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Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
LeRufus wrote:
Quick question: Can i put Badrukk in a Goff List or Zagstruk into a Freebooter List?
I am not so sure with the new "No Soup" regulations^^


you can include badrukk in a goff detatchment.

But you cant include zagstruk in anything other than a goff detatchment.

Badrukk is a "specialist Ladz" but zagstruk is not.


That's not entirely true.

You can put Zagstruk in an army of freebootas, but his detachment would lose their culture.

The anti-soup rule only applies to models which have the actual <CLAN> keyword, but not to units which have a fixed clan like our named characters.


wait what?

As far as i understand, badrukk would not get his own klan in a deathskulls detatchment but the deathskulls would keep theirs.

How is that different when using a non specialist lad? The way i read what you said i get it as zagstrukk too would lose his own kulture but they keep theirs. It sounds just like a normal specialist ladz?

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

- About Dawn of War 3 
   
Made in de
Krazy Grot Kutta Driva





You can still get multiple Clan traits if you trick around with patrol detachments and specialist lads.

Main detachment of your choice, for example Goffs.
Snakebite patrol detachment with Mozrog and Trukk boys or orrible gitz.
Freebooters patrol detachment with Badrukk and Trukk boys or orrible gitz.

As you only need to have the same <clan> keyword if possible that list would still be legal as the special characters + all specialist mobs don't have that. So up to 3 clan traits but you can only play 1 HQ and 1 specialist troop because otherwise the mono clan restriction would kick in.
And of course you'll only get the trait for those HQ's and might have some limitations on transport and certain auras.

And of course the specialist lads Thraka, Badrukk, Magari, Grotsnik and Zodgrod who can be part of any detachment but don't get the clan Trait unless the detachment matches their own clan keyword but also don't prevent the units in said detachment to gain the clan culture.

This message was edited 1 time. Last update was at 2022/05/18 09:33:40


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
How is that different when using a non specialist lad? The way i read what you said i get it as zagstrukk too would lose his own kulture but they keep theirs. It sounds just like a normal specialist ladz?


You only get a culture if all units in a detachment have the same culture or are specialist ladz.

Zagstrukk + GOFF boyz => GOFF detachment, Goff culture for all
Badrukk + GOFF boyz => GOFF detachment, Goff culture for boyz, no culture for Badrukk
Zagstrukk + FREEBOOTA boyz => ORK detachment, no culture for anyone
Badrukk + trukk boyz => FREEBOOTA detachment, freeboota culture for Badrukk, no culture for trukkboyz
FREEBOOTA warboss + GOFF boyz => illegal detachment in GT2022, tempest of war, ORK detachment in other mission packs.

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
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
How is that different when using a non specialist lad? The way i read what you said i get it as zagstrukk too would lose his own kulture but they keep theirs. It sounds just like a normal specialist ladz?


You only get a culture if all units in a detachment have the same culture or are specialist ladz.

Zagstrukk + GOFF boyz => GOFF detachment, Goff culture for all
Badrukk + GOFF boyz => GOFF detachment, Goff culture for boyz, no culture for Badrukk
Zagstrukk + FREEBOOTA boyz => ORK detachment, no culture for anyone
Badrukk + trukk boyz => FREEBOOTA detachment, freeboota culture for Badrukk, no culture for trukkboyz
FREEBOOTA warboss + GOFF boyz => illegal detachment in GT2022, tempest of war, ORK detachment in other mission packs.


now thats a really useful way to make people understand it.

thanks. apparently i did not understand it at all

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

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





Prague

Joe Rammuni was 8th at Motor City Mayhem - only ork list in CI with note:

You love to see it folks – sometimes a hero enters the arena to take an underperforming faction to the promised land and in this case Joe was that hero. Leveraging Ghaz, a couple of Wazbom jets, and a whole mess of Goff Beast Snaggas and Squighog Boyz he successfully took down two different Tyranid lists before losing to Manik in the main event, and again in the final cut. A heroic run nonetheless. Joe lost to Manik in the quarterfinals match.


Which could be discussed on facticity but that is not important. Goonhammer is not the source of ork wisdom and everybody knows it. Important is the perception of the orks. Becasue Goonhammer is very good mirror of the general atmosphere based on direct inputs from the people in top meta. They don' t give a gak about orks anymore. Nerf time is definitely over. Since now we are again nice and cute interesting rare faction.

Spoiler:

b]++ Battalion Detachment -3CP (Orks) [87 PL, 6CP, 1,700pts] ++[/b] + Configuration + Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost [-3CP] Gametype: Matched

+ HQ +
Beastboss on Squigosaur [9 PL, -1CP, 175pts]: 4. Brutal but Kunnin, Headwoppa's Killchoppa, Stratagem: Big Boss
Painboss [5 PL, -2CP, 80pts]: 2. Big Gob, Power Snappa, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Super Cybork Body
Weirdboy [4 PL, 70pts]: 2. Warpath, 3. Da Jump

+ 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 [4 PL, 60pts] . Boss Nob: Choppa . 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

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

Heavy Support +

Deff Dreads [6 PL, 85pts] . Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

+ Flyer +
Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field, Boom Boyz
Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field


++ Supreme Command Detachment +3CP (Orks) [15 PL, 3CP, 300pts] ++ + Configuration +
Clan Kultur: Goffs
Detachment Command Cost [3CP] +

Primarch | Daemon Primarch | Supreme Commander +

Ghazghkull Thraka [15 PL, 300pts] ++ Total: [102 PL, 9CP, 2,000pts] ++


This message was edited 1 time. Last update was at 2022/05/19 04:59:26


11000p but no army to play now… 
   
Made in ca
Waaagh! Warbiker





Trying to put together a fun and non competitive list. Im pretty much working off of what is built and I can play fast games with. Buddy is still learning and I havent played in a while.

3 Kill Tanks 2 Kannon 1 GigaShoota

1x Megaboss
1x Snikrot
2x10 Kommandos with Ram
3x5 MegaNobs
30x 10 Grots

Debating on whether spending 100pts on the Bursta Kannons is worth it.

As far as klan goes I just really like snikrot and was running kommandos. Just as easily cut him and run as something else.
   
Made in de
Fresh-Faced New User




Another One: In your Opinion, Ghazkull in a 1000 Points List? Too Expensive?

This message was edited 1 time. Last update was at 2022/05/19 13:44:31


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Dr.Duck wrote:Trying to put together a fun and non competitive list. Im pretty much working off of what is built and I can play fast games with. Buddy is still learning and I havent played in a while.

3 Kill Tanks 2 Kannon 1 GigaShoota

1x Megaboss
1x Snikrot
2x10 Kommandos with Ram
3x5 MegaNobs
30x 10 Grots

Debating on whether spending 100pts on the Bursta Kannons is worth it.

As far as klan goes I just really like snikrot and was running kommandos. Just as easily cut him and run as something else.


Honestly, I would consider a list with tripple killtanks neither fun nor fit to face a player still learning. Just replace them with walkers, wagons or squigs?

LeRufus wrote:Another One: In your Opinion, Ghazkull in a 1000 Points List? Too Expensive?

Maybe. Most 1k point missions expect you to be in multiple places, bringing a 300 point brick will severely limit your ability to split up unless the rest of your army is MSU infantry, for example small mobs of beast snagga boyz, kommadoz or MANz.
Thrakka in a vehicle list or one with other expensive units will make you unable to win the mission.

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 cz
Growlin' Guntrukk Driver with Killacannon





Prague

Another great succes in top competitve ork level in the international scale - I have 1 first and 4 second places on Prague GT!!

Well actualy, 1 win, 4 losses and it was my first GT ever

One win 20:0 for me, two games “I ´m a prick, I could easily win just the screen right or something”, one loss 11:9 againts eldar guy that finsihed 4th and one 20:0 loss againts another speed mob.

So I lm very happy. And very happy with my list. No changes required. Itp s about my praxis and knowledge of other armies.

The only game I have honestly no idea how to win is a mirror match againts another speed mob while going second. Who goes first do enough damage to make a game. It could be like 18:2 but not better. Speed Mob is simply too huge to hide againts another Spees Mob. Or maybe I will find the way but know I have no idea!

My list:
Spoiler:


++ Outrider Detachment -3CP (Orks) [61 PL, 1,150pts, 8CP] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Freebooterz

Detachment Command Cost [-3CP]

Unit Filter: Hide Legends Units

+ HQ +

Warboss on Warbike [6 PL, 115pts, -1CP]: Da Badskull Banner (Freebooterz), Killsaw, Stratagem: Extra Gubbinz

+ Fast Attack +

Boomdakka Snazzwagons [5 PL, 90pts]
. Boomdakka Snazzwagon

DeffKoptas [16 PL, 250pts]: Boom Boyz
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Kustom Boosta Blastas [4 PL, 80pts]
. Kustom Boosta Blastas

Megatrakk Scrapjets [15 PL, 300pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Shokkjump Dragstas [5 PL, 85pts]
. Shokkjump Dragstas

+ Flyer +

Wazbom Blastajet [10 PL, 230pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field, 2x Supa Shoota

++ Outrider Detachment 0CP (Orks) [48 PL, 850pts] ++

+ Configuration +

Clan Kultur: Freebooterz

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Warlord

+ Fast Attack +

DeffKoptas [16 PL, 250pts]: Boom Boyz
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Warbikers [8 PL, 105pts]
. Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun

Warbikers [4 PL, 75pts]
. Boss Nob: Choppa
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

Warbikers [4 PL, 75pts]
. Boss Nob: Choppa
. 2x Warbiker w/ Choppa: 2x Choppa, 4x Dakkagun

+ Flyer +

Wazbom Blastajet [10 PL, 230pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field, 2x Supa Shoota

++ Total: [109 PL, 8CP, 2,000pts] ++

Created with BattleScribe


Lessons learned (on the tournament and in a training games before)
- single Shockjump do nothing. Useless screening buggy.
- snazzwagon actualy do quite a lot of damage!
- it´ s all about the wazbooms. If you keep them alive and shoot in two turns to the right targets, you propably win. In they die after one turn, you are in hell. All lost games was a fails in this.
- we are bloody good in screening the field. Deepstriking armies suffered like a hell!





Automatically Appended Next Post:
Oh yes, and I ´m the second in painting competition.

So my targets succesfully reached. To win one game and score in painting


Automatically Appended Next Post:
Goonhammer posted meta analasys of Orks. There are some really incredible theories, like that it' s a perfect idea to protect your Boyz (100p dedicated to die) by the base of the wazbooms (230p dedicated to live and shoot) or that the best idea how to move Ghazzy is by Da Jump (ghazzy is not a core, so it doesn' t work) or that Stomp ' Em Good is a great secondary? Or that Squighog boyz are great for T1 charge?

Or do I miss something?

Wazboms didn’t go away, you just can’t take four of them anymore! They’re still very strong from a pure output standpoint, and can act as solid screening for your Squighog boyz and other units – while your opponent can still walk across the bases, they can’t end up on top of them, so with careful placement of your models you can ensure that your boyz aren’t easily charged while the jets are still up.

Even beyond the jets, this is an incredibly fast list – the slowest parts are Ghaz and the Beast Snaggas, but the plan is to shoot them across the table early with Da Jump. The Squighog boyz are a big part of the army’s early strategy, with a Waaagh!-boosted threat range of 20” on average and with a re-roll or two in the mix something closer to 24”. That’s not so much a guaranteed first-turn charge going first on missions where you are 24” apart, so it may often behoove players with this list to play a bit more cagey on turn 1 if there’s no good target. Otherwise, they’re a great meta play for hunting down Tyranid MONSTERS, and even when going up against Hive Fleet Leviathan’s transhuman bonus you’ll often still be able to make use of the Monster Hunterz Stratagem against T7+ targets.

Most games you’ll be taking Stomp ‘Em Good to take advantage of your army’s melee prowess, and even if you don’t get off a nasty turn 1 charge you’ll usually be able to max it on the other four turns. After that, Stranglehold and Banners will be your best non-kill secondary options, since you’ve got the bodies to hold backfield objectives and your army is more than happy to fight over the middle of the table if that’s where an opponent wants to go. That said, Tyranids are still a problem for this army, particularly if it can’t make things happen turn 1 and pick up a big bug or two.


https://www.goonhammer.com/2q22-post-dataslate-faction-focus-orks/

This message was edited 5 times. Last update was at 2022/05/19 17:50:16


11000p but no army to play now… 
   
Made in ca
Longtime Dakkanaut




Just assume GH don't know how to play Orks and generally are talking out of their asses.

I think the Da Jump is referring to Snaggas, not Ghaz, that's poor grammar.

Wazbom to screen the Hogs from charges.. okay.. but isn't the issue they die more from shooting? Like how many armies are T1 charging Orks?

Anyway, nonsense article.
   
Made in ca
Waaagh! Warbiker





@ Tomsug

what model did you enter for the painting comp?


Ended up dropping a Tank for some buggies, hes not that new but new to 9th.
   
Made in us
Longtime Dakkanaut




Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.
   
Made in ca
Waaagh! Warbiker





Post on art of war youtube about the blood axe player Marhsal Peterson. Interview on how he decided on the list and played it

This message was edited 1 time. Last update was at 2022/05/20 02:21:37


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Dr.Duck wrote:
@ Tomsug

what model did you enter for the painting comp?


Ended up dropping a Tank for some buggies, hes not that new but new to 9th.


The whole army I don ´ t have a nice “complete army” photo but you can see all the models on Instagram https://www.instagram.com/mektomsug/?hl=cs


Automatically Appended Next Post:
 Dr.Duck wrote:
Post on art of war youtube about the blood axe player Marhsal Peterson. Interview on how he decided on the list and played it


https://youtu.be/YtRF_eYokJw

This message was edited 1 time. Last update was at 2022/05/20 04:54:36


11000p but no army to play now… 
   
Made in ca
Waaagh! Warbiker





Love some of those conversions. Especially the Super7 dragster

Great paintjobs too, Lots of hard work and creativity.
   
Made in pt
Yellin' Yoof




I prefer Art of War, they have been on point for everything orky in the current meta. In GH the only one with a semblance of know how i think it's the drukari one? Pardon dunno names, his photo is usually on drukkari cameo, but he managed to digest the changes for our buggies last nerf. But that's about IT. The reason i like AoW is because they involve all armies and give a comprehensive exposition. GH just talks of high meta and they feel SM bias.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Dr.Duck wrote:
Love some of those conversions. Especially the Super7 dragster

Great paintjobs too, Lots of hard work and creativity.


Thanks! Super7 broke his rear axe on GT, needs to go to the workshop

11000p but no army to play now… 
   
Made in us
Mekboy on Kustom Deth Kopta






gungo wrote:
Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.


If you are a competitive 40k player you are not playing orks. Marshal Peterson is doing about the best you can possibly do with orks when you play to the missions and don't make mistakes. 10th place out of 200 is one of the best placings by one of the best ork players means you can't take a GT podium with them. Any mistakes punish more than most armies and in general that is not going to appeal to a competitive player. They tried orks, realized what was there did not work as well for competitive play and moved on.


10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Waaagh! Warbiker





 G00fySmiley wrote:
gungo wrote:
Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.


If you are a competitive 40k player you are not playing orks. Marshal Peterson is doing about the best you can possibly do with orks when you play to the missions and don't make mistakes. 10th place out of 200 is one of the best placings by one of the best ork players means you can't take a GT podium with them. Any mistakes punish more than most armies and in general that is not going to appeal to a competitive player. They tried orks, realized what was there did not work as well for competitive play and moved on.



I have a very limited perspective of 9th but coming from 8th we have lost so many unique rules etc. Lost Dakka Dakka Dakka/Extra Dakka, auto hitting on 6s and getting a extra shot.

I really dont understand the limitaion of not being able to split buggy squadrons. It is the only unit entry that I know of that is of a similar unit type/base size etc that cannot split upon deploying (Dreads, Mek Guns, other vehicle squadrons, Void weavers etc). On top of this we got 0-1. I feel like a eratta that adds can split is really needed now more than ever. I would definitely make buggies better but would it break them?

In casual games I see my self justs asking the opponent if I can split. Im more than willing to overlook the 0-1.
   
Made in ca
Gargantuan Gargant






 Dr.Duck wrote:
 G00fySmiley wrote:
gungo wrote:
Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.


If you are a competitive 40k player you are not playing orks. Marshal Peterson is doing about the best you can possibly do with orks when you play to the missions and don't make mistakes. 10th place out of 200 is one of the best placings by one of the best ork players means you can't take a GT podium with them. Any mistakes punish more than most armies and in general that is not going to appeal to a competitive player. They tried orks, realized what was there did not work as well for competitive play and moved on.



I have a very limited perspective of 9th but coming from 8th we have lost so many unique rules etc. Lost Dakka Dakka Dakka/Extra Dakka, auto hitting on 6s and getting a extra shot.

I really dont understand the limitaion of not being able to split buggy squadrons. It is the only unit entry that I know of that is of a similar unit type/base size etc that cannot split upon deploying (Dreads, Mek Guns, other vehicle squadrons, Void weavers etc). On top of this we got 0-1. I feel like a eratta that adds can split is really needed now more than ever. I would definitely make buggies better but would it break them?

In casual games I see my self justs asking the opponent if I can split. Im more than willing to overlook the 0-1.


It's GW using a hammer rather than a scalpel as usualy when it comes to addressing rules. Especially for "NPC" factions like Orks, GW doesn't bother with nuanced approaches, since it basically kills Kustom Jobs in the codex (not that they were great to begin with...). Frankly it should either be the way it was back in 8th ed with how the Speed Mob rule worked or for them to change the restriction to 3 models max of each buggy per army.
   
Made in us
Longtime Dakkanaut




 G00fySmiley wrote:
gungo wrote:
Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.


If you are a competitive 40k player you are not playing orks. Marshal Peterson is doing about the best you can possibly do with orks when you play to the missions and don't make mistakes. 10th place out of 200 is one of the best placings by one of the best ork players means you can't take a GT podium with them. Any mistakes punish more than most armies and in general that is not going to appeal to a competitive player. They tried orks, realized what was there did not work as well for competitive play and moved on.


Even when orks had a 55% win rate and won the socal open in A meta dominated by broken admech and drukari… not a single competitive player switched to orks (except manny)… all they did was complain and whine about how orks are completely broken…how multiple units beyond squigbuggies OLoS shooting needed to be nerfed and how armies like drukari only needed a few adjustments… now it’s the same song about CWE and how they are fine… there is a strong bias to orks having competitive units.. there was no reason to limit buggies to 1 unit when they already had massive point increases in chapter approved, no reason to significantly increase points on kommandos, or beastboss on squig or even Killrig. They basically took decent units that weren’t broken and made them situational. Right now you can revert the squigbuggy point hike and remove the unit restriction on buggies and no one would play squigbuggies because the real issue was Olos shooting. Scrapjet is fine with it’s point increase and the aircraft limit is needed due to bad aircraft rules. Reverting those changes won’t make orks a top competitive army anymore the meta has already had several power creeps..

This message was edited 1 time. Last update was at 2022/05/20 15:47:30


 
   
Made in de
Fresh-Faced New User




Quick question - Quick answer: Can i give my Kill Rig "Big Boss"? If so which trait can be given to it? Battle Scribe allows to check "Big Boss" but doesnt give me any choices for traits ^^'
   
Made in us
Automated Rubric Marine of Tzeentch






LeRufus wrote:
Quick question - Quick answer: Can i give my Kill Rig "Big Boss"? If so which trait can be given to it? Battle Scribe allows to check "Big Boss" but doesnt give me any choices for traits ^^'


I dont know about Battlescribe, but the Killrig is restricted to only the Beastgob warlord trait by page 51 of the Ork codex.

My local GW is in Springfield Plaza, VA. Ask for Ron.

Murdock129 wrote:Not after we demonstrate the capabilities of this Embargo. In a way, you have determined the choice of the site that will be destroyed first. Since you are reluctant to provide us with the money we desire, we have chosen to test this embargo's destructive power on your home fansite of Dakkadakka
 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Dr.Duck wrote:
Post on art of war youtube about the blood axe player Marhsal Peterson. Interview on how he decided on the list and played it

https://youtu.be/YtRF_eYokJw


This is actualy super cool and very good explanation of how the army works! I recommend to everybody!

11000p but no army to play now… 
   
Made in us
Tough-as-Nails Ork Boy





Maine

I'm toying around with a list to bring to a local tournament next month. It's 1500 points, and the meta isn't super competitive, but I still want to do well. What do you all think of this list?


++ Outrider Detachment -3CP (Orks) [82 PL, -3CP, 1,500pts] ++

+ Configuration +

Clan Kultur: Bad Moons

Detachment Command Cost [-3CP]

+ HQ +

Big Mek in Mega Armour [7 PL, 105pts]: Extra-Kustom Weapon, Kustom Mega-Blasta, Tellyport Blasta

Warboss on Warbike [6 PL, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Warlord

+ Troops +

Boyz [5 PL, 100pts]: Trukk Boyz
. Boss Nob: Choppa, Power Klaw
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [4 PL, 65pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

DeffKoptas [8 PL, 150pts]
. DeffKopta
. DeffKopta
. DeffKopta

Shokkjump Dragstas [10 PL, 170pts]
. Shokkjump Dragstas
. Shokkjump Dragstas

Warbikers [12 PL, 225pts]
. Boss Nob
. 8x Warbiker: 16x Dakkagun

Warbikers [12 PL, 225pts]
. Boss Nob
. 8x Warbiker: 16x Dakkagun

Warbikers [4 PL, 85pts]
. Boss Nob: Power Klaw
. 2x Warbiker: 4x Dakkagun

+ Flyer +

Wazbom Blastajet [10 PL, 190pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [82 PL, -3CP, 1,500pts] ++

Created with BattleScribe



Automatically Appended Next Post:
I'm trying to revive a Bad Moons shooting list, but our lootas are just so bad right now. I thought that the maxed squads of warbikes are pretty close, and the added range of badmoons and additional ap on 6's is really nice.

This message was edited 1 time. Last update was at 2022/05/21 16:46:33


God is real! 
   
Made in us
Longtime Dakkanaut




NE Ohio, USA

 G00fySmiley wrote:
gungo wrote:
Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.


If you are a competitive 40k player you are not playing orks. Marshal Peterson is doing about the best you can possibly do with orks when you play to the missions and don't make mistakes. 10th place out of 200 is one of the best placings by one of the best ork players means you can't take a GT podium with them. Any mistakes punish more than most armies and in general that is not going to appeal to a competitive player. They tried orks, realized what was there did not work as well for competitive play and moved on.


No, it means he couldn't. On that day, vs those specific opponents, with whatever dice rolls/terrain/etc were involved.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Sorry to interrupt your discussion how is it impossible to be better than 10th with the orks guys, but Luke Newell is 4th on War Calls GT with his goff and ghazzi list now. List:
Spoiler:

++ Supreme Command Detachment +2CP (Orks) [15 PL, 2CP, 300pts] ++

+ Configuration [2CP] +

Clan Kultur: Goffs

Detachment Command Cost [2CP]

+ Primarch | Daemon Primarch | Supreme Commander [15 PL, 300pts] +

Ghazghkull Thraka [15 PL, 300pts]: Gork's Klaw, Mork's Roar, Stikkbombs
. Warlord: Proper Killy (Goffs)

++ Outrider Detachment -3CP (Orks) [50 PL, -6CP, 815pts] ++

+ Configuration [-3CP] +

Clan Kultur: Goffs

Detachment Command Cost [-3CP]

+ No Force Org Slot [4 PL, -2CP, 65pts] +

Nob on Smasha Squig [4 PL, -2CP, 65pts]: 1. Big Killa Boss (Beast Snagga), Big Choppa, Headwoppa's Killchoppa, Slugga, Smasha Squig Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

+ HQ [5 PL, -1CP, 105pts] +

Warboss [5 PL, -1CP, 105pts]: 4. Brutal but Kunnin, Attack Squig [5pts], Da Killa Klaw, Kombi-rokkit, Power Klaw [10pts], 2x Slugga, Stikkbombs, Stratagem: Big Boss [-1CP], Trukk Boyz

+ Troops [5 PL, 100pts] +

Boyz [5 PL, 100pts]
. Boss Nob [19pts]: Choppa, Power Klaw [10pts], Stikkbombs
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack [32 PL, 475pts] +

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Warbikers [8 PL, 105pts]
. Boss Nob [30pts]: Big Choppa [5pts], 2x Dakkagun
. 3x Warbiker [75pts]: 6x Dakkagun

Warbikers [8 PL, 105pts]
. Boss Nob [30pts]: Big Choppa [5pts], 2x Dakkagun
. 3x Warbiker [75pts]: 6x Dakkagun

Warbikers [8 PL, 105pts]
. Boss Nob [30pts]: Big Choppa [5pts], 2x Dakkagun
. 3x Warbiker [75pts]: 6x Dakkagun

+ Dedicated Transport [4 PL, 70pts] +

Trukk [4 PL, 70pts]: Big Shoota

++ Patrol Detachment -2CP (Orks) [46 PL, 10CP, 885pts] ++

+ Configuration [10CP] +

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

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ [3 PL, 55pts] +

Makari [3 PL, 55pts]: Makari's Stabba

+ Troops [10 PL, 220pts] +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy [99pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [11pts]: Power Snappa, Slugga

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy [99pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [11pts]: Power Snappa, Slugga

+ Elites [12 PL, 200pts] +

Meganobz [12 PL, 200pts]: Trukk Boyz
. Boss Meganob [40pts]: Kombi-skorcha [10pts], Power Klaw, Stikkbombs
. Meganob [40pts]: Kombi-skorcha [10pts], Power Klaw, Stikkbombs
. Meganob [40pts]: Kombi-skorcha [10pts], Power Klaw, Stikkbombs
. Meganob [40pts]: Kombi-skorcha [10pts], Power Klaw, Stikkbombs
. Meganob [40pts]: Kombi-skorcha [10pts], Power Klaw, Stikkbombs

+ Heavy Support [16 PL, 320pts] +

Hunta Rig [8 PL, 160pts]: 'Eavy Lobba, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon

Hunta Rig [8 PL, 160pts]: 'Eavy Lobba, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon

+ Dedicated Transport [5 PL, 90pts] +

Trukk [5 PL, 90pts]: Big Shoota, Fortress on Wheels [1 PL, 20pts]

++ Total: [111 PL, 6CP, 2,000pts] ++

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


I was checking the Marshal Peterson list from Seatle US Open and I found another interesting name and results hidden deeper.
Notoriously known Ben Jurek played very similar goff list like Luke here and his results was in first games much better than Marschal Peterson - 100/100/87/68/100/93/91/92 with just a single loss againts Harlequins. If he wins, he could be better than Marschall - and not 17th like he is…

The list:
Spoiler:

++ Patrol Detachment 0CP (Orks) [61 PL, 12CP, 1,160pts] ++

+ Configuration +

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

Clan Kultur: Goffs

Detachment Command Cost

+ HQ +

Ghazghkull Thraka [15 PL, 300pts]

Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork

+ 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

+ Elites +

Meganobz [12 PL, 150pts]: Trukk Boyz
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

+ Heavy Support +

Kill Rig [10 PL, 210pts]: 4. Spirit of Gork, 6. Squiggly Curse

Kill Rig [10 PL, 210pts]: 2. Frazzle, 6. Squiggly Curse

++ Spearhead Detachment -3CP (Orks) [51 PL, -4CP, 837pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-3CP]

+ HQ +

Warboss [5 PL, -1CP, 100pts]: 4. Brutal but Kunnin, Da Killa Klaw, Kombi-rokkit, Power Klaw, Stratagem: Big Boss, Trukk Boyz

+ Troops +

Gretchin [2 PL, 50pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [8 PL, 77pts]
. Boss Nob: Power Klaw
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

+ Fast Attack +

Megatrakk Scrapjets [15 PL, 300pts]
. Megatrakk Scrapjet
. Megatrakk Scrapjet
. Megatrakk Scrapjet

Squighog Boyz [8 PL, 105pts]: Bomb Squig
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

+ Heavy Support +

Mek Gunz [3 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

Mek Gunz [3 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

Mek Gunz [3 PL, 45pts]
. Mek Gun: Kustom Mega Kannon

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Total: [112 PL, 8CP, 1,997pts] ++

This message was edited 3 times. Last update was at 2022/05/22 09:55:09


11000p but no army to play now… 
   
Made in us
Longtime Dakkanaut




ccs wrote:
 G00fySmiley wrote:
gungo wrote:
Like most playtesters or most competitive players; goonhammer has no one who actually plays orks competitively giving any analysis… they regularly get things wrong and the rest of the player base takes what they say as gospel.


If you are a competitive 40k player you are not playing orks. Marshal Peterson is doing about the best you can possibly do with orks when you play to the missions and don't make mistakes. 10th place out of 200 is one of the best placings by one of the best ork players means you can't take a GT podium with them. Any mistakes punish more than most armies and in general that is not going to appeal to a competitive player. They tried orks, realized what was there did not work as well for competitive play and moved on.


No, it means he couldn't. On that day, vs those specific opponents, with whatever dice rolls/terrain/etc were involved.


No, its a very good anecdote which teamed with the plethora of other tournament results combine to form a picture where Orkz just are not a top tier army and are at best around middle tier and at worst...The high end of the lowest tier.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Stalwart Veteran Guard Sergeant




Finland

Why you people insist on highlighting our faction negatives, when clearly there are some positives too? You always just stampede anything positive here.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Yeah, piss off with the constant moaning.

I had a funny game againts new chaos knights vs. my Speed Mob. I 've been crumped like a hell. But lesson learned!

Hell! Some another new meta stuff that is little bit too much!

What I found how to defeat them:

1. You cannot kill them. It is too much! On the other side, they can surely kill youin two turns. So keep heads down! Hide!

2. Their disadventages are
- slow
- big bases
- low model count

3. The small knights are much more dangerous than big ones. Focus all fire on the small ones. Ignore the big ones. Kill small ones ASAP.

4. Block big ones move by sacrificing a buggy or one biker squad per turn in their way to keep them home. Take the secondaries that makes them move to you and troll them with the move blocks.

5. Secondaries:
- Bring it down (12-15 easily)
- Bitz to make him move to you. But he is slow. And you block him in the movement. With a good terrain, you can get to 12Vp
- Engage - you score something, nothing much. Like 8 or something.

6. primaries - with just two big robots on the table (because small are dead) he is unable to score well since T3. Badskull Banner makes another 4VP swing. You can beat them on points something like 80:50 with just a few ork models left hiden behind the ruins.

It is hard as hell, but itis doable.

This message was edited 5 times. Last update was at 2022/05/22 19:44:07


11000p but no army to play now… 
   
 
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