figured I needed a KFF in the force but my experience of KFF is they provide a decent aura but don't do a hell of a lot more.
So, with that in mind I'm experimenting tonight with a Big Mek in Mega Armour with KFF, equipped with the Killa Klaw I have also made him Da Cleverest boss for the extra wound and attack, and given him the warlord trait of Kunnin but brutal.
As re-deploying three units depending on whether i am going first or second seems huge.
He will sit in the Battlewagon with the 9 MANZ to give it the 5+ invuln (hence why I didn't bother with Forktress) and when they decamp onto an objective in enemy territory he can mix it up with his Klaw and still buff the MANZ.

At least that's the logic behind it.

Has anybody tried anything similar?
Do you guys think it might just be better to make the B/Wagon the forktress and run another Warboss instead?




We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 15:31:18


Post by: Trimarius


Remember that Medi-squig is clan locked, so you'll have to split things up. A Goff one (I assume just Ghaz, Mak, the painboy, and some filler grots) and then the Mek and rest in a Spearhead? That's a fair amount of CP for healing Ghaz, especially if you want the Mek to be the Warlord.

Kanz seem to have made out very poorly in the point changes, so you might swap them for more dreads or MANz.

As for the KFF being relegated to the MANz, do you run into a lot of AP-4 stuff that would require a KFF? If he's just supporting their ride, you could save a few points and just slap the kustom job on their BW. I'd say he'd be more useful supporting the walkers, but they're going to outrun him in short order. Have you thought about a Wartrike to run with the dreads, instead? He can keep up, lets them run and charge, and can pop off a few shots with the KJ.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 16:12:24


Post by: Jidmah


Considering how many army lists were are currently discussing in parallel,
please post those lists on the army list forum and link them here

That way each suggestion can get dedicated discussion without making this thread unreadable.

In return, everyone follow those links and respond in the corresponding threads despite all the issues the army forum lists usually has.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 18:36:18


Post by: TedNugent


Now that Ghazghkull's Waagh actually works, what are the things to consider?

Makari's advantage was the 6+ FNP applies to vehicles. Wouldn't Deff Dreads be an intriguing pairing with Ghaz? Or a Gorkanaut?

Notwithstanding their inability to advance and charge without a Wartrike. Perhaps made up for by the 3D6" charge strat or Sparkly Bits. I'm really frustrated by the speed differences in general. MANz also seem plodding at 4" and appear on their face to be a bad pairing with Goffs.

Another frustration is you can't use Da Biggest Boss with Ghaz.

But Ghaz's and Makari's litany of auras could conceivably make dreads or Nauts rather killy.

Also, since his aura now applies to Monsters....Squiggoth? Squiggoth with MANz maybe?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 18:38:36


Post by: tulun


MANz can't go in the Howdah.

Goffs and MANz go together fine. You just have to mount them, which is actually AMAZING with Goffs, because Makari can give your vehicles a FNP.

Exploding 6s Mega Nobs trash. And if Ghaz is on the board near them, they also re-roll 1s and get +1 attack. 5 attack Mega Nobs, 6 w/ War path... they'll rampage just about anything if they charge.

If my mental math is right...

4+ to hit, exploding 6s re-rolling 1s is actually better than a WS3+ in average hits.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 18:48:25


Post by: TedNugent


Makari and Ghaz are moving 7+3.5" a turn, I see unit cohesion being somewhat of a problem with a BW.

How are you just guaranteeing that your transport is getting a 6+? You have to keep them within 6". It's also only a 6+. if that's so amazing, I would rather go Snakebites since it's simpler and universal for a mech list. Or Deathskulls.

Where are you getting Warpath and Ghaz near a unit of BW MANz? Is Makari and Ghaz just teleporting to your best units the entire game?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 18:58:03


Post by: Jidmah


 TedNugent wrote:
Now that Ghazghkull's Waagh actually works, what are the things to consider?

Makari's advantage was the 6+ FNP applies to vehicles. Wouldn't Deff Dreads be an intriguing pairing with Ghaz? Or a Gorkanaut?

I played this last sunday, and Makari didn't save a single wound. The FNP aura also doesn't work if he is not near Thrakka. My impression was that Makari is better left at home.

Notwithstanding their inability to advance and charge without a Wartrike. Perhaps made up for by the 3D6" charge strat or Sparkly Bits. I'm really frustrated by the speed differences in general. MANz also seem plodding at 4" and appear on their face to be a bad pairing with Goffs.

You can have deff dreads with 9" movement though. Goff nauts are insane due to their tripple hit rolls though, double so with Thrakka's aura.

I think such a list has its merits if you manage to get enough shooting into it to go along with all the stompy stuff. If you can't take out threats from a distance, you will be losing too many vehicles.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 19:01:58


Post by: Vineheart01


7+6+3.5=16.5" that the Makari aura can reach, battlewagons move 12+3.5=15.5" on average.
It's more to let the meganobz actually reach the enemy at all than anything else. Remember they're most likely moving towards you too now days because of the midfield play.
As long as that wagon doesnt roll a 6 and ghaz/makari roll a 1, hes gonna be in range for that 6+++. Also, wagons are long as hell and only the back wheel needs to be in the aura for the benefit, so odds are that wagon wont get out of range t1.
Such a debacle shouldnt be a concern T2 onward, you wont have that much distance to travel unless your opponent is flatout running away from you. In which case enjoy your primary points as you park on objectives lol


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 19:04:32


Post by: Tomsug


Honestly, only aura abilities I was ever able manage to work was KFF and advance and charge.

Any FNP never worked ´cause it was... to complicated.


Automatically Appended Next Post:
Honestly, only aura abilities I was ever able manage to work was KFF and advance and charge.

Any FNP never worked ´cause it was... to complicated.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 19:15:30


Post by: tulun


 Jidmah wrote:

I played this last sunday, and Makari didn't save a single wound. The FNP aura also doesn't work if he is not near Thrakka. My impression was that Makari is better left at home.


My pet theory on makari: The FNP aura isn't worth it. If you have to choose between a painboy and him, the painboy easily wins in utility for Ghaz.

But he does provide interesting opportunities for secondaries that are probably worth exploring. Fact is, you rarely care if he takes an action.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 20:17:25


Post by: Jidmah


tulun wrote:
 Jidmah wrote:

I played this last sunday, and Makari didn't save a single wound. The FNP aura also doesn't work if he is not near Thrakka. My impression was that Makari is better left at home.


My pet theory on makari: The FNP aura isn't worth it. If you have to choose between a painboy and him, the painboy easily wins in utility for Ghaz.

But he does provide interesting opportunities for secondaries that are probably worth exploring. Fact is, you rarely care if he takes an action.


Many secondaries exclude characters for their actions though - especially the ones that would benefit from a 2++ model doing them. Makari can only deploy teleport homers or raise banners, but isn't especially good at either due to not being very fast and having no way of capturing/holding objectives.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 22:22:11


Post by: tulun


 Jidmah wrote:


Many secondaries exclude characters for their actions though - especially the ones that would benefit from a 2++ model doing them. Makari can only deploy teleport homers or raise banners, but isn't especially good at either due to not being very fast and having no way of capturing/holding objectives.


Mmm, fair. Linebreaker and Teleport homer could be a strat I guess? Da Jump him in late game to a corner, and try to pull the enemy away from the centre?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/07/31 23:45:53


Post by: Jidmah


You could just drive a trukk full of infantry there for the same effect though. Plus he isn't impossible to kill at all, just annoyingly resilient - if you bring him too close to troops units with many shots, they will just gun him down.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 00:23:44


Post by: Vineheart01


Makari still dies to weight of dice, any jumppack unit would just zip over and while they may take 1-2 rounds to do it barring some really bad luck on Makari's part he'll die eventually.

Imo the best use of him if he isnt handing out FNP is to charge something important, even something deadly, and just be a massive thorn keeping it locked down as he really wont die to a single big model...at all...and if that model backs off just re-charge lol.
Kill your opponent's attention, not their models with makari.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 04:52:37


Post by: gungo


Makari needs to lose his 3in restriction to ghaz to activate his fnp

It’s fine for his speed boost and he already can only be taken in ghaz detachment. (Which needs to be fixed before ghaz gets supreme commander keyword)

The fact he’s an HQ means he’s a no go from me....


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 10:23:45


Post by: Emicrania


As somebody else pointed out somewhere else, in this moment ant time, in 9th, you can win just by maxing out primaries with T2 to 4 and than finishing off secondaries T5.
Just by holding 2 objectives thru T2 to T5 secures you 40 out of 45 points.
That means you could spam trukk boyz and physically block out the opponent from scoring with the trukk out of most the 3" bubble and having some boyz to ensure the obsec .
CC is a great tool no for the killiness, but for the opportunity to move up the objective and steal it from your opponent next turn.
DS is the way to go imho, since you can have an incredible amount of borderline fearless body with obsec and 6++ everywhere.
A really skilled sparring partner of mine has been suggesting to lean on big kommandos units just for the ability to threat mid and back board later in the game when there is no much firepower left. Having 2*10 or even 3*10 fearless obsec body later on can really be a problem to deal with most armies.
My personal advise is to go strong on effective firepower as the Smashaguns, bombers and gunwagon and than fill the board with obsec that just need 1 guy to survive In the end.
I have a tournament in the end of the month and I think I'll bring just a bunch of Smashaguns, a couple of planes, trukkboys and 20 kommando


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 10:44:35


Post by: Kebabcito


Hey I'm back on track.

This is the lsit I've been thinking of.

https://www.dakkadakka.com/dakkaforum/posts/list/0/790598.page#10884875

I've been thinking of playing cheated warboss instead of Ghazkghull, because he's super expensive and do a lot of overkill (the difference between 15 damage and 35 damage to a miniature in a 2000p match is 0, the model is dead anyways).
On the other hand, I'm not sure about the tankbustas, what do you think


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 10:51:45


Post by: Jidmah


 Jidmah wrote:
Considering how many army lists were are currently discussing in parallel,
please post those lists on the army list forum and link them here

That way each suggestion can get dedicated discussion without making this thread unreadable.

In return, everyone follow those links and respond in the corresponding threads despite all the issues the army forum lists usually has.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 11:01:39


Post by: Blackie


tulun wrote:


Mmm, fair. Linebreaker and Teleport homer could be a strat I guess? Da Jump him in late game to a corner, and try to pull the enemy away from the centre?


I prefer min squad of Kommandos for Linebreaker and Teleport Homer, they're 20pts cheaper and don't occupy one HQ slot. For actions like raising the banner a 30-35 points mek is an option.

I'm also on the opinion that Makari is better left at home, although is certainly not useless.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 12:16:52


Post by: Emicrania


What we think about:
- mental interrogation?
- pierce the veil?
- investigate site?



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 13:09:33


Post by: PiñaColada


I wouldn't take any psyker based secondaries. If I bring a weirdboy I want to use his powers and perhaps more importantly, they're super squishy so your opponent would have a fairly easy time to kill them and deny you a ton of points.

I realise you pick the secondaries after you've seen your opponents army and would take those if they had any snipers, but I just don't think it's worth having to be really protective with the weirdboy all game to try and get those secondary points. Both of those are also location based so they can be spaced out in a way that's difficult to get to.

An additional bonus is of course that if you don't bring a psyker at all then you gain access to one of the very best secondaries out there, abhor the witch. It's situational but dear Gork/Mork does it pay off in some of the matchups I've had.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 13:34:18


Post by: Emicrania


I think mental interrogation might be a good tier 2 secondary to keep in your bag when you ll find that secondaries deny list at a tournament.

Im seeing a trnmend on Reddit with people pushing lists that deny you max secondaries .


Automatically Appended Next Post:
We should do an evaluation in tier for secondaries aswell


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 13:45:56


Post by: gungo


PiñaColada wrote:
I wouldn't take any psyker based secondaries. If I bring a weirdboy I want to use his powers and perhaps more importantly, they're super squishy so your opponent would have a fairly easy time to kill them and deny you a ton of points.

I realise you pick the secondaries after you've seen your opponents army and would take those if they had any snipers, but I just don't think it's worth having to be really protective with the weirdboy all game to try and get those secondary points. Both of those are also location based so they can be spaced out in a way that's difficult to get to.

An additional bonus is of course that if you don't bring a psyker at all then you gain access to one of the very best secondaries out there, abhor the witch. It's situational but dear Gork/Mork does it pay off in some of the matchups I've had.

Agree with the above... those secondaries seem made for Niche psyker heavy armies like grey knights, or tzetch, maybe eldar if you have a ton of fast psykers...
But what he said above about abhor the witch is the main reason not to take a psyker. I just find it hard not to take a psyker in a goff list that wants extra atks and da jump movement.
Spoiler:

HQ-
Ghazskull- 300pts warlord +1 atk goff trait
Warpead- warpath and da jump -75pts 1cp
Bigmek in mega armor with KFF- kustom shoota, (kleverest boss, lukky stikk)- 98pts 1cp

Troops-
29x skar choppa boys, nob w big choppa and tankbusta bombs - 237pts, 1cp

10x ork shoota boys, nob and tankbusta bombs -80pts
10x ork shoota boys, nob and tankbusta bombs -80pts
......transport battlewagon, ard case, deffrolla, kustom job-forktress- 155pts, 1cp

Elite-
Painboy - 65pts (maybe relic klaw 1cp)
5x Doublesaw mega nobs -200pts
5x Doublesaw mega nobs -200pts

Heavy support-
5x smasha guns- 200pts

Flyers-
Burna bombers x2 - 155x2=310

You basically lose the Morkanaut and


Mega nobs will have a hard time keeping up w ghaz but should be fine staying with megamek and painboy.

It’s basically a triple blob list
forktress up one side to grab an objective
Da jumps skar boy on another objective
And ghaz leading meganob blob up middle
With bombers and smasha guns weakening opponent
Warpead holding a home objective or jumping and warpathing a blob



We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 13:56:49


Post by: PiñaColada


I'm certainly not saying never take a psyker, but I do think it's important to consider the potential upside of leaving him at home. It's obviously super list dependent as psykers are sometimes force multipliers/adding utility in a way that's too good to pass up.

Regarding Mental Interrogation Emicrania, I think it's fine but personally I worry about placing a character that squishy within 18" of an enemy character. Considering how many times you need to get that power off for it to be worth it as a secondary (obviously 5 is the dream, but realistically you at least want 3) it seems so risky. And fairly easy to counter, considering you'll only have one psyker most likely.

I'm all for making a secondary objective tier list in the first post though. I gave my thoughts on quite a few (most?) secondaries a few pages back, but it's obviously a group effort requiring a bit of trial&error.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 14:03:29


Post by: gungo


Buzzgrob May be a decent kff Mek for goffs depending on fw book.

Anyone notice buzzgrob is actually a really good big Mek with kff..
He’s a character with wargear included kff that only costs 75pts... if they make his kff a purchase he’s still decent.
He has more wounds a 4+ save and a decent big choppa atks and has a built in Grot.
He’s better then a normal kff big Mek.. so unless they drastically change his datasheet you should take him instead of a basic kff Mek in goff list.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 14:21:47


Post by: Emicrania


PiñaColada wrote:I'm certainly not saying never take a psyker, but I do think it's important to consider the potential upside of leaving him at home. It's obviously super list dependent as psykers are sometimes force multipliers/adding utility in a way that's too good to pass up.

Regarding Mental Interrogation Emicrania, I think it's fine but personally I worry about placing a character that squishy within 18" of an enemy character. Considering how many times you need to get that power off for it to be worth it as a secondary (obviously 5 is the dream, but realistically you at least want 3) it seems so risky. And fairly easy to counter, considering you'll only have one psyker most likely.

I'm all for making a secondary objective tier list in the first post though. I gave my thoughts on quite a few (most?) secondaries a few pages back, but it's obviously a group effort requiring a bit of trial&error.


I just had a couple of game of 9th and I'm trying to branch out. I found out that relying on the same secondaries in ITC was a mistake a lot of player did. But after a second look at those range I might give it to ya.


gungo wrote:Buzzgrob May be a decent kff Mek for goffs depending on fw book.

Anyone notice buzzgrob is actually a really good big Mek with kff..
He’s a character with wargear included kff that only costs 75pts... if they make his kff a purchase he’s still decent.
He has more wounds a 4+ save and a decent big choppa atks and has a built in Grot.
He’s better then a normal kff big Mek.. so unless they drastically change his datasheet you should take him instead of a basic kff Mek in goff list.


If you take Goff buzzgrobb is autoinclude.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 15:45:13


Post by: tulun


Does buzz gob have a KFF now? In his current datasheet he has the rules for a KFF but isn’t actually equipped with one.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 16:54:43


Post by: Emicrania


He could in 8th, and in BS he's 75 points and the KFF is a free option, which might be a mistake. I don't have the CA at hand, can anybody check ?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 17:46:26


Post by: Pickled_egg


Do you think it would be broken if all our models had the more dakka stratagem baked in? I've been thinking about it, and I think it could fix a lot of our problems. Instantly makes all our shooting options so much more viable.

With many tabletops now having a bit of dense cover as standard, and all factions getting the always hitting on 6's rule, I feel our Dakka,Dakka rule has been left behind.

If we have to shoot through dense cover our shooting largely becomes worthless.

So my question is do we think it might be sometething GW are considering for our Codex or is it a pipe dream?


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 17:58:39


Post by: PiñaColada


I mean, that would effectively remove all shooting modifiers from the game for Orks, that seems like a crazy ask to me. They've just created terrain rules (to be used with their new & fairly common admech style terrain) that gives a penalty to hit, don't think they want to render those useless for an entire faction.

If DDD were to get a change, which I doubt it will, then surely the simpler thing is just that unmodified 6's score an additional hit and not an additional shot? That would be a fairly robust power boost and it'd speed up the game quite a bit.


We was made ta fight an’ win! - 9th Edition Ork Tactics @ 2020/08/01 18:29:32


Post by: Gruxz


PiñaColada wrote:
I mean, that would effectively remove all shooting modifiers from the game for Orks, that seems like a crazy ask to me. They've just created terrain rules (to be used with their new & fairly common admech style terrain) that gives a penalty to hit, don't think they want to render those useless for an entire faction.

If DDD were to get a change, which I doubt it will, then surely the simpler thing is just that unmodified 6's score an additional hit and not an additional shot? That would be a fairly robust power boost and it'd speed up the game quite a bit.


For the love of gork, yes please.