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Made in au
Battlewagon Driver with Charged Engine





 JNAProductions wrote:
Why not take a 20/10 split?

Put the Choppas out front, Shootas in back.


I think we should call that sort of build the mullet of ork units.
   
Made in us
Heroic Senior Officer





Western Kentucky

Is there a particular situation where you want shoota boyz over sluggas? I got a couple shoota mobs just because they look cool but even with a full volley of 30 boyz, you're getting what, maybe 2 dead marines? I'm kind of struggling to see a point to them, which is weird since back in 5th all I remember people running was shoota boyz. That said mass S4 shooting was muh scarier back then than it is now, so I guess it makes sense.

A mob of 20/10 as slugga/shoota seems even more situational, because yeah while you're probably not getting all 30 boyz into every combat, what good are those extra 10 S4 shots really giving you? The only thing I can think of is if hordes become the big thing and you need ways to weaken gaunt or enemy boyz mobs, but even then you're risking shooting yourself out of charge range.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

ideally, in a 30man squad, at least 15 should be Shootas.

Reason: Adv+Shoot so theyre doing SOMETHING as they move up the board, 18" range after 5+D6 movement usually means they still shoot. In addition, you cannot realistically expect more than 15 boyz to get to swing in melee anyway unless you get REALLY lucky on the charging.
By the time youre close enough to reliably wrap, theres no way that squad is full strength anyway.

You could stretch that to 20/10 as well, since it is possible to swing with more than 15 models at once just unlikely. Kill the shootas first because after that initial turn they arent as useful since they WILL be charging something at that point, possibly w/o needing advance so they can pistol fire too.

Most people just do solid choppa/shoota squads because most armies dont even allow that kind of mixing, and the few that do theres no reason to (Warriors can do it too, but there is no reason to mix reapers/flayers). Plus, its easier to keep track of whats left and where each unit is.

This message was edited 2 times. Last update was at 2020/12/07 21:38:26


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
Theres no way they remove kustom jobs, its too popular a mechanic and super flavorful for orks.

Its more likely they add more kustom jobs than give us better relics. Orks arent known for specially crafted personal weapons, just bigger versions of the usual weapon (i.e. Killaklaw or extra shots shootas), not really all that special ones with unique properties.
Vehicles though are supposed to be so heavily kitbashed and hobbled together that no two vehicles are the same. So yeah, i could see them adding tons of kustom jobs and copy/pasting relics.

The only way they could get rid of kustomjobs and not get a huge backlash from the ork community is to basically incorporate them into the units by default.
Could take Squighydes? +1m
Could take Pistons? +1m
Could take Sparkly Bits? +1BS at half range (or some other restriction so its not a flat BS4 buff to all our walkers)
etcetc.

And theres no way in hell GW does that. Not without making them cost ~40% more to "compensate" because orks never get a buff without a price hyke in the process.


Would it cost pts or pl? It seems to go against GWs new pattern of making things cost pts for match play that used to be stratagems and CP. Then how much would be reasonable to pay for these upgrades? Would a Korkscrew be 20ppm? We would run out of pts quick in an army. Just because things are popular doesnt mean they cant take it away or turn them on their head. Units that were popular previous editions have been taken down a peg (or two) to incite us to buy other things. The Wraithknight is one of the key victims of this and to some extent Aggressors now (they are good in some armies like Sallies and Ultras but arent neccessary).Theyve taken away Ork options before that had models or were popular (looted wagon was crazy popular), and from the trend that has been seen with SM, BA, SW, its that whatever they had from PA has largely disappeared like stratagems and relics.

Atleast half of the KJs should just be standard to the model. Grog Klaw (even though thats pretty weak compared to everything that is D3+3 like say a redemptor fist), Slug Gubbin, Blitza Gatler, Pincha, Zagzap, Da Boomber, Squig Hyde Tyres (say on trukks or warbikes especially due to them being one of the slowest bikes in the game when others just auto advance 6-8"), Sizzly Rivets. None of these makes the model OP. Would you ever take a Gunwagon without Da Boomer? A Stompa without da Blitza Gatler? No Grog Klaw/Slug Gubbin on a Gorka? A Redemptor has the same level of firepower that a Gorka has, being kinda more durable with Duty Eternal and access to Obscuring, punches a lil bit harder vs multiwould models and gets better synergies whilst being a third of the cost.These should just be standard things. Really a Morka should be BS4 as with all Meks with their weapons, a Wazboom has it for its Smashagun, a Morka should for its big gun ATLEAST. Just look at the DG daemon engines getting +1 WS & BS across the board. Thats big. I expect the same for Orks (not BS but KJs starting to be baked into profiles and going as a pre-game mechanic).

Id actually like to see Orks get more access to BS4 things just with set things that have to be met like being within half range. BS5 was fine in an age when we had no modifers in past editions. Yeah its a capped at a -1 but that still gimps half of our shooting unless its BS4. KJs should be options but most of the time they are just autotakes with an army that doesnt need CP much unlike its footslogging counterparts. As they are right now its not a huge hinderence to have them in your army at the cost of CP.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Unfortunately they already have a system to answer that first part.

Necron's Cryptek Arkanas are points based "relics" that only the Crypteks can use.
They are also increasing the model's PL if taken, which hard-locks them to 15-40pts because of the PL ratio.
Most of them are NOT worth that many points because theyre once per game though so it might work far better for orks with permanent mods.
Still will fall into the issue like you said that some are not equal in worth. Which is a problem even with the CP based one (arguably worse imo)

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

tulun wrote:
The main issue is they are trying to get rid of CP upgrades for units.

Which I 100% agree with as a general concept and I think we can all agree there was some awful game breaking CP upgrades in other armies...

If they think it'll be too powerful to have 3 units of Mega Trakks with Korkscrew, just limit the upgrades to once per detachment or once per army.


I agree. When wouldnt you take Korkscrew or Wirlygig? They might aswell be permanent options that is reflected in the cost of the model or as your said restricted or as Jid said, paired to a Mek (Big Mek giving more than a Mek).


Automatically Appended Next Post:
 Vineheart01 wrote:
Agreed, i hate CP unit upgrades and i wish they'd go away and also wish Relics would go back to points as well.

I just dont believe GW is actually doing that. They had a chance...twice actually...to revamp the Cp system and they completely ignored both. The change in 9th is more of a consistency thing than a revamp.


They are doing it to some degree. Space Marines saw it with Chapter Command and Veteran Intercessors becoming a unit instead of a CP upgrade. Necrons have it with their Arcana for their Crypteks but oddly the Phaeron is a CP upgrade when youd think theyd take a leaf from the SM book and make it a PL/PTS cost. Blood Angels saw it for making a Captain/Lieutanent Death Company, it used to be a CP upgrade now its pts (for a Captain its 20pts and I believe 15pts for the other). Space Wolves havent had anything like this as far as I am aware but then again they just use the Chapter Command and most of the Marine stuff bar a few things like Vanguard Vets and Sternguard. Deathguard will be the next codex to show if this pattern carries on and im 110% sure Dark Angels will have it for making certain things Deathwing. Its a good move but could use some fine tuning, like why is a Chief Apothecary 15pts and his strat then free when he can revive 5 models way over his 15pts added cost like 5 Blade Guard Veterans.

KJs are an odd case. They are relic-lite. They may be only 1 upgrade each, but they effect a squad, there is no limit on how many you can have like say relics, the only cap being your CP, how many KJs there is and the amount of these units that can take them in your army. I believe T'au prototype weapons might be the same as KJs but they may have a relic cap of 3 like standard. I cant remember its been a while since ive played my T'au. KJs are pretty unique amongst the other factions but they dont neccessarily make certain units punch way above their weight like say a character with a relic/warlord trait/strat-pts upgrade.

This message was edited 2 times. Last update was at 2020/12/07 21:58:26


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in ca
Longtime Dakkanaut




Has anyone played with any Grot Mega Tanks since the update?

Just occurred to me today that a 2 or 3 KMB, 4 or 5 big shoota Grot mega tank actually isn't *too* bad combined with grot mobs.

110 or 120 points.
3+ save, ramshackle, 11 wounds, degrading profile is largely irrelevant, 6++, re-roll 1s to hit.

2-3 KMB shots, 12 or 15 big shootas, all hitting on 4s.

You could sort of use it as a bulky dragster.

The body is actually pretty decent, and it has some alright chaff / elite killing power.

This message was edited 1 time. Last update was at 2020/12/07 23:19:17


 
   
Made in au
Battlewagon Driver with Charged Engine





tulun wrote:
Has anyone played with any Grot Mega Tanks since the update?

Just occurred to me today that a 2 or 3 KMB, 4 or 5 big shoota Grot mega tank actually isn't *too* bad combined with grot mobs.

110 or 120 points.
3+ save, ramshackle, 11 wounds, degrading profile is largely irrelevant, 6++, re-roll 1s to hit.

2-3 KMB shots, 12 or 15 big shootas, all hitting on 4s.

You could sort of use it as a bulky dragster.

The body is actually pretty decent, and it has some alright chaff / elite killing power.


The changes to the grot tank rules certainly were an improvement in regards to synergy. Their rules don't overlap with grotmobs any more so you can stack them to make an overall decent unit. But I do think that if you want to take KMB then a proper Deffskuls unit may get more milage especially the Dragstas.

Big shootas are sadly still pretty meh even with BS4. Perhaps grotzookas could see some use? Skorchas you may as well just slap on a dread (especially when we get that range buff)
   
Made in ca
Longtime Dakkanaut




Totally agree.

I doubt it'll outstrip a dragster, but if you have the model, I think it could actually perform alright.

I don't think 100% grotzookas or big shootas will do enough work. Orks clear chaff just fine. We struggle a bit against heavy infantry, which the KMB can help out with.

i just wouldn't go all in, as 160 points for a mega tank is a bad trade.
   
Made in au
Battlewagon Driver with Charged Engine





tulun wrote:
Totally agree.

I doubt it'll outstrip a dragster, but if you have the model, I think it could actually perform alright.

I don't think 100% grotzookas or big shootas will do enough work. Orks clear chaff just fine. We struggle a bit against heavy infantry, which the KMB can help out with.

i just wouldn't go all in, as 160 points for a mega tank is a bad trade.


Well thankfully the design of the FW book is future proofed to an extent. If our codex comes round early and the profiles change massively those little blighters may get some more life as cheapish/accurateish carriers of special weapons. But there will always be a balance of not having the unit special rules (like taking rokkit tanks vs tankbustas) vs price and durability, with a little speed thrown in. That and having gorgeous rolling scrapheaps for models.
   
Made in it
Waaagh! Ork Warboss




Italy

 Vineheart01 wrote:
ideally, in a 30man squad, at least 15 should be Shootas.

Reason: Adv+Shoot so theyre doing SOMETHING as they move up the board, 18" range after 5+D6 movement usually means they still shoot. In addition, you cannot realistically expect more than 15 boyz to get to swing in melee anyway unless you get REALLY lucky on the charging.
By the time youre close enough to reliably wrap, theres no way that squad is full strength anyway.

You could stretch that to 20/10 as well, since it is possible to swing with more than 15 models at once just unlikely. Kill the shootas first because after that initial turn they arent as useful since they WILL be charging something at that point, possibly w/o needing advance so they can pistol fire too.

Most people just do solid choppa/shoota squads because most armies dont even allow that kind of mixing, and the few that do theres no reason to (Warriors can do it too, but there is no reason to mix reapers/flayers). Plus, its easier to keep track of whats left and where each unit is.


I agree, 50/50 slugga & choppa/shoota is the best loadout for 30 man mobs. You'll never get more than 10-12 boyz per mob in combat anyway, and per turn those 45 shootas can actually matter a little bit. Greentides are also typically lackluster in the shooting phase, so those few extra shots aren't useless.


Automatically Appended Next Post:
Big Mek Sparknutz wrote:
I think there are two significant issues that are covering for each other when it comes to Orks and CP.

1) We don't have many good active stratagems. IMO we have 6 good all-around strategems. Get Stuck In, Orks is Never Beaten, More Dakka, Tellyporta, UGT. For good situational stratagems we have Ramming Speed, Hit Em Harder, and Skarboyz. I'd put the rest in the bad category because they either don't do enough or it is too specific to be generally useful.

.2) We have really good passive strategems. Kustom jobs, Warphead, and the Biggest Boss are auto-includes in every list almost. This combined with the most effective list being massed boyz makes for less interaction and choice than many other factions have. I have limited experience as I just started playing but I wanted to see what other people thought.


I'd include Mob Up, Medi Squig, Grot Shields, Extra Stikkbombz, Loot It, Wreckers, Billowing Exaust Clauds if you play bikes, Da Kleverest Boss, Flyin' Eadbutt, Da Burnin' Highway and Patch Up. All useful, and with the exception of Mob Up, Loot It, Billowing and Grot Shields I use them more frequently than UGT and More Dakka. Dreaded Death Machine is highly situational but could be useful against primaris/gravis dudes and 3x dreads aren't uncommon in orks lists.

This message was edited 1 time. Last update was at 2020/12/08 08:10:03


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I actually use dreaded death machine almost every time I use dreads.

Being the best at passive stratagems is a cool army identity to have anyways. I'm not a fan of "insert CP for damage" stratagems anyways.

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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 gb
Stabbin' Skarboy





crewe

 Jidmah wrote:
I actually use dreaded death machine almost every time I use dreads.

Being the best at passive stratagems is a cool army identity to have anyways. I'm not a fan of "insert CP for damage" stratagems anyways.


Do you get much value out of Dreaded Death Machine when youve used it Jid? Ive always been left feeling underwhelmed by it. Assuming the dread is 4 klaws thats 6 attacks, 3s and 2s (3s vs gravis) then they get a 3+ and whatever feel no pain they have. So say you kill 2 Intercessors you then have 2 additional attacks which youll probs kill 1 more. That doesnt seem like good value for a CP. Granted your clan would help get more value if your Goffs or Deathskulls but it feels like a waste of a CP. Then the Deff Dread gets seal clubbed in return most likely by the remaining Intercessors (If they have a Sarge with a powerfist).

DDM is something I would like to see be standard to Deff Dreads in the future, and a sprinkling of more attacks.


Automatically Appended Next Post:
 Blackie wrote:
 Vineheart01 wrote:
ideally, in a 30man squad, at least 15 should be Shootas.

Reason: Adv+Shoot so theyre doing SOMETHING as they move up the board, 18" range after 5+D6 movement usually means they still shoot. In addition, you cannot realistically expect more than 15 boyz to get to swing in melee anyway unless you get REALLY lucky on the charging.
By the time youre close enough to reliably wrap, theres no way that squad is full strength anyway.

You could stretch that to 20/10 as well, since it is possible to swing with more than 15 models at once just unlikely. Kill the shootas first because after that initial turn they arent as useful since they WILL be charging something at that point, possibly w/o needing advance so they can pistol fire too.

Most people just do solid choppa/shoota squads because most armies dont even allow that kind of mixing, and the few that do theres no reason to (Warriors can do it too, but there is no reason to mix reapers/flayers). Plus, its easier to keep track of whats left and where each unit is.


I agree, 50/50 slugga & choppa/shoota is the best loadout for 30 man mobs. You'll never get more than 10-12 boyz per mob in combat anyway, and per turn those 45 shootas can actually matter a little bit. Greentides are also typically lackluster in the shooting phase, so those few extra shots aren't useless.


Automatically Appended Next Post:
Big Mek Sparknutz wrote:
I think there are two significant issues that are covering for each other when it comes to Orks and CP.

1) We don't have many good active stratagems. IMO we have 6 good all-around strategems. Get Stuck In, Orks is Never Beaten, More Dakka, Tellyporta, UGT. For good situational stratagems we have Ramming Speed, Hit Em Harder, and Skarboyz. I'd put the rest in the bad category because they either don't do enough or it is too specific to be generally useful.

.2) We have really good passive strategems. Kustom jobs, Warphead, and the Biggest Boss are auto-includes in every list almost. This combined with the most effective list being massed boyz makes for less interaction and choice than many other factions have. I have limited experience as I just started playing but I wanted to see what other people thought.


I'd include Mob Up, Medi Squig, Grot Shields, Extra Stikkbombz, Loot It, Wreckers, Billowing Exaust Clauds if you play bikes, Da Kleverest Boss, Flyin' Eadbutt, Da Burnin' Highway and Patch Up. All useful, and with the exception of Mob Up, Loot It, Billowing and Grot Shields I use them more frequently than UGT and More Dakka. Dreaded Death Machine is highly situational but could be useful against primaris/gravis dudes and 3x dreads aren't uncommon in orks lists.


Id put Mob Up and Grot Shields pretty far down on the usefulness of our strats. Mob Up got blasted when they FAQ'd it to only effect Boyz which was dumb. Its pretty situational now, not bad but not something you do every game. Grot Shields is another case of well what do you use it on now? Grots are quite expensive this edition and they arent seen in all lists. Maybe if you want to protect some MANs but there is better ways to keep them from harm available to us.

Extra Stikkbombz is another highly situation case. You cant use it after advancing which is what most boys will be doing, its 6" range which is pretty damn close which again means you either advanced or want to charge and not reduce your charge range or youve Da Jumped or Deep Struck onto the board from Tellyport. Ive mainly used it on Nobz who are kitted out solely for combat so no sluggas just so that they can clear out some chaff if they need too. But Nobz arent the best anyway.

I dont find myself using Loot It all that much too nowadays. You either run all Boyz or Buggies. Its great for Flashgitz but not much else due to it no longer effecting MANs. And even then the game is swimming in high AP shots with AP2 being so damn common which we'd usually have a KFF to fall back on.

This message was edited 1 time. Last update was at 2020/12/08 11:36:24


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

So I recently acquired 8 plastic Mega Nobz.
It seems like there are differing opinions on how to equip them.
I am thinking about magnetizing them so that I am able to swap between dual Killsaws and Shoota + PK, but the question is, should go for kombi-skorcha, kombi-rokkits, kustom shootas, or a mix of the three?

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in us
Fresh-Faced New User




 Bonde wrote:
So I recently acquired 8 plastic Mega Nobz.
It seems like there are differing opinions on how to equip them.
I am thinking about magnetizing them so that I am able to swap between dual Killsaws and Shoota + PK, but the question is, should go for kombi-skorcha, kombi-rokkits, kustom shootas, or a mix of the three?


Kombi-skorchas are way too expensive. I think a kombi-rokkit may be arguable if running deathskullz but the kustom shootas are generally the go-to ranged choice for MANz. I personally just love running them with Killsaws. S4 shooting is just so rarely able to take a wound that I don't think it's effective especially when you are often advancing and charging to get them into CC.

We're da best. Think diffrent do ya? Come and have a go then, ya runty little wimp!
- Gasgrakh, Goff Nob 
   
Made in gb
Rampagin' Boarboy





United Kingdom

For the vehicle passives, I'm hoping it's either baked in cost and one unit per army can take it for free, or a pay X points for the upgrade.

 Bonde wrote:
So I recently acquired 8 plastic Mega Nobz.
It seems like there are differing opinions on how to equip them.
I am thinking about magnetizing them so that I am able to swap between dual Killsaws and Shoota + PK, but the question is, should go for kombi-skorcha, kombi-rokkits, kustom shootas, or a mix of the three?


As a deathskulls player, I personally go for dual saws. Other than that I might sprinkle the odd klaw/rokkit model in if I want to make use of the reroll while shooting.

Skorchas might be situationally useful if you're playing against a proper horde, but I can't see a use for shootas personally.
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Big Mek Sparknutz wrote:
 Bonde wrote:
So I recently acquired 8 plastic Mega Nobz.
It seems like there are differing opinions on how to equip them.
I am thinking about magnetizing them so that I am able to swap between dual Killsaws and Shoota + PK, but the question is, should go for kombi-skorcha, kombi-rokkits, kustom shootas, or a mix of the three?


Kombi-skorchas are way too expensive. I think a kombi-rokkit may be arguable if running deathskullz but the kustom shootas are generally the go-to ranged choice for MANz. I personally just love running them with Killsaws. S4 shooting is just so rarely able to take a wound that I don't think it's effective especially when you are often advancing and charging to get them into CC.

I agree that Skorchas are expensive. They only do proper damage against the right targets (GEQ), and then you are in a situation where you might not be able to make the charge if you roast your charge target first.


Automatically Appended Next Post:
 Afrodactyl wrote:
For the vehicle passives, I'm hoping it's either baked in cost and one unit per army can take it for free, or a pay X points for the upgrade.

 Bonde wrote:
So I recently acquired 8 plastic Mega Nobz.
It seems like there are differing opinions on how to equip them.
I am thinking about magnetizing them so that I am able to swap between dual Killsaws and Shoota + PK, but the question is, should go for kombi-skorcha, kombi-rokkits, kustom shootas, or a mix of the three?


As a deathskulls player, I personally go for dual saws. Other than that I might sprinkle the odd klaw/rokkit model in if I want to make use of the reroll while shooting.

Skorchas might be situationally useful if you're playing against a proper horde, but I can't see a use for shootas personally.

I will paint them as Evil Sunz, but I am thinking in terms of future proofing, if Killsaws become very expensive in the next codex, then Kustom Shoota + PK might be the cheaper way to go.

This message was edited 1 time. Last update was at 2020/12/08 13:11:56


2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in dk
Longtime Dakkanaut




Danmark

I cant remember if the kombi shooters are interchangable, but you can easily change between powerklaw/kustom shoota and the dual saws, they dont need to be magnetized.

They have small... penises (i have no idea what the word is im looking for) sticking out of the hands and holes in the weapons to slide them in. very easily.

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

- About Dawn of War 3 
   
Made in it
Waaagh! Ork Warboss




Italy

 deffrekka wrote:


Id put Mob Up and Grot Shields pretty far down on the usefulness of our strats. Mob Up got blasted when they FAQ'd it to only effect Boyz which was dumb. Its pretty situational now, not bad but not something you do every game. Grot Shields is another case of well what do you use it on now? Grots are quite expensive this edition and they arent seen in all lists. Maybe if you want to protect some MANs but there is better ways to keep them from harm available to us.

Extra Stikkbombz is another highly situation case. You cant use it after advancing which is what most boys will be doing, its 6" range which is pretty damn close which again means you either advanced or want to charge and not reduce your charge range or youve Da Jumped or Deep Struck onto the board from Tellyport. Ive mainly used it on Nobz who are kitted out solely for combat so no sluggas just so that they can clear out some chaff if they need too. But Nobz arent the best anyway.

I dont find myself using Loot It all that much too nowadays. You either run all Boyz or Buggies. Its great for Flashgitz but not much else due to it no longer effecting MANs. And even then the game is swimming in high AP shots with AP2 being so damn common which we'd usually have a KFF to fall back on.


I use Mob Up sometimes as my lists are typically built around a larger squad of 18-19 boyz in a BW and 2-3 units of 10 trukk boyz. That's the reason why I always ignore UGT, I don't play 30 man mobs.

Extra Stikkbombz is great for Tankbustas but almost impossible to get. I managed to do it a few times though, and a 8-10 man squad can cause absolute overkill.

Loot It and Grot Shield for me died with 8th as I never even played Gretchins, Flash Gitz and Nobz in 9th edition. I guess I could try to give a 5+ save to the 15ish man squad of boyz that survives the death of their BW but it doesn't seem much of a rewarding investment.

I agree that they're all situational stratagems, but I don't think there is any army that uses more than the same 5-10ish active stratagems every game.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i've used extra stikkbombs quite a bit but generally only after getting out of a transport, as im usually not close enough with enough bodies otherwise.
Even stikkbombs can be a significant damage boost considering Blast.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Beardedragon wrote:
I cant remember if the kombi shooters are interchangable, but you can easily change between powerklaw/kustom shoota and the dual saws, they dont need to be magnetized.

They have small... penises (i have no idea what the word is im looking for) sticking out of the hands and holes in the weapons to slide them in. very easily.

Good point, I might not need to magnetize the hands at all. The different shoota bits are very small, and would require small magnets, but we are getting off topic here

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






As long as you are talking about orks, you are on topic

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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




 MrMoustaffa wrote:
Is there a particular situation where you want shoota boyz over sluggas? I got a couple shoota mobs just because they look cool but even with a full volley of 30 boyz, you're getting what, maybe 2 dead marines? I'm kind of struggling to see a point to them, which is weird since back in 5th all I remember people running was shoota boyz. That said mass S4 shooting was muh scarier back then than it is now, so I guess it makes sense.

A mob of 20/10 as slugga/shoota seems even more situational, because yeah while you're probably not getting all 30 boyz into every combat, what good are those extra 10 S4 shots really giving you? The only thing I can think of is if hordes become the big thing and you need ways to weaken gaunt or enemy boyz mobs, but even then you're risking shooting yourself out of charge range.


30 shoota boyz, all in range get 23.3 hits. VS T4 thats 11.66 wounds, and against a 3+ save that is 3.8 dmg. So likely 2 dead Marines, but very plausible to only get 1 and 1 wounded. The only advantage is so marginal as to be irrelevant. You are talking about a situation where the Boyz are in range to charge, and want to shoot something outside of charge range. So the 50/50 split would be literally HALF the dakka I just mentioned, so instead of 3.8, its closer to 1.9 or 1 dead Marine, on the other hand you might be talking turn 1 where you are out of charge range, but at that point you advanced which means you are hitting on 6s so again, half the dakka previously mentioned, and if its that 50/50 split its actually 1/4th 30 shots = 5.8ish hits, 3 wounds 1dmg. Obviously once you hit CC you are taking casualties from the shoota boyz because they are functionally useless at this point in comparison to a choppa boy.

I mean, you can always do what you want and plan for those fringe situations but the benefit is so rare and minor that I honestly just run all my boyz as Choppa boyz, so I don't have to worry about positioning and which models to remove.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
i've used extra stikkbombs quite a bit but generally only after getting out of a transport, as im usually not close enough with enough bodies otherwise.
Even stikkbombs can be a significant damage boost considering Blast.


What unit are you shooting at after you disembark usually? Most units nowadays in the meta arent large enough to get affected by blast of either bracket unless we are talking Necron Warriors which even then they will barely scratch the paint. Even if its max 54 shots, hitting on 5s wounding on 5s with no AP (not taking into account DDD for the Boyz or RP for Necrons) kills 3 Warriors. The Tankbusta Bomb kills 0.69 ( ) again with no DDD or RP, so lets say 4 Warriors die, thats not great for a CP and the time taken to roll the shots.

If its against 5 Intercessors, we will say its 32 shots, thats 1 wound to a Primaris, the TBB kills 1. So 1.5 Intercessors. not great returns. Against GEQ wouldnt it be better to just fire the sluggas and make the 6" charge anyway and not waste the CP? I dont think 10 grenades kills much for Orks, maybe with Boomboyz due to str4 AP1 but not something id focus my list on.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in dk
Longtime Dakkanaut




Danmark

So i tried a list of Deathskulls today as my first time playing something other than Goff, because i had gotten my hands on a Kustom Boosta blasta, a Shokk attack gun big mek and a Gunwagon i ran as "Da Boomer".

Next to that 3x 20 boyz, and 2x 10 grot units.And some nobz, and mega nobz, and a warboss on warbike to charge the big trakk some were in yadda yadda and a bunch of stuff. Anyway, Im unsure if im convinced the "Da Boomer" really did me anything good. Sure i got around 10-16 hits in general, but hitting on 5s (and using more dakka when i remembered it, which i mostly didnt") still often didnt get that many hits and wounds.


I admit right off the bat i forgot to use my rerolls for deathskullz quite often, so thats on me. I also fought against custodies (the mustard men) which soaked up quite a decent amount of hits but the whole hitting on 5s is really painful. I will try the deffroller variant next time with "Da Red Roller" to see what happens, ill throw it in my Goff ghazzy group.

I also am aware that the shokk attack gun is not at all as glorious as it used to be but i wanted to try it. But i honestly just felt disappointed using it. my amount of shots were often very low, highest strength i ever got was 8 (once, also 6, and even 3), and hitting on 5s once again meant missing most things. Im not sure why a Big Mek with all those gizmoes and whirlybits doesnt hit on a 4 but maybe thats just me.

Anyway, the weirdboy with maniacal seizures seemed pretty interesting, it made my boyz get -AP when they swarmed the debuffed unit which was nice, an over all interesting and good debuff i think.

I will keep trying da boomer as having its virgin voyage against custodies is rough, but the shokk attack gun sure didnt really help me, quite literally 120 wasted points. he just sat perched in his tower missing everything and being generally useless.

I did win the match though.

This message was edited 2 times. Last update was at 2020/12/08 23:19:13


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

- About Dawn of War 3 
   
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Fresh-Faced New User




So tomorrow I am going to be playing my friend in a 1500pt game, my Orks vs. his Drukhari. I am trying a strategy I have always wanted to give a shot, running a gunwagon with "Da Boomer" as Evil Sunz.

I plan on using my wierdboy to cast "Visions in the Smoke" in conjunction with "More Dakka" to take out as many raiders and venoms as possible. The gunwagon will also have the lobba and 4 big shootas for maximum value. I will let you know how it works.

We're da best. Think diffrent do ya? Come and have a go then, ya runty little wimp!
- Gasgrakh, Goff Nob 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

MANz needs to be magnetized because this plastic “penisies” will break down during the 5th changing of the weapons. The good news is, it' s a fast job you can do afterwards.

I see the system of paying CP for units upgrades instead of points pretty clever for orks. Why? Our biggest disadventage is that we die fast like a hell. And except some obvious ways how to survive like KFF etc, our main in-built surviving system is - a lot of cheap models and units. If you say “let' s have custom jobs in the unit included in higher price” keep in mind that it means, you will take less buggies or dreads or whatever. And that is the opposite to what makes them work. You need a lot of scrapjets to make them working. You need a lot of smashagunz to make them working. Etc. Because they die easily and because their weapons are more or less random and you need to have enough tries to hit the lucky numbers. So I don' t have a big problem with this system. And honestly, I'm pretty lucky I can focus on right positioning and target prioritizing on the table and not to be distracted by keeping in mind some crazy strategems shenenyngas.


Automatically Appended Next Post:
Big Mek Sparknutz wrote:
So tomorrow I am going to be playing my friend in a 1500pt game, my Orks vs. his Drukhari. I am trying a strategy I have always wanted to give a shot, running a gunwagon with "Da Boomer" as Evil Sunz.

I plan on using my wierdboy to cast "Visions in the Smoke" in conjunction with "More Dakka" to take out as many raiders and venoms as possible. The gunwagon will also have the lobba and 4 big shootas for maximum value. I will let you know how it works.


Well that is the good example to my previous comment. The way to luck is a lot of body on the table to survive. Any of our units dies in 1 turn, in case enemy pick this unit up as a target. So general system is to keep the units bare and naked. Wanna Da Boomer? Take Da Boomer and dont waste a points for some lobba or big shootas. They have no synergie with Da Boomer and their price per point is terrible. Spare your 40p and take one smashugun to do another long range damage and screen some other part of the field. Or take some deffkopta to make a mess in his deploy and save you a turn of firing from Da Boomer or somethíng like this.

Btw. this is valid not only for orks, but for most of other armies too. The longer you live, the longer you can do something.

This message was edited 3 times. Last update was at 2020/12/09 07:12:22


10k p fullpaint orks ready to krump! …

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




Danmark

ive changed weapons at least 5 times by now between my powerklaws and saws, they work fine i think.

Big Mek Sparknutz wrote:
So tomorrow I am going to be playing my friend in a 1500pt game, my Orks vs. his Drukhari. I am trying a strategy I have always wanted to give a shot, running a gunwagon with "Da Boomer" as Evil Sunz.

I plan on using my wierdboy to cast "Visions in the Smoke" in conjunction with "More Dakka" to take out as many raiders and venoms as possible. The gunwagon will also have the lobba and 4 big shootas for maximum value. I will let you know how it works.


I thought about going Evil Sunz too for my Da Boomer match for visions in the smoke but the problem is if you dont have a vehicle with higher wound counts then you first need to cast and manifest your ability, and then theres a decent chance the value is either too low or too high for you to not be able to cast it on your wagon. To use this ability to the best of its ability there needs to be both value units (17 wounds and less, and 18 wounds and higher) so that when the ability manifests, you can always find a target for the ability. Right now you actually need to be quite lucky to cast it on your wagon. +6 to manifest then see if its between 6 and 8 to cast it on the wagon. You will fail if you cast a +9 since you have no units with 18 wounds or more.

The odds are against you here.

6-8 - success
0-5 + 9-12 - failure

This message was edited 2 times. Last update was at 2020/12/09 07:23:40


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

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






With the recent DG preview (plague weapon "kustom jobs"), it's fairly likely that kustom jobs will be costing points, not CP. Let's just hope they drop the points of the non-customized stuff down by enough.

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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 it
Waaagh! Ork Warboss




Italy

Beardedragon wrote:

Anyway, Im unsure if im convinced the "Da Boomer" really did me anything good. Sure i got around 10-16 hits in general, but hitting on 5s (and using more dakka when i remembered it, which i mostly didnt") still often didnt get that many hits and wounds.


Da Boomer is ok for 175 points and 1CP. With a few buffs like Deathskullz re-rolls, Freeboota +1 to hit, Evil sunz visions, etc has good odds to get its points back.

Beardedragon wrote:

Anyway, the weirdboy with maniacal seizures seemed pretty interesting, it made my boyz get -AP when they swarmed the debuffed unit which was nice, an over all interesting and good debuff i think.


Maniacal seizures is extremely powerful, sometimes even game breaking. Its only downside is that it's not reliable without lots of bodies around to boost the psyker.

 
   
 
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