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Made in gb
Been Around the Block




I’m after an opinion. I’m building up my army and have been smashing my opponent with my 500pt. I’m loving the squigs so am thinking of a beast focussed list, I have 2 units of 3x squighogs ( with nobs on Smashas). The bigger forces though mean I’m going to face more armour and possibly flyers so I have 2 Mek guns for back line AT or AA and am hoping to get a beastboss on squigasaur.

I figured I may need something big, scary looking and tanky to either do damage at range or at least distract & soak up fire for a couple of turns. Killrig should be the obvious choice but is it? I don’t particularly like the look of the model and having something I don’t like as a centrepiece doesn’t seem right. Is anything else as good such as a bonebreaka or Kannonwagon? I’d love a Killtank but the point cost is prohibitive right now.

Alternatively is this just a stupid and am I better with more fast attack.
   
Made in fr
Mutilatin' Mad Dok






 The Red Hobbit wrote:
Thanks for all the replies. I have enjoyed using mine as a cruise missile with BBK and Da Killa Klaw, but I may delay it a turn or so as long as my opponent isn't using Hive Guard or similar units with IDF.


You mean ILOS ?

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

 addnid wrote:
Beardedragon wrote:
 Tomsug wrote:
 addnid wrote:

Indeed it does, which would make BBK much, much better on a footsloggin warboss with Da Killa Klaw than on a sguigosaur boss. Hmmm, this makes me rethink things about my current list


Squigosaur o)and footslogim bosses play a different role in the game. It' s about the synergy with rest of the army.


When talking synergy with the beastboss on squigosaur. most dont bring squigosaur bosses for their +1 to hit at least.

They use them as fast duable beatsticks. People that run squigosaur bosses dont necessarily run beastsnagga models.


I use the sguigosaur aura for my killrigs, and I will use warboss aura for kommandos. I like kill rigs as deathskulls for a bunch of reasons, and for now I am keeping to Goffs for kommandos (I have tried blood axe kommandos in two games so far, and I am not convinced… but will try em again) so my warboss on foot will give them his aura. Sguigosaur bosses can take the punch and foot ones can’t, but in some games clearly the kill klaw warboss is a must (with attack sguig procing killa klaw attacks)


how do you get your warboss to give kommandos +1 to hit during turn 1?

They should be miles ahead of them?

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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
 addnid wrote:
Beardedragon wrote:
 Tomsug wrote:
 addnid wrote:

Indeed it does, which would make BBK much, much better on a footsloggin warboss with Da Killa Klaw than on a sguigosaur boss. Hmmm, this makes me rethink things about my current list


Squigosaur o)and footslogim bosses play a different role in the game. It' s about the synergy with rest of the army.


When talking synergy with the beastboss on squigosaur. most dont bring squigosaur bosses for their +1 to hit at least.

They use them as fast duable beatsticks. People that run squigosaur bosses dont necessarily run beastsnagga models.


I use the sguigosaur aura for my killrigs, and I will use warboss aura for kommandos. I like kill rigs as deathskulls for a bunch of reasons, and for now I am keeping to Goffs for kommandos (I have tried blood axe kommandos in two games so far, and I am not convinced… but will try em again) so my warboss on foot will give them his aura. Sguigosaur bosses can take the punch and foot ones can’t, but in some games clearly the kill klaw warboss is a must (with attack sguig procing killa klaw attacks)


how do you get your warboss to give kommandos +1 to hit during turn 1?

They should be miles ahead of them?


You could make a warboss a trukkboy. You can also have them disembark from a Trukk turn 1, move 5, advance D6 which gives him an average movement of 11-12' that puts him 6' from the enemies deployment zone on an 18' no-mans land board. So you could theoretically get +1 on the kommandos turn 1.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





In My Lab

SemperMortis wrote:
You could make a warboss a trukkboy. You can also have them disembark from a Trukk turn 1, move 5, advance D6 which gives him an average movement of 11-12' that puts him 6' from the enemies deployment zone on an 18' no-mans land board. So you could theoretically get +1 on the kommandos turn 1.
No, because then your Warboss would be a Trukkboy, not a Goff.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Mutilatin' Mad Dok






Beardedragon wrote:
 addnid wrote:
Beardedragon wrote:
 Tomsug wrote:
 addnid wrote:

Indeed it does, which would make BBK much, much better on a footsloggin warboss with Da Killa Klaw than on a sguigosaur boss. Hmmm, this makes me rethink things about my current list


Squigosaur o)and footslogim bosses play a different role in the game. It' s about the synergy with rest of the army.


When talking synergy with the beastboss on squigosaur. most dont bring squigosaur bosses for their +1 to hit at least.

They use them as fast duable beatsticks. People that run squigosaur bosses dont necessarily run beastsnagga models.


I use the sguigosaur aura for my killrigs, and I will use warboss aura for kommandos. I like kill rigs as deathskulls for a bunch of reasons, and for now I am keeping to Goffs for kommandos (I have tried blood axe kommandos in two games so far, and I am not convinced… but will try em again) so my warboss on foot will give them his aura. Sguigosaur bosses can take the punch and foot ones can’t, but in some games clearly the kill klaw warboss is a must (with attack sguig procing killa klaw attacks)


how do you get your warboss to give kommandos +1 to hit during turn 1?

They should be miles ahead of them?


Turn 2. Against some opponents a turn 1 alpha strike doesn’t necessarily do much, unless they don’t expect CC alpha strike in the meta and thus don’t build at all for it. In my meta, most lists I face would force an ork list to throw in a first then a second wave, unless of course a trio of sguig buggies or something could make a hole big enough for something to get through.
What could go through turn 1 every time is a trukk boy BBK killa klaw warboss, who could go try to murder a juicy target (but then indeed no aura).
But kommandos or trukk boyz, and even more easily bikes, can be screened turn 1 quite effectively

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

SemperMortis wrote:
Beardedragon wrote:
 addnid wrote:
Beardedragon wrote:
 Tomsug wrote:
 addnid wrote:

Indeed it does, which would make BBK much, much better on a footsloggin warboss with Da Killa Klaw than on a sguigosaur boss. Hmmm, this makes me rethink things about my current list


Squigosaur o)and footslogim bosses play a different role in the game. It' s about the synergy with rest of the army.


When talking synergy with the beastboss on squigosaur. most dont bring squigosaur bosses for their +1 to hit at least.

They use them as fast duable beatsticks. People that run squigosaur bosses dont necessarily run beastsnagga models.


I use the sguigosaur aura for my killrigs, and I will use warboss aura for kommandos. I like kill rigs as deathskulls for a bunch of reasons, and for now I am keeping to Goffs for kommandos (I have tried blood axe kommandos in two games so far, and I am not convinced… but will try em again) so my warboss on foot will give them his aura. Sguigosaur bosses can take the punch and foot ones can’t, but in some games clearly the kill klaw warboss is a must (with attack sguig procing killa klaw attacks)


how do you get your warboss to give kommandos +1 to hit during turn 1?

They should be miles ahead of them?


You could make a warboss a trukkboy. You can also have them disembark from a Trukk turn 1, move 5, advance D6 which gives him an average movement of 11-12' that puts him 6' from the enemies deployment zone on an 18' no-mans land board. So you could theoretically get +1 on the kommandos turn 1.


Trukkboy warlords dont give +1 to hit to kommandos i believe. Im somewhat confident its klan locked to only trukk boys if the warboss is trukkboy


Automatically Appended Next Post:
 addnid wrote:
Beardedragon wrote:
 addnid wrote:
Beardedragon wrote:
 Tomsug wrote:
 addnid wrote:

Indeed it does, which would make BBK much, much better on a footsloggin warboss with Da Killa Klaw than on a sguigosaur boss. Hmmm, this makes me rethink things about my current list


Squigosaur o)and footslogim bosses play a different role in the game. It' s about the synergy with rest of the army.


When talking synergy with the beastboss on squigosaur. most dont bring squigosaur bosses for their +1 to hit at least.

They use them as fast duable beatsticks. People that run squigosaur bosses dont necessarily run beastsnagga models.


I use the sguigosaur aura for my killrigs, and I will use warboss aura for kommandos. I like kill rigs as deathskulls for a bunch of reasons, and for now I am keeping to Goffs for kommandos (I have tried blood axe kommandos in two games so far, and I am not convinced… but will try em again) so my warboss on foot will give them his aura. Sguigosaur bosses can take the punch and foot ones can’t, but in some games clearly the kill klaw warboss is a must (with attack sguig procing killa klaw attacks)


how do you get your warboss to give kommandos +1 to hit during turn 1?

They should be miles ahead of them?


Turn 2. Against some opponents a turn 1 alpha strike doesn’t necessarily do much, unless they don’t expect CC alpha strike in the meta and thus don’t build at all for it. In my meta, most lists I face would force an ork list to throw in a first then a second wave, unless of course a trio of sguig buggies or something could make a hole big enough for something to get through.
What could go through turn 1 every time is a trukk boy BBK killa klaw warboss, who could go try to murder a juicy target (but then indeed no aura).
But kommandos or trukk boyz, and even more easily bikes, can be screened turn 1 quite effectively


i figured it might be a turn 2 thing. But i would be afraid most my kommandos are dead after ive charged in turn 1.

I have yet to try this list, but i wonder if you have 30 kommandos and 30 stormboys if some o f them might not still be alive to benefit a +1 to hit. I wonder if they make a difference by turn 2.

This message was edited 2 times. Last update was at 2021/11/28 16:58:58


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

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut




I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe
   
Made in dk
Longtime Dakkanaut




Danmark

CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


I will eagerly await your result to know if you got something out of those nob warbikers or they actively helped you lose your games by holding you back

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

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





Prague

DoktaRoksta wrote:
I’m after an opinion. I’m building up my army and have been smashing my opponent with my 500pt. I’m loving the squigs so am thinking of a beast focussed list, I have 2 units of 3x squighogs ( with nobs on Smashas). The bigger forces though mean I’m going to face more armour and possibly flyers so I have 2 Mek guns for back line AT or AA and am hoping to get a beastboss on squigasaur.

I figured I may need something big, scary looking and tanky to either do damage at range or at least distract & soak up fire for a couple of turns. Killrig should be the obvious choice but is it? I don’t particularly like the look of the model and having something I don’t like as a centrepiece doesn’t seem right. Is anything else as good such as a bonebreaka or Kannonwagon? I’d love a Killtank but the point cost is prohibitive right now.

Alternatively is this just a stupid and am I better with more fast attack.


Kannonwagons are pure gold for sitting back, screen and shoot. Big, long range, fast!! And their BS do not degrade. They are better then KMK imho, because can move and shoot on what they want. And opponents do not like them, so they spent a lot of time trying to kill them.

This message was edited 1 time. Last update was at 2021/11/28 18:24:41


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






 Tomsug wrote:
DoktaRoksta wrote:
I’m after an opinion. I’m building up my army and have been smashing my opponent with my 500pt. I’m loving the squigs so am thinking of a beast focussed list, I have 2 units of 3x squighogs ( with nobs on Smashas). The bigger forces though mean I’m going to face more armour and possibly flyers so I have 2 Mek guns for back line AT or AA and am hoping to get a beastboss on squigasaur.

I figured I may need something big, scary looking and tanky to either do damage at range or at least distract & soak up fire for a couple of turns. Killrig should be the obvious choice but is it? I don’t particularly like the look of the model and having something I don’t like as a centrepiece doesn’t seem right. Is anything else as good such as a bonebreaka or Kannonwagon? I’d love a Killtank but the point cost is prohibitive right now.

Alternatively is this just a stupid and am I better with more fast attack.


Kannonwagons are pure gold for sitting back, screen and shoot. Big, long range, fast!! And their BS do not degrade. They are better then KMK imho, because can move and shoot on what they want. And opponents do not like them, so they spent a lot of time trying to kill them.


Pure gold but only if you speed waagh IMO, because ap2 is not really enough for 170 points with BS5 +1 to hit (which is not really as good as bs4 but the « no degrade » makes up for it), 2d6 shots blast. If only we could make it boomboyz…
I am currently not doing speed waagh but if you are they are competing with wasbom (ap2 also for the good gunz), with less points, more wounds, toughness 8 instead of 6, save 3+ instead of 4+, but less damage potential (a lot less actually). I think both units are really worth considering in a speeswaagh.
Yesterday I tried a wasbom with kustom blasta gunz and the d3 shots was meh. The ap2 good gunz are too limited imho because some stuff out there packs a 2+ save, or even 1+ for GRand master dread knights with the shroud mode on. Perhaps that is where blood axe kommandos come in with the no cover strat, but still…

Has anyone tried wasboms or kannonwagons with the regular waaagh ? What was you experience with the ap2 « problem » (imho it is a real problem, or should I say limitation, but hey, Metas vary considerably)

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




Thanks for the responses, so it’s one vote for Kannonwagon and one vote for Kannonwagon but only with speedwaaaagh.

Sadly I have no war bosses that can call Speedwaaaagh so it would have to be regular waaaagh only for now.

This message was edited 1 time. Last update was at 2021/11/28 22:14:24


 
   
Made in gt
Regular Dakkanaut




Beardedragon wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


I will eagerly await your result to know if you got something out of those nob warbikers or they actively helped you lose your games by holding you back


I will endeavour to do so dude. The presence of two extra obsec units that can do "some" action secondaries appeals. There's a temptation to make both madboyz for extra kick rather than the deffkoptas"flyboyz". I don't fancy buying a load more buggies. It's really a pity their not 4w each but heehoo. Any thoughts on secondaries?
   
Made in dk
Longtime Dakkanaut




Danmark

CaptainO wrote:
Beardedragon wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


I will eagerly await your result to know if you got something out of those nob warbikers or they actively helped you lose your games by holding you back


I will endeavour to do so dude. The presence of two extra obsec units that can do "some" action secondaries appeals. There's a temptation to make both madboyz for extra kick rather than the deffkoptas"flyboyz". I don't fancy buying a load more buggies. It's really a pity their not 4w each but heehoo. Any thoughts on secondaries?


well. Good luck to you in that upcoming tournement at least.

Its pretty bold to put down Nobs on warbikes due to them not having received ANY of the buffs they're meant to with this new codex. Yea they are forge world models, but they should have more wounds or more toughness which they dont, and they dont have -1 to hit against ranged attacks, and dont get flat 6 to advance.

They cost 5 points more despite being literally less duable than warbikers, but i guess what they've got going for them is the ability to pick big choppas and powerklaws, as you are doing. And i suppose if one had to pick nobs on warbikes, i guess a speed Mob might be the best scenario to have them in.

Good luck!

This message was edited 2 times. Last update was at 2021/11/28 23:04:51


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

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut




Ya 5 points for an extra attack and strength despite losing -1 to hit and auto 6 advance is weird.

The lack of infantry means I'm limited in secondaries. The nobz for all their faults can do "get the good Bitz" and "deploy teleport homers".

I'm currently looking at engage and to the last as my two go to secondaries. With GTGB and DTH as my 3rd assuming there isn't a good opposition (abhor the witch/no prisoners/bring em down)or mission secondary. My logic is that the 2x warbikers squads having larger targets on their backs will distract from the nobz a bit.

Dunno if combining the two squads of 3 nobz into one might keep them alive for a bit longer...

   
Made in eu
Smokin' Skorcha Driver





United Kingdom

CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


My lizard brain tells me that there isn't enough shooting, but it looks like you're looking to drown everything in Dakkagun fire and melee attacks, so the other shooting isn't needed.

Keep us posted!
   
Made in us
Dakka Veteran






Hey guys, I am about to play Ad Mech for the first time on our YouTube channel with the Speed Mob from Octarius. I would appreciate some feedback on secondary's to take and advice on facing ad mech/some quick tips on how they work, basically what to expect?

I have included the lists and am asking for advice in the Army Lists section in this thread: https://www.dakkadakka.com/dakkaforum/posts/list/0/802225.page#11263770

This message was edited 2 times. Last update was at 2021/11/29 14:25:12


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Got a 1K tourney on the 18th. Thinking of taking a somewhat fluffy beastsnaggas list.

Spoiler:

Squigasaur boss with BKB and Killchoppa
Painboss

30 Grots
2 units of 3 Squigriders
Squigbuggy

2 Killrigs


It's fairly killy but if the opponent decides to wipe out the grotz then it'll be a struggle to capture anything.

It could be worth making the boss into the tanky variant, but having that heavy hitter is pretty awesome, especially in a low points game.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Hey guys, it's kind of hard to discuss multiple lists at once in one thread, so I would like to point to the rules in the first post - use the army list forum and drop a link to your post in this thread, usually a good number of ladz will follow those links and provide dedicated feedback.

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

 addnid wrote:
 Tomsug wrote:
DoktaRoksta wrote:
I’m after an opinion. I’m building up my army and have been smashing my opponent with my 500pt. I’m loving the squigs so am thinking of a beast focussed list, I have 2 units of 3x squighogs ( with nobs on Smashas). The bigger forces though mean I’m going to face more armour and possibly flyers so I have 2 Mek guns for back line AT or AA and am hoping to get a beastboss on squigasaur.

I figured I may need something big, scary looking and tanky to either do damage at range or at least distract & soak up fire for a couple of turns. Killrig should be the obvious choice but is it? I don’t particularly like the look of the model and having something I don’t like as a centrepiece doesn’t seem right. Is anything else as good such as a bonebreaka or Kannonwagon? I’d love a Killtank but the point cost is prohibitive right now.

Alternatively is this just a stupid and am I better with more fast attack.


Kannonwagons are pure gold for sitting back, screen and shoot. Big, long range, fast!! And their BS do not degrade. They are better then KMK imho, because can move and shoot on what they want. And opponents do not like them, so they spent a lot of time trying to kill them.


Pure gold but only if you speed waagh IMO, because ap2 is not really enough for 170 points with BS5 +1 to hit (which is not really as good as bs4 but the « no degrade » makes up for it), 2d6 shots blast. If only we could make it boomboyz…
I am currently not doing speed waagh but if you are they are competing with wasbom (ap2 also for the good gunz), with less points, more wounds, toughness 8 instead of 6, save 3+ instead of 4+, but less damage potential (a lot less actually). I think both units are really worth considering in a speeswaagh.
Yesterday I tried a wasbom with kustom blasta gunz and the d3 shots was meh. The ap2 good gunz are too limited imho because some stuff out there packs a 2+ save, or even 1+ for GRand master dread knights with the shroud mode on. Perhaps that is where blood axe kommandos come in with the no cover strat, but still…

Has anyone tried wasboms or kannonwagons with the regular waaagh ? What was you experience with the ap2 « problem » (imho it is a real problem, or should I say limitation, but hey, Metas vary considerably)


That is not right.

1. Kannonwagon has a Grot gunner giving him +1 to hit on Supakannon. So he hits on 4+ by default and Freeboota bonus is applied just in case of dense cover, or -1 to hit on target. Which is pretty often.
2. You cannont compare Kannonwagon and Wazboom. The fact they both have anti tank guns doesn' t mean anything. They play a very differeng role. And this role significantly change their effectivity. Wazboom si there to delete T1 the guns ouf of LOS that will criple your army for the rest of the day - Manticoras, PBC, etc. and score Engage and die fast. Kannonwagon can also kill the hiden target (nice diagonal 60” LOS can reach almost anything), but he screens like a hell. Deny your opponent to drop DS for secondaries or DS attacks. And soak more fire.
3. Honestly, I don' t see any reason why run any of them in regular waaaagh. Their points comes back if you pimp them up with Speedwaaagh and dedicated clan ability - like Freebootas +1 to hit.

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






[spoiler]
 Tomsug wrote:
 addnid wrote:
 Tomsug wrote:
DoktaRoksta wrote:
I’m after an opinion. I’m building up my army and have been smashing my opponent with my 500pt. I’m loving the squigs so am thinking of a beast focussed list, I have 2 units of 3x squighogs ( with nobs on Smashas). The bigger forces though mean I’m going to face more armour and possibly flyers so I have 2 Mek guns for back line AT or AA and am hoping to get a beastboss on squigasaur.

I figured I may need something big, scary looking and tanky to either do damage at range or at least distract & soak up fire for a couple of turns. Killrig should be the obvious choice but is it? I don’t particularly like the look of the model and having something I don’t like as a centrepiece doesn’t seem right. Is anything else as good such as a bonebreaka or Kannonwagon? I’d love a Killtank but the point cost is prohibitive right now.

Alternatively is this just a stupid and am I better with more fast attack.


Kannonwagons are pure gold for sitting back, screen and shoot. Big, long range, fast!! And their BS do not degrade. They are better then KMK imho, because can move and shoot on what they want. And opponents do not like them, so they spent a lot of time trying to kill them.


Pure gold but only if you speed waagh IMO, because ap2 is not really enough for 170 points with BS5 +1 to hit (which is not really as good as bs4 but the « no degrade » makes up for it), 2d6 shots blast. If only we could make it boomboyz…
I am currently not doing speed waagh but if you are they are competing with wasbom (ap2 also for the good gunz), with less points, more wounds, toughness 8 instead of 6, save 3+ instead of 4+, but less damage potential (a lot less actually). I think both units are really worth considering in a speeswaagh.
Yesterday I tried a wasbom with kustom blasta gunz and the d3 shots was meh. The ap2 good gunz are too limited imho because some stuff out there packs a 2+ save, or even 1+ for GRand master dread knights with the shroud mode on. Perhaps that is where blood axe kommandos come in with the no cover strat, but still…

Has anyone tried wasboms or kannonwagons with the regular waaagh ? What was you experience with the ap2 « problem » (imho it is a real problem, or should I say limitation, but hey, Metas vary considerably)


That is not right.

1. Kannonwagon has a Grot gunner giving him +1 to hit on Supakannon. So he hits on 4+ by default and Freeboota bonus is applied just in case of dense cover, or -1 to hit on target. Which is pretty often.
2. You cannont compare Kannonwagon and Wazboom. The fact they both have anti tank guns doesn' t mean anything. They play a very differeng role. And this role significantly change their effectivity. Wazboom si there to delete T1 the guns ouf of LOS that will criple your army for the rest of the day - Manticoras, PBC, etc. and score Engage and die fast. Kannonwagon can also kill the hiden target (nice diagonal 60” LOS can reach almost anything), but he screens like a hell. Deny your opponent to drop DS for secondaries or DS attacks. And soak more fire.
3. Honestly, I don' t see any reason why run any of them in regular waaaagh. Their points comes back if you pimp them up with Speedwaaagh and dedicated clan ability - like Freebootas +1 to hit.


1. What I was saying is that BS5 with +1 to hit isn't exactly the same as BS4, and you are saying the same thing.
2. Yes, they are both anti tank vehicules which cost a lot of points, so we can absolutely compare them, One sits in the back, the other has to fly "forward" or "sidewards". One alpha strikes much harder, then tends to die, the other will probably stay until more or less then end of game, but won't alpha strike nearly so hard.
3. You are right that if something gives it -1 to hit, making it hit on 5s, it won't do much, so freebooters can be very important on Kannonwagons (or blood axe, because blood axe kommandos can do the no cover strat, but it can be hard to set up I think, so freebooter = better. Blood axe Kannonwagon can also disengage and shoot his blast gun, and gets a 2+ if shot from far away, but still, I think freebooter = better).
Speedwaagh and freebooter is the way to go indeed, but everyone, including me before I switched to "non speed" waagh lists, seems to be running wasboms instead these days when doing freebooters.

Do you still play Kannonwagons ? I would be interested to see your current list. Perhaps 2 wazboms and 1 kannonwagon can all fit into a list, or 1 waz and 2 KWagons.

After two games saturday, my current list has room for 140 points, but it is a (not speed)waagh list so of course I won't be filling these 140 points with Kannonwagon or Wazbom.

This message was edited 3 times. Last update was at 2021/11/29 09:29:07


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






Personally, I'm wondering whether there is a game reason to not run kill rigs instead of kannonwagons.
While there obviously is the issue of needing an expensive model with questionable aesthetics, statwise the kill rig feels superior.

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 dk
Longtime Dakkanaut




Danmark

Well. I would assume people run Kannon wagons to hold the backline, which the Kill rig cant do. The wurrtower only shoots 24 inches or something.


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

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





Prague

 addnid wrote:

1. What I was saying is that BS5 with +1 to hit isn't exactly the same as BS4, and you are saying the same thing.
2. Yes, they are both anti tank vehicules which cost a lot of points, so we can absolutely compare them, One sits in the back, the other has to fly "forward" or "sidewards". One alpha strikes much harder, then tends to die, the other will probably stay until more or less then end of game, but won't alpha strike nearly so hard.
3. You are right that if something gives it -1 to hit, making it hit on 5s, it won't do much, so freebooters can be very important on Kannonwagons (or blood axe, because blood axe kommandos can do the no cover strat, but it can be hard to set up I think, so freebooter = better. Blood axe Kannonwagon can also disengage and shoot his blast gun, and gets a 2+ if shot from far away, but still, I think freebooter = better).
Speedwaagh and freebooter is the way to go indeed, but everyone, including me before I switched to "non speed" waagh lists, seems to be running wasboms instead these days when doing freebooters.

Do you still play Kannonwagons ? I would be interested to see your current list. Perhaps 2 wazboms and 1 kannonwagon can all fit into a list, or 1 waz and 2 KWagons.

After two games saturday, my current list has room for 140 points, but it is a (not speed)waagh list so of course I won't be filling these 140 points with Kannonwagon or Wazbom.

Ok, so we see it the same way.

Yes, I used to play jets in the old codex and than switch go Kannonwagons, because of “boots on ground” and “die too fast”. With the new codex, I switched back to jets. They were cool, but it was about the margins - as usually - 4 was enough to break the enemy T1 but was pretty broken. If go first, opponent had pretty often no chance. With 3 wazbooms and 3 dakkajets, totaly broken. After dataslate - Two are strong but do get over this margin. So I switched back to Kannonwagons (and to jets, and to wagons couple of times..) and now I' m very solid in Kannonwagons. Simply like them more.

I' ve tried the 2 KW + 2 wazbooms too but it' s too many points in some fire support somewhere. Not so many units left fo do some actual stuff.

My current list:
Spoiler:


++ Outrider Detachment -3CP (Orks) [77 PL, 1,505pts, 7CP] ++

+ Configuration +

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

Clan Kultur: Freebooterz

Detachment Command Cost [-3CP]

+ HQ +

Beastboss on Squigosaur [8 PL, 145pts, -2CP]: 4. Brutal but Kunnin, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Fast Attack +

DeffKoptas [8 PL, 200pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

DeffKoptas [8 PL, 200pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Rukkatrukk Squigbuggies [15 PL, 270pts]
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy

Shokkjump Dragstas [10 PL, 170pts]
. Shokkjump Dragstas
. Shokkjump Dragstas

+ Heavy Support +

Kannonwagon [9 PL, 170pts]: 3x Big Shoota

Kannonwagon [9 PL, 170pts]: 3x Big Shoota

++ Patrol Detachment 0CP (Orks) [28 PL, 490pts, -1CP] ++

+ Configuration +

Clan Kultur: No Clan / Specialist Mob

Detachment Command Cost

+ HQ +

Big Mek in Mega Armour [6 PL, 115pts]: Da Krushin' Armour, Kustom Force Field, Kustom Mega-Blasta

Warboss on Warbike [6 PL, 115pts, -1CP]: 3. 'Ard as Nails, Da Killa Klaw, Power Klaw, Stratagem: Extra Gubbinz, Warlord

+ Troops +

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

+ 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

+ Fast Attack +

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

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

++ Total: [105 PL, 6CP, 1,995pts] ++


KW and squigbuggies sit in the back. Screen my deploy to deny the secondaries (say hello go RODs) and trigger the freeboota trait.
Shockjumps and Scrapjets do the castle on midfield and one side. Warboss and Squigboss organize the second wing and slowly advancing forward.
Kommandos do kommandos things.
Deffkoptas and 1-2 stromboyz in DS.

T1 is “preparing the positions” and if there is no “week target” to trigger FB trait easily, I prepare one hard target to “last wound” to be killed in T2 easily.

T2 I call Speedwaagh, drop Koptas and shoot like a hell. In the best scenario, I drop them in or close to enemy deploy.

I took Behind enemy lines - 2 squads of koptas should score them since T2, since T3-4 one of the warbosses should be already in enemy deploy and score too.
Second secodnary is Banners (6 objective missions) or Gitz (low objective mission) - both makes enemy move out of his deploy and stop me. This gets him in range of my 24” guns. And makes space for Koptas. And I can score high in later turns to 15VP.

Kommandos and grots rise the first banners. Stormboyz tend to drop later and do the banners or gitz on the later phase of the game.


Automatically Appended Next Post:
Beardedragon wrote:
Well. I would assume people run Kannon wagons to hold the backline, which the Kill rig cant do. The wurrtower only shoots 24 inches or something.


Yeah, but if you play Waagh, it makes sence to skip the bacline at all. You have army wide advance and charge, so it seems to be good to focus on advance and charge. With everything.


Automatically Appended Next Post:
 Jidmah wrote:
Personally, I'm wondering whether there is a game reason to not run kill rigs instead of kannonwagons.
While there obviously is the issue of needing an expensive model with questionable aesthetics, statwise the kill rig feels superior.


I 'm working on cool looking Killrigs totaly dyno-free. And because I suffer the terrible lack of sutiable parts, it seems we do it like STL with my buddy who runs the STL company. Wait for the first quater of the next year.

This message was edited 4 times. Last update was at 2021/11/29 10:11:17


10500p and one Ad Mech T-shirt 
   
Made in dk
Longtime Dakkanaut




Danmark

I would never entirely skip the backline, Waaagh or not.

But sure i would not run a kannon wagon in a normal waaagh. I would, however, have maybe some grots or mek guns to hold out at the back

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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
Personally, I'm wondering whether there is a game reason to not run kill rigs instead of kannonwagons.
While there obviously is the issue of needing an expensive model with questionable aesthetics, statwise the kill rig feels superior.


Squigbuggies were all the hotness since the codex dropped. I have 0 of them with plans to buy....0. I think the model looks like crap and as such I don't want to buy it The exact same is true of the Killrig. The only reason I would want to buy one at all is because its so big and open I can probably get away with modding the hell out of it and turn it into a pirate ship or something insane. I saw a guy who turned one into a Santa Clause sleigh

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Dakka Veteran






 Jidmah wrote:
Hey guys, it's kind of hard to discuss multiple lists at once in one thread, so I would like to point to the rules in the first post - use the army list forum and drop a link to your post in this thread, usually a good number of ladz will follow those links and provide dedicated feedback.


Thanks for the heads up Jidmah! I have edited my original post and pointed them to the Army List page here: https://www.dakkadakka.com/dakkaforum/posts/list/0/802225.page#11263770

   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

SemperMortis wrote:
 Jidmah wrote:
Personally, I'm wondering whether there is a game reason to not run kill rigs instead of kannonwagons.
While there obviously is the issue of needing an expensive model with questionable aesthetics, statwise the kill rig feels superior.


Squigbuggies were all the hotness since the codex dropped. I have 0 of them with plans to buy....0. I think the model looks like crap and as such I don't want to buy it The exact same is true of the Killrig. The only reason I would want to buy one at all is because its so big and open I can probably get away with modding the hell out of it and turn it into a pirate ship or something insane. I saw a guy who turned one into a Santa Clause sleigh


Yeah, squigbuggies are super ugly. Don' t tell me about it. Spent last two months to do something with them…

[Thumb - 07BC6D30-6ED1-4A98-99C9-2BDB2158F9FB.jpeg]

This message was edited 5 times. Last update was at 2021/11/29 15:24:40


10500p and one Ad Mech T-shirt 
   
Made in us
Longtime Dakkanaut




CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


Here is a super secret awesome sauce secondary for warbikers in speed mob…

Deploy teleport homers is one of the only actions that work with warbikers
AND
Speed mob has a special rule that states “each time this unit advances in your movement phase until the end of your shooting phase it counts as having made a normal move instead.”

which means a speedmob is the only detachment where you can advance and complete this action for potentially 4vp per turn but you still can’t shoot except…

…. since your biker unit is bloodaxes you can also use tactical awareness strat to do an action and still use range attacks but it’s not really worth 2cp.

Honestly the only real use for bloodaxes in that detachment is you can use get ‘em trapped strat for exploding 6s on melee on an enemy for 2cp. Which isn’t that bad if you have 2 or more biker units engaged with an enemy. Which if your warlord is freebooter and you are not going to take evil suns faster then yoos warlord trait makes bloodaxes the best biker detachment clan in speedmob since all other clan Strats/relics are warlord locked.

This is a good secondary against most armies however some secondaries such as abhor the witch vs greyknights or TS, Titan slayer vs most knight armies or assasinate vs characrrr heavy armies may be better..
If facing an army whose able to freely delete a warbiker unit at will you might want to try engage on all fronts or behind enemy lines; to the last is okay on some speed mobs but I’ll be hesitant since those deffkoptas have some heavy lifting triggering freebooter for wazboms.

This message was edited 9 times. Last update was at 2021/11/29 18:11:19


 
   
Made in us
Regular Dakkanaut




gungo wrote:
CaptainO wrote:
I'm running a bike heavy speed mob list in a UK GT in January. Thoughts welcome especially on secondaries (more specifically secondaries to take against other common faction lists, admech/IG/drukhari etc). I'll try and post the missions when the game pack is released.

Spoiler:


++ Outrider Detachment -3CP (Orks) [52 PL, 8CP, 1,020pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: Da Killa Klaw, Power Klaw, Speed King (Speed Mob), Stratagem: Big Boss

+ Fast Attack +

Nobz on Warbikes [5 PL, 105pts]: Madboyz
. Boss Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga
. Nob on Warbike: Big Choppa, Slugga

Nobz on Warbikes [5 PL, 110pts]
. Boss Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Killsaw, Slugga
. Nob on Warbike: Choppa, Slugga

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

Warbikers [12 PL, 230pts]
. Boss Nob: Big Choppa
. 8x Warbiker w/ Choppa: 8x Choppa, 16x Dakkagun

++ Outrider Detachment 0CP (Orks) [45 PL, -1CP, 980pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz, Warlord

+ Fast Attack +

DeffKoptas [8 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]: Pyromaniacs
. Kustom Boosta Blastas

Rukkatrukk Squigbuggies [7 PL, 115pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Total: [97 PL, 7CP, 2,000pts] ++

Created with BattleScribe


Here is a super secret awesome sauce secondary for warbikers in speed mob…

Deploy teleport homers is one of the only actions that work with warbikers
AND
Speed mob has a special rule that states “each time this unit advances in your movement phase until the end of your shooting phase it counts as having made a normal move instead.”

which means a speedmob is the only detachment where you can advance and complete this action for potentially 4vp per turn but you still can’t shoot except…

…. since your biker unit is bloodaxes you can also use tactical awareness strat to do an action and still use range attacks but it’s not really worth 2cp.

Honestly the only real use for bloodaxes in that detachment is you can use get ‘em trapped strat for exploding 6s on melee on an enemy for 2cp. Which isn’t that bad if you have 2 or more biker units engaged with an enemy. Which if your warlord is freebooter and you are not going to take evil suns faster then yoos warlord trait makes bloodaxes the best biker detachment clan in speedmob since all other clan Strats/relics are warlord locked.

This is a good secondary against most armies however some secondaries such as abhor the witch vs greyknights or TS, Titan slayer vs most knight armies or assasinate vs characrrr heavy armies may be better..
If facing an army whose able to freely delete a warbiker unit at will you might want to try engage on all fronts or behind enemy lines; to the last is okay on some speed mobs but I’ll be hesitant since those deffkoptas have some heavy lifting triggering freebooter for wazboms.


Mega feedback thanks.Very interesting that you say I'd be able to perform actions after advancing with all "adrenaline junkies" warbikers as the only reason I was taking blood axes was to access tactical awareness. You sure about that?. Is that both deploy teleport homers (DTH) and get the get the good Bitz (GTGB)?

If that's the case I'd be more tempted to run the two detachments as flashgitz and evil sunz as you say. Having the warboss as freebootas gives me the badskull banna warboss on bike who is now obsec which is a great way to steal an objective. Access to evil sunz strat, trait and relic would be nice though. I'm correct in saying nob bikers aren't core?

I'm actually considering running the deffkoptas as fly boys for the +1 to save which would mean they wouldn't directly set off the freeboota+1. My plan was to use them or some warbikers to soften up a unit then finish it with the freeboota rukkatrukk to get the +1. Is this too risky?

I plan to spend 90% of my CP keeping the deffkoptas safe/causing mortals on the charge (3cp total for a ceiling of 18 mortals (all be it super variable)and a 3d6 rerollavle charge looks great)
   
 
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