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Made in au
Hissing Hybrid Metamorph






Yeah, boring. He’s a nice model but he’ll be useless I’m sure. Wish they’d spend that time on kits for actual units rather than a random limited useless dude lol.
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
interesting....wonder what hes gonna do.
That looks like a bog standard shoota and choppa, and he has no mek bitz.

The heck could a "boy" do to justify being a character? And i mean boy, he doesnt even look like a Nob.

edit: nvm...thats not a normal release. i can almost guarantee thats a joke, limited release for legends. Again.


Pretty sure he is a Nob not a Boy. The Gamesday model was a Nob and this guy has the boss glyph hanging off his choppa and has the bulk of a standard Nob.

Also something else of note, not all of these special release characters get rules. So I think people are over thinking this limited release character. From what I've heard he will be released on Boxing day like Tech Priest Grombindal was last year.

But I wouldnt expect him to come with a datasheet, definitely not for open play and even then who cares about a Goff Boss Nob with a choppa and slugga.

He is a nice model and I will be getting one and giving him a powerklaw or killsaw. I have the old Gamesday Nob. So itll be cool to have his new rendition.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in au
Battlewagon Driver with Charged Engine





If we're lucky we may get rules for him, like the ability to replace a goff boyz nob and get some small little benifit. But knowing GW that'll be in a white dwarf and not be usable in matched play.

Either way, Give him a big choppa or klaw and he'll make an interesting enough unit leader.
   
Made in us
Heroic Senior Officer





Western Kentucky

Maybe he's part of a small Ork splash release. We've seen other teasers of an Ork model that is not him

'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
Fresh-Faced New User




cody.d. wrote:
If we're lucky we may get rules for him, like the ability to replace a goff boyz nob and get some small little benifit. But knowing GW that'll be in a white dwarf and not be usable in matched play.

Either way, Give him a big choppa or klaw and he'll make an interesting enough unit leader.


My hope is that this means we will get some sort of generic Nob lieutenant-type character, since this feels like all those special edition Space Marine Lieutenants, Chaplains, and Stormcast Questors. If it's not like that I will probably use him as my Shoota Boyz nob and give his grot to Badrukk as an ammo runt.
   
Made in au
Battlewagon Driver with Charged Engine





dirkdragonslayer wrote:
cody.d. wrote:
If we're lucky we may get rules for him, like the ability to replace a goff boyz nob and get some small little benifit. But knowing GW that'll be in a white dwarf and not be usable in matched play.

Either way, Give him a big choppa or klaw and he'll make an interesting enough unit leader.


My hope is that this means we will get some sort of generic Nob lieutenant-type character, since this feels like all those special edition Space Marine Lieutenants, Chaplains, and Stormcast Questors. If it's not like that I will probably use him as my Shoota Boyz nob and give his grot to Badrukk as an ammo runt.


I mean, we sort of have a Lieutenant in the form of Waaagh Banners, all we need is a few different types of banners beyond the basic 1+bs. One for shooty armies would be nice.
   
Made in dk
Fresh-Faced New User





cody.d. wrote:

I mean, we sort of have a Lieutenant in the form of Waaagh Banners, all we need is a few different types of banners beyond the basic 1+bs. One for shooty armies would be nice.


Could be a plastic replacement for the old resin/metal ones.
   
Made in au
Battlewagon Driver with Charged Engine





Eh, i wouldn't be too fussed on a plastic banner model. Already got like 3 variations. More keen for new rules.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Same. The best investment I ever did was buying two metal banner nobz on the day that GW announced finecast

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

cody.d. wrote:
dirkdragonslayer wrote:
cody.d. wrote:
If we're lucky we may get rules for him, like the ability to replace a goff boyz nob and get some small little benifit. But knowing GW that'll be in a white dwarf and not be usable in matched play.

Either way, Give him a big choppa or klaw and he'll make an interesting enough unit leader.


My hope is that this means we will get some sort of generic Nob lieutenant-type character, since this feels like all those special edition Space Marine Lieutenants, Chaplains, and Stormcast Questors. If it's not like that I will probably use him as my Shoota Boyz nob and give his grot to Badrukk as an ammo runt.


I mean, we sort of have a Lieutenant in the form of Waaagh Banners, all we need is a few different types of banners beyond the basic 1+bs. One for shooty armies would be nice.


We dont have a Lieutenant style character, the Waaagh! Banner is more like a Company Ancient, Imaginifier, Regimental Standard, Icon Ward. A Lieutenant would be the Warboss right hand ork, something like a Big Boss in Warhammer Fantasy. Bigger than all the other Nobs but smaller than a Warboss. What a Lieutenant could do for orks is a different question entirely because we arent an army that has a lot of rerolls and we have loads of way to mitigate leadership.

This message was edited 1 time. Last update was at 2020/12/13 16:33:33


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





Nebraska, USA

Really all an LT type character would make sense for us to have is a +1 to charge aura to stack with the boss's adv+charge aura.

Which im still terrified how theyre gonna handle auras in our next dex, since core makes absolutely 0 sense and its going to be a thing.

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

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




Well oddly, Orks received 0 core keywords in IA. You'd think Nobs on bikes would easily fall under that category, or even the big Dreads.

To be honest, I don't think Orks will have CORE at all. Hell, our buffs are almost all universally locked to certain units / keywords anyway (Waaagh, Speed Waaaagh, Baddrik's Flash gits aura, etc).

CORE seems to be a way to reduce re-rolls, which is something Orks don't have anyway.

This message was edited 1 time. Last update was at 2020/12/13 17:55:54


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





Nebraska, USA

Oh trust me i know, orks are already structured in a way that CORE was advertised to be doing (which it clearly failed at giving all gravis/bikers/dreads core for some stupid reason).
But this is GW. Everyone partakes in the new gimick even if it makes no sense. Realistically, it should only have been a marine mechanic, even the Necrons getting it makes little sense and it does cause a lot of annoying headaches with them since 95% of their supporting tools only work on core.

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:
Really all an LT type character would make sense for us to have is a +1 to charge aura to stack with the boss's adv+charge aura.

Which im still terrified how theyre gonna handle auras in our next dex, since core makes absolutely 0 sense and its going to be a thing.


Thats if Waaagh! doesnt get changed to an army wide rule like Doctrines/Protocols/Contagions, which seems most likely. Id rather a Warboss become more of a threat in melee like a Megaboss where he gains strength from taking on characters/vehicles/monsters. A Big Boss would just ensure the Warbosses orders are met so something to do with giving Orks some discipline or making them fight harder. Orks dont have many auras as it stands other than things that deal with morale or advance and charge. It would be nice to have something entirely unique for a LT style character that isnt just a rehash of what other armies get that dont really work all that well with Orks.


Automatically Appended Next Post:
tulun wrote:
Well oddly, Orks received 0 core keywords in IA. You'd think Nobs on bikes would easily fall under that category, or even the big Dreads.

To be honest, I don't think Orks will have CORE at all. Hell, our buffs are almost all universally locked to certain units / keywords anyway (Waaagh, Speed Waaaagh, Baddrik's Flash gits aura, etc).

CORE seems to be a way to reduce re-rolls, which is something Orks don't have anyway.


I dont think any factions outside of Space Marines received Core on any of their units in IA. Because 80% of whats in that book has no use for Core right now due to Codexes being outdated. I can see Waaagh! becoming something like what Orruk Warclans get with their Big Waaagh! where it builds up over a number of turns and then gives benefits once you hit certain points of the gauge.

Waaagh!, KFF and Painboys are our main huge sources of auras and I cant see KFF being Core locked or Waaagh! Im 70% certain an Apothecaries 6+++ isnt Core locked too, or its thats SM have 75% of all their infantry as core anyway. Again stuff like Breakin Heads and Keepin Order dont feel like they should be onlu for Core. Say Burna Boyz dont get Core, why would a Warboss break a few skulls to keep them in line? Or a bunch of Nobz keeping some Stormboyz from running away because they are the iron fist of the Warboss.

I think Orks will get new abilities on their character to better work with what could be Core, a Big Mek who improves his constructions instead of just healing them and a Warboss who threatens/inspires his lads to greater acts of violence instead of just shouting Waaagh! every turn for advance and charge.

This message was edited 1 time. Last update was at 2020/12/13 18:42:13


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

I could see the term Waaaagh! being a new armywide thing that changes per turn, with each kulture (or at least main kultures not subkultures) getting their own special boost on a certain turn.
But the aura that the Boss has i would be shocked if that moved off of him.

The whole thing about Core is they wanted to put captains up front leading the troops. Bosses already do that because of Waaagh! so why would they remove the main reason you want one on the field outside fluff?
It might get renamed for the aforementioned armywide rule, but the effect would definitely stick on them.

Hell, Waaagh! (current rule) is already pieced out the way it needs to be, theres a version for infantry (+Monster for Ghaz) and one for bikes/vehicles. Thats pieced out just fine as it is.

This message was edited 1 time. Last update was at 2020/12/13 18:57:59


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

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




Custodes got CORE in IA.
   
Made in ca
Gargantuan Gargant






I am worried as well since GW will want to shove CORE and those mechanics into our army even if it doesn't functionally make sense. The most likely ones to be affected are the WAAAAGH! Banner (because Gork forbid they can buff Killa Kanz) and the Painboy FNP aura, even if it is really redundant on the latter. I would see them adding new strats or changing some of our existing ones so that we can only use them on CORE units. So I could see the 3CP fight again strat being limited to being only for CORE or just boyz given that they limited the same type of strat specifically only for Assault Intercessors in the SM codex and for Flayed Ones in the Necrons codex.
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
I could see the term Waaaagh! being a new armywide thing that changes per turn, with each kulture (or at least main kultures not subkultures) getting their own special boost on a certain turn.
But the aura that the Boss has i would be shocked if that moved off of him.

The whole thing about Core is they wanted to put captains up front leading the troops. Bosses already do that because of Waaagh! so why would they remove the main reason you want one on the field outside fluff?
It might get renamed for the aforementioned armywide rule, but the effect would definitely stick on them.

Hell, Waaagh! (current rule) is already pieced out the way it needs to be, theres a version for infantry (+Monster for Ghaz) and one for bikes/vehicles. Thats pieced out just fine as it is.


Waaagh! has changed from edition to edition with it being a once per game thing that allowed everyone to move D6" when called, it wasnt tied to a Warboss. Then it became a once per game from a Warboss in 7th with then formations and detachments that allowed the Waaagh! to be called more than once. In 8th we now have this iteration but that doesnt mean it cant change and looking what GW has down with the likes of Necrons and Deathguard, Waaagh might very well be our Doctrine/Protocol/Contagion. The Warlord should be the focal point of the Waaagh! but the Warboss should get more than that. Advance and charge can easily be stage 1 of the Waaagh! gauge.

A Warboss isnt exactly a leader in the conventional sense, he doesnt care about his troops, he sents an example of what it means to be Orky. Then there is the case that Waaagh! doesnt work for everything. If your Loota/Flashgit/Plane/Vehicle with a heavy weapons, you get nothing from Waaagh/Speed Waaagh! unless you forgo you shooting. Waaagh shoudl effect all aspects of being an Ork, shooting, melee, toughness, the battlefield. How it is now is a poor representation of it and I hope it becomes a rolling turn based mechanic that gradually increases the tempo of the battle, not just an advance and charge aura from a Warboss, they could give him better rules like Strength from Victory like with the Ironjaws Megaboss.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Heroic Senior Officer





Western Kentucky

They briefly had waaaaagh affect dakkajets when they first came out. I want to say it doubled it's shots the turn the waaaaagh was declared, back when it was called once a game. It's be cool to see stuff like that for all shooty units

'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 au
Battlewagon Driver with Charged Engine





 MrMoustaffa wrote:
They briefly had waaaaagh affect dakkajets when they first came out. I want to say it doubled it's shots the turn the waaaaagh was declared, back when it was called once a game. It's be cool to see stuff like that for all shooty units


I do remember that yeah! It was literally called Waaaghplane or some such. Back when twin linked was a thing. And you could pull a sneaky and get it every turn by taking a green tide if I recall, getting to use the bosses Waaagh every turn.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 deffrekka wrote:
Waaagh! has changed from edition to edition with it being a once per game thing that allowed everyone to move D6" when called, it wasnt tied to a Warboss.

In the 4th edition's codex, which lasted until 7th, the Waaagh! would give you fleet, an USR that allowed you to "advance"(then called "run") and charge once per game, and you had to have a warboss.


Automatically Appended Next Post:
cody.d. wrote:
 MrMoustaffa wrote:
They briefly had waaaaagh affect dakkajets when they first came out. I want to say it doubled it's shots the turn the waaaaagh was declared, back when it was called once a game. It's be cool to see stuff like that for all shooty units


I do remember that yeah! It was literally called Waaaghplane or some such. Back when twin linked was a thing. And you could pull a sneaky and get it every turn by taking a green tide if I recall, getting to use the bosses Waaagh every turn.


In their original datasheets, it used to double a dakkajet's shooting which was quite frankly insane, and still would be these days. Later it was just +1 shot per supa-shoota.

This message was edited 1 time. Last update was at 2020/12/14 08:04:51


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:
 deffrekka wrote:
Waaagh! has changed from edition to edition with it being a once per game thing that allowed everyone to move D6" when called, it wasnt tied to a Warboss.

In the 4th edition's codex, which lasted until 7th, the Waaagh! would give you fleet, an USR that allowed you to "advance"(then called "run") and charge once per game, and you had to have a warboss.


Automatically Appended Next Post:
cody.d. wrote:
 MrMoustaffa wrote:
They briefly had waaaaagh affect dakkajets when they first came out. I want to say it doubled it's shots the turn the waaaaagh was declared, back when it was called once a game. It's be cool to see stuff like that for all shooty units


I do remember that yeah! It was literally called Waaaghplane or some such. Back when twin linked was a thing. And you could pull a sneaky and get it every turn by taking a green tide if I recall, getting to use the bosses Waaagh every turn.


In their original datasheets, it used to double a dakkajet's shooting which was quite frankly insane, and still would be these days. Later it was just +1 shot per supa-shoota.


Which is what I stated, labelling all the USR to players who have probably never heard of them isnt a good thing, but I explained what it did. Waaagh! has changed throughout the editions and so it can change again. Like ive said before, a Waaagh! effects all aspects of Orkoid warfare as been noted in novels, short stories and our codexes/rulebook race sections for quite a while. Currently Waaagh! doesnt nothing for your units that cant advance and charge whilst shooting. A Dakkajet used to get more shots when a Waaagh! was called in the past, stuff like this should happen for those units that are primarily shooting. What does a Loota get from advance and charging, or Flashgits? Our planes? Our heavy gun platforms like Gunwagons/Kannonwagons/Gorka-Morkanaut/Stompa? If these units advance to get any benefit of a Waaagh! they cant shoot their heavy weapons.

Waaagh! should still require a Warlord to use it but it should do more than just giving your army advance and charge. Im reading Red Waaagh! again and in that it palpable. It scares the opposition, it drives the Orks into new heights of violence and toughness. It should be something more akin to Big Waaagh! in Orruk Warclans.

Like this little snippet.

https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.warhammer-community.com%2Fwp-content%2Fuploads%2F2019%2F09%2FAoSOrrukFocus-Sep24-SmashEmBashEm9khs.jpg&imgrefurl=https%3A%2F%2Fwww.warhammer-community.com%2F2019%2F09%2F24%2Ffaction-focus-orruk-warclansgw-homepage-post-2%2F&tbnid=PBKQkzWjn2cHRM&vet=12ahUKEwjziqWgxc3tAhUOohoKHf-HDHIQMygQegUIARDLAQ..i&docid=5GpzB61lkG2rZM&w=600&h=372&q=orruk%20warclans%20big%20waaagh&hl=en&safe=strict&client=firefox-b-e&ved=2ahUKEwjziqWgxc3tAhUOohoKHf-HDHIQMygQegUIARDLAQ

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in it
Waaagh! Ork Warboss




Italy

I agree with Deffrekka. Waaagh shouldn't be the ork definition of being able to run and charge, it's the excitement orks get when they are inspired by their leader on the battlefield.

Choppy orks might gain a bonus in assault (run and charge), shooty ones a complete different buff that reflects their way of doing the fight: immunity to morale, the ability of moving and firing heavy weapons without penalties, more shots, better accuracy, better S, AP or range; after all their weapons work because they believe so, right?

 
   
Made in gb
Stabbin' Skarboy





crewe

 Blackie wrote:
I agree with Deffrekka. Waaagh shouldn't be the ork definition of being able to run and charge, it's the excitement orks get when they are inspired by their leader on the battlefield.

Choppy orks might gain a bonus in assault (run and charge), shooty ones a complete different buff that reflects their way of doing the fight: immunity to morale, the ability of moving and firing heavy weapons without penalties, more shots, better accuracy, better S, AP or range; after all their weapons work because they believe so, right?


Yeah Waaagh! energy is like psychic oil, it helps Ork tech work a bit better than it should. It doesnt mean a stick will fire slugs if an Ork believes hard enough, but an engine that is prone to stalling wont stall as much and a shoota that would misfire or jam will fire more reliably. But as more and more Orks get together it magnifies, until it reaches a boiling point. It effects enemy psykers, the battlefield, Orky innovation and tactics and making them hyper aggressive. In Evil Sun Rising you see this from an Ork's prospective with Uggrim the Mek Boss in his stompa fighting an Imperial knight. He descends into a red mist and it urges him to kill like being in a trance, so even though he is in his Stompas command deck, he bursts open the hatch and starts firing with his Kustom Mega-Slugga. His Stompa isnt going faster, but his crew operate the Stompa more efficiently and they win the fight even though the Knight far outpaces his mech.

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




Honestly, I'd be happy if Orks got something similar to combat drugs.

Maybe being near the warboss (or similar model) means you're considered to be 1 round further.

I'd be more concerned if we got something like Necron protocols, which I think would be too complicated for an army that's too fragile for complexity.
   
Made in us
Longtime Dakkanaut




Well for starters, our Waaagh Ability was already basically a nerf when it came out in 8th. We went from a once a game ARMY WIDE advance/charge to a 6' aura around a warboss. Other factions got a brand new rule they didn't have access to prior in such ridiculous ways, for instance, SM characters gained rerolls to hit and wound.

So changing the ork ability back to army wide with different rules for each type of unit wouldn't be that bad, but I would still want the warboss to buff somehow. And as far as a Ork LT, I do not want anymore leadership buffs. As it is Leadership barely impacts us at all, what does need help though is the fact that our units die to a stiff breeze and when they actually do inflict damage its paltry in comparison to their imperial and xenos counter parts. As a reminder, SM Intercessors inflict about as much dmg to Orkz as orkz inflict to intercessors in CC!

As far as the new model is concerned, I'm thinking he is going to be a similar release to the red gobbo. Limited release, legends only. But hey, maybe we get lucky and this is the teaser for the ork release sometime early next year.

 Tomsug wrote:
Semper krumps under the radar

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





Nebraska, USA

actually i viewed it as a buff in 8th, but i agree it felt a little cheap reworking a rule we already had instead of getting somethign new. Marines went from next to no rerolls outside their vehicles' and termies' twinlinked stuff to army-wide rerolls as a comparison....kinda...kinda not really an equal buff lol /rant

Old-Waagh was once, so i felt super pressured to use it at the perfect time. Set up for a dakkajet or two to get doubleshots (mind you facing mattered back then) and 1-2 units to adv+charge.
If i flipped the advance roll, often i was too short to charge now (or at least reliably) since back then you removed from the front, so any overwatch pushed you back needing an even bigger charge. Charging beyond 6" was pretty much impossible for boyz w/o some ridiculous luck.

Then it went to a 6" aura, which sounds restrictive, but its permanent. No more guessing if nows the turn i'll not get screwed over by bad advance or charge rolls and lose the ability to get across the board fast enough before i get tabled, no more only 1 potentially 2 units ever getting it period.
Loss of the dakkajet part was hyper irritating but whatever.

This message was edited 1 time. Last update was at 2020/12/14 22:25:25


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Battlewagon Driver with Charged Engine





I'll admit i'm somewhat salty that a handful of armies get the advance and charge just baked in where we need a character and it was one of our key traits since after 3rd edition.

The fact of the matter is that a lotta codex creep has happened in between our codex release and now. Several of the special rules we got became more wide spread or others got vastly improved versions. It's curious that a handful of lists are actually doing well in the tourney scene, though a few of them seem to really be hanging on the fact that the Deathskulls trait is massively overloaded. Hopefully whenever we get our book (pleaaaase GW let it be early to mid next year) they'll even out the power between the klans and bring the ork powerlevel up to standard.
   
Made in us
Nasty Nob





United States

I just started playing 9th edition this weekend. A couple of 500 point games, went 2-1. Both my opponents are marines and the +1 wound on them is really troubling for my ork boyz in CC.

I also had a few unfortunate moments were PK's wounded for one damage and that felt underwhelming.

Grotz seem like trash.

Are PK's out right now? Are boyz still using Slugga/Choppa?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Longtime Dakkanaut




Slugga choppa is the go to but shoota can work if there ur style and ya killsaw cost the same as pk but are just better. It will be a consistent 2 damage as well
   
 
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