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 gb
Fresh-Faced New User




I have a few questions on rules that we weren’t sure about.
1) Waagh adds a melee attack but how about squig jaw attacks? I assumed not but was I right?
2) My opponent activated overwatch with redemptor dreadnaut. Does the flamer auto hit or does he still have to roll a 6?
3) My opponent placed models on top of ruins at the edge. Can I engage them in melee by placing my models at the side of the building or does the vertical distance count?


Automatically Appended Next Post:
4) I charged his redemptor with both my squighogs and deffdread from the front and back. I hit him with the squigs (charging unit) first, then he hit the squigs. Then I hit him with the dread. Is that the right order because he was asking if he could hit my dread, I said no because he chose to hit the squigs and he can’t hit twice in a round.

This message was edited 1 time. Last update was at 2021/10/23 19:00:11


 
   
Made in dk
Longtime Dakkanaut




Danmark

1) A normal Waagh adds 1 to your attack characteristic, so essentially the rider gets that +1 attack. Not the squighog. The amount of attacks they can make is not influenced by the attack characteristic.
2) The flamer auto hits
3) you can engage him if you are within 1inch horizontally or 5inches vertically. so yes you can engage him. if he is further up than 5 inches then you cannot.

4) Unless he paid 2CP he cannot attack before your charging units have attacked first (unless theres a fight first/Last rule in place). Interruption can be done after you have attacked with 1 unit. So you should hit with your squigs, AND deff dread before he can hit you. Again, unless he paid 2CP to interrupt.

Also im unsure about what you fully mean. You do all charges and then move on to the fight phase. So if both your deff dreads and squigs charge (and thus fight first), he can interrupt after your squigs have exhausted all their attacks, and he can thus attack the deff dread if he pleases. He can attack both units if he wants but he only has 1 turn to attack he cant attack twice. He could also split up attacks between the deff dread and squig hogs if he wants, but he cant exhaust all his attacks on one unit, then do the same thing on another.

This message was edited 6 times. Last update was at 2021/10/23 19:07:20


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

- About Dawn of War 3 
   
Made in gb
Fresh-Faced New User




Beardedragon wrote:
1)
4) Unless he paid 2CP he cannot attack before your charging units have attacked first (unless theres a fight first/Last rule in place). Interruption can be done after you have attacked with 1 unit. So you should hit with your squigs, AND deff dread before he can hit you. Again, unless he paid 2CP to interrupt.

Also im unsure about what you fully mean. You do all charges and then move on to the fight phase. So if both your deff dreads and squigs charge (and thus fight first), he can interrupt after your squigs have done their first attack, and he can thus attack the deff dread if he pleases. He can attack both units if he wants but he only has 1 turn to attack he cant attack twice. He could also split up attacks between the deff dread and squig hogs if he wants, but he cant exhaust all his attacks on one unit, then do the same thing on another.


Thanks, he exhausted the hits on the hogs and then because I hit him with the dread he wanted another bunch of attacks. I did misinterpret the rules because he was charged by both units but I let him hit the hogs back before I hit with the dread because I thought I had to nominate a unit that charged to hit and he could hit back. As both units charged I should have hit with both units first. No CP were expended so he didn’t interrupt. Ah well, I still won and I don’t feel so bad about looking at the wrong data sheet and accidentally applying the +3 save from the dread to the hogs that turn

This message was edited 1 time. Last update was at 2021/10/23 19:13:16


 
   
Made in dk
Longtime Dakkanaut




Danmark

Well he certainly dont get a second wave of attacks because hes attacked again. You dont return attacks everytime you get attacked. You have that one single turn to attack back.

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

- About Dawn of War 3 
   
Made in gb
Fresh-Faced New User




Thanks so if I had played right he shouldn’t have hit me anyway because between the hogs and the dread I wiped him. I was actually very proud I took out his redemptor.
   
Made in dk
Longtime Dakkanaut




Danmark

DoktaRoksta wrote:
Thanks so if I had played right he shouldn’t have hit me anyway because between the hogs and the dread I wiped him. I was actually very proud I took out his redemptor.


correct he shouldnt have any attacks at all. But naturally he should have used 2CP to interrupt as most do that.

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

- About Dawn of War 3 
   
Made in gb
Fresh-Faced New User




Neither of us are very good with the rules so it balances out but if he interrupted I may have lost so I’ll bear that in mind for future engagements. Thanks
Actually that’s wrong, we played as if he interrupted. He just didn’t lose the CP

This message was edited 1 time. Last update was at 2021/10/23 19:33:53


 
   
Made in us
Longtime Dakkanaut




 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?


ATM I run smaller mobz of 3 or 4. Just big enough to be annoying, just small enough to have my opponent frequently under kill them when targeted for destruction.

As far as the vulnerable to -1 dmg...yes, but like I said, I don't take either one I prefer standard trukk boyz because screw it .

With that said, I am tempted to try a silly change to my list this next tournament. instead of 3 units of Trukk boyz, I am thinking, 2 units of Trukk boyz AND 1 Warboss Trukkboy. That way, during a Waaagh my trukk boyz pop out and get +1 to hit. With that said, I am still leaning towards sticking with my current list since its still undefeated.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Well, there is an idea for the Killrig list. Inspiration is obvious

Game plan is obvious I guess - alphacharge, Engage, warbikers keep back to hold, screen, etc.

Spoiler:

++ Patrol Detachment 0CP (Orks) [34 PL, 625pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts]: 3. 'Ard as Nails, Rezmekka's Redder Paint, Warlord

+ Troops +

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

+ Elites +

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

+ Fast Attack +

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [43 PL, 775pts, 8CP] ++

+ Configuration +

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

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss in Mega Armour [6 PL, 115pts, -2CP]: Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body, Trukk Boyz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

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

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

+ Heavy Support +

Kill Rig [10 PL, 190pts]: 2. Frazzle, 3. Bitin' Jawz

Kill Rig [10 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [34 PL, 600pts, -2CP] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Big Mek w/ Kustom Force Field [5 PL, 85pts]

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

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

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

+ Fast Attack +

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [111 PL, 6CP, 2,000pts] ++

Created with BattleScribe


This message was edited 1 time. Last update was at 2021/10/24 08:57:24


10500p and one Ad Mech T-shirt 
   
Made in gb
Smokin' Skorcha Driver





United Kingdom

 Tomsug wrote:
Well, there is an idea for the Killrig list. Inspiration is obvious

Game plan is obvious I guess - alphacharge, Engage, warbikers keep back to hold, screen, etc.

Spoiler:

++ Patrol Detachment 0CP (Orks) [34 PL, 625pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts]: 3. 'Ard as Nails, Rezmekka's Redder Paint, Warlord

+ Troops +

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

+ Elites +

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

+ Fast Attack +

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [43 PL, 775pts, 8CP] ++

+ Configuration +

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

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss in Mega Armour [6 PL, 115pts, -2CP]: Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body, Trukk Boyz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

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

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

+ Heavy Support +

Kill Rig [10 PL, 190pts]: 2. Frazzle, 3. Bitin' Jawz

Kill Rig [10 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [34 PL, 600pts, -2CP] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Big Mek w/ Kustom Force Field [5 PL, 85pts]

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

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

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

+ Fast Attack +

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [111 PL, 6CP, 2,000pts] ++

Created with BattleScribe




I like it. Without having played it I would probably look to squeeze it down into two detachments. Maybe a battalion and a vanguard (I think that's the elites one) to save on CP as you're not going for a third boss.
   
Made in dk
Longtime Dakkanaut




Danmark

Hey guys.

I have a freebootas list i intend to bring to a league in my local gaming hub, and ive gotten to the idea that i wanna use Trukkboyz as a distraction carnifex.

Namely 5 Mega Nobz (or 4) and a Warboss in Mega Armor.

The problem i cant really seem to solve is whether i should run them in 1 truck and save 70 points or 2 trucks. I could run them in two trucks next to each other so that the warboss can give off his +1 to hit aura to the Mega Nobz once they get out of the truck. Furthermore if one truck dies, at the very least, the occupants can jump in to the other truck and simply disembark on turn 2 (as they cant disembark the turn they embarked).


Should I use 2 trucks or should i just hope that 1 truck is enough? In the end, my army doesnt live or die by this combo as im using 3 planes and some buggies + Grot Mega tanks.

Or should i completely change out the trukkboy combo for 2 cheaper Deff Dreads maybe and tellyport them in? But that has some other issues as well as being CP expensive with tellyport and ramming speed, and the other Deff Dread that has to make a 9 inch charge.

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

- About Dawn of War 3 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

 Afrodactyl wrote:
 Tomsug wrote:
Well, there is an idea for the Killrig list. Inspiration is obvious

Game plan is obvious I guess - alphacharge, Engage, warbikers keep back to hold, screen, etc.

Spoiler:

++ Patrol Detachment 0CP (Orks) [34 PL, 625pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts]: 3. 'Ard as Nails, Rezmekka's Redder Paint, Warlord

+ Troops +

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

+ Elites +

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

+ Fast Attack +

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [43 PL, 775pts, 8CP] ++

+ Configuration +

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

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss in Mega Armour [6 PL, 115pts, -2CP]: Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body, Trukk Boyz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

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

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

+ Heavy Support +

Kill Rig [10 PL, 190pts]: 2. Frazzle, 3. Bitin' Jawz

Kill Rig [10 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [34 PL, 600pts, -2CP] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Big Mek w/ Kustom Force Field [5 PL, 85pts]

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

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

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

+ Fast Attack +

Warbikers [4 PL, 75pts]
. Boss Nob
. 2x Warbiker: 4x Dakkagun

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [111 PL, 6CP, 2,000pts] ++

Created with BattleScribe




I like it. Without having played it I would probably look to squeeze it down into two detachments. Maybe a battalion and a vanguard (I think that's the elites one) to save on CP as you're not going for a third boss.


I want as much Trukkboyz as possible…

10500p and one Ad Mech T-shirt 
   
Made in gb
Smokin' Skorcha Driver





United Kingdom

 Tomsug wrote:
I want as much Trukkboyz as possible…


I only skimmed ithe list and didn't twig all the Trukkboys. Three detachments it is


I've thrown together a triple kill tank, double kill rig list that I'm gonna muck about with for fun for a few games. Nothing serious, just want some time away from buggies.

104 T8 wounds and 72 T5 wounds should be pretty durable and I'm hoping to be able to just brute force things off of objectives.

Spoiler:


++ Super-Heavy Detachment -6CP (Orks) [45 PL, -6CP, 825pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-6CP]

+ Lord of War +

Kill Tank [15 PL, 275pts]: Giga Shoota

Kill Tank [15 PL, 275pts]: Giga Shoota

Kill Tank [15 PL, 275pts]: Giga Shoota

++ Patrol Detachment 0CP (Orks) [63 PL, 12CP, 1,175pts] ++

+ Configuration +

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

Clan Kultur: Goffs

Detachment Command Cost

+ HQ +

Big Mek in Mega Armour [6 PL, 95pts]: Kustom Mega-Blasta, Tellyport Blasta

Warboss in Mega Armour [6 PL, 115pts]: 3. 'Ard as Nails, Headwoppa's Killchoppa, Warlord

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Boyz [5 PL, 95pts]
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

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

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

+ Fast Attack +

Warbikers [4 PL, 80pts]
. Boss Nob: Big Choppa
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

Warbikers [4 PL, 80pts]
. Boss Nob: Big Choppa
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

+ Heavy Support +

Kill Rig [10 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse

Kill Rig [10 PL, 190pts]: 2. Frazzle, 3. Bitin' Jawz

++ Total: [108 PL, 6CP, 2,000pts] ++

Created with BattleScribe
   
Made in it
Gargantuan Gargant




Italy

Beardedragon wrote:
Hey guys.

I have a freebootas list i intend to bring to a league in my local gaming hub, and ive gotten to the idea that i wanna use Trukkboyz as a distraction carnifex.

Namely 5 Mega Nobz (or 4) and a Warboss in Mega Armor.

The problem i cant really seem to solve is whether i should run them in 1 truck and save 70 points or 2 trucks. I could run them in two trucks next to each other so that the warboss can give off his +1 to hit aura to the Mega Nobz once they get out of the truck. Furthermore if one truck dies, at the very least, the occupants can jump in to the other truck and simply disembark on turn 2 (as they cant disembark the turn they embarked).


Should I use 2 trucks or should i just hope that 1 truck is enough? In the end, my army doesnt live or die by this combo as im using 3 planes and some buggies + Grot Mega tanks.

Or should i completely change out the trukkboy combo for 2 cheaper Deff Dreads maybe and tellyport them in? But that has some other issues as well as being CP expensive with tellyport and ramming speed, and the other Deff Dread that has to make a 9 inch charge.


That's how I play my trukk boyz. Lists I currently play are mostly freebooters stuff with a few goffs hitters and two distraction units of trukk boyz. I prefer the trukk boyz over deff dreads as distraction units, the latter are too expensive CPs wise for that role.

For that purpose I think a back up trukk is a waste. For a list with 2x10 big choppa trukk nobz and a trukk warboss it could be totally worthy though. I wouldn't put both nobz/meganobz and the warboss in the same trukk, let alone without an empty trukk as a back up.

This message was edited 1 time. Last update was at 2021/10/24 10:46:29



 
   
Made in dk
Longtime Dakkanaut




Danmark

Well. 5 Mega nobz are cheaper than 10 Nobz with big choppas so ill try with that. They are also annoying for the enemy to shift.

Ive updated my list so it includes 2 Trukks, but by doing so i removed my Kannon wagon and added 2 Mek Gunz instead.


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

- About Dawn of War 3 
   
Made in gb
Fresh-Faced New User




So yesterday I played a 2k game vs Necrons with a pretty vehicle heavy Snakebites and Deathskulls list, the Snakebites detachment was built around Mozrog, 2 Nobz on Smasha's and a unit of squighog boys and the deathskulls was my obsecc stormboyz and komandos with a Beastboss, Scrapjet and Squigbuggy, a Wazbom Blastajet and Dakka Jet,a unit of MANZ with kombi skorchas in an open topped battle wagon with a unit of burnaz and a tellyporta MA big mek. The Necron player brought a warrior heavy list with the Void Dragon, a few characters, doomsday ark, some immortals and a big block of skorpekh destroyers (choppy lads). I got first turn and was able to put a ton of pressure into his lines (squig hogs, planes, the scrapjet and kommando's) which meant when the second wave hit (contents of the battlewagon, characters etc.) they were able to unload damage and keep him penned back into his deployment zone for basically the whole game. The Void Dragon ate some vehicles but then Mozrog decided he'd had enough and wanted to have a go at krumping the big sparkly lad and tied him up for a turn, then got back to his feet after being 'killed' which was both awesome and very thematic.

The thing that made the difference for me in this game was really building into our ability to get pressure applied at the start of the game and continue to apply it across the first few turns, while my small units where running around completing actions and scoring points for the secondaries. I think fully embracing orks as a pressure style army in this edition has made me appreciate how strong the book can be and how good the datasheets are without any big need for strats or CP's, in fact i think I spent more points on rerolls than any actual ork strats which as we all know are for the most part pretty underwhelming with a few standouts like ramming speed or tellyporta. The squighog boys making it into combat unscathed was a first and they really hit like a truck, even with only three of them, plus they could take some decent punishment back and kept the necrons busy until the real heavy hitters arrived. I think building lists that are able to apply the early board pressure and keep it there is where a lot of the strength of our book is and just wanted to share a positive experience of playing with an aggressive list that hit hard enough to make that style of play a success
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

I 've woke up this morning and my orky FB is full of “orks win this and that” and “tablet Drukhari T1 going second”

Seems people finaly finished the painting and find how to operate Freebotas buggy and jets list.

Btw, the lowest number of jets I see there is 2 Dakkajets and 2 Wazbooms. One of them 3+3, but call it “cancer” already….

This message was edited 1 time. Last update was at 2021/10/25 05:58:31


10500p and one Ad Mech T-shirt 
   
Made in no
Huge Bone Giant





Bergen

I played against the new orks yesterday and it was a fun game. T5 is quite nice.

It worked out fine after a dicey turn 2, in my favour. Truth be told my opponent always leans on a morkanaught with great effect. But this time he could not figure out how to type it into battlesscribe. Stil, a good field test of the new codex and rules.

Personally I am quite relieved that dakkajets remains playable, but are not stil BS4+!

I have to aks on his behalf though, what are good ranged treats in the codex? All he brought where the jets. And once they dropped he was mostly all melee. What are other good shooting units?

This message was edited 1 time. Last update was at 2021/10/25 07:19:10


   
Made in it
Gargantuan Gargant




Italy

 Niiai wrote:
I played against the new orks yesterday and it was a fun game. T5 is quite nice.

It worked out fine after a dicey turn 2, in my favour. Truth be told my opponent always leans on a morkanaught with great effect. But this time he could not figure out how to type it into battlesscribe. Stil, a good field test of the new codex and rules.

Personally I am quite relieved that dakkajets remains playable, but are not stil BS4+!

I have to aks on his behalf though, what are good ranged treats in the codex? All he brought where the jets. And once they dropped he was mostly all melee. What are other good shooting units?


Well for starters Freebooters have easy access to +1 to hit in shooting for the whole army, which can be massive. Dakkajets in particular love that trait.

Generally speaking Scrapjets, Squigbuggies, Wazboms, Dakkajets, Warbikes, Deffkoptas, Mek Gunz, Kannonwagon (FW) can all provide very solid shooting. Some of them are also good in melee. Upgraded Gunwagon is also ok but flat out inferior to its FW counterpart, the Kannonwagon. Also from FW there's the Kill Tank which is quite competitive. Other units like all the other buggies, Tankbustas, Lootas, Flash Gitz, Nauts, Dreads, Kanz may have some potential, and with some luck they can definitely work decently at least, but they all are sub optimal options.

Speedwaaagh also enhance vehicles shooting with a point of AP and adds a few more shots for dakka weapons for a couple of turns. This combined with the Freeboota trait is the primary source of reliable ranged threats in the ork codex. Ork shooting units in a vacuum aren't really powerful.

This message was edited 1 time. Last update was at 2021/10/25 07:53:31



 
   
Made in nl
Grovelin' Grot




 Niiai wrote:
I played against the new orks yesterday and it was a fun game. T5 is quite nice.

It worked out fine after a dicey turn 2, in my favour. Truth be told my opponent always leans on a morkanaught with great effect. But this time he could not figure out how to type it into battlesscribe. Stil, a good field test of the new codex and rules.

Personally I am quite relieved that dakkajets remains playable, but are not stil BS4+!

I have to aks on his behalf though, what are good ranged treats in the codex? All he brought where the jets. And once they dropped he was mostly all melee. What are other good shooting units?


Well, you got buggies, warbikes, kannonwagon, mech gun(if you handle the ld), kill rig( sort off, swiss army knife of the orks). If your friend likes big units, the kill tank is also looking good(there was a list with 3). You can make the lootas work... i think?

There are also a lot other stuff that you can take from deffkotas to naughts, but in terms of output the previous ones seem the mos viable. That still does not mean you can't make the work.

That would be about it... nothing more relevant comes to mind.

This message was edited 1 time. Last update was at 2021/10/25 07:56:50


 
   
Made in fr
Mutilatin' Mad Dok






 Tomsug wrote:
I 've woke up this morning and my orky FB is full of “orks win this and that” and “tablet Drukhari T1 going second”

Seems people finaly finished the painting and find how to operate Freebotas buggy and jets list.

Btw, the lowest number of jets I see there is 2 Dakkajets and 2 Wazbooms. One of them 3+3, but call it “cancer” already….


Well to be honest our dakkajet is clearly undercosted (when freebooter), but the wazbom is just a decent but very expensive antitank glass canon. If you go second, against any decently built army (one with S8 multidamage shots) you will lose those 210 points t1. 210 points for 12 wounds t6 4+ 5++ is a bit of a problem as it dies to Volkite even with the -1 damage. It is not "Cancer" IMHO, not like ad mech chickens and druk dark lance raiders.

The 120 point dakkajet has no real weakness however, and though it is not in the same league as ad mech flyers, it has the same kind of problem with that built in -1 to hit and those 42 speedwaagh S6 ap-2 shots: Too Damn efficient For Its Points. Perhaps it needs to go up by 10 or 15 points IMHO. It synergises well with sguibuggies, as it can finish off hiding units when the sguigbuggies have all tried and failed, which procures the +1 to hit freebooter.

Apprently, art of war stat dudue (can't remember his name) said he "heard" from reliable sources that "some ork planes and buggies are going up" next munitorum field manual. SO GUYS DONT INVERST TOO MUCH JUST YET but you all already knew that

This message was edited 3 times. Last update was at 2021/10/25 08:24:16


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in nl
Longtime Dakkanaut





 addnid wrote:
 Tomsug wrote:
I 've woke up this morning and my orky FB is full of “orks win this and that” and “tablet Drukhari T1 going second”

Seems people finaly finished the painting and find how to operate Freebotas buggy and jets list.

Btw, the lowest number of jets I see there is 2 Dakkajets and 2 Wazbooms. One of them 3+3, but call it “cancer” already….


Well to be honest our dakkajet is clearly undercosted (when freebooter), but the wazbom is just a decent but very expensive antitank glass canon. If you go second, against any decently built army (one with S8 multidamage shots) you will lose those 210 points t1. 210 points for 12 wounds t6 4+ 5++ is a bit of a problem as it dies to Volkite even with the -1 damage. It is not "Cancer" IMHO, not like ad mech chickens and druk dark lance raiders.

The 120 point dakkajet has no real weakness however, and though it is not in the same league as ad mech flyers, it has the same kind of problem with that built in -1 to hit and those 42 speedwaagh S6 ap-2 shots: Too Damn efficient For Its Points. Perhaps it needs to go up by 10 or 15 points IMHO. It synergises well with sguibuggies, as it can finish off hiding units when the sguigbuggies have all tried and failed, which procures the +1 to hit freebooter.

Apprently, art of war stat dudue (can't remember his name) said he "heard" from reliable sources that "some ork planes and buggies are going up" next munitorum field manual. SO GUYS DONT INVERST TOO MUCH JUST YET but you all already knew that
120 pts for 42 str 6 ap -2 shots and you think it should go up by 15 points? Is that what 9th edition has come to? My first instinct is that you could literally double its point cost and it would still sound amazing.
   
Made in fr
Mutilatin' Mad Dok






Spoiler:
 Ordana wrote:
 addnid wrote:
 Tomsug wrote:
I 've woke up this morning and my orky FB is full of “orks win this and that” and “tablet Drukhari T1 going second”

Seems people finaly finished the painting and find how to operate Freebotas buggy and jets list.

Btw, the lowest number of jets I see there is 2 Dakkajets and 2 Wazbooms. One of them 3+3, but call it “cancer” already….


Well to be honest our dakkajet is clearly undercosted (when freebooter), but the wazbom is just a decent but very expensive antitank glass canon. If you go second, against any decently built army (one with S8 multidamage shots) you will lose those 210 points t1. 210 points for 12 wounds t6 4+ 5++ is a bit of a problem as it dies to Volkite even with the -1 damage. It is not "Cancer" IMHO, not like ad mech chickens and druk dark lance raiders.

The 120 point dakkajet has no real weakness however, and though it is not in the same league as ad mech flyers, it has the same kind of problem with that built in -1 to hit and those 42 speedwaagh S6 ap-2 shots: Too Damn efficient For Its Points. Perhaps it needs to go up by 10 or 15 points IMHO. It synergises well with sguibuggies, as it can finish off hiding units when the sguigbuggies have all tried and failed, which procures the +1 to hit freebooter.

Apprently, art of war stat dudue (can't remember his name) said he "heard" from reliable sources that "some ork planes and buggies are going up" next munitorum field manual. SO GUYS DONT INVERST TOO MUCH JUST YET but you all already knew that
120 pts for 42 str 6 ap -2 shots and you think it should go up by 15 points? Is that what 9th edition has come to? My first instinct is that you could literally double its point cost and it would still sound amazing.


hah hah it is not that good, stay calm. 15 points is really the maximum it should go up by. You have to build specifically to get it to the level of power I just described.

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Ordana wrote:
120 pts for 42 str 6 ap -2 shots and you think it should go up by 15 points? Is that what 9th edition has come to? My first instinct is that you could literally double its point cost and it would still sound amazing.


Your first instinct seems to have forgotten that units like chaingun havocs exist and that dakka jets are BS 5+. It's surely worth a bit more than 120 points, but there are plenty of unit out there that can throw down 14 HITS without using their once per game army rule.

I'd also like to point out that this thread is not for whining about how OP orks are. You open a thread in general for that.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Exactly. I play with dakkajet or two and either my local meta is screwed or it is nothing super cool thanks the BS5+. O lot of bullets in the air, not so much hits

10500p and one Ad Mech T-shirt 
   
Made in fr
Mutilatin' Mad Dok






I would never use a non freebooter dakkajet, even if it stayed at 120 points.
The freebooter trait was always a terrible idea, I hated it immediatly when I saw it in our 8th ed codex.
I wish GW would just FAQ freebooter trait to make it something entirely different. I play in a tournament team, if it is there, my teammates expect me to use it... I want it gone

This message was edited 1 time. Last update was at 2021/10/25 10:03:16


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in dk
Longtime Dakkanaut




Danmark

 Ordana wrote:
 addnid wrote:
 Tomsug wrote:
I 've woke up this morning and my orky FB is full of “orks win this and that” and “tablet Drukhari T1 going second”

Seems people finaly finished the painting and find how to operate Freebotas buggy and jets list.

Btw, the lowest number of jets I see there is 2 Dakkajets and 2 Wazbooms. One of them 3+3, but call it “cancer” already….


Well to be honest our dakkajet is clearly undercosted (when freebooter), but the wazbom is just a decent but very expensive antitank glass canon. If you go second, against any decently built army (one with S8 multidamage shots) you will lose those 210 points t1. 210 points for 12 wounds t6 4+ 5++ is a bit of a problem as it dies to Volkite even with the -1 damage. It is not "Cancer" IMHO, not like ad mech chickens and druk dark lance raiders.

The 120 point dakkajet has no real weakness however, and though it is not in the same league as ad mech flyers, it has the same kind of problem with that built in -1 to hit and those 42 speedwaagh S6 ap-2 shots: Too Damn efficient For Its Points. Perhaps it needs to go up by 10 or 15 points IMHO. It synergises well with sguibuggies, as it can finish off hiding units when the sguigbuggies have all tried and failed, which procures the +1 to hit freebooter.

Apprently, art of war stat dudue (can't remember his name) said he "heard" from reliable sources that "some ork planes and buggies are going up" next munitorum field manual. SO GUYS DONT INVERST TOO MUCH JUST YET but you all already knew that
120 pts for 42 str 6 ap -2 shots and you think it should go up by 15 points? Is that what 9th edition has come to? My first instinct is that you could literally double its point cost and it would still sound amazing.

Double the cost and it would still be amazing?

No it wouldnt. it would be 36 shots hitting on 5s, with str 6, -1ap. 1 dmg for 240 points. thats fething trash. You could get 2 Grot Mega tanks fully kitted with 7 scorchas each for only 10 more points total (250). Dakkajets would not see play if it was 240 points.

You only get 42 shots with an extra AP on top for 1 round. then 36 shots again the next round while keeping the extra AP.

Unless you go freebootas and you kill something, you dont actually get to hit on 4s.

This message was edited 4 times. Last update was at 2021/10/25 10:29:35


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

- About Dawn of War 3 
   
Made in dk
Longtime Dakkanaut




 Ordana wrote:
120 pts for 42 str 6 ap -2 shots and you think it should go up by 15 points? Is that what 9th edition has come to? My first instinct is that you could literally double its point cost and it would still sound amazing.


I think you are overestimating how good the Dakkajet is. In a non-waagh turn it will kill about 2 intercessors. Thats not bad, but its not great either. Its common in competetive Freeboter lists, but not really prevalent outside of Freeboterz.
   
Made in no
Huge Bone Giant





Bergen

My regular opponent is an ork. And dakkajets are part if why I do not like to run long fangs. I am sure other armies also have good anti infnatery.

Last game they killed exactly 4 long fangs before I poured my whole turn two of shooting into them. (Bjørns flamers took out the last wound.)

Dakkajet are good at harrasing, or as an atemt to take out hard to reach targets. Good character hunters as well.

   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

 addnid wrote:

… Apprently, art of war stat dudue (can't remember his name) said he "heard" from reliable sources that "some ork planes and buggies are going up" next munitorum field manual. SO GUYS DONT INVERST TOO MUCH JUST YET but you all already knew that


Aah, these rumors. Mostly totaly wrong,so if this is a rumor, I go to make the 4th plane

But honestly - There is a healthy number of models, you want to have. The magic number for trukks, buggies and battlewagons is 3. You can be very flexible and very effective. Anything more is just for temporary screwed meta lists.

The same was with Mek Gunz. The Healthy number was 6 and time prooves, it is right.

The helthy number for planes also use to be 3, but change in the number of Flyier slots in detachements changed it to strange position, where 2 (for one detach) is not enough and 4 is already little bit too much.

This message was edited 2 times. Last update was at 2021/10/25 11:49:38


10500p and one Ad Mech T-shirt 
   
 
Forum Index » 40K Tactics
Go to: