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Made in eu
Mekboy Hammerin' Somethin'





United Kingdom

I think there's definitely a place for a 10-strong unit of Choppa/Big Choppa Trukknobs, they hit like a truck compared to a boys mob and are pretty durable in comparison as well. If you could deliver them for the turn one charge they would probably pulp whatever they make contact with.

The downside is as discussed, being the cost, the unfilled troops slot, and the competition for elites slots.

They're about as expensive as two Trukkboy mobs, which would cover two patrols worth of troops slots, and they fill the tiny gap between Kommandos and MANz, which fill their respective niches very well.

You would definitely need to somewhat tailor your list to them. Maybe if you were doing a Kill Rig list that features Snagga boys to cover your troops choices, then you could make a case for Trukknobs.
   
Made in us
Longtime Dakkanaut




 Afrodactyl wrote:
I think there's definitely a place for a 10-strong unit of Choppa/Big Choppa Trukknobs, they hit like a truck compared to a boys mob and are pretty durable in comparison as well. If you could deliver them for the turn one charge they would probably pulp whatever they make contact with.

The downside is as discussed, being the cost, the unfilled troops slot, and the competition for elites slots.

They're about as expensive as two Trukkboy mobs, which would cover two patrols worth of troops slots, and they fill the tiny gap between Kommandos and MANz, which fill their respective niches very well.

You would definitely need to somewhat tailor your list to them. Maybe if you were doing a Kill Rig list that features Snagga boys to cover your troops choices, then you could make a case for Trukknobs.


And...the game is littered with -1dmg which negates Big choppas and PKs as far as usefulness. So you are paying premium points for a unit which very likely will be doing as much dmg as Trukkboyz. Honestly, I just don't see a point to Trukk nobz when Trukkboyz are a thing. Which is funny because in 8th and 7th I never saw a point to Nobz since anything they did was done cheaper by Boyz....so we are yet again in a situation where Nobz are just inferior in most circumstances. In niche scenarios they can definitely be useful, but in a meta rich with -1dmg I just think you're better off with Trukkboyz.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






SemperMortis wrote:
 Afrodactyl wrote:
I think there's definitely a place for a 10-strong unit of Choppa/Big Choppa Trukknobs, they hit like a truck compared to a boys mob and are pretty durable in comparison as well. If you could deliver them for the turn one charge they would probably pulp whatever they make contact with.

The downside is as discussed, being the cost, the unfilled troops slot, and the competition for elites slots.

They're about as expensive as two Trukkboy mobs, which would cover two patrols worth of troops slots, and they fill the tiny gap between Kommandos and MANz, which fill their respective niches very well.

You would definitely need to somewhat tailor your list to them. Maybe if you were doing a Kill Rig list that features Snagga boys to cover your troops choices, then you could make a case for Trukknobs.


And...the game is littered with -1dmg which negates Big choppas and PKs as far as usefulness. So you are paying premium points for a unit which very likely will be doing as much dmg as Trukkboyz. Honestly, I just don't see a point to Trukk nobz when Trukkboyz are a thing. Which is funny because in 8th and 7th I never saw a point to Nobz since anything they did was done cheaper by Boyz....so we are yet again in a situation where Nobz are just inferior in most circumstances. In niche scenarios they can definitely be useful, but in a meta rich with -1dmg I just think you're better off with Trukkboyz.


Yeah, if Hit Em Harder was a strat that affected all types of NOBZ units rather than Meganobz specifically then they might have more of a reason to be taken. Otherwise they're woefully lacklustre against real hardy targets that you ideally target given the Nobz points cost.
   
Made in us
Longtime Dakkanaut




 Grimskul wrote:
SemperMortis wrote:


And...the game is littered with -1dmg which negates Big choppas and PKs as far as usefulness. So you are paying premium points for a unit which very likely will be doing as much dmg as Trukkboyz. Honestly, I just don't see a point to Trukk nobz when Trukkboyz are a thing. Which is funny because in 8th and 7th I never saw a point to Nobz since anything they did was done cheaper by Boyz....so we are yet again in a situation where Nobz are just inferior in most circumstances. In niche scenarios they can definitely be useful, but in a meta rich with -1dmg I just think you're better off with Trukkboyz.


Yeah, if Hit Em Harder was a strat that affected all types of NOBZ units rather than Meganobz specifically then they might have more of a reason to be taken. Otherwise they're woefully lacklustre against real hardy targets that you ideally target given the Nobz points cost.


I'm not a fan of strats being a pre-req to a unit being competitive. Brings back bad memories to how useless Lootas were in 8th, but how good they were if you sunk like 6-7CP a turn into them.

To me a unit should be competitive and a strat should be a minor bump that gives a unit an edge against something rather then a pre-req to it being useful. Look at Tankbusta bomb strat. Kommandos/Trukkboyz are already competitive, and against Vehicles its a nice chance to bump their dmg potential. I already take these units because they are good, the strat is just a situational buff that is useful and worth CP

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






SemperMortis wrote:
 Grimskul wrote:
SemperMortis wrote:


And...the game is littered with -1dmg which negates Big choppas and PKs as far as usefulness. So you are paying premium points for a unit which very likely will be doing as much dmg as Trukkboyz. Honestly, I just don't see a point to Trukk nobz when Trukkboyz are a thing. Which is funny because in 8th and 7th I never saw a point to Nobz since anything they did was done cheaper by Boyz....so we are yet again in a situation where Nobz are just inferior in most circumstances. In niche scenarios they can definitely be useful, but in a meta rich with -1dmg I just think you're better off with Trukkboyz.


Yeah, if Hit Em Harder was a strat that affected all types of NOBZ units rather than Meganobz specifically then they might have more of a reason to be taken. Otherwise they're woefully lacklustre against real hardy targets that you ideally target given the Nobz points cost.


I'm not a fan of strats being a pre-req to a unit being competitive. Brings back bad memories to how useless Lootas were in 8th, but how good they were if you sunk like 6-7CP a turn into them.

To me a unit should be competitive and a strat should be a minor bump that gives a unit an edge against something rather then a pre-req to it being useful. Look at Tankbusta bomb strat. Kommandos/Trukkboyz are already competitive, and against Vehicles its a nice chance to bump their dmg potential. I already take these units because they are good, the strat is just a situational buff that is useful and worth CP


That's fair. Having a strong datasheet should be the baseline and strats should just open up avenues of different playstyles or options for the unit versus the relatively mindless "I USE TRANSHUMAN" spam button that Primaris units have.

I guess fundamentally Nobz need to play their actual role in the fluff like being bodyguards to the Warboss and crackin heads to instill order among the boyz. Giving some morale buff like they used to or giving additional protection to Ork characters would give them an additional role in the Ork army that isn't really provided atm.

   
Made in eu
Mekboy Hammerin' Somethin'





United Kingdom

SemperMortis wrote:
And...the game is littered with -1dmg which negates Big choppas and PKs as far as usefulness. So you are paying premium points for a unit which very likely will be doing as much dmg as Trukkboyz. Honestly, I just don't see a point to Trukk nobz when Trukkboyz are a thing. Which is funny because in 8th and 7th I never saw a point to Nobz since anything they did was done cheaper by Boyz....so we are yet again in a situation where Nobz are just inferior in most circumstances. In niche scenarios they can definitely be useful, but in a meta rich with -1dmg I just think you're better off with Trukkboyz.


I agree. The prevalence of -1 damage is a massive factor in how usable nobs mobs are, on top of everything I listed.

They certainly have a niche, it's just that niche is very small and wedged between Kommandos, Trukkboys and MANz, who have far broader niches and are far better/cost efficient overall.

Nobs really do suffer as a standalone unit. They literally don't do anything that another elites or troops choice isn't already doing better, for less (except MANz, but they're waaaay more durable and get strat support). The only use I see for them is Big Choppa/Choppa Trukknobs, and we've already discussed just how narrow that niche is. They need something to set them apart from everything else.
   
Made in hk
Regular Dakkanaut




Hong Kong

 Some_Call_Me_Tim wrote:
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.


I am confused as i keep seeing you guys casually saying that.
To be honest in my games I burn CP like hell. Tellyporta, ramming speed (on several turns), super KFF, Cut them down, ork never dies, etc... by turn 3 I usually have no more CP left.
It's like we are not playing the same faction
   
Made in eu
Mekboy Hammerin' Somethin'





United Kingdom

XC18 wrote:
 Some_Call_Me_Tim wrote:
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.


I am confused as i keep seeing you guys casually saying that.
To be honest in my games I burn CP like hell. Tellyporta, ramming speed (on several turns), super KFF, Cut them down, ork never dies, etc... by turn 3 I usually have no more CP left.
It's like we are not playing the same faction


It depends on the list you're using really. I start my games with my speedwaaagh/Alphork Strike list with 5CP and generally don't find myself crying out for more all that regularly. I don't use KFF booster or Tellyporta, and generally I'm probably only using Ramming Speed once or twice a game.

Off the top of my head, I generally need 5-7 CP per game, depending on how often I need to use Ramming Speed and it sometimes creeps above that if I need to use Careen, Orks is Never Beaten or Tankbusta Bombs.

I could certainly do with a few more CP to keep some more rerolls in my back pocket, but games are normally decided by the end of turn two anyway.

This message was edited 1 time. Last update was at 2021/12/09 04:41:28


 
   
Made in fi
Fresh-Faced New User





Finland

Oi! I've managed to get into the finals of my local competitive league (8/8 wins with my current list) and I'm now facing Grey Knights without any previous experience on them. I think I'll be able to have one practice game with another GK player before the final, but as he doesn't play Orks himself I need all the help I can get.

I'll start with my own list. It's made from my conservative collection and far from a cookie cutter, but it's been a steady enough workhorse that boxes opponents early and scores well on primaries. Both shooting and melee have enough ooomph to justify Ghaz and have performed decently against many types of lists. We've ruled the SpeedWaaagh ability to hand out extra ap to passengers as well, which means ap-1 burnas for 1-2 turns. There's obviously no way to change anything anymore.

Spoiler:
++ Outrider Detachment -3CP (Orks) [63 PL, 1,035pts, 8CP] ++

+ Configuration [9CP] +

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

Clan Kultur: Goffs

Detachment Command Cost [-3CP]

Gametype: Matched

+ HQ [5 PL, 105pts, -1CP] +

Warboss [5 PL, 105pts, -1CP]: 4. Brutal but Kunnin, Attack Squig [5pts], Da Killa Klaw, Kombi-skorcha, Power Klaw [10pts], 2x Slugga, Stikkbombs, Stratagem: Big Boss [-1CP], Trukk Boyz

+ Elites [10 PL, 155pts] +

Burna Boyz [8 PL, 130pts]: Zzapkrumpaz [2 PL, 20pts]
. 8x Burna Boy [88pts]: 8x Burna, 8x Stikkbombs
. Spanner [11pts]: Big Shoota, Stikkbombs
. Spanner [11pts]: Big Shoota, Stikkbombs

Mek [2 PL, 25pts]: Choppa, Kustom Mega-Slugga

+ Fast Attack [30 PL, 505pts] +

Kustom Boosta Blastas [4 PL, 80pts]
. Kustom Boosta Blastas [4 PL, 80pts]: 4x Burna Exhaust, Grot Blasta, Rivet Cannon, Stikkbombs

Megatrakk Scrapjets [10 PL, 180pts]
. Megatrakk Scrapjet [5 PL, 90pts]: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles
. Megatrakk Scrapjet [5 PL, 90pts]: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

Warbikers [8 PL, 135pts]
. Boss Nob [35pts]: 2x Dakkagun, Power Klaw [10pts]
. 4x Warbiker [100pts]: 8x Dakkagun

Warbikers [8 PL, 110pts]
. Boss Nob [35pts]: 2x Dakkagun, Power Klaw [10pts]
. 3x Warbiker [75pts]: 6x Dakkagun

+ Heavy Support [14 PL, 200pts] +

Killa Kans [14 PL, 200pts]
. Killa Kan [40pts]: Big Shoota, Kan Klaw
. Killa Kan [40pts]: Big Shoota, Kan Klaw
. Killa Kan [40pts]: Big Shoota, Kan Klaw
. Killa Kan [40pts]: Big Shoota, Kan Klaw
. Killa Kan [40pts]: Big Shoota, Kan Klaw

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota

++ Patrol Detachment -2CP (Orks) [39 PL, 665pts, -3CP] ++

+ Configuration [-2CP] +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ [7 PL, 135pts, -1CP] +

Deffkilla Wartrike [7 PL, 135pts, -1CP]: 1. Roadkilla (Speed Freeks), Killa Jet, Shokka Hull [1 PL, 15pts], Snagga Klaw, Stratagem: Big Boss [-1CP], 3x Twin Boomstick

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Boss Nob [9pts]: Choppa, Choppa, Stikkbombs
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites [14 PL, 215pts] +

Kommandos [8 PL, 110pts]: Bomb Squig [5pts]
. Boss Nob [15pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 9x Kommando [90pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

Nobz [6 PL, 105pts]: Trukk Boyz
. Boss Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs

+ Heavy Support [9 PL, 155pts] +

Battlewagon [9 PL, 155pts]: Deff Rolla [15pts], Fortress on Wheels [1 PL, 20pts]

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota

++ Supreme Command Detachment +2CP (Orks) [15 PL, 300pts, 2CP] ++

+ Configuration [2CP] +

Clan Kultur: Goffs

Detachment Command Cost [2CP]

+ Primarch | Daemon Primarch | Supreme Commander [15 PL, 300pts] +

Ghazghkull Thraka [15 PL, 300pts]: Gork's Klaw, Mork's Roar, Stikkbombs
. Warlord: Proper Killy


And here's my opponent's list. I don't know much about them save for the Goonhammer codex review, but I can clearly see he's loading with real bullets here. It's very similar to the netlists I've come by. Dreadknights are good I've heard and so are both of the infantry choices. But I bet there are some excellent synergies/stratagems that make them over-the-top awesome and those are the ones I need to learn before the game. Also, would you say that Abhor the Witch is a trap against such a list? It seems like a one. It's not really MSU and I'm sure killing even a single unit a turn will prove to be a challenge. I struggle to find any safe secondaries save for Engage. We're playing Overrun with WTC terrain layout.

Spoiler:
Grey Knights - Swordbearers
Total Points: 2000
Total CP: 10

Battalion
HQ1: Grand Master in Nemesis Dreadknight, Nemesis Greatsword, Gatling Psilencer, Heavy Psycannon, Teleporter, Servant of The Throne, Warlord: Unyielding Anvil, Exemplar of the Silver Host (-1CP): First to the Fray, Relic (FREE): Sigil of Exigence [235pts]
- Empyric Amplification, Vortex of Doom, Smite
HQ2: Brotherhood Librarian, Nemesis Warding Stave, Storm Bolter, Shield of Humanity (-1CP): Psychic Epitome [110pts]
- Vortex of Doom, Purifying Flame, Smite
HQ3: Kaldor Draigo [180pts]
- Sanctuary, Gate of Infinity, Warp Shaping, Smite

TROOP1: 5x Strike Squad /w Nemesis Force Swords [110pts]
- Hammerhand, Smite
TROOP2: 5x Strike Squad /w Nemesis Force Swords [110pts]
- Hammerhand, Smite
TROOP3: 5x Strike Squad /w Nemesis Force Swords [110pts]
- Hammerhand, Smite
TROOP4: 5x Strike Squad /w Nemesis Force Swords [110pts]
- Hammerhand, Smite


FAST1: 10x Interceptors /w Nemesis Force Halberds [240pts]
- Ethereal Castigation, Smite
FAST2: 10x Interceptors /w Nemesis Force Halberds [240pts]
- Ethereal Castigation, Smite

HEAVY1: Nemesis Dreadknight, Nemesis Greatsword, Gatling Psilencer, Heavy Psycannon, Teleporter [185pts]
- Hammerhand, Smite
HEAVY2: Nemesis Dreadknight, Nemesis Greatsword, Gatling Psilencer, Heavy Psycannon, Teleporter [185pts]
- Hammerhand, Smite
HEAVY3: Nemesis Dreadknight, Nemesis Greatsword, Gatling Psilencer, Heavy Psycannon, Teleporter [185pts]
- Hammerhand, Smite


So please, give your ideas. List critique is obviously of no worth at this point, but any kind of tactical insight is worth it's weight in gold. I wouldn't bet much on myself here with such a quality difference between lists, but I've come far enough to go down fighting.
   
Made in us
Longtime Dakkanaut




A varient of semper… triple patrol list is on top 4 in NO open..
Frontline Gaming New Orleans Open
Spoiler:

++ Patrol Detachment -2CP (Orks) [26 PL, -2CP, 380pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss [5 PL, 100pts]: 6. Might is Right, Da Killa Klaw, Kombi-skorcha, Power Klaw, Trukk Boyz

+ Troops +

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

+ Elites +

Kommandos [8 PL, 85pts]
. Boss Nob: Big Choppa
. 7x Kommando: 7x Choppa, 7x Slugga, 7x Stikkbombs

Kommandos [8 PL, 85pts]
. Boss Nob: Big Choppa
. 7x Kommando: 7x Choppa, 7x Slugga, 7x Stikkbombs

++ Patrol Detachment 0CP (Orks) [46 PL, 735pts] ++

+ Configuration +

Clan Kultur: Goffs

+ HQ +

Beastboss [5 PL, 95pts]: 4. Brutal but Kunnin, Beasthide Mantle, Warlord

+ Troops +

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

+ Elites +

Meganobz [12 PL, 180pts]: Trukk Boyz
. Boss Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw

+ Fast Attack +

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

+ Dedicated Transport +

Trukk [4 PL, 70pts]

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [46 PL, -1CP, 885pts] ++

+ Configuration +

Clan Kultur: Goffs

+ HQ +

Beastboss [5 PL, -1CP, 95pts]: 1. Big Killa Boss (Beast Snagga), Headwoppa's Killchoppa, Stratagem: Big Boss

+ Troops +

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

+ Elites +

Meganobz [12 PL, 225pts]: Trukk Boyz
. Boss Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw

+ Fast Attack +

Squighog Boyz [4 PL, 75pts]
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Heavy Support +

Kill Rig [10 PL, 190pts]: 2. Frazzle, 4. Spirit of Gork

Kill Rig [10 PL, 190pts]: 4. Spirit of Gork, 6. Squiggly Curse

++ Total: [118 PL, -3CP, 2,000pts] ++

This message was edited 1 time. Last update was at 2021/12/12 18:43:05


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Not the first one either - Alphork lists with kill rigs seem to be a very solid list.

We've also seen a couple of players answer the "what powers to put on three kill rigs" question. The answer seem to be to put frazzle on all of them.

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




It’s just orks and Tyranids top 2. Ork beat Sean nayden and his drukari.

Hopefully not another freak out since this list has neither freebooter or buggies

Tyranids/forces of hive mind win

Spirit of gork is also great if you are using squig riders

This message was edited 2 times. Last update was at 2021/12/13 04:34:44


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

I 've tested my list on the local tournament yesterday. Generaly, I' m pretty happy. One nice win and two losses agains more experienced players. Leasons learned, I see how the plays should be played to win so that is alright.

Notes that reflect my experience from this tournamet and couple of games on TTS played before in last few weeks.

1. well, I buffed my Squigboss and motoWarbos to be tough. Mantle and Ard as Nails. Result is very mixed feelings. Warboss dies anyway and both - squigboss and warboss hit hard but not hard enough. Few weeks ago I wrote there, that the game is about “getting over the margins - you charge or not, you kill the bastard or not…” and now my both “melee monsters” are little bit mehhh. Do not go over the margin. See the picture? No damage happened there, I had to shoot him down!

So plan for next few weeks is to make a change
— squigboss with Killchoppa and Bigkilla Boss + Madboy
— motoboss with relic klaw and BBK

The best defence is more offence

2. I ignored the specialist detachements! They are free upgrade. Mostly nothing to build the list about, but if you don' t use the trukkboyz, the “specialist detach” slot is free. So I use
— Madboyz on Squigboss in Freeboota detach
— Orrible Gitz on my only grots because obsec is always fine

3. Yeah… the best defence is more offence! The is the lesson learned…

4. Stormboyz are terribly soft. I hope new CA secondaries open more space for bikers and I will change them for the bikers.

5. Does really worth the points to have KFF? Buggies are 4+ and my Kannonwagons 3+. So againts ap-2 (ap-3) it' s 6+ Save anyway. And 6++ is nothing to write home about… I answer myself - yes, it worth it, but it sucks…
[Thumb - 82AACD1D-432B-475E-9B2A-5A728C16F4BA.jpeg]

This message was edited 2 times. Last update was at 2021/12/13 07:22:36


9500p fullpaint orks ready to krump!

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




The meta was so alpha strike heavy that you need to weather turn 1 if you lose the roll… and as much as I think the big Mek w kff is overcosted for a single turn 5++. You kinda need it in most lists along w cloud of smoke strat for vehicles to weather turn 1 alpha strikes.

At least in speedmob army of renown you don’t need it since everyone has a invul anyway… certain beastsnagga heavy lists also don’t really need it.

While big killa boss is okay on squigboss… ard as nails is just incredibly good for him.. I agree the mantle isn’t that much more help in keeping the squigboss alive.

This message was edited 1 time. Last update was at 2021/12/13 13:48:48


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Speed mobs cannot have a KFF unless you go legendary

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
Longtime Dakkanaut




 Jidmah wrote:
Speed mobs cannot have a KFF unless you go legendary

Ya I know I was just saying you don’t need it.. as it’s superfluous.
It annoys me to pay 85pts and 2cp for 1 turn 5++.
   
Made in ca
Gargantuan Gargant






gungo wrote:
 Jidmah wrote:
Speed mobs cannot have a KFF unless you go legendary

Ya I know I was just saying you don’t need it.. as it’s superfluous.
It annoys me to pay 85pts and 2cp for 1 turn 5++.


Yeaaaah, it's a bummer since they brought back the old resin/metal model with KFF and now he's gone from one of the Ork list staples to being a real stinker. It's such terrible codex design for a unit to be gear caddy that is basically set up to be one-use only. At least let him buff Ork vehicles like Buzzgob or something.

This message was edited 2 times. Last update was at 2021/12/13 15:52:04


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Eh, I always use the MA big mek now. Shiney Shoota on a BS 4+ model is really nice, twice so when playing deffskulls

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
Longtime Dakkanaut




It would have been okay if his kff didn’t explode and still had a 6++ aura.. even if the strat was 1 use only.
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
Eh, I always use the MA big mek now. Shiney Shoota on a BS 4+ model is really nice, twice so when playing deffskulls


This is the main upside. Up until the Big Mek Strat from SoTB, they were always inferior to the regular KFF Mek, so it's good to see at least the MA Big Mek is a lot more viable now. It is weird to see how much more shooty they are than the SAG Big Mek though.


Automatically Appended Next Post:
gungo wrote:
It would have been okay if his kff didn’t explode and still had a 6++ aura.. even if the strat was 1 use only.


Yeah. Either that just make it a perma 5++ but with only 3" range or something.

This message was edited 1 time. Last update was at 2021/12/13 16:47:40


 
   
Made in us
Longtime Dakkanaut




I’m assuming they chose not to just delete the dataslate because at some point they plan on redoing the model because pretty much every other non named metal/finecast model has been removed from the codex. (Edit: sorry forgot weirdboy and Waagh banner)

At that point I assume they will add in some more wpn options to the model.

The way they shoe horned the big Mek w kff into saga of the beast I’m super surprised they didn’t have a big Mek w kff model ready for this last release wave….

I also think making the painboss beastsnagga only was dumb but that might change in a future codex.

This message was edited 3 times. Last update was at 2021/12/13 16:58:42


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Jidmah wrote:
Eh, I always use the MA big mek now. Shiney Shoota on a BS 4+ model is really nice, twice so when playing deffskulls


Meh, not enough dakka! I prefer KMB + Extra Kustom Weapon. Deathskull of course. He shines! Well… it ´s better to say he blast


Automatically Appended Next Post:
gungo wrote:
While big killa boss is okay on squigboss… ard as nails is just incredibly good for him.. I agree the mantle isn’t that much more help in keeping the squigboss alive.


Yeah, that is the dilema I see. What pourpose does he serve? Do I need him to keep alive? Than Mantle and Ard as nails. Or kill something? That other combination.

The fact is, that you can make him to be tough. He gets over the margin. He can survive turn or two and atract huge ammount of firepower. That is the difference to motowarboss he cannot. You can do anything and he dies stupidly fast. Motowarboss is the guy you need to keep safe.

Squigboss can be the guy standing and do not diing.

But I feel I need something else. I need a badass ork hero that slain anything that comes to my buggies cut his way forward.

This message was edited 1 time. Last update was at 2021/12/13 20:31:06


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in hk
Regular Dakkanaut




Hong Kong

 Tomsug wrote:
Meh, not enough dakka! I prefer KMB + Extra Kustom Weapon. Deathskull of course. He shines! Well… it ´s better to say he blast


Just to be sure: the Big Mek would get D3+1 shot, right ?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Exactly, but it would cost more points.

Personally, I prefer the shiney shoota because I use it in combination with opportunist to do drive-by assassinations with a trukkboyz' trukk. Most characters in my meta I want to kill either have 4 wounds or a good invulnerable save anyways, so shiney shoota is the much better option.

Without opportunist though, KMB is decent. In my current crusade force I have a KMB/Tellyporta Blasta Boomboyz Big Mek and nothing is safe from him

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





Prague

 Jidmah wrote:
Exactly, but it would cost more points.

Personally, I prefer the shiney shoota because I use it in combination with opportunist to do drive-by assassinations with a trukkboyz' trukk. Most characters in my meta I want to kill either have 4 wounds or a good invulnerable save anyways, so shiney shoota is the much better option.

Without opportunist though, KMB is decent. In my current crusade force I have a KMB/Tellyporta Blasta Boomboyz Big Mek and nothing is safe from him


Yeah, it demends on the role. My Big Mek sits back with my buggies to cover them in KFF and deal with what comes closer. So I appreciate the range. And in my meta, what comes closer is usually some monster deamon or other tanky stuff. So the KMB+ with rerolls works great.

But thanks for inspiration with the Opportunist! This trait has 2 parts. One is short range character sniper, but… the second is +1 to wound againts Vehicles. That is definitely not bad!

This message was edited 1 time. Last update was at 2021/12/14 11:17:50


9500p fullpaint orks ready to krump!

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




+1 cp
+1 wound roll is the strat
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The +1 cp sometimes helps, especially since you have almost full control over it. For example your opponent thinks that you will not be able to afford another ramming speed next turn, but then you blow up a vehicle near/with your Big Mek and suddenly you are up to 2CP to make a long charge or deal mortal wounds to something.

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





Prague

Oh yes, you' re right. I've mixed the strategem with the trait.. Well, +1cp could be fine. Exactly like Jidmah says - ramming speed. But nothing to write home about.

This message was edited 1 time. Last update was at 2021/12/14 14:59:26


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ca
Gargantuan Gargant






Not sure if you guys saw the new regiment of renown that's coming out for Nidzilla players for Tyranids, but it's basically a super-hopped up version of what I was hoping we would get for Dred Mob honestly:

Crusher stampede seems really good. Only limitations are bringing more Monster keyword units than non-Monster, and no models with less than 2 wounds, and losing access to hive fleet adaptations. For that you get armywide 5++, -1D on all Monsters, and Monsters count the number of wounds remaining per model for the purposes of determining model count on an objective. Then access to some warlord traits (pretty decent ones, exploding 6s aura for Monsters within 6", or -1 to hit and attrition tests for enemies in engagement range, or +D3 attacks each fight phase), psychic powers (best one is full melee hit rerolls for one target within 18" for 6 warp charge), and stratagems: some really nutty stuff here like +1 to hit, wound, and damage to a monster that just piled-in for 2 CP, Fight on Death for a non-character monster, Transhuman for any target including Monsters (2 CP to target a monster), an upgraded version of Brute Force for 1 CP (max 6 mortal wounds), you roll dice = remaining wounds for the charging model and if your strength is higher than a target model in a unit's toughness (you get to choose which model so long as they are within engagement range) the MW triggers on a 3+, 4+ if strength is equal to toughness, 5+ if it is lower than toughness
   
Made in gb
Been Around the Block





I’m gonna be playing again at the weekend and we’re gradually upping the points so it will be a 1000 pt list. Last time I ended up facing a tank gun line so it may be the case again. I’m going to put my Deffcoptas on the list and people have been getting good results with these. Last time I charged mine at a redemptor and they got swatted (so I won’t be repeating that), any tips for tactics or stratagems?
   
 
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