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2022/02/04 19:24:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
Interesting! I go totaly oposite direction on local RTT with my Speed Mob!
Spoiler:
MEK TOMSUG SPEEDY SPEED MOB OF SPEEEDY SPEEED FREEAKS of the speedy speed
Secondary Objectives Information
No Prisoners: 3
To the Last Units: Rukkatrukk Squigbuggies, Megatrakk Scrapjets, DeffKoptas
Titan Hunter: 0
Bring it Down: 21
Assasination: 4
Abhor the Witch: 0
Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas [20pts], Blastajet Force Field [20pts], Smasha Gun
Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas [20pts], Blastajet Force Field [20pts], Smasha Gun
++ Total: [97 PL, 12CP, 1,995] ++
I focus more on the the fast moving to the right place and killing the right stuff in the right moment. More to deny the scoring.
The most elite list I' ve every played I guess
We can compare on the end the results.
Few points
- I keep Wazbooms as cheap as possible, never take the Supa shootas. Wounds per point ratio.
- I had a very bad experience in makeing wazbooms TTL. Never survived - agree with the warboss - both hq options are supporting characters and objective grabers. That is all.
- my list is very much formed by what models I' m actualy able to finish. The best setting will have propably the warboss and one more biker.
- I have a good experience in unbalanced warbiker mobs. You know - if we invest in advance&charge trait and have a strategem to boost them in charge and deal a MW in charge, do it properly - so in the max squad. On the other hand, some objective / action scoring units can benefit from being smaller. And why waste the points on unit sitting and doing the bitz.
This message was edited 3 times. Last update was at 2022/02/05 15:50:01
2022/02/06 19:21:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
- they have marketalight +1to hit ignoring hit modifiers because it' s not shooting as Vineheard said
- they have an HQ aura to ignore the hit modifiers. Pretty big so more or lesy (half) army wide. That is related to my note “kill the HQs” because they give not only this, but couple of other buffs too. Last time it was at least ignore hit mofiers, full reroll on wound, rerrol 1 on hit and there was some another +1 to hit too.
CaptainO Bloodaxe scenarie “put the wazbooms” in DS is essential. Put half of the army into DS. Because if they go first, they shoot a lot down. They have free advance & remain stationary for shooting and can make automatic 6” advance on some units. And their bigger guns shoots about 30-36, 60”… so if go second, they get in range. So keep the heads down.
They basic troops - breacher warriors - shoots also pretty good.
They lack invu, but they have a lot of bodies /drons so a lot of wounds to kill.
Sometime - Start shooting with the weakes of your weapons is a good idea, drons works like single use grot shield. It' s a pitty if they dron out your wazboom D3+3 damage.
So my plan for the nextime is duck and and commit everything to kill their antitank castle and hope, it will be enough.
In any case, I don' t have a feeling, the new Tau are nonsence. Just strong new codex aiming on my soft spots. Yet…
This message was edited 3 times. Last update was at 2022/02/07 07:31:59
2022/02/07 14:49:00
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Because the double Deffkopta Evil Sunz list has been running out of CP in a lot of my test games and 1 Outrider with 6 FA slots were a bit too few for my taste i will go for the Blood Axes version.
I have a question - How are you able to get more CP' s from Blood Axe double detach than from ES single detach?
ES single detach = 12CP
BA double detach 12-3 (second outrider or -2 auxiliery) - 1 for Big Boss for second character and maybe -1 second relic? + 2,5 CPs in average for Cap and let' s say 2,5 CP as a sale for cheaper Attack out of da sun (2-3x per game save 1CP) = 12CP. You can get 1-2 more if you skip Big Boss and second relic.
I was hoping you can save more on BA trait but only other strategem you will use is Tellyporta and you can' t use the trait on it because
Strategem sayis : “Use this strategem during deployment”
Trait sayis: “once per battle round… while warlord is on the battlefield” - that is not during deployment.
Or do I miss something?
I 'm thinking about BA single detach farming list working with aprox 17+5 CPs per battle, but I' m not sure…. the koptas are koptas, I like them but they need the Driven by dakka….
And thanks for the more inside Tau report! Very useful!
This message was edited 2 times. Last update was at 2022/02/07 14:50:03
2022/02/07 16:43:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
Grotrebel wrote: In my math I was also counting the 3 CP I save for putting the 2 Wazboms in strategic reserve for free with "I've got a plan lads" as I will do that in 9 / 10 cases in a competitive setting.
Also ES cost me 1 more CP / turn for drive by dakka.
So ES start with 9 after reserves, while BA start with 8 (both lists run a Speed King Wartrike) because of the second detachment and the extra WL trait.
Thus BA end up with 8-13 CP averaging 10 which is 1 more plus the ones a safe for not using Drive by dakka on top of attack outta sun.
ES can do mono detachment Speed Mob a little better than BA, but if you really want 7+ FA slots ES will end up with 6. (Again, counting the 3 CP for reserve)
Mono detachment ES without reserves will still be my favourite speaking about whats more effective, but that's not a thing I see happening often. (For me at least.)
One could squeeze all BA stuff in one detachment for maximum CP, but in my games the lack of flexibility and not having the 2 Kopta squads made this version just not good enough.
Good thing is, all the versions above as well as the Freebooters one seem good and valid to me, so I guess that's a win.
Pre-CA my favourite was 1 ES + 1 BA outrider to get the best out of two worlds, but that's out of the picture now.
It' s maybe even better. Wazbooms has power rating 10. Puting them in reserves should cost 2CP per unit. So It' s at least 4CP + you can put there one more unit for free so it' s maybe 5-6CP. Isn't it?
2022/02/08 10:21:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
Maybe the part about the clans and their traits/relics is little bit out of date. A lot has been changed since the last autumn.
ES used to be interesting but useless.
BA was intereted on the beginning - remember the Mani Cheema BA buggy crazyness - and than falled back and now rise again.
The hottest list - Goff Killrig preasure list was something we was speaking about but nobody actually played it or seen it anywhere.
Freebootas was top notch, now they are an option for “old school buggy list”
2022/02/10 09:03:43
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: Thanks, I only have 3 koptas right now. Should I get more do you think or get a Wazbom?
Both. 2 wazbooms and at least 10 koptas. In Evil Sunz Speed Mob. Than it works like murdering machine.
But it' s totaly different list than you have. Wait for the advice from someone playing goff presure list.
But I think, switch to goff alpha strike is the key. Drukhari has advance and charge since T2 and tend to preasure you back since T2 to stop you from scoring. It' s a good idea to block them in their half of the table ASAP before they start.
Or at least my experience is, the most stupid plan againts Drukhari is to wait and hesitate. They bacame stronger and because they are fast, they will be everywhere.
Check the ork lists from LVO and from Goonhammer Tactical innovations from last month or two for the inspiration. Now there is new CA and new point costs, but the basic idea of such list is still valid.
This message was edited 5 times. Last update was at 2022/02/12 12:26:23
2022/02/12 15:11:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: ]Don't change the list based on 1 opponent. At least try to win with what you're running ATM. It might not be the best thing out there but it only makes you a better general. In my experience, the weaker your list - the better your skill gets (if you try, ofc). You can not afford to make as many mistakes as you could have otherwise. And you start to notice more tactical possibilities when you're forced to use your brain and not just get the best possible net list and steamroll the enemy.
I was having similar thoughts today.
I mean I play for fun so losing isn’t a biggie, the last game we played was very even.
I would like to improve my list a bit so maybe I’ll play my list but am tempted to try it with a Wazbom.
Also I’ll need to adjust it a bit as the last time I played was before the points increase
Yeah, very good point. It will be boring for your buddy soon to loose all the time. Keep it balanced and make the experiments to know your option for more serious games on tournaments. I play againts the IG on a beerhammer evening and man have to be careful. It should be fun.
This message was edited 1 time. Last update was at 2022/02/13 08:39:24
2022/02/13 22:41:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
Game 1 vs Custodes (and the guy who was the 2nd on the end).
Pretty close game but I lost. Custodes are bloody hard!
Game 2 vs Necrons - after T1 it appeared I will finish opponent off T3. Than I did some epic fails followed by necrons epic fails and my another epic fails. On the end, we agreed that this game never happen and we' ll never speak about it publicly.
Game 3 vs Drukhary - On the end, there was exactly one wrack and one character on the table + about 900p Orks. My mighty victory.
Lessons learned:
- my list is glasscannon. It' s like driving Corvete on cocain. Drive like a blast. But one bad move is bad, two cost you the game. Two detachements could be maybe more appropiete. Low unit count means, bad move = you lost the unit = you lost one of the few units. Dead squad of Koptas is a calamity… etc.
- 330p for squigbuggies… sitting in the back, with the exact weapon profile that suffers on -1dmg reduction, or don' t even hurt (the custodes) or is to strong for GEQs. Does it really worth it? I' m not sure anymore. I have a serious doubt about their ROI. The only reason that paid the point s somehow back is that they are great 3rd TTL - nobody cares about them…
/ yes, I understand now the Tyler Russo list /
- speedfreaks without ES are no-go for me. I need Driven by Dakka and advance and charge. Double disappearing squad of Koptas are too good. And play Attack out of da Sun on one squad again and again is not my way…
- I need some Shockjump Dragstas because of rise of Custodes. 100 shots from dakkaguns had average impact = 1 Dmg. Meeeh
- And because of the rise of Custodes, we need Wazbooms. A lot. Only that works.
Honestly, Speed Mob is a list I like definitely the most from all my lists in last 3 years or how long. You can finaly do something. Great fun.
This message was edited 5 times. Last update was at 2022/02/13 23:03:07
2022/02/14 08:48:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
Nothing to congratulate! My games was not so great (localy terrible, localy briliant ) But it was a proof - my maybe 10th game with SpeedMob? Still list and gameplan “under construction”.
Oh yes, I won the painting part and that' s honestly my true target. So yes, thanks for congrat
Drukhari was 2x3 talos, 2x2 Cronos and usual soup of characters, grotesques, wracks etc. No transports. The guy seems to be pretty surprised what Speedmob do and deployed very bad. But despite the my systematic decimation of his army, he was able to score max on primaries, so it was interesting.
2022/02/14 15:02:53
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Grotrebel wrote: @Tomsung: Yeah Custodes is a tough matchup for Speed Mob.
Did he play the -1 to hit banner and Bikes as well?
They have a lot of stuff that hurts us.
The Banner negates a lot of shooting, especially combined with dense terrain that means everything besides Wazbom and Dragstas can still hit on 6.
Their FNP against Mortals makes Ramming Speed and Chrashing through much worse.
Storm shields give them still a 2+ against Speedwaaagh Shootas.
In cover they still have a 2+ (3+ with Speed Waaagh) against almost all of our weapons.
5 wound Bikes have a solid chance to survive 1 hit from a Wazbom and will always take 2 Rokkits or 3 of our numerous D2 guns. T6 means a lot of our guns will only wound on 5+ which makes it really hard to chip off final wounds.
Strats like transhuman combined with the good invul and the CP reroll have a high possibility of tanking most of our low number of quality shots.
Koptas, one of our best units becomes mostly useless when they have their banner.
Their bikes are brutal against our stuff. That 3 + D3 damage means 2 hits can kill most of our Buggies, even a plane if he rolls hot and they evaporate Koptas and Bikes as well.
There are still a few options for Custodes to bring melee S8. Mostly D2 but still quite able to hurt our stuff..
On top of that they have a lot of good utility strategems and they are good in playing the Objective game against us since they have a similar model count but better obsec.
Finally they have the right army & tools to make the few Secondaries that Speedmob has really hard (Stranglehold, Get da good Bitz, Grind them down).
All the kill objectives don't give up many or any points at all (No Prisoners, Abhor the witch, bring it down) and the others aren't that great as well (engage which basically means loosing those engaging units against bikes really fast)
Assassination gives up 10 points but is hard to achieve as well.
Tough matchup for sure!
Meh, no -1 to hit aura but a lot of woods on the table, so the result was the same. Or little bit better, because he had to sit in the woods and it criples his mobility even more. Hitting on 6 sucks. However, the game was pretty balanced, because we have a big advetage in speed. So we can do some tricks. He said, I was the hardest match for him. The result was something like 62:76 or something. Orks can score TTL pretty well with Speed Mob. Than I had about 8VP on No Prisoners and in mission 11 I scored 9 VP on Good Bitz.
I take some dragstas next time.
What is very important is do NOT charge him (mostly) because our melee is weak and mortals will be ignored AND his bloody captain will teleport to you (trick triggered by our charging). I had one game on the same mission againts similar list the day before on TTS and I did exactly this - charged his bikers to deal MW - and it ruined my game totaly.
2022/02/14 22:06:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
Zzag zap used to be cool but not anymore. Only wagon + gun combination that works is Kannonwagon with grot Gunner on SuppaKannon and Big shootas that cost you 0 points. That is the only good price.
2022/02/15 06:31:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
CaptainO wrote: So there's literally no reason you can't use disappearing out of the sun the same turn you turn up. If GW don't faq it when they get the chance we're just self needing.
Yeah. I house rule it so, that one squad can drop or faid in a turn. Not drop and faid.
2022/02/15 08:08:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
Do you know, what does this do to costodes list? Are you able to krump them? KMK are the only ones with the really right profile, but they will be dead turn 2 via custodes bikers.
Sec… what? No idea what are you speaking about
Automatically Appended Next Post: Stormboyz dies on stiff breeze. That is their main problem.
Warbikers are on the other side very good in wound per point ratio. And with the -1 to hit even harder to kill. I don' t say it' s hard to kill them, but man have to use a real power. 5 Stormboyz will be shot down by 10 guardsman with lasguns.
This message was edited 1 time. Last update was at 2022/02/16 08:53:50
2022/02/16 20:32:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Semper, I really want to see the results!
Do you know, what does this do to costodes list? Are you able to krump them? KMK are the only ones with the really right profile, but they will be dead turn 2 via custodes bikers.
Sec… what? No idea what are you speaking about
Automatically Appended Next Post: Stormboyz dies on stiff breeze. That is their main problem.
Warbikers are on the other side very good in wound per point ratio. And with the -1 to hit even harder to kill. I don' t say it' s hard to kill them, but man have to use a real power. 5 Stormboyz will be shot down by 10 guardsman with lasguns.
However, I' m surprised, you skipped the third Trukkboyz. Kommandos price rise and new CA with the mission nerfing the pre-game move, I expected you will skip some Kommandos and make even bigger accent on the Trukks
2022/02/17 08:19:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
I fully understand why you don' t take meganobz. They go directly againts the basic elementary concept of every good ork list - target oversaturation. They will be the only targets for heavy weapons.
As the Custodes comes to the top, the quantity of heavy weapons will be even bigger. So if you keep himself down on light infantry, better for you.
Just two aspects concerns me
- would be the pure weigh of S5 goff attacks enough? Because on the other hand, Custodes have enough power to kill your stuff pretty fast.
- mission 21 vs. effectivity of your Kommandos
The fun fact is, that Bikers and Koptas have the same T like boyz, so regarding the target saturation, they work well both with infantry or vehicles.
Automatically Appended Next Post: Brian Seipp 2nd on West of Scotland GT with ES Speed Mob.
List:
+ Fast Attack
Warbikers [8 PL, 155pts]
. Boss Nob: Big Choppa
. 5x Warbiker w/ Choppa: 5x Choppa, 10x Dakkagun
Warbikers [8 PL, 155pts]
. Boss Nob: Big Choppa
. 5x Warbiker w/ Choppa: 5x Choppa, 10x Dakkagun
Warbikers [8 PL, 155pts]
. Boss Nob: Big Choppa
. 5x Warbiker w/ Choppa: 5x Choppa, 10x Dakkagun
+ Flyer +
Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota
Dakkajet [8 PL, 120pts]: 2x Additional Supa Shoota
++ Total: [104 PL, 1,995pts, 8CP] ++
No wazbooms, no squigbuggies, squads of 6 warbikers (someone plays Data, hmm?), big blob of KBBs and two Dakkajets
Anyway - new Tactical Innovation on Goonhammer is pretty sad. Anybody complained about Drukhari domination? THIS is the domination. Almost no other factions than Tau, Custodes and the rest of Crushing Stempede.
Well, you have a point because of one aspect I 've found right.
I did some digging and math about the SpecMobS and how to use them effectivelly in Speed Mob.
Definitely the most effective SpecMobs seems to be the Boomboyz and the Flyboyz on Wazbooms.
Boomboyz makes Speedwaagh T1+2 smashagun ap-6 (which is funny) and Tellyport Blastas ap-4 (which is usefull especialy againts Tau and Greynights without invu).
However, what is more interesting are the FLYBOYZ - shift the save from 4+/5++ to 3+/5++ if the range >6”. This obviously affects just the AP 0 and AP -2 weapons.
My question was - does it worth it? How many AP 0/-1 weapons is actually on the table?
Well…. A lot!
All Tau main Tau weapons - simple rifles and burst cannons od devilfishes and crisis suits are ap 0 or -1 or can be improved to -1.
This is about 30% damage down. Not bad at all!
And even bigger difference I see in Boyz vs. MANs. Expecting Tau shooting Bs3+ S5 ap 0 it' s either 10 boyz dead or 1 MAN down = squad alive or squad dead.
This message was edited 1 time. Last update was at 2022/02/19 12:16:08
2022/02/19 13:08:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: I still find a squad of boomboy deffkoptas the best bang for buck.. going from ap-2 to ap-3 is huge with that many rokkits but you lose access to drive by Dakka. Same with flyboys on 5x deffkoptas…
Pyromaniacs on a unit of 2-3 KBB is marginally useful as well. But you are right if you don’t want to touch your deffkoptas klan and don’t use KBB it’s probably best to just throw flyboys/boomboys on a wazbom just to get that little extra push.
Yeah, Driven by Dakka issue…
The important is, that it' s not only Tau. Custodes or Ad Mech are affected as well, the same Necron warriors popular in my area. So I guess I give a try 2x flyboys wazbooms. Because they cripple down the main of the opponents heavy weapons first and the opponent than chip them down with the mass of rifles. This could help.
This message was edited 2 times. Last update was at 2022/02/19 13:10:51
2022/02/19 16:41:34
Subject: Might makes Right! - Codex Orks 2021 Tactics