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





Nebraska, USA

Yeah nobbikers irritate me. I have quite a few and i cannot use them because they are actually inferior to warbikers in every way except they get Bigchoppas across the board insead of just the nob.

They cost more, have equal wounds/toughness, dont have smoke cloud, and dont have red button. Wat.

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

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




 Vineheart01 wrote:
Yeah nobbikers irritate me. I have quite a few and i cannot use them because they are actually inferior to warbikers in every way except they get Bigchoppas across the board insead of just the nob.

They cost more, have equal wounds/toughness, dont have smoke cloud, and dont have red button. Wat.


It's baffling, I'm quite certain some communication must have been crossed when they wrote the errata? Maybe they thought Nob Bikers were going to Legends since they were a codex datasheet in the 8th book and were removed in 9th, not realizing they were in the FW Compendium they were errata'ing? It's so bizarre that the Nob leader of a warbiker mob has 4W and these guys are still 3...

*edit: I forgot they did give errata for Nob Bikers to have the army-wide abilities refer to the codex ('Ere We Go, Mob Rule, Waaagh!). Just a big mystery.

This message was edited 1 time. Last update was at 2022/02/04 01:39:33


 
   
Made in pe
Regular Dakkanaut




No doubt they're bad but until they change (which they may never do)we can only p**s with the orks we got.
   
Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:
I have hope one day they will fix nob bikers.. I mean I regularly feedback it to the rules team to fix it everytime something even remotely relevant comes up for it.


I don't. They're not even codex units now, which means they'll likely be left behind. Best use for the models for now and the future is to field them as leaders for regular bikers.


Automatically Appended Next Post:
Madjob wrote:
 Vineheart01 wrote:
Yeah nobbikers irritate me. I have quite a few and i cannot use them because they are actually inferior to warbikers in every way except they get Bigchoppas across the board insead of just the nob.

They cost more, have equal wounds/toughness, dont have smoke cloud, and dont have red button. Wat.


It's baffling, I'm quite certain some communication must have been crossed when they wrote the errata? Maybe they thought Nob Bikers were going to Legends since they were a codex datasheet in the 8th book and were removed in 9th, not realizing they were in the FW Compendium they were errata'ing? It's so bizarre that the Nob leader of a warbiker mob has 4W and these guys are still 3...

*edit: I forgot they did give errata for Nob Bikers to have the army-wide abilities refer to the codex ('Ere We Go, Mob Rule, Waaagh!). Just a big mystery.


They're in the compendium and not legends because FW released an offical kit for nob bikers. Same reason why the warboss on bike belongs to that section too.

This message was edited 1 time. Last update was at 2022/02/04 11:39:34


 
   
Made in it
Dakka Veteran




Aaaaaaaaaaaand Trukk Boys are no more!
   
Made in us
Regular Dakkanaut




I'm well aware why they are in FW Compendium, I was saying there's a distinct possibility GW can't keep all their rules straight, though as I said in the edit they were clearly aware that Nob Bikers were in the IA compendium. And on that subject, balance datasheet and a big round of FAQs dropped but no major changes for Orks that I noticed.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

New FAQs and Dataslate…..

https://www.warhammer-community.com/2022/02/04/the-next-warhammer-40000-balance-dataslate-is-here/?utm_source=facebook&utm_medium=social&utm_campaign=warhammer-40,000&utm_content=40kdataslate040222&fbclid=IwAR0OWLYDNvw3aFz5ezl_NMes2IozwI9phJUNTp6K-t0DfxALFlYWqsLQCgY

It looks the same like the old one, just the new “Q1 2022” in the head. Or do you see any difference?

Talos and Cronos lost CORE. I don't see anything else…

10k p fullpaint orks ready to krump! …

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






Yeah, I don't either. What a waste of time. They could have at least given Nob Bikerz the much needed update for the extra wound and Big Red Button. I guess they stay irrelevant for another edition.

Also, really miffed they bothered keeping the same buggy restriction after the points hikes. At least alter how Kustom Jobs work then!
   
Made in us
Longtime Dakkanaut




Except for the core rule change that says screw you orks no more charging after you disembark from a vehicle that moved.

Making trukk boys useless again.
And drukari get a light adjustment and are still tier 1 cause fuk you orks.
It’s comically bad at this point. Obvious playtesters with an ax to grind.

This message was edited 2 times. Last update was at 2022/02/04 14:06:44


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





Nebraska, USA

Cool, they got rid of dual-choppa nobz. Thanks GW, remove the one interesting bone nobz had why dont ya.

2 weapons saying additional attacks do not cause 2 extra attacks now.

Also what core rule are you talkinga bout that says you cant charge after disembarking a vehicle that moved? Codex > core rules when theres a conflict generally, the core rule has to be worded very specifically to overrule a codex.

This message was edited 1 time. Last update was at 2022/02/04 14:11:18


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

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




 Vineheart01 wrote:
Cool, they got rid of dual-choppa nobz. Thanks GW, remove the one interesting bone nobz had why dont ya.

2 weapons saying additional attacks do not cause 2 extra attacks now.


No, that still works. The faq specifically addresses weapons with an ability that grants them an additional attack only if they're equipped with two of the same weapon. Compare the wording of Killsaws to Choppas and you'll see the difference, the faq only addresses wording like the one found on Killsaws. They're stopping people from claiming that as soon as you have two Killsaws, each Killsaws now unlocks +1 attack for 2 extra attacks.
   
Made in ch
The Dread Evil Lord Varlak





Lol, so basically, ork boys are dead weight now?

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Ok, the shitstorm comes about this errata in core rules potentialy nerfing Trukkboyz:

Edit - uploaded the picture with the context - so IMHO it says “IF transport has a rule about crew remain stationary AND IF has a rule allowing to disemabark after movement THAN no charge

This is not relevant for the trukboyz, so they are safe. Isn' t it?

Page 8 https://www.warhammer-community.com/wp-content/uploads/2020/08/9329uszc31Meu3N3.pdf
[Thumb - B5E6C410-7CC2-49CC-8C65-4EDC00D223A6.jpeg]

[Thumb - E3C9DEB8-DFDE-4652-BA76-280827BD6B27.jpeg]

This message was edited 5 times. Last update was at 2022/02/04 14:27:24


10k p fullpaint orks ready to krump! …

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




Stop complaint orks … we reduced meganobs by 5pts we had to nerf them so you can’t use them as trukk boys and clarified that you only get 1 atk on those dual saw meganobs… (although I never played them with 2 atks)
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

and of course, trukkboyz actually doesnt mention charging.
Who the hell would want to disembark a shooty unit after it moved?

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

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




Almost 3 months on and still no faq on "attack out of the sun"& its ability to to remove a deffkoptas squad the turn it comes on...

If GW doesn't update nobz on bikes we can't use em. If they don't update AootS then we can use it?

On a more positive note a deffkopta (and wazbomm) heavy speed mob now has a very good match up into Talos and artists of flesh in particular with all the s8/9/10 weapons ignoring their "ramshackle".

Id love to hear people's thoughts but I'd go as far as to say that as a result of all the recent changes to points and rules speed mobz are our top build...

That is assuming trukkboyz are dead although maybe Vineheart01 has a point with codices superseding core rules...
   
Made in us
Flashy Flashgitz




North Carolina

This is not correct. The core rule errata is specific to rules that make you count as stationary (e.g. Argent Shroud sisters tactic). Trukk boyz makes no mention of counting as stationary.

This message was edited 1 time. Last update was at 2022/02/04 15:26:54


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Trukkboyz are definitely not dead. This errata does not affect the trukkboyz at all.

10k p fullpaint orks ready to krump! …

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




CaptainO wrote:
Almost 3 months on and still no faq on "attack out of the sun"& its ability to to remove a deffkoptas squad the turn it comes on...

If GW doesn't update nobz on bikes we can't use em. If they don't update AootS then we can use it?

On a more positive note a deffkopta (and wazbomm) heavy speed mob now has a very good match up into Talos and artists of flesh in particular with all the s8/9/10 weapons ignoring their "ramshackle".

Id love to hear people's thoughts but I'd go as far as to say that as a result of all the recent changes to points and rules speed mobz are our top build...

That is assuming trukkboyz are dead although maybe Vineheart01 has a point with codices superseding core rules...

The top speedmob list at lvo placed rank 100….
Since then it has gotten triple nerfed…
No more dual subfactions freebooter/evilsun
Buggies have gone up in price by 20/10
And mission have gotten harder for non troop/unit sizes of 5 or less activations…

I agree it’s still one of our stronger builds but it’s not a great tournament build do to missions….
Goff pressure is still slightly better even though it has got A severe beating…
I mean I’d love to hear peoples rational for why trukk boys are fine… but it’s really clear this change was done for the sole purpose of preventing charges after transports move… as normally there is no way to disembark and charge after movement.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Overseas

I'm not expert but my thought was the change doesn't apply to Trukk Boyz since the header is regarding to "Counts as remaining stationary" which wouldn't apply to the Trukk Boyz as a loophole.

Hard to tell what GWs intent was though.



   
Made in us
Longtime Dakkanaut




 The Red Hobbit wrote:
I'm not expert but my thought was the change doesn't apply to Trukk Boyz since the header is regarding to "Counts as remaining stationary" which wouldn't apply to the Trukk Boyz as a loophole.

Hard to tell what GWs intent was though.




The question is who
Does it apply to since there was no units with counts as remain stationary that were able to disembark (let alone charge) if a transport moved…

I hope that becomes the general consensus as I think goff pressure still has a little leg to stand on if meganobs can apply some pressure with trukk boys.

This message was edited 2 times. Last update was at 2022/02/04 17:21:04


 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

gungo wrote:
 The Red Hobbit wrote:
I'm not expert but my thought was the change doesn't apply to Trukk Boyz since the header is regarding to "Counts as remaining stationary" which wouldn't apply to the Trukk Boyz as a loophole.

Hard to tell what GWs intent was though.




The question is who
Does it apply to since there was no units with counts as remain stationary that were able to disembark (let alone charge) if a transport moved…

I hope that becomes the general consensus as I think goff pressure still has a little leg to stand on if meganobs can apply some pressure with trukk boys.


Trukk boys are unchanged. Just people with selective reading as usual.

Trukk boys ability does not mention remaining stationary so this rule does not apply.

SMASH  
   
Made in pe
Regular Dakkanaut




So on closer inspection the rules that prevent charging after disembarking appear to be aimed exclusively at ultramarine impulsors which would be subject to the impulsors rule allowing disembarkation after a transport moves and the Ultramarines counts as stationary rule. (The way it's written in the errata is woeful) trukkboyz arent effected thankfully.

In my mind this puts the goff pressure list a bit ahead of the speed mob. Trukkboyz (especially meganobz) are still good.

I wouldn't be as negative about the new missions regarding speed mobz. Solo clanz isn't the end of the world, buggy nerfs should encourage us to try some of the other options (or just deffkoptas which honestly are bad ass and crazy fun to play) and the requirement for min 3 for non vehicle units to do engage/min 5 for retrieve nachmund data doesn't change much for vehicle heavy lists other than encouraging larger bike squads.

The focus on more actions throughout the game definitely benefits speedmobz ability to advance and still complete an action. It should be noted that MSUs throughout the game have seen this nerf.

Drukhari were one of orks biggest weaknesses and they've been nerfed (can't wait for them to feel the full d3 of my deffkopta rokkits) other armies will suffer more from having access to only one "clan" (sisters, guard, nids) and tau no longer have killer overwatch. Our win rate at lvo was around 55% which is good. I predict we'll stay around that.

This message was edited 1 time. Last update was at 2022/02/04 18:20:29


 
   
Made in gb
Long-Range Land Speeder Pilot




UK

The way I read it, Trukk Boyz are affected.

1. "Count as stationery" is not sufficient on it's own to allow a transport to move and disembark passengers.
2. You can only move and disembark passengers if either the transport or the unit on board has an explicit rule to allow move and disembark.
3. Even if you have a rule that allows move and disembark, you cannot then charge during the same turn.

Only part 1 refers to "count as stationary", which is irrelevant to Trukk Boyz, but Trukk Boyz is an explicit rule to allow move and disembark so qualifies for parts 2 and 3. To say that Trukk Boyz is given a pass because it isn't a count as stationary rule misses the point - as part 1 clarifies that count as stationary is never relevant for move and disembark, part 3 must be a blanket rule.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

gungo wrote:

The top speedmob list at lvo placed rank 100….
Since then it has gotten triple nerfed…
No more dual subfactions freebooter/evilsun
Buggies have gone up in price by 20/10
And mission have gotten harder for non troop/unit sizes of 5 or less activations…

I agree it’s still one of our stronger builds but it’s not a great tournament build do to missions….
Goff pressure is still slightly better even though it has got A severe beating…
I mean I’d love to hear peoples rational for why trukk boys are fine… but it’s really clear this change was done for the sole purpose of preventing charges after transports move… as normally there is no way to disembark and charge after movement.


It' s a common mistake disproved almost on every tournament - list doesn't matter. The player is what matters. Good players wins.
So it is also very much about “good players do not choose the orks” right now.

Second aspect is - models. To play full SpeedMob you need tons of deffkoptas and bikers. Nobody played it for a long long time. To paint is a pain. Trust me, I do it right now. See the Killrigs? Goff presure list has unchanged rules since summer and people started to play it now. After 6 months? Well, Speed Mob became a think shortly before christmas.

My point is, that time is important.

However I agree, orks tends to go down slowly to the lower A /higher B tier. It' s a nice place. No nerfs are aimed to you and you still can win.

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Flashy Flashgitz




North Carolina

 Insularum wrote:
The way I read it, Trukk Boyz are affected.

1. "Count as stationery" is not sufficient on it's own to allow a transport to move and disembark passengers.
2. You can only move and disembark passengers if either the transport or the unit on board has an explicit rule to allow move and disembark.
3. Even if you have a rule that allows move and disembark, you cannot then charge during the same turn.

Only part 1 refers to "count as stationary", which is irrelevant to Trukk Boyz, but Trukk Boyz is an explicit rule to allow move and disembark so qualifies for parts 2 and 3. To say that Trukk Boyz is given a pass because it isn't a count as stationary rule misses the point - as part 1 clarifies that count as stationary is never relevant for move and disembark, part 3 must be a blanket rule.


This entire argument misses the point that all of the bullet points are under the section explicitly applied to "Rules That Count as Remaining Stationary". Trukk boyz is not one of those rules.
   
Made in gb
Long-Range Land Speeder Pilot




UK

 Dendarien wrote:
 Insularum wrote:
The way I read it, Trukk Boyz are affected.

1. "Count as stationery" is not sufficient on it's own to allow a transport to move and disembark passengers.
2. You can only move and disembark passengers if either the transport or the unit on board has an explicit rule to allow move and disembark.
3. Even if you have a rule that allows move and disembark, you cannot then charge during the same turn.

Only part 1 refers to "count as stationary", which is irrelevant to Trukk Boyz, but Trukk Boyz is an explicit rule to allow move and disembark so qualifies for parts 2 and 3. To say that Trukk Boyz is given a pass because it isn't a count as stationary rule misses the point - as part 1 clarifies that count as stationary is never relevant for move and disembark, part 3 must be a blanket rule.


This entire argument misses the point that all of the bullet points are under the section explicitly applied to "Rules That Count as Remaining Stationary". Trukk boyz is not one of those rules.

It explicitly makes the point that you need a rule other than count as stationery to move and disembark, and if you do you cannot then charge. Trukk Boyz most certainly is one of those rules (a source of move and disembark).
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:
Ok, the shitstorm comes about this errata in core rules potentialy nerfing Trukkboyz:

Edit - uploaded the picture with the context - so IMHO it says “IF transport has a rule about crew remain stationary AND IF has a rule allowing to disemabark after movement THAN no charge

This is not relevant for the trukboyz, so they are safe. Isn' t it?

Page 8 https://www.warhammer-community.com/wp-content/uploads/2020/08/9329uszc31Meu3N3.pdf


Technically the no charge would apply regardless.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Honestly? No idea. I ´m happy I don ´ t play trukkboyz…

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Guardsman with Flashlight




Rare Rules Shooting While Embarked #9 Transports under the effects of a dice roll modifier bestow the modifier to the embarked units ranged attacks.

Trukk Boy warboss inside trukk with lootas, flash gits etc unit now officially buffs the shooty unit.




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