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Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Inconsistent shooting is the ork basic characteristic. And wazboom honestly is one of the most reliable. You can reroll one D6 shot from TMB to stabilize the number of shots and dmg 3+D3 is pretty reliable.

But expensive like a hell!

On the other other side - one of the coolest models in our army!


Automatically Appended Next Post:
Marshal Petterson krumps in Seatle undefeated and 5th right know after 4 games with his Blood Axe kunnin list

Spoiler:

++ Battalion Detachment 0CP (Orks) [106 PL, 2,000pts, 8CP] ++

+ Configuration +

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

Clan Kultur: Blood Axes

Detachment Command Cost

+ No Force Org Slot +

Nob on Smasha Squig [4 PL, 65pts, -1CP]: Headwoppa's Killchoppa, Stratagem: Extra Gubbinz

+ HQ +

Boss Snikrot [5 PL, 95pts, -1CP]: Stratagem: Big Boss

Warboss in Mega Armour [6 PL, 115pts]: 2. Counta-Taktics (Aura) (Blood Axes), Da Krushin' Armour, Warlord

Wurrboy [4 PL, 70pts, -2CP]: 1. Extra Kunnin' (Blood Axes), 4. Spirit of Gork, 6. Squiggly Curse, Morgog's Finkin' Cap (Blood Axes), Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Kommandos [8 PL, 135pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 135pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 135pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Tankbustas [4 PL, 95pts]: 2x Bomb Squig
. Boss Nob
. 3x Tankbusta: 3x Rokkit Launcha
. Tankbusta w/ Hammer

Tankbustas [4 PL, 95pts]: 2x Bomb Squig
. Boss Nob
. 3x Tankbusta: 3x Rokkit Launcha
. Tankbusta w/ Hammer

Tankbustas [4 PL, 95pts]: 2x Bomb Squig
. Boss Nob
. 3x Tankbusta: 3x Rokkit Launcha
. Tankbusta w/ Hammer

+ Fast Attack +

Squighog Boyz [8 PL, 160pts]: 2x Bomb Squig
. 6x Squighog Boy: 6x Saddlegit Weapons, 6x Squighog Jaws, 6x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Stormboyz [6 PL, 110pts]
. Boss Nob: Choppa
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Heavy Support +

Battlewagon [8 PL, 120pts]: Deff Rolla

Battlewagon [8 PL, 120pts]: Deff Rolla

Mek Gunz [2 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

++ Total: [106 PL, 8CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

This message was edited 3 times. Last update was at 2022/05/08 15:52:33


11000p but no army to play now… 
   
Made in gb
Bonkers Buggy Driver with Rockets





United Kingdom

All these bomb squig spam lists are great
   
Made in pt
Yellin' Yoof




Ork MW list reaching finals, this is the Bloodaxe list linked prior here.

Here is a link to the stream: https://www.twitch.tv/warhammer
   
Made in ca
Longtime Dakkanaut




Blood Axe player ended up 10th.

Top 5 was all Nids. Amazing.
   
Made in ca
Gargantuan Gargant






Now I'm just waiting for GW to invalidate our Octarius book early so BA players lose additional tools and we lose Speed Mob as well. To compensate, they'll give us a AoR in White Dwarf for a Gretchin only detachment that gives us garbage strats and meaningless buffs like all Gretchin Infantry getting Obsec.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It ' s funny how thinks takes a time…

AOOTS combo “discovered” and “explained on goonhameer” in 5 months.

And until this Marschal Petterson nobody made Blood Axe Octarius infantry working.

11000p but no army to play now… 
   
Made in se
Ork Boy Hangin' off a Trukk





The Meta is solved until it´s not, to quote the Mandalorian. Marschal Petterson is a hero
   
Made in us
Longtime Dakkanaut




Calm down it’s 1x 10 place finish at a grand tournament that was missing a lot of the well known competitive players and it’s still not a hard list to kill a handful of ork boys. The old kommando rush list already had alot of squig bombs as auto includes and was a better list… I mean this list goes even more all in on bomb squigs but that’s because everything else was nerfed.

The AOOTS trick isn’t a huge issue either as it’s super expensive strat that’s hard to use multiple times without running out of cp and people were using a much more manageable drive by Dakka along with AOOTS already.

   
Made in gb
Regular Dakkanaut




Inspired by the apparent success of the bomb squig / mortal wound spam lists.

I am taking something similar to GT Birmingham in a few weeks.

As I haven't tested this list and I'm a confused old boomer hoping somebody can help me out with a couple of rules questions.

1. Do bomb squigs ignore Look out sir?
2. Do bomb squigs ignore Line of sight?

Finally do you think I can use markers rather than bomb squigs (in case mine don't arrive from e-bay) they aren't models in the strictest sense are they, they just indicate how many squigs the unit has left to fire.

   
Made in dk
Longtime Dakkanaut




Danmark

Pickled_egg wrote:
Inspired by the apparent success of the bomb squig / mortal wound spam lists.

I am taking something similar to GT Birmingham in a few weeks.

As I haven't tested this list and I'm a confused old boomer hoping somebody can help me out with a couple of rules questions.

1. Do bomb squigs ignore Look out sir?
2. Do bomb squigs ignore Line of sight?

Finally do you think I can use markers rather than bomb squigs (in case mine don't arrive from e-bay) they aren't models in the strictest sense are they, they just indicate how many squigs the unit has left to fire.



1) They ignore look out sir as they are not a normal "ranged attack". Look out sir only protects against ranged attacks, which squig bombs are not.
2) I could be wrong, but im fairly sure they do not require line of sight. because again, they are not ranged attacks.

To your last question, you dont need any markers at all. The codex states that they simply recommend that you have the bombs as counters. That means you dont need any counters at all if you can remember the amount in your head. hell, put a piece of paper or a die.


On another note, you cant advance and fire the squig unless you have an assault weapon on you since you cant activate shooting otherwise. So kommandos (who uses pistols) would need a model with a burna for that and tankbustas will never be able to and squig riders always can.

Im a little unsure if you, when you are within engagement range, can target a unit outside engagement range with a bomb squig during your shooting phase. I mean you have pistols (IF you have pistols so i guess kommandos and pistol tankbustas only and never squig riders) so you can activate shooting, and its not a ranged attack, so i would assume you can also target units outside engagement range because it doesnt follow the standard shooting rules.

This message was edited 6 times. Last update was at 2022/05/09 12:34:41


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

- About Dawn of War 3 
   
Made in gb
Regular Dakkanaut




Beardedragon wrote:
Pickled_egg wrote:
Inspired by the apparent success of the bomb squig / mortal wound spam lists.

I am taking something similar to GT Birmingham in a few weeks.

As I haven't tested this list and I'm a confused old boomer hoping somebody can help me out with a couple of rules questions.

1. Do bomb squigs ignore Look out sir?
2. Do bomb squigs ignore Line of sight?

Finally do you think I can use markers rather than bomb squigs (in case mine don't arrive from e-bay) they aren't models in the strictest sense are they, they just indicate how many squigs the unit has left to fire.



1) They ignore look out sir as they are not a normal "ranged attack". Look out sir only protects against ranged attacks, which squig bombs are not.
2) I could be wrong, but im fairly sure they do not require line of sight. because again, they are not ranged attacks.

To your last question, you dont need any markers at all. The codex states that they simply recommend that you have the bombs as counters. That means you dont need any counters at all if you can remember the amount in your head. hell, put a piece of paper or a die.


On another note, you cant advance and fire the squig unless you have an assault weapon on you since you cant activate shooting otherwise. So kommandos (who uses pistols) would need a model with a burna for that and tankbustas will never be able to and squig riders always can.

Im a little unsure if you, when you are within engagement range, can target a unit outside engagement range with a bomb squig during your shooting phase. I mean you have pistols (IF you have pistols so i guess kommandos and pistol tankbustas only) you can activate shooting, and its not a ranged attack, so i would assume you can also target units outside engagement range because it doesnt follow the standard shooting rules.


Much appreciated
   
Made in gb
Longtime Dakkanaut






Can someone tell me what this "AOOTS trick" is? What does it stand for?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in ca
Gargantuan Gargant






 some bloke wrote:
Can someone tell me what this "AOOTS trick" is? What does it stand for?


It's a speed mob specific stratagem for 2 CP where you get to choose a unit of deffkoptas at the end of your turn to go back into reserves so you can deep strike them again in a subsequent turn. You can do this even if they're currently in combat.

This message was edited 1 time. Last update was at 2022/05/09 13:55:20


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 some bloke wrote:
Can someone tell me what this "AOOTS trick" is? What does it stand for?


Check this article. All is there

https://www.goonhammer.com/ruleshammer-40k-qa-may-6th-2022/

The sequence is:

Koptas move, shoot, charge (and deal MW), fight and than come the end of the turn. First you score Engage/Stranglehold/Behind with them and then you take them of the table. And you do it with all squads you want so up to 3 in a time.

Next turn, you drop them on the table 9”away and do the same and then fly away again.

And again

And again…

The trap is in this aspects:
- 2CP per turn per unit…
- you lost the control of the table
- clever and fast opponent can screen you away from interesting shooting range/LOS/ charges and make your dropped koptas useless.
- the most clever opponent screen you out so, there will be no space for your koptas next turn, so they get bored and fly for a bier (count as killed)..

This message was edited 2 times. Last update was at 2022/05/09 16:34:03


11000p but no army to play now… 
   
Made in fi
Stalwart Veteran Guard Sergeant




Finland

How do you guys deliver burnas into the fight in the current meta?
   
Made in gb
Bonkers Buggy Driver with Rockets





United Kingdom

Ilgoth wrote:
How do you guys deliver burnas into the fight in the current meta?


I've only really been seeing them used in two ways as of late, if at all: min sized mob for something cheap for holding objectives that isn't Gretchin or a fast attack slot, or min sized mob for something that isn't Gretchin to go in a battlewagon to save MANz from dying when/if the wagon explodes.

There's a bit of meme potential with 15 Zzapkrumpas Burna Boys fishing for mortal wounds, but as ever it has a big issue of being very fragile and very hard to efficiently deliver.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Ilgoth wrote:
How do you guys deliver burnas into the fight in the current meta?


By combining a slingshot and the old metal models

In a bloodaxe list you can have them walk on from reserves for varying success, essentially they are just shoota boyz that don't suck and should be treated as such. If they die, they die.

I present you, the the most misquoted part of all 40k lore:
Genetor Lukas Anzion in Codex Orks, 3rd edition wrote:[...] To the Ork, the only conceivable explanation for this is that the vehicle travels faster because it is red. However, as disturbing as it sounds, these 'facts' become true. Red Ork vehicles do travel perceptibly faster than those of other colors, even when all other design aspects are nominally the same. Similarly, many captured Ork weapons and items of equipment should not work, and indeed do not work unless wielded by an Ork. I believe this is linked to the strong psychic aura surrounding all Orkoids and have developed the Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics. I theorise that many Ork inventions work because the Orks themselves think that they should work. The strong telekinetic abilities of the Ork's subconscious somehow ensures that the machinery or weaponry functions as desired.

This is literally all GW ever wrote on this topic - everything else is meme knowledge 
   
Made in gb
Fresh-Faced New User




Ilgoth wrote:
How do you guys deliver burnas into the fight in the current meta?


I’ve had recent success with a full 12+3 as Pyromaniacs lately, Tellyporta’d in as a precision strike unit. Usually on the opposite side of the board from where all my heavy hitters are, they’ll take out an exposed unit.
   
Made in de
Fresh-Faced New User




Question: What Secondaries do you guys deem takeable for Orks in 9th? I had a few games and so far I took mostly "Engage on All Fronts" and "Behind enemy lines" with a random 3rd... Any tips which to take and what units are best for the job? Thanks!! (Have a 1000 Points game against Genestealers coming up and am hanging a bit in the air.)

This message was edited 1 time. Last update was at 2022/05/10 20:10:29


 
   
Made in hk
Regular Dakkanaut




Hong Kong

Usually it's 1 Battlefield supremacy (engage/behind/Stranglehold), 1 shadow operation (RND, Banner, DA Good Bitz) and the 3rd depends on opponent's army but usually not easy to pick
If you have a psyker, Interrogation or Ritual are maybe okay?

You cannot have both Engage and Behind Ennemy line at the same time, as they are both 'Battlefield supremacy' secondaries.
   
Made in ca
Gargantuan Gargant






LeRufus wrote:
Question: What Secondaries do you guys deem takeable for Orks in 9th? I had a few games and so far I took mostly "Engage on All Fronts" and "Behind enemy lines" with a random 3rd... Any tips which to take and what units are best for the job? Thanks!! (Have a 1000 Points game against Genestealers coming up and am hanging a bit in the air.)


To be honest, that's one of the main problems for our Ork codex because we don't really have many great options for our third pick. For Speed Mob, Grab da Good Bitz isn't terrible. Otherwise it's pretty dependent on who you're facing. (i.e. against an army with lots of characters like SoB, Assassinate isn't bad, for armies with a decent number of vehicles/monsters, Bring it Down).
   
Made in it
Waaagh! Ork Warboss




Italy

LeRufus wrote:
Question: What Secondaries do you guys deem takeable for Orks in 9th? I had a few games and so far I took mostly "Engage on All Fronts" and "Behind enemy lines" with a random 3rd... Any tips which to take and what units are best for the job? Thanks!! (Have a 1000 Points game against Genestealers coming up and am hanging a bit in the air.)


You can't take them both. I typically choose one of those two, then a kill oriented secondary based on the opponent and alternatively To The Last (my usual 3rd pick) or Grab Da Good Bitz depending on the kind of list I bring. Banner is pretty common and decent enough to consider, maybe even RND, I'm just not a fan of those as I don't like running footslogging units other than some kommandos.

 
   
Made in dk
Longtime Dakkanaut




Danmark

Question:
If you have the deathskulls trait, opportunist on a character in a transport, do you still get 1 CP when a vehicle blows up within 6 inches?

Or is it nullified because you are technically not on the table

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






If you are in a transport, you can't be within 6" inches of anything.

I know very well, my big mek has died more than once after getting out of his transport for that CP

This message was edited 1 time. Last update was at 2022/05/11 13:34:20


I present you, the the most misquoted part of all 40k lore:
Genetor Lukas Anzion in Codex Orks, 3rd edition wrote:[...] To the Ork, the only conceivable explanation for this is that the vehicle travels faster because it is red. However, as disturbing as it sounds, these 'facts' become true. Red Ork vehicles do travel perceptibly faster than those of other colors, even when all other design aspects are nominally the same. Similarly, many captured Ork weapons and items of equipment should not work, and indeed do not work unless wielded by an Ork. I believe this is linked to the strong psychic aura surrounding all Orkoids and have developed the Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics. I theorise that many Ork inventions work because the Orks themselves think that they should work. The strong telekinetic abilities of the Ork's subconscious somehow ensures that the machinery or weaponry functions as desired.

This is literally all GW ever wrote on this topic - everything else is meme knowledge 
   
Made in ca
Gargantuan Gargant






GW really do be making us work for that in-game CP haha.
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
If you are in a transport, you can't be within 6" inches of anything.

I know very well, my big mek has died more than once after getting out of his transport for that CP


riiight. thats what i assumed too. I guess ill use the warlord trait just for the ability to kill characters then, while drifting around in a trukk with trukkboyz in it for the +1 to hit.

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

- About Dawn of War 3 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

No new ork stuff from todays Competitive Innovations. There are just Tyranid lists, so pretty boring…..

11000p but no army to play now… 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
riiight. thats what i assumed too. I guess ill use the warlord trait just for the ability to kill characters then, while drifting around in a trukk with trukkboyz in it for the +1 to hit.


I run the big mek with opportunist, KMB with kustom job and tellyporta blasta to upgrade a trukkboy trukk into a short ranged super-buggy. At 175 it's not that much more expensive than a kannonwagon either.

I present you, the the most misquoted part of all 40k lore:
Genetor Lukas Anzion in Codex Orks, 3rd edition wrote:[...] To the Ork, the only conceivable explanation for this is that the vehicle travels faster because it is red. However, as disturbing as it sounds, these 'facts' become true. Red Ork vehicles do travel perceptibly faster than those of other colors, even when all other design aspects are nominally the same. Similarly, many captured Ork weapons and items of equipment should not work, and indeed do not work unless wielded by an Ork. I believe this is linked to the strong psychic aura surrounding all Orkoids and have developed the Anzion Theorem of Orkoid Mechamorphic Resonant Kinetics. I theorise that many Ork inventions work because the Orks themselves think that they should work. The strong telekinetic abilities of the Ork's subconscious somehow ensures that the machinery or weaponry functions as desired.

This is literally all GW ever wrote on this topic - everything else is meme knowledge 
   
Made in dk
Fresh-Faced New User





Another Imperial Armour Compendium FAQ with no new clarifications for Orks.

This message was edited 2 times. Last update was at 2022/05/11 16:08:56


 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
riiight. thats what i assumed too. I guess ill use the warlord trait just for the ability to kill characters then, while drifting around in a trukk with trukkboyz in it for the +1 to hit.


I run the big mek with opportunist, KMB with kustom job and tellyporta blasta to upgrade a trukkboy trukk into a short ranged super-buggy. At 175 it's not that much more expensive than a kannonwagon either.


I use a Big Mek with tellyport blasta too. But i used da dead shiny shoota instead. Do you find it more beneficial to use the kustom mega blasta and the kustom job? I thought the shoota relic would fare better.

How do you only get a price of 175 points?

Trukk is 70

Trukkboy boyz are 90

The Big Mek is like 95 or something with the tellyport blasta.

You need the trukkboyz to get +1 to hit, unless you just use the Trukk and a big mek without trukkboyz so you hit on 4s?

This message was edited 2 times. Last update was at 2022/05/11 17:20:08


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

- About Dawn of War 3 
   
 
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