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Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:
Beardedragon wrote:
Im assuming before the point changes?

Edit:
Yes. so this post i made is useless now. and i cant delete it. so here we are.

Lovely weather!


Ya it’s +140pts over the chapter approved which is a lot…
The LVO should be the last tournament where ork competitive lists aren’t nerfed.
I mean I’m sure we will see a few lists with meganobs and a few more tournament winning lists but I seriously doubt you see orks winning another major this edition. It will be an uphill battle for them to place too.


I don't think removing the weirdboy and 10 boyz would make that list much weaker actually.

 
   
Made in fr
Mekboy Hammerin' Somethin'






They are trukk boyz so probably you’d remove them and their trukk rather than weirdboy

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




Italy

Right, I missed the trukk.

Removing weirdboy and a unit of snaggas might work as well and would even save points for something else.

With two kill rigs the third unit of snaggas would be on foot anyway and not really that useful. That's 110 points just for the 10 man squad of snaggas. Then maybe switching one or two buggies with cheaper ones might do without removing the psyker. He still has one FA slot available: switching a squigbuggy for a KBB saves the remaining 30 points.

 
   
Made in ru
!!Goffik Rocker!!






As for the point changes, skrapjets are still worth it hands down. Not so sure about squigbuggies - maybe 1 just in case but full squads are only good in tourney environments with large los blocks. Seems that more koptas re just better otherwise.
Not sure about killrigs - haven't run them, but it seems the point hike is not enough to really make anything else more appealing in their role. See l, they're characters and can charge after advance, making them an extremely dangerous thing for the opponent.


Automatically Appended Next Post:
Not sure about killa Kane. I have 6 but they do seem to be lacking speed for our mellee archetypes. And are quite bad at shooting for the price. Maybe if rokkits were 10 pts instead of 15.

I've run them with skorchas and with rokkits. Both options were underwhelming. I guess, it's ok to run them with big shoot as just to score midfield and support mellee later on in the game. They can sometimes chop things down but are unreliable in this regard.

This message was edited 2 times. Last update was at 2022/01/25 13:54:19


 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
As for the point changes, skrapjets are still worth it hands down. Not so sure about squigbuggies - maybe 1 just in case but full squads are only good in tourney environments with large los blocks. Seems that more koptas re just better otherwise.
Not sure about killrigs - haven't run them, but it seems the point hike is not enough to really make anything else more appealing in their role. See l, they're characters and can charge after advance, making them an extremely dangerous thing for the opponent.


Automatically Appended Next Post:
Not sure about killa Kane. I have 6 but they do seem to be lacking speed for our mellee archetypes. And are quite bad at shooting for the price.


Killa Kanz seem relegated to one 5 man squad with skorchas and coming down through tellyporta so they can use ramming speed on the turn they come in. Otherwise, I agree and think that they are still way to vulnerable to be taken footslogging.
   
Made in us
Roarin' Runtherd




Is Ghaz still the same points?

Because he really should be quite a few points less

This message was edited 1 time. Last update was at 2022/01/25 13:56:32


 
   
Made in ca
Gargantuan Gargant






russellmoo wrote:
Is Ghaz still the same points?

Because he really should be quite a few points less


Ghaz has stayed at the same points unfortunately. He's really more around the 265-270 range IMO, if even. Depending on how much the new T'au codex skews the meta, he might not be terrible with his ability to cap wounds taken at 4 wounds a phase against them, but other than that he still has major issues getting across the board and getting stuck in properly.
   
Made in us
Mekboy on Kustom Deth Kopta






 Grimskul wrote:
russellmoo wrote:
Is Ghaz still the same points?

Because he really should be quite a few points less


Ghaz has stayed at the same points unfortunately. He's really more around the 265-270 range IMO, if even. Depending on how much the new T'au codex skews the meta, he might not be terrible with his ability to cap wounds taken at 4 wounds a phase against them, but other than that he still has major issues getting across the board and getting stuck in properly.


except rumour is that tau has some weapons that ignore the max wounds per phase rule, to be fair they do actually need it as otehrwise some stuff would just run amuck for 4 turns.

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Made in ca
Gargantuan Gargant






 G00fySmiley wrote:
 Grimskul wrote:
russellmoo wrote:
Is Ghaz still the same points?

Because he really should be quite a few points less


Ghaz has stayed at the same points unfortunately. He's really more around the 265-270 range IMO, if even. Depending on how much the new T'au codex skews the meta, he might not be terrible with his ability to cap wounds taken at 4 wounds a phase against them, but other than that he still has major issues getting across the board and getting stuck in properly.


except rumour is that tau has some weapons that ignore the max wounds per phase rule, to be fair they do actually need it as otehrwise some stuff would just run amuck for 4 turns.


Ugh, I really hope that isn't true. It's obnoxious enough when they basically ignore a core rule from invulns., if they also get to ignore specific bespoke rules like that too then they're going into Harlequin "feth the core rules" territory but in a much more annoying way where it's literally point and click. Also, the vast majority of units with that rule don't benefit from LoS, and not hyper competitively priced so I feel like them being a small counter to Tau is reasonable.
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Ghazzy is a guy triggering the Great Waaaagh. That is his point. If you can use this synergy, you need them. Look at the Liams list. That is exactly what he does.

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 kingbbobb wrote:
SemperMortis wrote:
 Jidmah wrote:
Just because you don't understand it, doesn't mean it's wrong

If anything, it makes your opinion wrong, no matter what it is.
Seriously.


Disagree, and your opinion on whats right is in my opinion wrong So again, unless a tournament judge says otherwise I intend to use them exactly as the rare rule which allows me to ADVANCE AND USE AN ABILITY says I can



Well you can advance and use an ability.
But the specific ability i.e bomb squig requires you to select a target when you are making a shooting attack or performing overwatch.
If you are unable to to meet the requirements of the ability you cannot resolve it's effects.


Ready? "An eligible unit is one that has one more models equipped with ranged weapons" Yes, when you advance you are technically not "eligible" except that the rare rule in question literally states "Such abilities can only be used in your shooting phase, but can be used even if your unit has no ranged weapons, or if it advanced or fell back this turn"

According to the BRB you can not be chosen to shoot if your unit doesn't have ranged weapons, advanced or fell back. The rare rule literally spells out that this is not the case for abilities. So unless the rare rule only applies to units without guns as opposed to units with guns then yes you can use bomb squigs after advancing/falling back and unless a tournament judge says otherwise the rules appear pretty clear to me. And honestly, at this point, if a tournament judge ruled against this I would be shocked.

 Tomsug wrote:
Liam Hacket ruled 8-0 on Adelaide (126 players). As usually

Double Killrig + Trukkboyz Goff preasure list with Ghazzy, Makari and couple of buggies.



Spoiler:

Liam Hackett's Goffs Adelaide 2022

++ Battalion Detachment -3CP (Orks) [90 PL, -4CP, 1,700pts] ++
+ Configuration +
Clan Kultur: Goffs
Detachment Command Cost [-3CP]

+ HQ +
Makari [3 PL, 55pts]
Warboss [5 PL, -1CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, Stratagem: Big Boss
Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork
+ Troops +
Beast Snagga Boyz [5 PL, 110pts] . 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob
Beast Snagga Boyz [5 PL, 110pts] . 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob
Beast Snagga Boyz [5 PL, 110pts] . 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob
Boyz [5 PL, 90pts]: Trukk Boyz
. Boss Nob: Choppa, Choppa
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Elites +
Kommandos [4 PL, 55pts] . Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
+ Fast Attack +
Megatrakk Scrapjets [15 PL, 270pts] . Megatrakk Scrapjet
. Megatrakk Scrapjet
. Megatrakk Scrapjet
Rukkatrukk Squigbuggies [15 PL, 270pts] . Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
. Rukkatrukk Squigbuggy
+ Heavy Support +
Kill Rig [10 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse
Kill Rig [10 PL, 190pts]: 2. Frazzle, 6. Squiggly Curse
+ Dedicated Transport +
Trukk [4 PL, 75pts]: Grabbin’ Klaw
++ Supreme Command Detachment +3CP (Orks) [15 PL, 15CP, 300pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur: Goffs
Detachment Command Cost [3CP]
+ Primarch | Daemon Primarch | Supreme Commander +
Ghazghkull Thraka [15 PL, 300pts]
++ Total: [105 PL, 11CP, 2,000pts] ++


At what point are we just going to go ahead and start an individual stats/tournament calculation thread for Australia? Routinely their biggest events completely destroy the meta everywhere else in the world

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Killa Kanz - we' ll see. If you look at the primary tasks in the new CA, a lot is about “feel the center of the battlefield and score”.

Kanz has a potential to do this. Not great, not so obvious. But they have. Mark Perry used them like this sometimes in November, so it' s not a stupid idea per se.

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Made in gb
Bonkers Buggy Driver with Rockets





United Kingdom

 koooaei wrote:
As for the point changes, skrapjets are still worth it hands down. Not so sure about squigbuggies - maybe 1 just in case but full squads are only good in tourney environments with large los blocks. Seems that more koptas re just better otherwise.
Not sure about killrigs - haven't run them, but it seems the point hike is not enough to really make anything else more appealing in their role. See l, they're characters and can charge after advance, making them an extremely dangerous thing for the opponent.


Automatically Appended Next Post:
Not sure about killa Kane. I have 6 but they do seem to be lacking speed for our mellee archetypes. And are quite bad at shooting for the price. Maybe if rokkits were 10 pts instead of 15.

I've run them with skorchas and with rokkits. Both options were underwhelming. I guess, it's ok to run them with big shoot as just to score midfield and support mellee later on in the game. They can sometimes chop things down but are unreliable in this regard.


I think a solo nitro squigs rukkatrukk is still worthwhile, non-LOS shooting with +1 to hit and wound is still really strong. It's decently fast, so it can keep itself in range and out of LOS, and it's decently durable for when it's caught in the open.

Definitely still more than worthy of a spot in the list in my opinion.
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

SemperMortis wrote:
At what point are we just going to go ahead and start an individual stats/tournament calculation thread for Australia? Routinely their biggest events completely destroy the meta everywhere else in the world


List of Liam Hakets lists is enough… however, I was expected something like zilion of squigriders with support of SAGs or something like this, that nobody plays at all. Usual Liams style….

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Made in de
Krazy Grot Kutta Driva





I think the Squigbuggy is still valid.
Most of our quality shooting has just 24" and we still have the problem of traffic jam, especially running a Speed Mob with lots of Buggies, Bikes and Koptas.

1 Nitro Squig Buggy is still the minimum I'm gonna run and my Speed Mob lists with 1 Outrider will still have 3 to get maximum Dakka in those 6 fast attack slots.

I have a small tournament upcoming and still need to decide what to run.

Either Alphork Goffs or single Detachment Evil Sunz with 3 Squigbuggies, 3 Scrapjets, 2 Wazboms, 2 x 5 Koptas (keeping them safe with Drive by & Attack outta da sun) and some Bikes and single Buggies.

That's my favourite so far:

Spoiler:
Wartrike
3 Squigbuggies
3 Scrapjets
5 Koptas
5 Koptas
9 Warbikes
1 Dragsta
2 Wazboms

Not sure if I should make it 2 squads of 5 bikes and leave the Dragsta home for Retrieve and better chances with good bitz in case I run into lists that give away too few points on secondaries.

I'm confident that list can pull of 3 wins, but since it's gonna be 3 games only that probably means a VP tiebreaker for the 3-0s...

I could go for 3 x 5 Bikes, 3 x 3 Koptas and all 5 Buggies but in smaller numbers instead to maximise VP for Engage & Retrieve in worst case scenarios, but that will cost me 3 CP and a bit of Dakka.
Maybe add da Boomer even?
It's shooting isn't that good but it would give me a unit to camp on an objective and add a little bit of fire power.

Opinions?

   
Made in us
Longtime Dakkanaut




If you are going to play Alphork, just like every other really good competitive ork list, you need to build EXCLUSIVELY into it. And just as important as that, you need to play into it.

yes, you totally could just cap a center field objective turn 1 with your obsec trukkboyz, but you DONT DO THAT. Run those zoggin gitz straight down your opponents throat. The goal of this list, the entire point of this list is to force your opponent to spend the entire game in his own deployment zone and make him subject to your moves rather than the other way around. Most of my games are determined turn 1 with this list because of its overwhelming first turn threat potential. Don't get side tracked on objectives etc. You can grab those turn 2 and 3 with other units if you really need to.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Semper is right with the goff preasure list.


Automatically Appended Next Post:
Grotrebel - heh! You are thinking about the same problem and you have a totaly oposite conclusion! You take low unit count speedmob focused on killing.

I go totaly another way - high unit count focus more on scoring and hiding. Because my experience with 3 MSJ unit is, that they are either hidden, or dead. And in any case stucked in the jam.

Interesting is that this is the same tape of question like Semper with Goff preasure list answer. You have to know, what is it about and do just this one think. But I' m not sure about, what speedmob is about. I have a feeling, it is not killy enough… but maybe I' m wrong…

So now my list is something more,like this:

Spoiler:

++ Outrider Detachment -3CP (Orks) [42 PL, 680pts, -5CP] ++

+ Configuration +

Clan Kultur: Evil Sunz

Detachment Command Cost [-3CP]

+ HQ +

Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Fast Attack +

DeffKoptas [12 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

++ Outrider Detachment 0CP (Orks) [68 PL, 1,260pts, 12CP] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]: Fasta Than Yooz (Evil Sunz), Rezmekka's Redder Paint (Evil Sunz), Warlord

+ Fast Attack +

DeffKoptas [12 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [5 PL, 95pts]: Squig-hide Tyres
. Kustom Boosta Blastas

Megatrakk Scrapjets [6 PL, 100pts]: Raised Suspenshun (Speed Mob)
. Megatrakk Scrapjet

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

Shokkjump Dragstas [6 PL, 95pts]: Gyroscopic Whirlygig
. Shokkjump Dragstas

+ Flyer +

Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota

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

++ Total: [110 PL, 7CP, 1,940pts] ++

Created with BattleScribe

This message was edited 4 times. Last update was at 2022/01/25 18:40:03


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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






SemperMortis wrote:
Ready? "An eligible unit is one that has one more models equipped with ranged weapons" Yes, when you advance you are technically not "eligible" except that the rare rule in question literally states "Such abilities can only be used in your shooting phase, but can be used even if your unit has no ranged weapons, or if it advanced or fell back this turn"


Semper, you are just cherry-picking sentences. You repeatedly not quoting the relevant rules in their entirety means that you are intentionally arguing in bad faith here.

The "Such abilities" in the rare rule absolutely does not apply to squigs because it is not a rule used instead of shooting and playing it that way is flat out cheating.

If you feel comfortable cheating like that and aren't caught, that's your business. But it puts your tournament achievements in a bad light, considering how you twist the rules to read whatever you feel like.

Earth is not flat
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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 us
Longtime Dakkanaut




 Blackie wrote:
gungo wrote:
Beardedragon wrote:
Im assuming before the point changes?

Edit:
Yes. so this post i made is useless now. and i cant delete it. so here we are.

Lovely weather!


Ya it’s +140pts over the chapter approved which is a lot…
The LVO should be the last tournament where ork competitive lists aren’t nerfed.
I mean I’m sure we will see a few lists with meganobs and a few more tournament winning lists but I seriously doubt you see orks winning another major this edition. It will be an uphill battle for them to place too.


I don't think removing the weirdboy and 10 boyz would make that list much weaker actually.


Even if you remove the trukk and boys… this list also gets hit by the mission changes hard to… because of the bring it down changes and killrigs being worth 3points now it’s now maxing out that secondary and it’s also harder to score engage as well if he uses that.. I still think orks are going to be A tier however he’s going to have a harder time winning with the chapter approved nerfs.


Automatically Appended Next Post:
 koooaei wrote:
As for the point changes, skrapjets are still worth it hands down. Not so sure about squigbuggies - maybe 1 just in case but full squads are only good in tourney environments with large los blocks. Seems that more koptas re just better otherwise.
Not sure about killrigs - haven't run them, but it seems the point hike is not enough to really make anything else more appealing in their role. See l, they're characters and can charge after advance, making them an extremely dangerous thing for the opponent.


Automatically Appended Next Post:
Not sure about killa Kane. I have 6 but they do seem to be lacking speed for our mellee archetypes. And are quite bad at shooting for the price. Maybe if rokkits were 10 pts instead of 15.

I've run them with skorchas and with rokkits. Both options were underwhelming. I guess, it's ok to run them with big shoot as just to score midfield and support mellee later on in the game. They can sometimes chop things down but are unreliable in this regard.


I don’t think the scrapjet is horrible, but I don’t think it’s worth 25% more (20pts) then a kustom boosta blasta.

This message was edited 2 times. Last update was at 2022/01/25 18:04:40


 
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

Another notes to Speed Mob
1. Scrapjets (or any other) buggies in squads of 3 die much faster. You lost the “cover” of overkilling or “underkilling”. Opponent just focus all weapons and pufff. That sucks.

2. Squads of 3 are really a pain to move. Doesn' t matter for squigbuggies, but others matters.

3. It' s about Warbikers. Or I tend to have such feeling. Either you do something like 5+5+9 and take warlord with Fasta than yoooz and bully enemy with bikers charging T1, or you skip it, take Speed King instead to support fire and stay with 3x3 just to score.

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Longtime Dakkanaut




 Jidmah wrote:
SemperMortis wrote:
Ready? "An eligible unit is one that has one more models equipped with ranged weapons" Yes, when you advance you are technically not "eligible" except that the rare rule in question literally states "Such abilities can only be used in your shooting phase, but can be used even if your unit has no ranged weapons, or if it advanced or fell back this turn"


Semper, you are just cherry-picking sentences. You repeatedly not quoting the relevant rules in their entirety means that you are intentionally arguing in bad faith here.

The "Such abilities" in the rare rule absolutely does not apply to squigs because it is not a rule used instead of shooting and playing it that way is flat out cheating.

If you feel comfortable cheating like that and aren't caught, that's your business. But it puts your tournament achievements in a bad light, considering how you twist the rules to read whatever you feel like.


Full rules





Rules: You have to select a unit to shoot with. Units without guns are NOT ELIGIBLE to shoot. Units which have advanced or fallen back ARE NOT ELIGIBLE TO SHOOT!

Rare Rule: You are now ELIGIBLE TO BE SELECTED TO SHOOT even without guns and even if you ADVANCED THAT TURN for purposes of using an ability. Bomb squigs are wargear that have an ability. IE they go boom.

Bomb Squig rule: This is NOT a shooting attack, it does not make a hit/wound roll it merely rolls a D6 and on a 2+ or a 3+ depending on what its targeting, it inflicts D3 mortal wounds.

There is the rules ENTIRELY so you can't make an argument of "Cherry Picking" rules. They literally spell out you can use abilities that function in the shooting phase even if you aren't eligible to be chosen that phase, IE no guns and/or advanced and/or fell back.

I have no idea how you are getting this idea that you can't use a bomb squig because the unit advanced. its an ability which the rare rule covers entirely.

This message was edited 1 time. Last update was at 2022/01/25 20:11:58


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in de
Krazy Grot Kutta Driva





Yeah it's true that mobs of 3 are more vulnerable but as you said for squigbuggies it's mostly not relevant.
The only other buggy I really want to have 3 of is the Scrapjet.
I have been running that mob a lot and most of the time moving was ok and the occasional overkill I could gamble for is less important than his solid dakka. (For me at least, the Tau codex might change that though.)

Overall its basically a choice between the 3 extra CP or the flexibility of 12 FA slots.
Maybe the balance slate next month will change things with something like the specialist detachments capping out at 4-5, in which case Speed Mob will probably be always 2 outrider detachments.
I mean, there won't be more point changes, I guess no mission upgrades after the new CA as well so I don't know what else they could do with that balance slate. Besides that the detachments needed a rework for quite some time now.


About your take on what units to take with Speed Mob, I agree. One detachment really limits the choices unless you want to go for multiple Gunwagons (lol).
But Speed Mob really relies on a few expensive strategems (Ramming Speed, attack outta sun, More Dakka, More Gits over ere, crashing through, drive by dakka,...)
Most of the games I found 2 turns of enough CP for the most important stuff to be enough, which is more or less exactly those 3 extra CP to keep it going.

For now my favourites are:
Freebooters for buffing two Wazboms and having the Obsec / Obsec stealing warboss.
Evil Sunz to keep 2 squads of 5 Koptas safe and make use of Drive by dakka.
Overall I prefer ES right now.
BA might be a solid option if you combine Finkin cap and extra kunnin for lots of extra CP and the option for taktikal awareness.

Gonna give it a spin, might work well with multiple "MSU" squads.


Btw I just had I test game against BT with the list above and it went quite good.
BT went first and shot 1 Wazbom down to 1 wound.
After that I killed his Apo, 3 attack bikes and lots of infantry.
His second turn the VanVets charged my Scrapjets and failed to kill 1, but I lost both Wazboms.
My second turn I killed everything besides 2 characters and a hand full of Marines, and we called it a day since he would have been tabled turn 3.
Koptas did lots of damage as did my 9 warbikers and the Scrapjets und Squigbuggies, but the down of War deployment and no real threats turn 1 made it fairly easy for me.

Still I'm gonna think about going for a more flexible list as that one will have a hard time against first turn charges, DE in general and with scoring good if I have a matchup with tight scoring.

3 x 3 Bikes, 3 x 3 Koptas und 5 different Buggies + 2 fliers sounds quite attractive as well.
I only have 18 Bikes, so I need to figure out if 3 x 5 is an option or even 1 mob of 9.
The dakka and melee thread of those 9 dudes is quite good, although I think my 2 shooting phases with those 9 took the same amount of time as did the rest of my shooting.
   
Made in cz
Bonkers Buggy Driver with Rockets





Prague

It is funny. Speed Mob AoR is the experiment. Experiment GW made to proof, whether is it fun to bulding a list with very restricted scale of the options.

Well, obviously it is. For some time…

Interesting. Warhammer 11th edition will looks like that I guess. Such “complicated” armies like our AoR will be the standard armies and just the speed of changes - every 6 months or less - will keep us alive. Plus Disney animations.

ES are the obvious choice right now.

But you are right, we do not have enough CPs. I solved it previosly via BA strategem and relict that both together gave me about 7 CP back.

So let' s say we make a list of BA with Extra Kunnnin and Finking Cap and fit it in one outrider = you have 10 CP base (or even 12!) + about 7CP on the top.

That is 1CP for ES strategem and 2-1=1CP for attak out o da sun = 2CP for about 3 turns = 6 CP down.

You have another aprox 18-6-=12 + 5 for turns = 17CP

Let' s say:
2 x ramming speed = 4
2 x cloud of smoke = 4
2 x crashing thr = 2
2 x command reroll = 2
————————————
Total:…………………12
5 left to use on fallback and shoot, chaaaaarge, ork is never beaten and others.

That sounds like a plan.

But does it worth it?






Automatically Appended Next Post:
The key question is - when comes the moment when the discussion about details of the perfect list will have a significantly smaller affect to the game than the abilities of each player.

This message was edited 1 time. Last update was at 2022/01/25 21:20:04


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gungo wrote:


I don’t think the scrapjet is horrible, but I don’t think it’s worth 25% more (20pts) then a kustom boosta blasta.


They are worth it - especially with goff culture, that I tend to run lately, that buffs their allready decent mellee. Boosta blastas can't boast 15 s9 ap2 d3 attacks with exploding 6s backed up by 3d3 (triggered on 4+) mw.
   
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I ran 2x8 and 1x9 warbikers at the Bolton waaaagh tournament and I gotta say rolling 96+ dice is both fun and a pain especially on a clock. I'm looking at dropping my nitro squig buggy and one bike to make my KBB a squad of 3. I'm going to change my freeboota and evil sunz mix into pure evil sunz but I'm going to try and fit all the fast attacks into one detachment and take a wartrike in an auxiliary support detachment.

I think the wartrike is now at least on par with the warboss on bike as he can still get engage on his own with the new secondaries (as he's a vehicle)
I
   
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 Grotrebel wrote:
I think the Squigbuggy is still valid.
Most of our quality shooting has just 24" and we still have the problem of traffic jam, especially running a Speed Mob with lots of Buggies, Bikes and Koptas.

1 Nitro Squig Buggy is still the minimum I'm gonna run and my Speed Mob lists with 1 Outrider will still have 3 to get maximum Dakka in those 6 fast attack slots.

I have a small tournament upcoming and still need to decide what to run.

Either Alphork Goffs or single Detachment Evil Sunz with 3 Squigbuggies, 3 Scrapjets, 2 Wazboms, 2 x 5 Koptas (keeping them safe with Drive by & Attack outta da sun) and some Bikes and single Buggies.

That's my favourite so far:

Spoiler:
Wartrike
3 Squigbuggies
3 Scrapjets
5 Koptas
5 Koptas
9 Warbikes
1 Dragsta
2 Wazboms

Not sure if I should make it 2 squads of 5 bikes and leave the Dragsta home for Retrieve and better chances with good bitz in case I run into lists that give away too few points on secondaries.

I'm confident that list can pull of 3 wins, but since it's gonna be 3 games only that probably means a VP tiebreaker for the 3-0s...

I could go for 3 x 5 Bikes, 3 x 3 Koptas and all 5 Buggies but in smaller numbers instead to maximise VP for Engage & Retrieve in worst case scenarios, but that will cost me 3 CP and a bit of Dakka.
Maybe add da Boomer even?
It's shooting isn't that good but it would give me a unit to camp on an objective and add a little bit of fire power.

Opinions?



how will you keep both 2x5 deffkoptas safe when you can only use the stratagem on one of them at a time?

This message was edited 3 times. Last update was at 2022/01/25 21:51:40


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You use attack outa da sun on one of them and Drive by dakka on the other one.
Also (thats how I play it already) if it gets FAQ'd that you can't use the attack out da sun strat on units that arrived this turn, you can switch with both squads and use the strat always on the unit that has been on the table already.
Other armies with similar strats have been FAQd so it doesn't work that way, I guess it's just a matter of time until they catch up with those sneaky Koptas.


CaptainO wrote:
I ran 2x8 and 1x9 warbikers at the Bolton waaaagh tournament and I gotta say rolling 96+ dice is both fun and a pain especially on a clock. I'm looking at dropping my nitro squig buggy and one bike to make my KBB a squad of 3. I'm going to change my freeboota and evil sunz mix into pure evil sunz but I'm going to try and fit all the fast attacks into one detachment and take a wartrike in an auxiliary support detachment.

I think the wartrike is now at least on par with the warboss on bike as he can still get engage on his own with the new secondaries (as he's a vehicle)
I

Lol
I literally never thought about using an auxiliary detachment in speedmob.
Might be cool to get a additional WL trait if you want to safe that 1 CP over an outrider or squeeze in a 7th FA slot.
It's just one CP but sometimes it can make the difference.
   
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 koooaei wrote:
gungo wrote:


I don’t think the scrapjet is horrible, but I don’t think it’s worth 25% more (20pts) then a kustom boosta blasta.


They are worth it - especially with goff culture, that I tend to run lately, that buffs their allready decent mellee. Boosta blastas can't boast 15 s9 ap2 d3 attacks with exploding 6s backed up by 3d3 (triggered on 4+) mw.

They both have spiked ram ability so the MW thing is a wash and maybe the scrapjet is better as goff because he has a better melee profile… it’s just a pretty big point bump between the 2 units.
   
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 Grotrebel wrote:
You use attack outa da sun on one of them and Drive by dakka on the other one.
Also (thats how I play it already) if it gets FAQ'd that you can't use the attack out da sun strat on units that arrived this turn, you can switch with both squads and use the strat always on the unit that has been on the table already.
Other armies with similar strats have been FAQd so it doesn't work that way, I guess it's just a matter of time until they catch up with those sneaky Koptas.


CaptainO wrote:
I ran 2x8 and 1x9 warbikers at the Bolton waaaagh tournament and I gotta say rolling 96+ dice is both fun and a pain especially on a clock. I'm looking at dropping my nitro squig buggy and one bike to make my KBB a squad of 3. I'm going to change my freeboota and evil sunz mix into pure evil sunz but I'm going to try and fit all the fast attacks into one detachment and take a wartrike in an auxiliary support detachment.

I think the wartrike is now at least on par with the warboss on bike as he can still get engage on his own with the new secondaries (as he's a vehicle)
I

Lol
I literally never thought about using an auxiliary detachment in speedmob.
Might be cool to get a additional WL trait if you want to safe that 1 CP over an outrider or squeeze in a 7th FA slot.
It's just one CP but sometimes it can make the difference.


Ya the speed mob is super CP intensive. An extra CP or two could go a long way. So much so that I'm almost considering not taking a second relic (which would be the KILLa klaw) which would mean I start with 9 CP. The crashing through strat is excellent. I normally use it on my 5 man squads of deffkoptas (or faster than yoos bikes T1)but post chapter approved I'm really interested in using it on a 3 man squad of pyromaniac KBBs.

List below. Thoughts welcome
Spoiler:

++ Outrider Detachment 0CP (Orks) [98 PL, 12CP, 1,880pts] ++

+ Configuration +

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

Clan Kultur: Evil Sunz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, 115pts]: Fasta Than Yooz (Evil Sunz), Power Klaw, Warlord

+ Fast Attack +

DeffKoptas [12 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

DeffKoptas [12 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [12 PL, 240pts]: Pyromaniacs
. Kustom Boosta Blastas
. Kustom Boosta Blastas
. Kustom Boosta Blastas

Warbikers [12 PL, 205pts]
. Boss Nob: Big Choppa
. 7x Warbiker w/ Choppa: 7x Choppa, 14x Dakkagun

Warbikers [12 PL, 205pts]
. Boss Nob: Big Choppa
. 7x Warbiker w/ Choppa: 7x Choppa, 14x Dakkagun

Warbikers [12 PL, 205pts]
. Boss Nob: Big Choppa
. 7x Warbiker w/ Choppa: 7x Choppa, 14x Dakkagun

+ Flyer +

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

Wazbom Blastajet [10 PL, 200pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, Supa Shoota

++ Auxiliary Support Detachment -2CP (Orks) [6 PL, -3CP, 120pts] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

Clan Kultur: Evil Sunz

Detachment Command Cost [-2CP]

+ HQ +

Deffkilla Wartrike [6 PL, -1CP, 120pts]: Madboyz, Rezmekka's Redder Paint (Evil Sunz), Speed King (Speed Mob), Stratagem: Big Boss

++ Total: [104 PL, 9CP, 2,000pts] ++

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Prague

Hey guys, slow down withthe Specialist detachements!

1. You can' t use it on the unit in Aux supp detach.
2. You lost the Clan keyword, so your warlord cannot be a specialist (I see wartrike is a big boss, not warlord, but I saw such error somewhere else)
3. Because you lost the Clan keyword, you cannot use Driven by Dakka strategem and potentialy Fasta then yooz (valid for bikers only).

What is a good point however is, that you can you a Flyboyz on the planes for better save. They don' t care about ES rules.

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