Switch Theme:

Might makes Right! - Codex Orks 2021 Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:
Ya the only vehicle I can see benefiting from goff is Killrig with its 14 melee atks. 8 of those atks benefit from the +1 str by hitting those str6 str8 levels. And exploding 6s has a decent chance at going off.
If youre somehow able to get a fist of gork psychic power off on it as well… you have one of the best ork melee vehicles in game. With 16x str8+ atks with exploding 6s.

But on normal buggies I wouldn’t put a buggy in that klan unless I had no other clan to put it in. You are better off with deathskulls reroll for shooting and melee and the 5++ toward invuls.


Battlewagon, with deff rolla of course, and bonebreaka gain (small) benefits from being goffs too, while they don't really care about other kultures. In my experience they don't get much attention from sources of mortal wounds. Full melee dreads also do. Even gorkanauts, although I think freeboota ones are more effective.

 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

I recently played a game against DG where my Meganobz actually did really good.
My opponent had a Lord and a Sorcerer, PBC, 3 squads of DG, 2 squads of poxwalkers, a shooty helbrute, 2 blight haulers, 5 terminators and a full squad of Posessed at 2K.

I got turn 1 and moved forward with most of my army (Wagon w. MANz, grots and Warboss, Warbikers, Scrapjet, 2x Trukkboyz, Bikerboss, Dakkajet, while a Mega mek with KFF, 10 Boyz and a Kannonwagon stayed at the home objective with 2 Deff Dreads in Tellyporta.

He was bold enough to move his Posessed forward. This meant that I could disembark my 4 Meganobz and Warboss with BKK and Killa Klaw T2 and charge him during the Waaagh.
I actually forgot the +1 attack from the Waaagh, but the Hit 'Em harder stratagem made all the difference moving the MANz to D3, making them perfect for dealing with W2 models with -1 DMG. The MANz together with the Warboss managed to wipe the whole 10 man squad of Posessed, while I downed a 20 man mob of Poxwalkers with shooting.
The Deffdreads tellyported in, and one of them managed to finish off his sorcerer by using Ramming Speed.
He then conceded the game because I had killed his most expensive unit and I held all the midfield objectives.
To be honest I think he still had a chance to win, since the shooting from the rest of his army easily could have cleared me off the objectives and DG are incredibly hard to kill.

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Interesting list spotted on Goonhammer - Lukas Troller – Orks – 2nd on The Pecking Order: Winter Might Come GT

Spoiler:
++ Patrol Detachment 0CP (Orks) [43 PL, 765pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts]: 3. ‘Ard as Nails, Beastchoppa, Rezmekka’s Redder Paint, Slugga, Squigosaur’s Jaws, Warlord

+ Troops +

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

+ Elites +

Nobz [12 PL, 210pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs

+ Fast Attack +

Rukkatrukk Squigbuggies [5 PL, 90pts] . Rukkatrukk Squigbuggy: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Rukkatrukk Squigbuggies [5 PL, 90pts] . Rukkatrukk Squigbuggy: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

+ Dedicated Transport +

Trukk [4 PL, 70pts]: Big Shoota

Trukk [4 PL, 70pts]: Big Shoota

++ Patrol Detachment -2CP (Orks) [32 PL, -4CP, 570pts] ++

+ Configuration +

Clan Kultur: Deathskulls

Detachment Command Cost [-2CP]

+ HQ +

Warboss in Mega Armour [6 PL, -2CP, 115pts]: ‘Uge Choppa, 6. Might is Right, Big Shoota, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body

+ Troops +

Gretchin [2 PL, 50pts] . 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [4 PL, 50pts] . Boss Nob: Choppa, Slugga, Stikkbombs
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Nobz [12 PL, 210pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs

+ Fast Attack +

Rukkatrukk Squigbuggies [5 PL, 90pts] . Rukkatrukk Squigbuggy: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

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

++ Patrol Detachment -2CP (Orks) [38 PL, 8CP, 665pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, 2x Slugga, Stikkbombs, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Trukk Boyz

+ Troops +

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

+ Elites +

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram, Stikkbombs

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram, Stikkbombs

+ Fast Attack +

Stormboyz [6 PL, 120pts] . Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

Stormboyz [6 PL, 120pts] . Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs


1. Warboss as a trukboy…
2. 3 squigbuggies in the back and the rest is very similar to Semper Mortis alpha strike list - stormboyz and kommandos per 10, 3x trukkboyz + herohammer
3. There are 2 squads of NOBZ with Big Choppas!
4. Three different cultures…

This message was edited 3 times. Last update was at 2021/10/21 08:55:34


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in fr
Mekboy Hammerin' Somethin'






 Tomsug wrote:
Interesting list spotted on Goonhammer - Lukas Troller – Orks – 2nd on The Pecking Order: Winter Might Come GT

Spoiler:
++ Patrol Detachment 0CP (Orks) [43 PL, 765pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts]: 3. ‘Ard as Nails, Beastchoppa, Rezmekka’s Redder Paint, Slugga, Squigosaur’s Jaws, Warlord

+ Troops +

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

+ Elites +

Nobz [12 PL, 210pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs

+ Fast Attack +

Rukkatrukk Squigbuggies [5 PL, 90pts] . Rukkatrukk Squigbuggy: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

Rukkatrukk Squigbuggies [5 PL, 90pts] . Rukkatrukk Squigbuggy: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

+ Dedicated Transport +

Trukk [4 PL, 70pts]: Big Shoota

Trukk [4 PL, 70pts]: Big Shoota

++ Patrol Detachment -2CP (Orks) [32 PL, -4CP, 570pts] ++

+ Configuration +

Clan Kultur: Deathskulls

Detachment Command Cost [-2CP]

+ HQ +

Warboss in Mega Armour [6 PL, -2CP, 115pts]: ‘Uge Choppa, 6. Might is Right, Big Shoota, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body

+ Troops +

Gretchin [2 PL, 50pts] . 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [4 PL, 50pts] . Boss Nob: Choppa, Slugga, Stikkbombs
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Nobz [12 PL, 210pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs
. Nob: Big Choppa, Choppa, Stikkbombs

+ Fast Attack +

Rukkatrukk Squigbuggies [5 PL, 90pts] . Rukkatrukk Squigbuggy: Heavy Squig Launcha, Saw Blades, Sawn-off Shotgun, Squig Launcha, Squig Mine, Stikkbombs

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

++ Patrol Detachment -2CP (Orks) [38 PL, 8CP, 665pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, 2x Slugga, Stikkbombs, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Trukk Boyz

+ Troops +

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

+ Elites +

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram, Stikkbombs

Kommandos [8 PL, 115pts]: Bomb Squig
. Boss Nob: Power Klaw, Slugga, Stikkbombs
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram, Stikkbombs

+ Fast Attack +

Stormboyz [6 PL, 120pts] . Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

Stormboyz [6 PL, 120pts] . Boss Nob: Power Klaw, Slugga, Stikkbombs
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs


1. Warboss as a trukboy…
2. 3 squigbuggies in the back and the rest is very similar to Semper Mortis alpha strike list - stormboyz and kommandos per 10, 3x trukkboyz + herohammer
3. There are 2 squads of NOBZ with Big Choppas!
4. Three different cultures…


Where is the trukk for the deathskull detachment ? It seems to be missing in the list (probably just a copy paste issue, or my eyesignt is going to hell, both are possible )

Very interesting list indeed, but the list auto-loses against the type of battle nun lists I face these days (30 valorous heart celestians...). It may be quite good against many other meta lists though, as it really sends lots of stuff in your face turn 1. I don't see how it deals with drukari raiders other than in CC, and the trade seems catastrophic to me.
It may be very good against grey knights and ad mech though, which evens things out.

This message was edited 1 time. Last update was at 2021/10/21 09:41:45


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in it
Waaagh! Ork Warboss




Italy

A very rock-paper-scissor oriented list. Some of the lists that placed high at tournaments are like that, not really powerful in a TAC environment but if they are "paper" and they have the luck to face only "rock" they'll get great results. Especially if "rock" is quite common to pick, while "scissor" isn't. Always have been a thing in tournaments.

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It was my comment 1. that trukk is missing. But then I' ve found, that Trukboy lost the clan keyword, so the evil sunz trukk can take the deathskull trukboy warboss.

I' ve made a check on Nobz

10 Nobz are 210p
- 30 attacks 3+ = 20 hits 7/-1/2
- in 20W 4+ package

For the same price you get
6 MANs with PK
- 18 attacks 4+ = 9 hits 10/-3/2 than can be increased to 3
- in 18W 2+ package

It seems to me, MANs are better, hmm?
When Nobz are better is in case they are Goff - more 6s (or 5s) = more extra swings

Why take Nobz instead of MANs ?


Automatically Appended Next Post:
However - DynoBoss with Ard as Nails And Redder paint is cool.

This message was edited 1 time. Last update was at 2021/10/21 12:02:31


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






They are pretty similar to each other IMO, but the nobz hit more often which makes them better against infantry - and almost all armies to beat rely on big units of those.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in fr
Mekboy Hammerin' Somethin'






No one wants to discuss match ups (theorycrafted) for this list ? I think it would struggle against deathguard too, in addition to what I said just before

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Feral Wildboy with Simple Club




 Tomsug wrote:
It was my comment 1. that trukk is missing. But then I' ve found, that Trukboy lost the clan keyword, so the evil sunz trukk can take the deathskull trukboy warboss.

I' ve made a check on Nobz

10 Nobz are 210p
- 30 attacks 3+ = 20 hits 7/-1/2
- in 20W 4+ package

For the same price you get
6 MANs with PK
- 18 attacks 4+ = 9 hits 10/-3/2 than can be increased to 3
- in 18W 2+ package

It seems to me, MANs are better, hmm?
When Nobz are better is in case they are Goff - more 6s (or 5s) = more extra swings

Why take Nobz instead of MANs ?


Automatically Appended Next Post:
However - DynoBoss with Ard as Nails And Redder paint is cool.


Goff's also give 1 S on charge, that increases the nobz wound range up to 8, so 7 becomes 3+.

List is fine, only thing i would change is the Warboss in mega armored that is not a truckboy with another squig Boss, that boss in mega armor either footslogs or waits inside the truck.
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Forceride wrote:
 Tomsug wrote:
It was my comment 1. that trukk is missing. But then I' ve found, that Trukboy lost the clan keyword, so the evil sunz trukk can take the deathskull trukboy warboss.

I' ve made a check on Nobz

10 Nobz are 210p
- 30 attacks 3+ = 20 hits 7/-1/2
- in 20W 4+ package

For the same price you get
6 MANs with PK
- 18 attacks 4+ = 9 hits 10/-3/2 than can be increased to 3
- in 18W 2+ package

It seems to me, MANs are better, hmm?
When Nobz are better is in case they are Goff - more 6s (or 5s) = more extra swings

Why take Nobz instead of MANs ?


Automatically Appended Next Post:
However - DynoBoss with Ard as Nails And Redder paint is cool.


Goff's also give 1 S on charge, that increases the nobz wound range up to 8, so 7 becomes 3+.

List is fine, only thing i would change is the Warboss in mega armored that is not a truckboy with another squig Boss, that boss in mega armor either footslogs or waits inside the truck.


Not if the Nobz are Trukkboyz, as in the list posted. Then they loose their clan kultur.

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 addnid wrote:
No one wants to discuss match ups (theorycrafted) for this list ? I think it would struggle against deathguard too, in addition to what I said just before


Agree, (ironically) the only thing that could probably put a dent into any terminators are those 10 nobz with their trukkboyz warboss.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Heroic Senior Officer





Western Kentucky

 Tomsug wrote:
It was my comment 1. that trukk is missing. But then I' ve found, that Trukboy lost the clan keyword, so the evil sunz trukk can take the deathskull trukboy warboss.

I' ve made a check on Nobz

10 Nobz are 210p
- 30 attacks 3+ = 20 hits 7/-1/2
- in 20W 4+ package

For the same price you get
6 MANs with PK
- 18 attacks 4+ = 9 hits 10/-3/2 than can be increased to 3
- in 18W 2+ package

It seems to me, MANs are better, hmm?
When Nobz are better is in case they are Goff - more 6s (or 5s) = more extra swings

Why take Nobz instead of MANs ?


Automatically Appended Next Post:
However - DynoBoss with Ard as Nails And Redder paint is cool.

The nobz get way more attacks. Not only do they get the 30 big choppa attacks but they also get 10 choppa swings too. So you get way more attacks, a few more wounds, and I guess you get a little more movement. I'd be tempted to try it.

Meanwhile manz are tougher but theyve got better weapons for dealing with elites and heavy tanks. I guess it depends on what youre facing for whats gonna work better.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in fr
Mekboy Hammerin' Somethin'






 Jidmah wrote:
 addnid wrote:
No one wants to discuss match ups (theorycrafted) for this list ? I think it would struggle against deathguard too, in addition to what I said just before


Agree, (ironically) the only thing that could probably put a dent into any terminators are those 10 nobz with their trukkboyz warboss.


Yeah my tournament meta is full of deathguard and battle nuns (and like any comp meta, the dreaded druk) so with such an army list I don't think one would get very far... I would like to know if he faced any of the 3 armies I mentioned, and if he won, how on earth did he manage that feat !

This message was edited 1 time. Last update was at 2021/10/21 15:15:30


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Feral Wildboy with Simple Club




 Bonde wrote:
Forceride wrote:
 Tomsug wrote:
It was my comment 1. that trukk is missing. But then I' ve found, that Trukboy lost the clan keyword, so the evil sunz trukk can take the deathskull trukboy warboss.

I' ve made a check on Nobz

10 Nobz are 210p
- 30 attacks 3+ = 20 hits 7/-1/2
- in 20W 4+ package

For the same price you get
6 MANs with PK
- 18 attacks 4+ = 9 hits 10/-3/2 than can be increased to 3
- in 18W 2+ package

It seems to me, MANs are better, hmm?
When Nobz are better is in case they are Goff - more 6s (or 5s) = more extra swings

Why take Nobz instead of MANs ?


Automatically Appended Next Post:
However - DynoBoss with Ard as Nails And Redder paint is cool.


Goff's also give 1 S on charge, that increases the nobz wound range up to 8, so 7 becomes 3+.

List is fine, only thing i would change is the Warboss in mega armored that is not a truckboy with another squig Boss, that boss in mega armor either footslogs or waits inside the truck.


Not if the Nobz are Trukkboyz, as in the list posted. Then they loose their clan kultur.
Oh your right.. well it's down to preference, want more wounds and ld issues? Or less wounds and fewer ld issues? shrug, would still replace the warlord.

This message was edited 2 times. Last update was at 2021/10/21 16:18:34


 
   
Made in us
Regular Dakkanaut




I can see a case for Nobz over MANz in a Freebooter list, the extra bodies compared to MANz would work well with obsec shutdown.
   
Made in au
Battlewagon Driver with Charged Engine





I guess the big things regular nobz have for themselves is being cheaper. A goff big choppa nob hits that nice Str 8 target and has the backup choppa to nick off some extra wounds with here and there. And yeah, for your points you get more attacks.

But Meganobz have the utility of hit em harder, meaning you can counteract -1 dmg abilities or just pump up the damage for 3 wound or bigger targets. Then yeah the durability buff is also useful in a lot of situations.

It does feel like regular Nobz need a little extra something. A bodyguard rule or stratagem to make up for the lack of hit em harder. Maybe something to represent their ability to actually sprint mixed with a need to prove themselves to the boss and the boyz.
   
Made in dk
Longtime Dakkanaut




Danmark

I think the idea was using MANZ/Nobz as Trukk boys. Thus Nobz with big choppas would never get str 8 on a charge.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It is worth noting that he was running a trukkboyz warboss, and nobz gain more benefit from both the the +1 hit aura and the Waaagh! than the MANz do.

Nobz go from 20 hits to 33.33
MANz go from 9 hits to 16

I also don't think he was using them to fight vehicles or elite infantry, so hit 'em harder would not have mattered much. Nobz with BC work well against infantry with T3 or T4, average saves and possibly FNP. Which describes mainstay units of many armies rather well.

An even if they don't pick their preferred prey, against a T7 vehicle they still throw down a whooping 16.66 damage before the BBK killa klaw boss fights.
Unlike your usual trukkboyz, the content of that trukk should easily be able to handle something of the size redemptor or wipe any marines that aren't terminators. And all that with a threat range of ~29".
I'm fairly sure he caught quite a few people off guard with this strategy.

This message was edited 1 time. Last update was at 2021/10/22 10:13:03


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

But warboss as a trukkboy lost CLAN and his aura is CLAN CORE or CHARACTER. Does it work on them?

Well, yes, because he has TRUKKBOY Warboss nad two TRUKKBOY Nobz…

Clever…

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

yes. Trukkboys warboss gives +1 to hit to fellow trukkboys because that is their "klan".

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Been Around the Block





A couple of quick newbie questions.
I’m playing again this weekend as I think my buddy wants revenge for the last game. I’m not changing my list too much as it’s a 500pt game again maybe throw in a bomb squig. He is probably going to try to field something to take out my hogs as they were mortal wound machines last game so will probably be fielding something like eradicators or maybe terminators.
1) Last game he kept falling back and shooting. Can ultramarines do this?
2) I wasn’t over impressed with my Dreads damage for the cost. Would I be better with bikes? I’m thinking they may struggle to punch through marine armour.
3) When should I call the waaaagh? I never called it last time as the variable speed of my units meant only one unit at a time was engaged. It says +1 attacks, i assumed this was melee attacks but does it boost shooting too?


Automatically Appended Next Post:
Alternatively to the bikes I could swap the dread for a trukk and make my boyz and warboss Trukk boyz?

This message was edited 1 time. Last update was at 2021/10/22 12:57:37


 
   
Made in ca
Gargantuan Gargant






DoktaRoksta wrote:
A couple of quick newbie questions.
I’m playing again this weekend as I think my buddy wants revenge for the last game. I’m not changing my list too much as it’s a 500pt game again maybe throw in a bomb squig. He is probably going to try to field something to take out my hogs as they were mortal wound machines last game so will probably be fielding something like eradicators or maybe terminators.
1) Last game he kept falling back and shooting. Can ultramarines do this?
2) I wasn’t over impressed with my Dreads damage for the cost. Would I be better with bikes? I’m thinking they may struggle to punch through marine armour.
3) When should I call the waaaagh? I never called it last time as the variable speed of my units meant only one unit at a time was engaged. It says +1 attacks, i assumed this was melee attacks but does it boost shooting too?


Automatically Appended Next Post:
Alternatively to the bikes I could swap the dread for a trukk and make my boyz and warboss Trukk boyz?


1) Yes, but be sure to remember that he should have a -1 to hit penalty for doing so.
2) Warbikes would have more speed and durability against most shooting, but it means that you're likely to really rely hard on the SpeedWAAAGH! turns to get their AP-1 for their dakkaguns, and at least T1 you might have to resort to using 2CP on More Dakka since you're not likely within half range that early on. If you're sticking with a warboss rather than a speedboss I wouldn't suggest it because their damage output in CC isn't super stellar against marines. You might want to consider meganobz if you have any transports on hand.
3) This is where deployment makes a big difference since it depends on how many units have been set up for you to make sure you have an optimal charge where everything gets stuck in, otherwise, as you noticed, you fight by piecemeal which allows your opponents to engage you on their terms. If you're really struggling then I would suggest T2 at the latest, the opponent has to somewhat challenge you for the middle because otherwise they usually fall behind on primaries, be prepared to keep guys hidden behind obscuring terrain until the time is right. Your list is too small for an alpha strike Ork army to work, so you'll need to be smart on when you engage.
And no, regular WAAAGH! only gives +1A to when you are in melee combat, not shooting.
3)
   
Made in gb
Been Around the Block





 Grimskul wrote:
DoktaRoksta wrote:
A couple of quick newbie questions.
I’m playing again this weekend as I think my buddy wants revenge for the last game. I’m not changing my list too much as it’s a 500pt game again maybe throw in a bomb squig. He is probably going to try to field something to take out my hogs as they were mortal wound machines last game so will probably be fielding something like eradicators or maybe terminators.
1) Last game he kept falling back and shooting. Can ultramarines do this?
2) I wasn’t over impressed with my Dreads damage for the cost. Would I be better with bikes? I’m thinking they may struggle to punch through marine armour.
3) When should I call the waaaagh? I never called it last time as the variable speed of my units meant only one unit at a time was engaged. It says +1 attacks, i assumed this was melee attacks but does it boost shooting too?


Automatically Appended Next Post:
Alternatively to the bikes I could swap the dread for a trukk and make my boyz and warboss Trukk boyz?


1) Yes, but be sure to remember that he should have a -1 to hit penalty for doing so.
2) Warbikes would have more speed and durability against most shooting, but it means that you're likely to really rely hard on the SpeedWAAAGH! turns to get their AP-1 for their dakkaguns, and at least T1 you might have to resort to using 2CP on More Dakka since you're not likely within half range that early on. If you're sticking with a warboss rather than a speedboss I wouldn't suggest it because their damage output in CC isn't super stellar against marines. You might want to consider meganobz if you have any transports on hand.
3) This is where deployment makes a big difference since it depends on how many units have been set up for you to make sure you have an optimal charge where everything gets stuck in, otherwise, as you noticed, you fight by piecemeal which allows your opponents to engage you on their terms. If you're really struggling then I would suggest T2 at the latest, the opponent has to somewhat challenge you for the middle because otherwise they usually fall behind on primaries, be prepared to keep guys hidden behind obscuring terrain until the time is right. Your list is too small for an alpha strike Ork army to work, so you'll need to be smart on when you engage.
And no, regular WAAAGH! only gives +1A to when you are in melee combat, not shooting.
3)


Perfect thanks
   
Made in us
Longtime Dakkanaut




10 Nobz with Big Choppas (no WAAAGH) but they do have warboss is 30 attacks, 25 hits at S7 with Big Choppa and 10 attacks and 8-9 hits with Choppas at S5.

That is pretty good dmg. I use my trukk boyz as throwaway infantry, a Trukkboy missile if you will, and the warbosses inside hop out turn 2 to wreck what didn't die. This is a more elite version of what I am doing with a bit more backup ranged support.

I do want to point out why the Nobz are better than the Manz. Not only the aforementioned dmg (especially from Choppas) but most weapons I face are high AP, its a bit amusing to watch my opponent go 3 wounds at -3AP just for me to pickup my 9ppm boyz and hes like "I just used a 90pt model to kill 27pts of Boyz :( " LOL!

So with Manz, they would draw more ire from your opponent and give them a great target for ranged firepower.

I am a FIRM believer in target overload. I don't want Nobz or Meganobz or anything that can draw fire unless its also got a big bonus for it. In my last tournament list I swapped out a lot of Stormboyz for Warbikes. Their shoota was ok, their CC was ok, but they were incredibly durable for their price (4pts more than a Nob with BC) they get the same 4+, they have the same T, they have 3 wounds and -1 to hit.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Nobz - That is right. I' m afraid is that Big Choppas are vulnarable to “damage reduction by 1” which seems to be more and more common.

Warbikers - small squads of 3? Or something bigger?

This message was edited 2 times. Last update was at 2021/10/23 07:16:45


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in it
Waaagh! Ork Warboss




Italy

SemperMortis wrote:
10 Nobz with Big Choppas (no WAAAGH) but they do have warboss is 30 attacks, 25 hits at S7 with Big Choppa and 10 attacks and 8-9 hits with Choppas at S5.

That is pretty good dmg. I use my trukk boyz as throwaway infantry, a Trukkboy missile if you will, and the warbosses inside hop out turn 2 to wreck what didn't die. This is a more elite version of what I am doing with a bit more backup ranged support.

I do want to point out why the Nobz are better than the Manz. Not only the aforementioned dmg (especially from Choppas) but most weapons I face are high AP, its a bit amusing to watch my opponent go 3 wounds at -3AP just for me to pickup my 9ppm boyz and hes like "I just used a 90pt model to kill 27pts of Boyz :( " LOL!

So with Manz, they would draw more ire from your opponent and give them a great target for ranged firepower.

I am a FIRM believer in target overload. I don't want Nobz or Meganobz or anything that can draw fire unless its also got a big bonus for it. In my last tournament list I swapped out a lot of Stormboyz for Warbikes. Their shoota was ok, their CC was ok, but they were incredibly durable for their price (4pts more than a Nob with BC) they get the same 4+, they have the same T, they have 3 wounds and -1 to hit.


For that kind of list, with lots of infantries and little amount of vehicles, nobz are definitely superior than meganobz. I play the opposite archetype with lots of buggies, mek gunz, bikes, koptas and other vehicles so those meganobz contribute to saturate the board with multiwounds models at mid-high T.

In a vacuum I prefer the damage the meganobz can deal: with AP-3 and damage 2 (enhanced to 3 with the stratagem) they can play a different role than nobz with big choppas. I for example need an additional unit of heavy hitters, not something that goes against infantries since I have plenty of tools to deal with those anyway, and meganobz are more reliable for that job.


Automatically Appended Next Post:
 Tomsug wrote:


Warbikers - small squads of 3? Or something bigger?


I like squads of 5 in a freeboota detachment, with speedwaaagh buff. I field two of those units. Multiple 3 man squads are also ok, in general 3x3 are better than 2x5 but I typically need to spare a FA slot and don't want to bring just 6 bikes so squads of 5 it is! . For lists involving lots of infantries definitely 3 man squads for multiple reasons: they can be in different places, force the enemy anti tank to split fire and risking to avoid killing a unit or to overkill the bikes but with multiple min squads it's also possible that the appropriate anti bike weapons aren't in range of all the bikes or have LOS to target all of them.

This message was edited 2 times. Last update was at 2021/10/23 08:53:09


 
   
Made in fr
Mekboy Hammerin' Somethin'






 Tomsug wrote:
Nobz - That is right. I' m afraid is that Big Choppas are vulnarable to “damage reduction by 1” which seems to be more and more common.

Warbikers - small squads of 3? Or something bigger?


They are really good at taking out dread knights and raiders I guess

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Been Around the Block





I won again with my 500pt army. My buddy went more tanky this time and it was a far closer game than the last. My dread actually came in handy as he was so focussed on the squigs after the last game
   
Made in dk
Longtime Dakkanaut




Danmark

Guys this might be the dumbest most slowed question ever, but:

Why, both on battlescribe and on wahapedia does specialist detatchments such as Kult of speed and dread waagh, show up?

Its not at all in our new ork codex but shows up on two otherwise somewhat reliable sources for warhammer info.

Am i missing something or should that be removed? Or can they still be used in friendly matches?

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I think matched play explicitly forbids the use of specialist detachments, but otherwise nothing prevents you from using them.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
Forum Index » 40K General Discussion
Go to: