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Made in dk
Longtime Dakkanaut




Danmark

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

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork

+ Troops +

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

+ Elites +

Kommandos [8 PL, 125pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 125pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

+ Fast Attack +

Stormboyz [6 PL, 110pts]
. Boss Nob: Choppa
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Heavy Support +

Mek Gunz [3 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

++ Patrol Detachment -2CP (Orks) [39 PL, -4CP, 720pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

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

+ Troops +

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

+ Elites +

Kommandos [8 PL, 125pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

+ Fast Attack +

Stormboyz [6 PL, 110pts]
. Boss Nob: Choppa
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

Stormboyz [6 PL, 110pts]
. Boss Nob: Choppa
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Flyer +

Blitza-bommer [8 PL, 150pts]: Flyboyz

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment 0CP (Orks) [37 PL, -1CP, 705pts] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Beastboss on Squigosaur [8 PL, 150pts]: 3. 'Ard as Nails, Beasthide Mantle, Thump Gun, Warlord

+ Troops +

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

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

+ Heavy Support +

Kill Rig [10 PL, -1CP, 190pts]: 2. Frazzle, 6. Squiggly Curse, Rezmekka's Redder Paint (Evil Sunz), Stratagem: Extra Gubbinz

+ Flyer +

Blitza-bommer [8 PL, 150pts]

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [110 PL, 5CP, 1,995pts] ++


So i went ahead and found my close combat units and made this list and played against a pretty good (well at least pretty decent) Thousand Sons army. I liked the idea of turn 1 charges and took some inspiration from Sempers list. This isnt the best version of this list i could make, like, the evil sunz squigosaur boss with his evil sunz kill rig, but i wanted to try it out for the giggles. This way with my Evil sunz kill rig with Redder paint, i would move a minimum of 17 inches if i advanced.

I also wanted to try using 2x blitza bommers to fly over the enemy and punishing my enemy for going in to a defensive circle to avoid being over run by my horde.

If i had to make this army truly good i would get more mek Gunz and completely remove Evil Sunz. Im unsure if i would keep the bommers or Kill Rigs. Either way, something had to be removed to make room for deff koptas and Mek Gunz.

Anyway, i got turn 1 (RIP enemy) and by the end of MY movement in turn 2 my enemy looked at me and said: If we keep on ill only have 7 terminators left by turn 2. everything else would have been buried under a mountain of choppas

This army with the idea of 30 kommandos, 30 stormboyz and 20 trukk boys is pretty damn powerful, and kommandos are absolute MVPs. So much fury and power in such a small cheap unit with distraction grot and a bomb squig. I kind of wished he had turn 1 though. Also those kommandos absolutely eviscerate vehicles.

My Kill Rig didnt make it in to combat because i blocked him by accident but i also didnt need him. He was a sponge that got shot at. My Blitza bommers didnt do anything at all because he decided to spread out to avoid getting bombed, but by doing so, left himself open to my horde of infantry charging in.

My squig boss never got in to combat and neither did my warboss. And while my weirdboy could buff my guys he will be useless in the future. I was lucky i had some cover i could hide him behind, because he didnt get Look out sir at all because everyone left him behind lol. So he'll be ditched. Maybe i should try out Boss Zagstrukk to aid the stormboyz? Although even there im not sure i like Stormboyz over Warbikers. Sure you get more attacks with stormboyz (because they are cheaper, so you can have more), but stormboyz only move 18 inches, which still leaves you a bit away from enemy DZ. Warbikers at least move 20 inches, though they cant fly. i had 2x 10 stormboyz holding objectives because they couldnt reach anything. Which i guess werent too bad in the end, given someone did have to hold objectives in the middle. They made it in by turn 2 first (or would have if we went further than my movement turn 2). Maybe warbikers really are better.

Ill really have to try more games with the blitza bommers. The negative is they can always be shot down and you dont necessarily get super value for the bombs, the positive is the enemy will actively try not to deploy in a big circle which is what i want. If he does deploy defensively, he gets bombed. If he thins out, he gets over run.

So maybe the units are good even though i didnt get a lot of good rolls off with bombs. Im not sure yet.

This message was edited 6 times. Last update was at 2021/12/07 20:48:40


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

- About Dawn of War 3 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Freeboota does help the Squigboss, but not if hes your only melee.
Freeboota bonus is +1 to hit period, not shooting. It just needs to be triggered in the fight phase.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gt
Regular Dakkanaut




The new "leaked secondaries" for gt2022 are interesting. Slight nerf to killrig giving up 3vp for bring it down. New Retrieve...nachmund data (new ROD) can now be done by bikes which. Will make it my 3rd safe choice for my speed mob army. 3x9 man warbikers will be able to get it done easier than deploy teleport homers.

This message was edited 1 time. Last update was at 2021/12/07 22:26:02


 
   
Made in dk
Longtime Dakkanaut




Danmark

CaptainO wrote:
The new "leaked secondaries" for gt2022 are interesting. Slight nerf to killrig giving up 3vp for bring it down. New Retrieve...nachmund data (new ROD) can now be done by bikes which. Will make it my 3rd safe choice for my speed mob army. 3x9 man warbikers will be able to get it done easier than deploy teleport homers.


i absolutely fail to understand why with the third new book we will have a third new fething name for scramblers.

From scramblers to Rod to... Retrieve Nachmund Data (RND?).

At least scramblers was easy to say, ROD was easy to say because ROD is an actual word, but RND isnt a word. And i sure as hell isnt gonna say Nachmund. it sounds werid. I get some crazy WW2 vibes.


Why because they change the secondary, must it have a new name. And why a name like Nachmund or a sentence that cant be said easily

This message was edited 2 times. Last update was at 2021/12/07 22:50:09


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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
CaptainO wrote:
The new "leaked secondaries" for gt2022 are interesting. Slight nerf to killrig giving up 3vp for bring it down. New Retrieve...nachmund data (new ROD) can now be done by bikes which. Will make it my 3rd safe choice for my speed mob army. 3x9 man warbikers will be able to get it done easier than deploy teleport homers.


i absolutely fail to understand why with the third new book we will have a third new fething name for scramblers.

From scramblers to Rod to... Retrieve Nachmund Data (RND?).

At least scramblers was easy to say, ROD was easy to say because ROD is an actual word, but RND isnt a word. And i sure as hell isnt gonna say Nachmund. it sounds werid. I get some crazy WW2 vibes.


Why because they change the secondary, must it have a new name. And why a name like Nachmund or a sentence that cant be said easily


Nachmund I believe is a place near Vigilus, as in the short lived 8th ed expansion books Vigilus Defiant and Vigilus Burns. Looks like they're planning on revisiting that sector for the next Warzone series and it's highly likely to be tied to the upcoming Chaos release, similar to how we had ROD in response to the new Orks book and the corresponding Octarius warzone books.
   
Made in dk
Longtime Dakkanaut




Danmark

 Grimskul wrote:
Beardedragon wrote:
CaptainO wrote:
The new "leaked secondaries" for gt2022 are interesting. Slight nerf to killrig giving up 3vp for bring it down. New Retrieve...nachmund data (new ROD) can now be done by bikes which. Will make it my 3rd safe choice for my speed mob army. 3x9 man warbikers will be able to get it done easier than deploy teleport homers.


i absolutely fail to understand why with the third new book we will have a third new fething name for scramblers.

From scramblers to Rod to... Retrieve Nachmund Data (RND?).

At least scramblers was easy to say, ROD was easy to say because ROD is an actual word, but RND isnt a word. And i sure as hell isnt gonna say Nachmund. it sounds werid. I get some crazy WW2 vibes.


Why because they change the secondary, must it have a new name. And why a name like Nachmund or a sentence that cant be said easily


Nachmund I believe is a place near Vigilus, as in the short lived 8th ed expansion books Vigilus Defiant and Vigilus Burns. Looks like they're planning on revisiting that sector for the next Warzone series and it's highly likely to be tied to the upcoming Chaos release, similar to how we had ROD in response to the new Orks book and the corresponding Octarius warzone books.


yea that i get but retrieve Nachmund data sounds stupid :( Its not an easy secondary to say like "ROD" or "Scramblers" or "No Prisoners".

I expect this to either just be called "Data", "Retrieve Data" or "RND"

This message was edited 2 times. Last update was at 2021/12/07 23:56:38


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

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut




RND looks like it's the secondary of choice for bike heavy speed mobs at least. I imagine deploy teleport homers will become the go to for non army of renown lists due to their access to kommandos.

Engage remains good for orks due to plentiful vehicles and larger squad size.

The changes to no prisoners might effect some lists but the fact most of our vehicles are 9 or less sounds means we weren't stung too bad by the changes to bring it down (minus killrigs/battlewagons)

Overall I think orks did well out of the new secondaries
   
Made in us
Longtime Dakkanaut




 Vineheart01 wrote:
Freeboota does help the Squigboss, but not if hes your only melee.
Freeboota bonus is +1 to hit period, not shooting. It just needs to be triggered in the fight phase.

Squigboss has his own +1 to hit in melee aura… so unless he has a -1 to hit the freebooter kultur is not really helping much.


Automatically Appended Next Post:
CaptainO wrote:
RND looks like it's the secondary of choice for bike heavy speed mobs at least. I imagine deploy teleport homers will become the go to for non army of renown lists due to their access to kommandos.

Engage remains good for orks due to plentiful vehicles and larger squad size.

The changes to no prisoners might effect some lists but the fact most of our vehicles are 9 or less sounds means we weren't stung too bad by the changes to bring it down (minus killrigs/battlewagons)

Overall I think orks did well out of the new secondaries

Surprised aircraft was left to still do engage.. that’s a huge help for us still.

Regarding the new missions they didn’t seem to go bad for us HOWEVER
I want to see if we got an admech type points nerf or a drukari type points nerf.
I’m fairly positive squigbuggies and dakkajets are going to get slammed…
However orks have a few units that if they decided to lower the points cost they could become incredibly efficient as well.

It’s not going to happen In Chapter approved but I most want to see is nob bikers get +1 wound, -1 to hit cloud of smoke ability and +6 adv big red button ability. That change alone would make speed mob army of renown significantly better as nob bikers would finally be a great close combat unit.

This message was edited 2 times. Last update was at 2021/12/08 01:17:40


 
   
Made in us
Been Around the Block




Are Nobz actually kind of good now? I get that the common belief is a firm “meh”, but they can be Trukkboyz, and they can double up on choppas unless I am misreading their data sheet.
   
Made in ca
Gargantuan Gargant






Rivener wrote:
Are Nobz actually kind of good now? I get that the common belief is a firm “meh”, but they can be Trukkboyz, and they can double up on choppas unless I am misreading their data sheet.


They're not great at their current price tag. You won't make your list suck by taking them but honestly they don't really fill a niche that Orks need right now, which is more anti-infantry CC. Kommandos do their job but better in the elite slot. If they were troops they would be more palatable since at least they would be a better troop tax than Trukk boyz atm. As is, they're a CC unit that doesn't bring much to the table sadly.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Vineheart01 wrote:
Freeboota does help the Squigboss, but not if hes your only melee.
Freeboota bonus is +1 to hit period, not shooting. It just needs to be triggered in the fight phase.

Yes, that is right of course. But only pther melee are the koptas. I tried to do “beastboss trigger the +1 for koptas” but it was so rare I skipped it and go Madboy right now.

9500p fullpaint orks ready to krump!

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




Italy

 Tomsug wrote:


Don' t do it. Kannonwagon is there to sit in the backline and screen and shoot. It is already too expensive to do this. Do not make this backfield blob even more expensive.


Not to mention that lootas want to be in mid range in order to get max shots while kannonwagons like to hide in a far corner trying to be out of range vs enemy shooting. They don't really match well.


Automatically Appended Next Post:
Rivener wrote:
Are Nobz actually kind of good now? I get that the common belief is a firm “meh”, but they can be Trukkboyz, and they can double up on choppas unless I am misreading their data sheet.


They are ok with dual choppas as an alternative to boyz, they might even be ok with a mix of choppas/big choppas but if you want them doing the heavy work then meganobz are simply much better, and they can also be trukkboyz.

This message was edited 1 time. Last update was at 2021/12/08 07:34:45


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Rivener wrote:
Are Nobz actually kind of good now? I get that the common belief is a firm “meh”, but they can be Trukkboyz, and they can double up on choppas unless I am misreading their data sheet.


There actually has been someone placing well with a unit of trukk nobz that were all equipped with big choppas. As long as you don't invest in ranged weapons and keep them cheap, you can probably make them work. The only issue with that idea is that you have to take non-trukkboy troops.


Automatically Appended Next Post:
I have an issue of my own that I have no good solution for. How do you guys get rid of tomb blades?
Normally, I would just ignore them, but they have been accumulating crusade battle honors to a point where it is very dangerous to let them live for too long.
However, shooting -1 to hit 3+/5++ with reanimation protocols, living metal and babysitted by a technomancer has become a PITA. Any suggestions?

This message was edited 2 times. Last update was at 2021/12/08 11:38:32


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




Danmark

Surprise!
Use this Stratagem at the start of the Fight phase. Select one BLOOD AXES KOMMANDOS unit that is wholly within an Area Terrain feature. Until the end of the phase:

bla bla bla.

My question is about the wholly within thing on a terrain; does that mean that the entire base of every single kommando model has to be wholly within that area, or does it simply mean that all my kommandos must benefit from that terrain by touching it, even though the entirety of the base isnt inside of it?

normally you benefit from the terrain when you touch it even if you arent standing entirely on it.

Because if you have to be directly "wholly within" with all your bases on the terrain piece that does limit that ability a bit.

I took the wording from wahapedia maybe they have worded it differently in the book. i dont know. I somehow recall that the book worded it differently which might change something. Im not sure, i dont have the book

This message was edited 4 times. Last update was at 2021/12/08 13:55:39


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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
Rivener wrote:
Are Nobz actually kind of good now? I get that the common belief is a firm “meh”, but they can be Trukkboyz, and they can double up on choppas unless I am misreading their data sheet.


There actually has been someone placing well with a unit of trukk nobz that were all equipped with big choppas. As long as you don't invest in ranged weapons and keep them cheap, you can probably make them work. The only issue with that idea is that you have to take non-trukkboy troops.


Automatically Appended Next Post:
I have an issue of my own that I have no good solution for. How do you guys get rid of tomb blades?
Normally, I would just ignore them, but they have been accumulating crusade battle honors to a point where it is very dangerous to let them live for too long.
However, shooting -1 to hit 3+/5++ with reanimation protocols, living metal and babysitted by a technomancer has become a PITA. Any suggestions?


Given that it's crusade and thus less competitive in the conventional sense, Flash Gitz oddly sound like an okay counter to what you're referring to. Being BS4+ base means moving and shooting with their heavy weapons in a transport to be in range of tomb blades means nothing since they have a -1 to hit anyways from the tomb blades. It also means you're at least hitting them on our "regular" typical Orky BS versus basically being relegated to a 6+ to hit unless you're lucky enough to have stacked +1's to hit from being Freebootas. AP-2 and D2 makes them right on the money for the damage and AP needed to get past the armour but not overdo it so that their invuln has value. If you're lucky enough to have the opportunity to actually disembark your Flash Gitz into firing range, you can spend the 2CP to fire again with them to make sure you finish them off completely (assume they're the closest in range).

Other than that, Trukk Boyz Nobz with all Big Choppas may not be a terrible idea since they're one of the few units that could probably catch them in CC.


Automatically Appended Next Post:
Beardedragon wrote:
Surprise!
Use this Stratagem at the start of the Fight phase. Select one BLOOD AXES KOMMANDOS unit that is wholly within an Area Terrain feature. Until the end of the phase:

bla bla bla.

My question is about the wholly within thing on a terrain; does that mean that the entire base of every single kommando model has to be wholly within that area, or does it simply mean that all my kommandos must benefit from that terrain by touching it, even though the entirety of the base isnt inside of it?

normally you benefit from the terrain when you touch it even if you arent standing entirely on it.

Because if you have to be directly "wholly within" with all your bases on the terrain piece that does limit that ability a bit.

I took the wording from wahapedia maybe they have worded it differently in the book. i dont know. I somehow recall that the book worded it differently which might change something. Im not sure, i dont have the book


It is wholly within in the book and that means you have to have your entire base within the terrain piece as far as I know.

This message was edited 1 time. Last update was at 2021/12/08 14:13:17


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I should have mentioned that I'm running a speedwaaagh
It's also not as casual as you might think, the major difference to regular games is less lethality and people not aiming for the game win sometimes, but that is kind of offset by extra CP or battle honors boosting lethality again. After a few games you can also assume that every character has a WL trait and a relic.

Flash gits kind of suck in crusade as well, for the same reasons they do in matched play. You tend to have smaller games and PL 7 is hard to justify in a 25 or 50 PL game, as it's a huge chunk of your army and they implode to someone throwing plasma, autocannons or psychic powers at them. Putting them in a trukk or battlewagon to protect them isn't exactly affordable at combat patrol or incursion levels.

But I do have a unit of trukkboyz, so tarpitting them might be an option. Upgrading a new nobz unit to trukk boyz doesn't work that well as you need to collect 16 experience before you can become a specialist mob.
I might also try just driving a buggy into them, I bleive there is no way for them to fall back and shoot.

This message was edited 2 times. Last update was at 2021/12/08 14:17:35


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






 Jidmah wrote:
I should have mentioned that I'm running a speedwaaagh
It's also not as casual as you might think, the major difference to regular games is less lethality and people not aiming for the game win sometimes, but that is kind of offset by extra CP or battle honors boosting lethality again. After a few games you can also assume that every character has a WL trait and a relic.

Flash gits kind of suck in crusade as well, for the same reasons they do in matched play. You tend to have smaller games and PL 7 is hard to justify in a 25 or 50 PL game, as it's a huge chunk of your army and they implode to someone throwing plasma, autocannons or psychic powers at them. Putting them in a trukk or battlewagon to protect them isn't exactly affordable at combat patrol or incursion levels.

But I do have a unit of trukkboyz, so tarpitting them might be an option. Upgrading a new nobz unit to trukk boyz doesn't work that well as you need to collect 16 experience before you can become a specialist mob.


Ahhhh, gotcha. Sorry, I'm not very familiar with crusade rules and how it works in terms of progression/cost for unit upgrades so I wasn't sure how easy it would be for you to slot in new units. You mentioned that you are running a speedwaaagh, do you have any squigbuggies at all? Not sure how much a kustom job costs, but a Nitro Squig buffed squigbuggy or even just a unit of squig buggies might not be a bad choice since their main gun has a +1 to hit already and you can shoot out of LoS so it's hard for them to hide from you.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Yeah, got squig buggies, but my math amounts to just one dead model on average, kustom job or not. I might just have to dogpile them with everything I got and pray that he doesn't roll too many RP doubles.

This message was edited 1 time. Last update was at 2021/12/08 14:31:08


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





Nebraska, USA

My single squigbuggy has been kinda the reason a lot of people hate facing me in my crusade.
Im not even hiding it fully, just not giving them full access to shoot it back. Its killed like 15 marines each game for me lol

To think originally i had 2 in there but decided to drop one both for more troops (actions are seriously important in crusades) and be less of a dick lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
I should have mentioned that I'm running a speedwaaagh
It's also not as casual as you might think, the major difference to regular games is less lethality and people not aiming for the game win sometimes, but that is kind of offset by extra CP or battle honors boosting lethality again. After a few games you can also assume that every character has a WL trait and a relic.

Flash gits kind of suck in crusade as well, for the same reasons they do in matched play. You tend to have smaller games and PL 7 is hard to justify in a 25 or 50 PL game, as it's a huge chunk of your army and they implode to someone throwing plasma, autocannons or psychic powers at them. Putting them in a trukk or battlewagon to protect them isn't exactly affordable at combat patrol or incursion levels.

But I do have a unit of trukkboyz, so tarpitting them might be an option. Upgrading a new nobz unit to trukk boyz doesn't work that well as you need to collect 16 experience before you can become a specialist mob.
I might also try just driving a buggy into them, I bleive there is no way for them to fall back and shoot.


Ramming speed on 3x scrapjets? Mortal wounds on movement phase don’t care about -1to hit or invul. Only 5 mortals so that’s much better in a speed mob… for ~8 mortals instead. Either way that’s followed up with 12x str8 ap-2 (so 5+ sv anyway) d3 atks probbaly hitting on 3+ if freebooter. Should put a decent dent into the tombblades.

Get them locked in terrain with 10x kommandos 3+ sv 5toughness and if bloodaxe -1 to hit… should slow them a bit.

This message was edited 2 times. Last update was at 2021/12/08 15:51:04


 
   
Made in dk
Longtime Dakkanaut




Danmark

Hey Grimskull.

Thanks for your answer. I was fearing thats how it worked.. that definitely makes me less eager to play a kommando detatchment as blood axes.

Even with all these new rules they get, Kommandos just seem way better with goffs regardless

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

- About Dawn of War 3 
   
Made in us
Stabbin' Skarboy





Only use I could maybe see with new blood axes is generating ~2.5 cp a turn instead of 1 through the discount wlt and the one relic.

Shame we don’t have many good strats to use it on.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
Hey Grimskull.

Thanks for your answer. I was fearing thats how it worked.. that definitely makes me less eager to play a kommando detatchment as blood axes.

Even with all these new rules they get, Kommandos just seem way better with goffs regardless


Yeah, it sucks they made it so conditional considering that it legitimately is a cool strat, it's just too restrictive and dependent on the type of terrain you usually play on.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Holly trinity of the optimal lists on goonhammer

Freebootas buggy spam with jets, goff killrig preasure and speed mob of speedy speed with deffkoptas.

Semper! Krump harder!

https://www.goonhammer.com/competitive-innovations-in-9th-december-duels/

9500p fullpaint orks ready to krump!

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






gungo wrote:
Ramming speed on 3x scrapjets? Mortal wounds on movement phase don’t care about -1to hit or invul. Only 5 mortals so that’s much better in a speed mob… for ~8 mortals instead. Either way that’s followed up with 12x str8 ap-2 (so 5+ sv anyway) d3 atks probbaly hitting on 3+ if freebooter. Should put a decent dent into the tombblades.

Well, the idea isn't too bad - my current Waaagh!boss is a deffkilla wartrike with shokka hull and roadkilla, so he might get some work done with ramming speed as well.

Get them locked in terrain with 10x kommandos 3+ sv 5toughness and if bloodaxe -1 to hit… should slow them a bit.

He is a fairly decent player and this is his star unit, so locking them with infantry is unlikely.
   
Made in dk
Longtime Dakkanaut




Danmark

 Grimskul wrote:
Beardedragon wrote:
Hey Grimskull.

Thanks for your answer. I was fearing thats how it worked.. that definitely makes me less eager to play a kommando detatchment as blood axes.

Even with all these new rules they get, Kommandos just seem way better with goffs regardless


Yeah, it sucks they made it so conditional considering that it legitimately is a cool strat, it's just too restrictive and dependent on the type of terrain you usually play on.


indeed.

It always puzzled me why Blood axe kommandos arent the best kommandos. Like berzerkers if you run world eaters, Kommandos should be troop choices if you run blood axes.

Theres just nothing so far that beats Goff Kommandos which is very weird.

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

- About Dawn of War 3 
   
Made in us
Stabbin' Skarboy





So I haven’t really seen much about grot tanks (more the mega kind) after the codex dropped. Is there still a place for a 7 skorcha one?, or maybe 7 rokkits/kmb if you really want something dead.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
 Grimskul wrote:
Beardedragon wrote:
Hey Grimskull.

Thanks for your answer. I was fearing thats how it worked.. that definitely makes me less eager to play a kommando detatchment as blood axes.

Even with all these new rules they get, Kommandos just seem way better with goffs regardless


Yeah, it sucks they made it so conditional considering that it legitimately is a cool strat, it's just too restrictive and dependent on the type of terrain you usually play on.


indeed.

It always puzzled me why Blood axe kommandos arent the best kommandos. Like berzerkers if you run world eaters, Kommandos should be troop choices if you run blood axes.

Theres just nothing so far that beats Goff Kommandos which is very weird.


For sure, I guarantee you that if it was an older edition that taking a detachment with the Blood Axes klan trait would make Kommandos count as a troops option. Unfortunately, that's a design choice that isn't repeated anymore in 9th. Similar to how part of the Snakebitez trait gives bonuses to Squig units, I feel like Blood Axes should have made the cover aspect of their trait more relevant like always counting INFANTRY units to be wholly within cover if half or more of the unit is within 1" of a terrain piece or something alongside making Blood Axe units count as being in light cover when outside of 12" from enemy units.
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
gungo wrote:
Ramming speed on 3x scrapjets? Mortal wounds on movement phase don’t care about -1to hit or invul. Only 5 mortals so that’s much better in a speed mob… for ~8 mortals instead. Either way that’s followed up with 12x str8 ap-2 (so 5+ sv anyway) d3 atks probbaly hitting on 3+ if freebooter. Should put a decent dent into the tombblades.

Well, the idea isn't too bad - my current Waaagh!boss is a deffkilla wartrike with shokka hull and roadkilla, so he might get some work done with ramming speed as well.

Get them locked in terrain with 10x kommandos 3+ sv 5toughness and if bloodaxe -1 to hit… should slow them a bit.

He is a fairly decent player and this is his star unit, so locking them with infantry is unlikely.


If it’s a goff detachment iron gob relic can also be funny… although that’s still likely not enough mortal wounds to do much..other then kill 1-2 tomb blades on charge.
   
Made in us
Longtime Dakkanaut




Rivener wrote:
Are Nobz actually kind of good now? I get that the common belief is a firm “meh”, but they can be Trukkboyz, and they can double up on choppas unless I am misreading their data sheet.


They are firmly Meh.

10 Trukkboyz is 90pts, you get 9 boyz and a Nob with Double Choppas. 90pts of nobz is 5 naked nobz who at best have double choppas.

9 Trukkboyz gets you 27 S4 attacks and 5 S5 attacks.
5 Trukk Nobz gets you 25 S5 attacks.

Durability wise, the Nobz are 10 T5 wounds with 4+ armor compared to 11 T5 wounds with 6+ armor.

The biggest hit, and the biggest reason I don't take trukk nobz is that Trukk boyz fill up a Troop tax in a patrol detachment, Trukk Nobz do not. So the cost to take trukknobz is also multiple CP, OR its taking a 50-90pt tax unit on top of trukknobz.

Even if they became troops they are still too expensive, they cost the exact same as a Tac Marine who isn't exactly renowned for his usefulness atm.

If you filled the trukk with 10 Trukknobz it would run you 250pts and at that point, its less a throwaway alphastrike unit and more a "Must complete its job" unit. I just don't like putting too many eggs in one basket for an alpha strike unit.

 Tomsug wrote:
Semper krumps under the radar

 
   
 
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