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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






In my experience it's the most expensive KFF.

Since you have nothing left of worth after blowing up the KFF (which is mandatory IMO), you have paid 60 points for it, while the MA big mek and the morkanaut pay 30, but both still are worth their remaining points even without KFF.

But the ded shiney shoota MA mek with opportunist is ridiculously awesome anyways. In my last game, it single-handedly disassembled my opponent's silver tide by sniping out a cryptek each turn by firing from a trukk boyz' transport (we agreed on no +1 or AP-1 from speeedwaaagh)

In any case, the model being back is great - that means its unit entry won't be legended or squatted in the future. I wonder if they managed to solve the production issues with finecast. The reason why it originally disappeared was because almost four out five produced models had flaws in them and it caused many returns and a huge load on customer support. The model simply wasn't compatible with the new technology.

This message was edited 3 times. Last update was at 2021/09/04 13:12:50


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 de
Dakka Veteran




 kingbbobb wrote:

i would never try and walk a deff dread, i still have nightmares about trying to move over a crater and suffering -2 to movement penalty, and then another -2 when trying to charge off of it. stupidity defined
Off topic for a minute-TIDE OF MUSCLE- is one of the best stratagems we have for core units, it flies under the radar but it is very useful.

in theory you could have a deffdread moving at 10" with Stompamatic Pistons + evil sons, with advance of 2+d6 = possible advance move of 18"
But this would only be for 1 model as kustom jobs can only go on 1 model and you would lose BIG KRUMPAZ as you can't mix kustom jobs and specialist mobs.

Teleporting them with big BIG KRUMPAZ is the only option in my mind


well, dont position him behind a crater? like i said... put him in the middle, right where you DP ends, run him up, you now have a cheapo model with T7 8W's and a 3+ save in the middle of the board (with luck he rolled a 4+ and is now sitting on an objective). you dont care, but the opponent does. thanks to ramshackle, it can only be reliably destroyed by stuff that would instead go into your jets, buggies or trukks (important things)

dont teleport him, dont spent more CP or points... dont rely on the dread. just put it out there. thats the only way i can see to make him work (in a semi-competitive way). else you will always have better options.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Jidmah - wait wait wait - MA Big Mek from Trukboyz trukk? This is legal? I have in my mind that it switched trukk and boyz Clan keyword to Trukkboyz so MA Big Mek cannot jump on.

Anyways all what you say is right. I just didn ´ t want to taky another transport just becuse of some Big Mek, so paing for such loadout was paing for something short ranged stucked in by deploy. But if I can put him in my trukkboyz!!!

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in it
Waaagh! Ork Warboss




Italy

Specialist mobs and transports rules are messy, they don't work outside home rules now. From what we know it's entirely possible that GW will fix the issue by changing the transports datasheets by adding "or SPECIALIST MOB" near <Klan>. Like they did with FLASH GITZ. In my opinion it's also the easiest way to fix it and what we'll likely get when the appropriate round of FAQ comes.

In that case that <Klan> big mek and trukk boyz could share the same transport.

This message was edited 1 time. Last update was at 2021/09/04 15:02:11


 
   
Made in de
Krazy Grot Kutta Driva





Gonna try a mixed list tomorrow, any thoughts?

Spoiler:
Freeboota Outrider:

Trike (Junkboss & Badskull Banner)
3 x 1 Scrapjet
2 x 2 Squigbuggy
1 Nitro Squigbuggy
2 x 10 Grot
2 Dakkajets (one with more Dakka)
2 x 5 Flash Gits
2 Trukks

Death Skull Patrol:

MA Mek (Opportunist & Shiny Shoota)
10 Grot
2 x 5 Kommandos
2 x 5 Stormboys



Could make it 1 x 10 Flash Gits to use Showoffs but I like the flexibility with 2 Trukks
Maybe just make it 1-2 x 10 Grot total for some extra Flash Gits but I want some options for screening and actions.

Otherwise I could add some Meganobs instead of the Flash Gits as melee counter but I'm not sure about that one.
Another option would be Mek Guns to trigger Freebooters but I don't want to make bring it down to easy and my deployment will already be crowded.

Might change 1 Dakkajet for a Wazbom Blastajet, that's some neat dakka against them Beakies.

Will probably face some kind of Marines btw.

This message was edited 1 time. Last update was at 2021/09/04 20:09:05


 
   
Made in us
Shadowy Grot Kommittee Memba






 Tomsug wrote:
Jidmah - wait wait wait - MA Big Mek from Trukboyz trukk? This is legal? I have in my mind that it switched trukk and boyz Clan keyword to Trukkboyz so MA Big Mek cannot jump on.

Anyways all what you say is right. I just didn ´ t want to taky another transport just becuse of some Big Mek, so paing for such loadout was paing for something short ranged stucked in by deploy. But if I can put him in my trukkboyz!!!


RAW trukkboyz can't enter a trukk as obviously intended. Just waiting on the 2 week faq.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Jidmah - wait wait wait - MA Big Mek from Trukboyz trukk? This is legal? I have in my mind that it switched trukk and boyz Clan keyword to Trukkboyz so MA Big Mek cannot jump on.

Anyways all what you say is right. I just didn ´ t want to taky another transport just becuse of some Big Mek, so paing for such loadout was paing for something short ranged stucked in by deploy. But if I can put him in my trukkboyz!!!


Yeah, just the unit of boyz gets changed. I usually deploy him within embarkment range of the trukk and koptas around him. If I don't get T1, I dump 4CP into smoke cloud and KFF to reduce enemy shooting as much as possible. Afterwards, he hops into the trukk with the boyz and drives around to kill characters. If you keep the trukk near ruins, you can also disembark him into the ruin's top floor (trukk has no base, so you can measure from the top) when the trukk gets blown and continue to annoy the feth out of your opponent with him from there, now benefiting from +1 armor.

 Blackie wrote:
Specialist mobs and transports rules are messy, they don't work outside home rules now. From what we know it's entirely possible that GW will fix the issue by changing the transports datasheets by adding "or SPECIALIST MOB" near <Klan>. Like they did with FLASH GITZ. In my opinion it's also the easiest way to fix it and what we'll likely get when the appropriate round of FAQ comes.

In that case that <Klan> big mek and trukk boyz could share the same transport.


Flash gits have a clan now, so the exception isn't really needed. The minimal effort to fix this is replacing "FLASH GITZ" in all transports with "Specialist Ladz", so that is how I play it. Up till now all my opponents agreed without any resistance.


Automatically Appended Next Post:
 Grotrebel wrote:
Gonna try a mixed list tomorrow, any thoughts?

Freeboota Outrider:

Spoiler:
Trike (Junkboss & Badskull Banner)
3 x 1 Scrapjet
2 x 2 Squigbuggy
1 Nitro Squigbuggy
2 x 10 Grot
2 Dakkajets (one with more Dakka)
2 x 5 Flash Gits
2 Trukks

Death Skull Patrol:

MA Mek (Opportunist & Shiny Shoota)
10 Grot
2 x 5 Kommandos
2 x 5 Stormboys


Could make it 1 x 10 Flash Gits to use Showoffs but I like the flexibility with 2 Trukks
Maybe just make it 1-2 x 10 Grot total for some extra Flash Gits but I want some options for screening and actions.

Otherwise I could add some Meganobs instead of the Flash Gits as melee counter but I'm not sure about that one.
Another option would be Mek Guns to trigger Freebooters but I don't want to make bring it down to easy and my deployment will already be crowded.

Might change 1 Dakkajet for a Wazbom Blastajet, that's some neat dakka against them Beakies.

Will probably face some kind of Marines btw.


Lists must be in spoilers

That said, I don't see a reason to run those two extra units of gretchin. Most missions have just one objective you need to protect with a troops unit, and more often than not a squig buggy can just sit on an objective to hold it - it won't do a worse job than gretchin anyways. I'd just drop them both for a unit that actually does something. You outrider has open fast attack slots, just pick your favorite unit and play that instead.

This message was edited 1 time. Last update was at 2021/09/04 18:56:53


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 de
Krazy Grot Kutta Driva





I thought they might be useful for scrambling / octarius data and help with screening, but yeah I'll try without.
My outrider is full though with 3 x 1 Scrapjet, 2 x 2 & 1 x 1 Squigbuggy.

But I guess I will go for Dakkajet + Wazbom then and take a few more Flash Gitz with the leftover points.
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

RedNoak wrote:
 kingbbobb wrote:

i would never try and walk a deff dread, i still have nightmares about trying to move over a crater and suffering -2 to movement penalty, and then another -2 when trying to charge off of it. stupidity defined
Off topic for a minute-TIDE OF MUSCLE- is one of the best stratagems we have for core units, it flies under the radar but it is very useful.

in theory you could have a deffdread moving at 10" with Stompamatic Pistons + evil sons, with advance of 2+d6 = possible advance move of 18"
But this would only be for 1 model as kustom jobs can only go on 1 model and you would lose BIG KRUMPAZ as you can't mix kustom jobs and specialist mobs.

Teleporting them with big BIG KRUMPAZ is the only option in my mind


well, dont position him behind a crater? like i said... put him in the middle, right where you DP ends, run him up, you now have a cheapo model with T7 8W's and a 3+ save in the middle of the board (with luck he rolled a 4+ and is now sitting on an objective). you dont care, but the opponent does. thanks to ramshackle, it can only be reliably destroyed by stuff that would instead go into your jets, buggies or trukks (important things)

dont teleport him, dont spent more CP or points... dont rely on the dread. just put it out there. thats the only way i can see to make him work (in a semi-competitive way). else you will always have better options.


there were 2 craters in the centre north and south of a central objective, his units could fly and were on the objective, it was go through or go home.
in the end i didn't go through and went home lol XD

SMASH  
   
Made in it
Moldy Mushroom




Italy



About this link at page 10, I wanted to say something.

Today i'm a bit polemicus and i need a choppa on my face to stop my brain

I think... why should a player (of wathever faction) have to read or follow comments of an article talkin about a NOT LEGAL list?

Please Bros, stop making plans about TRUKK and TrukkBOYZ.We need now 2 detachments to make 1 Trukk+TrukkBoyz and for sure if you don't have a third detachment you cannot make a Trukk + TBoyz + TWarboss.
I also want a tryade of them (like every Ork of galaxy) but is not possibile with actual rules.

SO why talking about an illegal thing? Don't understand how they permit this lists in official tournaments.



I also want to ask about brothers who put HEavyWeaponz like FlashGitz or TankBustas in Tellyporta/ Reserve.
In the turn they come in, they count as MOVED so they take -1 Hit and can't justify the high price
also cause our elite troups Come, Do and become dead.

The only idea I have to try, after some games, is to use BadMoonz and deploy our RocketLaunchers behind a Trukk/BW/Naut . So no One can see them at first turn, and they try to fire someone at 30" when the vehicle is moving.

In the list I'm making I'm full of light/heavy antyinfantry but wanted to insert at least 8/10 Tanka and/or 2/3 KMK Gunz or something against AntiTank.

What do you use against T8 ? (talking about firing units).
which combination of +/- 150 points is better for you? Any suggestionz?

What about your exp. in latest game with this units?

Thanks BOYz!

This message was edited 1 time. Last update was at 2021/09/04 20:41:15


 
   
Made in us
Regular Dakkanaut




 OddGoblin wrote:


About this link at page 10, I wanted to say something.

Today i'm a bit polemicus and i need a choppa on my face to stop my brain

I think... why should a player (of wathever faction) have to read or follow comments of an article talkin about a NOT LEGAL list?

Please Bros, stop making plans about TRUKK and TrukkBOYZ.We need now 2 detachments to make 1 Trukk+TrukkBoyz and for sure if you don't have a third detachment you cannot make a Trukk + TBoyz + TWarboss.
I also want a tryade of them (like every Ork of galaxy) but is not possibile with actual rules.

SO why talking about an illegal thing? Don't understand how they permit this lists in official tournaments.



I also want to ask about brothers who put HEavyWeaponz like FlashGitz or TankBustas in Tellyporta/ Reserve.
In the turn they come in, they count as MOVED so they take -1 Hit and can't justify the high price
also cause our elite troups Come, Do and become dead.

The only idea I have to try, after some games, is to use BadMoonz and deploy our RocketLaunchers behind a Trukk/BW/Naut . So no One can see them at first turn, and they try to fire someone at 30" when the vehicle is moving.

In the list I'm making I'm full of light/heavy antyinfantry but wanted to insert at least 8/10 Tanka and/or 2/3 KMK Gunz or something against AntiTank.

What do you use against T8 ? (talking about firing units).
which combination of +/- 150 points is better for you? Any suggestionz?

What about your exp. in latest game with this units?

Thanks BOYz!


Why use the codex at all, if that's the attitude you're taking? It's one of the worst edited codexes they've released since 8e Space Wolves, so many blatantly broken or obviously not RAI rules interactions. Your statement about Trukks and detachments is nonsensical even from your own standpoint - you cannot make Trukkboyz getting into a Trukk legal RAW no matter how many detachments you use because Trukks aren't one of the three units you can nominate to be a Trukkboyz specialist mob. This broken interaction is extremely well known by now, any tournament allowing the new book will address it in favor of the obvious RAI, though the mileage for transports and other specialist mob infantry may vary.

This message was edited 1 time. Last update was at 2021/09/05 00:50:09


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

I fully understand OddGoblins feeling. I feel little bit the same. I have a tournament on 18.9. with the new dex already and I have to house rule with the organisers pretty crucial questions like Spec. Gitz vs Transport etc, or even fair dimensions and base sizes of Squigosaurs, Killrigs etc. Well I can kitbash anything but I need to know the base size at least…

And I have to accept that it is almost sure, my army will be invalid after FAQ. Tournament will be on Sunday, faq comes the day before and I gonnna rework my list overnight. Perfect…..

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Tomsug wrote:
I fully understand OddGoblins feeling. I feel little bit the same. I have a tournament on 18.9. with the new dex already and I have to house rule with the organisers pretty crucial questions like Spec. Gitz vs Transport etc, or even fair dimensions and base sizes of Squigosaurs, Killrigs etc. Well I can kitbash anything but I need to know the base size at least…

And I have to accept that it is almost sure, my army will be invalid after FAQ. Tournament will be on Sunday, faq comes the day before and I gonnna rework my list overnight. Perfect…..


I don't think too much will change personally. It's a lot of semantics and things that are clearly supposed to be one way, but have been written by someone that copy/pasted stuff from the old book to save time and didn't proof read it.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 OddGoblin wrote:


About this link at page 10, I wanted to say something.

Today i'm a bit polemicus and i need a choppa on my face to stop my brain

I think... why should a player (of wathever faction) have to read or follow comments of an article talkin about a NOT LEGAL list?

Please Bros, stop making plans about TRUKK and TrukkBOYZ.We need now 2 detachments to make 1 Trukk+TrukkBoyz and for sure if you don't have a third detachment you cannot make a Trukk + TBoyz + TWarboss.
I also want a tryade of them (like every Ork of galaxy) but is not possibile with actual rules.

SO why talking about an illegal thing? Don't understand how they permit this lists in official tournaments.

Because it's an obvious error in the book. You cannot make trukks "trukkboyz" so going by pure RAW you can never have trukkboyz in trukks.

The intent is 100% clear, which is why TOs and other people are allowing this.

I also want to ask about brothers who put HEavyWeaponz like FlashGitz or TankBustas in Tellyporta/ Reserve.
In the turn they come in, they count as MOVED so they take -1 Hit and can't justify the high price
also cause our elite troups Come, Do and become dead.

I don't think anyone really does this. I wouldn't pay too much attention to the goonhammer articles, they clearly aren't very well versed in regards to orks.


Automatically Appended Next Post:
 Tomsug wrote:
I fully understand OddGoblins feeling. I feel little bit the same. I have a tournament on 18.9. with the new dex already and I have to house rule with the organisers pretty crucial questions like Spec. Gitz vs Transport etc, or even fair dimensions and base sizes of Squigosaurs, Killrigs etc. Well I can kitbash anything but I need to know the base size at least…

And I have to accept that it is almost sure, my army will be invalid after FAQ. Tournament will be on Sunday, faq comes the day before and I gonnna rework my list overnight. Perfect…..


Normally tournaments should have a rules cut-off where they don't accept new stuff GW shells out.

This message was edited 1 time. Last update was at 2021/09/05 07:28:31


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 it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:


Flash gits have a clan now, so the exception isn't really needed. The minimal effort to fix this is replacing "FLASH GITZ" in all transports with "Specialist Ladz", so that is how I play it. Up till now all my opponents agreed without any resistance.


The FLASH GITZ exception is there only to let Badrukk ride in a trukk with non Freebooters models. He can be taken in any klan but couldn't ride in a non Freebooters transport without the exception.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Blackie wrote:
 Jidmah wrote:


Flash gits have a clan now, so the exception isn't really needed. The minimal effort to fix this is replacing "FLASH GITZ" in all transports with "Specialist Ladz", so that is how I play it. Up till now all my opponents agreed without any resistance.


The FLASH GITZ exception is there only to let Badrukk ride in a trukk with non Freebooters models. He can be taken in any klan but couldn't ride in a non Freebooters transport without the exception.


He is a specialist lad, so my fix would still keep that intact. It's also not a very solid argument, since Mad Doc Grotznik or Zodgrod can also be taken by any clan, but cannot ride their transports.

This message was edited 1 time. Last update was at 2021/09/05 13:22:41


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 us
Longtime Dakkanaut




 Blackie wrote:


Kommandos are awesome but with rule of three maxing them out (3x10) is something like 350 points at most. Add 3x1 Mek gunz, that's another 135 points for a grand total of 450-500 points. For 2000 points lists. Those units fill up Elite and Heavy Support slots. For these reasons they really don't compete with buggies. Even if 3x trukk boyz units join the lot there's still half budget available. 3 scrapjets are 270 points.

Vehicles based lists are getting good results in competitive games, it's not like we just have infantry spam that relies on alpha strike at the moment.
I agree, we aren't relying on Infantry alpha strike, but hte same lists that will do well against Drukhari will also do well against buggy spam. Both feature T6 vehicle spam. With that in mind, I like being counter-meta and that is why I love my Alpha strike list. And its not just 350pts of Kommandos and some mek gunz. Here is my current competitive list which has yet to lose.



3 Goff patrol Detachments. You can mix and match WL traits, relics etc but here is the gist.

Warboss in Mega Armor, Da Krushin Armor, Might is Right.

Trukk Boyz x10 (Nob with 2 Choppas)

Kommandos x 10 (Nob with PK) Distraction Grot and Bomb Squig.
Kommandos x 10 (Nob with PK) Distraction Grot and Bomb Squig.

Deff Koptas x3
Deff Koptas x3

Trukk

Patrol #2
Warboss, Headwhoppa, Kombi Skorcha, Propa killy.

Trukk Boyz x 10 (nob with 2x choppas)

Kommandos x 10 (Nob with PK) Distraction Grot and Bomb Squig.

Stormboyz x 10 (Nob)
Stormboyz x 10 (Nob)

Mek Gun(s) 2x KMK

Trukk

Patrol #3
Warboss BBK, Kombi Skorcha, PK, Supa Cybork.

Trukk Boyz x 10 (Nob w/2xChoppas)

Stormboyz x 10 (nob)

Mek Gun(s) 2x KMK
Mek Gun 1x KMK

Trukk

Total is 2,000 Points.

Turn 1 you have massive alpha strike potential in 3x Trukk Boyz (warboss in each trukk as well) 3x Kommandos, 3x Stormboyz and 6x Deff Koptas. While your fast units all bum rush forward your KMKs do whatever they can do inflict dmg on the harder targets that need to die while the Kommandos release their Bomb Squigz. You then get to charge in with 30 Trukk Boyz(3xNobz), 30 Stormboyz (3xNobz), 30 Kommandos (3x Nobz with PK) and possibly 6x Deff Koptas if you don't need their rokkitz shooting. And during the WAAAAGH turn, those DeffKoptas get 9 attacks EACH!

Trukk Boyz: Threat range of 23-38. 12 Trukk Movement, 3 disembark, 5 Move, D6 advance and 2D6 charge

Kommandos: Threat Range of wherever the enemy deploys, They can theoretically cover the vast majority of the entire board. 9' from Deployment, 6 movement, D6 advance and 2D6 Charge.

Stormboyz: 20-30' threat range. 12' movement, 6' advance and 2D6 charge.

Deff Koptas: 22-32 Threat Range. 14' movement, 6 advance and 2D6 charge.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Fresh-Faced New User





Arizona

 Grotrebel wrote:
Gonna try a mixed list tomorrow, any thoughts?

Spoiler:
Freeboota Outrider:

Trike (Junkboss & Badskull Banner)
3 x 1 Scrapjet
2 x 2 Squigbuggy
1 Nitro Squigbuggy
2 x 10 Grot
2 Dakkajets (one with more Dakka)
2 x 5 Flash Gits
2 Trukks

Death Skull Patrol:

MA Mek (Opportunist & Shiny Shoota)
10 Grot
2 x 5 Kommandos
2 x 5 Stormboys



Could make it 1 x 10 Flash Gits to use Showoffs but I like the flexibility with 2 Trukks
Maybe just make it 1-2 x 10 Grot total for some extra Flash Gits but I want some options for screening and actions.

Otherwise I could add some Meganobs instead of the Flash Gits as melee counter but I'm not sure about that one.
Another option would be Mek Guns to trigger Freebooters but I don't want to make bring it down to easy and my deployment will already be crowded.

Might change 1 Dakkajet for a Wazbom Blastajet, that's some neat dakka against them Beakies.

Will probably face some kind of Marines btw.


Flash gitz can't use their shoot twice strat while embarked, so two squads of 5 are probably better than one huge target of 10. I really hate the awkward position flash gitz are in right now. Too squishy to be footslogging, can't use their cool strat or get badrukks aura while embarked, can't disembark or tellyport in without killing their BS, too short range to not move closer first turn. They're so much fun when you can actually get them to shoot properly, but its not easy to do.

Chaos 3000
Daemons: 3000
Orks: 6000
IG: 2500
Ogres: 4000
TS: 2000
S2D: 2000 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

That is a list very much in your style

What is Warboss BBK?

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






BBK = Brutal But Kunnin'

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 ru
!!Goffik Rocker!!






Participated in a 500 pt tourney.
Unfortunately, none of my new models are ready yet, so, no buggies. This means thet blood axes have to wait a bit.

Goffs:
Biker boss (4++, killa klaw)
Megamek (-1 to wound, shiny shoots, tellyporta)
10 grots
3 koptas (rokkits)
Trukk (5++)

We played incursion.

1st game vs imperial fists:
Librarian
5 intercessors
3 eradicators
Redeemer (13-wound dread with super plazma)

24" Between deployment zones, mission: 15vp if >=75% units survive, 10 if >=50%, 5 if >=25%.

The opponent hid his librarian and intercessors behind a large ruin on one flank, dread and eradicators were behind cover but not compleyely out of Los.
I hid most units but there was no place to hide a trukk and mek, so, mek hid behind a trukk and the trukk had to stay on a line with eradicators and dread in hopes of 1st turn.

The opponent went 1st instead. He moved intercessors and librarian forward, shot at koptas dealing 2 wounds and smiled a trukk for 1. Dread advanced from behind a ruin but didn't shoot as he decided eradicators would deal with a trukk. They shot at a trukk and rolled a bunch of 2s for to-hits and to-wounds. 5++ also helped. Trukk suffered no wounds from meltas!

Orks moved boss closer to dread, mek jumped inside a lucky trukk and rolled towards eradicators and dread. Koptas screened boss and shot dread but only dealt 2 damage. Grots ran on a point. Mek killed 2 eradicators and the last one remained with a single wound.

Marines shot down 2 koptas with -1 to hit aura (2cp) and some grots. But this were insanely heroic grots who knew no fear and passed ld check perfectly! Eradicators wiffed again, but Dread charged and killed a trukk with his Damage 3+d3 s12 fist. Mek disembarked unharmed.

Boss called mellee Waaaaagh. Last kopta moved towards intercessors, shot down 1, dealt a couple mw to another 1 and killed a 3-d one in mellee, so, only 2 remained - they dealt a wound in return. Mek shot his shiny shoota at an eradicator but wiffed horribly, however he dealt 2 more wounds to a dread with his tellyporta. Boss did nothing with shooting but together with mek, they barely managed to finish dread off - he even spent his last cp to re-roll a save from mek's klaw but, luckilly for orks, failed.

Next turn marine failed to kill boss with his librarian and eradicator while orks finished them off to the last.

15-5 - orks win.

Next game was vs tau:
Fire blade with marker
5 fire warriors
2 markers
4 stealth suits with s5 ap1 guns with a bunch of shots
Riptide with gatling and meltas

24 deployment once again and 6(!) Objectives. You could only get VP if you score at least 2. Plus a couple extra VP for scoring objectives within the opponent's deployment zone. The map was very scarce with blos but had a -1 to-hit forest and a long-ass wall all across the board with just 2 small gates. It looked awesome but happened to be quite problematic for my trukk as it didn't fit through the gates.

Opponent placed his riptide behind blos and the rest behind a forest (as there was simply nowhere else to hide the troops). Orks placed boss and trukk with mek behind blos and grots behind a small container - luckilly, they're tiny enough to remain out of sight. Koptas went for a deepstrike.

Opponent got 1st turn. So, tau just shifted towards points and advanced stealth suits on a mid board point. No shooting.

Boss called mellee WAAAAGH and went on for some stealth suit crumpin'. Mek disembarked on a point and trukk rolled on another one closer to riptide. Shooting from boss and trukk only killed 1 fire warrior - thanks to -1 to hit. Boss made the charge but even with 6 attacks, with 2+ to hit/to wound rolled 3 ones to-hit and 1 to-wounds, killing only 2 stealth suits.

Stealth suits fell back and boss evaporated from fire warrior rifles and riptide's gatling, rolling piss poorly for his 4++. Trukk, however, received no wounds from 2 meltas.

Luckilly, stealth suits, not having believed their luck, fell away a bit too far leaving just enough space for koptas to ds within 9 of fire watriors, fire blade and markers. Orks performed a cunning maneouvre running grots towards a point where mek was standing. The opponent even asked: "Ok, but why?" - when I cheered for a 10" grot advance. Than mek moved towards a trukk, embarked and it moved on the spot where grots uned to be. And now he finally got the point of this maneouvre. As mek was now shooting from a trukk, he could measure from Trump's Hull - and it was just enough to see over a wall. And he happened to get within 12" Of the stealth suits. So, he helped out koptas and they finished the suits off. Now koptas could focus on fire warriors. Ramming speed and they went all the way engaging warriors, fire blade and even dealing 2 me to drones. They killed everything and the opponent had only riptide left and no way to score points.

The rest of the game was just orks outscoring a single riptide with a trukk eventually tying it down in mellee.

20-0 orks win.

3d game was vs vostroyan ig.

Commander with extra orders on 4+
Tank commander in a demolisher with Laz Cannon and -1 damage.
Master of ordnance (one-use d6 basylisk shots hitting on 3+ that turn into 6 shots hitting on 2s for 2 cp - all for just 25 or so pts)
3*10 ig with plazma
5 scions with lazguns and a free plazma pistol

We finally got 18" Between deployment zones and a mission to score midfield. Ig spread across the board screening his all mighty demolisher. Orks had to be cunning once again - we needed to see where he'd place his demolisher, thus, had to maximize our drops, so, we had to place the mek and grots separately from a trukk once again. This helped us find out the frightening tank's position and hide everything from it but not from master of ordnance - that could see koptas.

Orks desperately needed 1st turn.
...
And the opponent got 1st turn yet again. He occupied all 3 mid board objectives with advancing troops. Master of ordnance shot his 2+ hitting 6-shot personal basylisk at koptas, hit 5 times but than only got 2 wounds through resulting in 3 damage and... No dead koptas!

Orks called waaagh, rolled forward, koptas and mek shot down a squad of ig, halved another one. The plan for boss and trukk was more complicated - the trukk had to use ramming speed to charge a further squad - the path to which got cleared with shooting while boss needed to kill 5 scions and consolidste behind a trukk to avoid demolisher's shooting and stomp it good turn 2. However, trukk + boss didn't manage to kill a single scion with 15 s5 shots - 3+ armor in cover saved them. And when boss charged, he rolled a ton of 1s once again and only killed 2 scions with his 6 attacks. 2d game in a row I wish I'd taken brutal but kunning instead of 4++. However, trukk and koptas made it into combat - koptas killed all 10 ig and hid behind blos. Trukk dealt only 1 mw and failed to kill anything in mellee. Ig consolidated and still got in a mid board point.

So, ig got maximum amount of VP at the start of wd turn which was 17 (15 main +2 secondary). Scions fell back from boss, ig fell back from a trukk closer to grots, tank moved to get a better view of the boss and trukk. Commander went on and on issuing orders rolling 5 4+ in a row, so the falling back troops could now shoot at grots killing 6 - luckilly, we're t3 now, phew! 2 more ram away, 2 grots remained. Tank vaporized boss with it's 2d6 demolisher shots hitting on 2s, however, trukk suffered no wounds from a lazcannon.

In return, mek disembarked from a trukk and moved between demolisher and scions, koptas swooped towards remaining guards and characters, trukk rolled towards demolisher. Shooting saw guards and scions popping from kopta rokkits and shiny shoots rounds, characters got torn by spinning kopta blades. Trukk charged demolisher, which rolled 12 overwatch shots hitting on 5s (we forgot it can only shoot 1d6 in overwatch) which ended up with 2 wounds but thanks to 5++ with command re-roll, only 1 went through, it dealt 5 damage, though. Mek followed the trukk's lead and made it into combat, locking down demolisher from another side, so, it had nowhere to fall back. The opponent surrendered.

20-0 orks win.

Taking 1st place. Imperial fists (from our 1st game) took 2d place and ig (from our 3d game) took 3d place.

Here are some thoughts:
- Koptas are better than I had anticipated. They are expensive but are really flexible and fast. They can deal with light infantry - especially if you run mellee waagh lists. To be honest, I think they are even better this way. Rokkits are nice but quite unreliable whereas 9 s5-6 ap1 attacks are great on a 14" Movement unit with fly.
- Biker boss wiffed a lot. I'm going for brutal but kunning the moment he finally receives his 5++. 4++ seems nice on paper but it's so swingy. Sometimes it helps, sometimes it does nothing at all - like my 2d and 3d game. He does lack innate -1 to hit and extra wounds. Let's hope he doesn't loose pk - cause if he does, there he goes on a shelf.
- Megamek with dss and tellyporta - he's not that amazing w/o +1 to hit but a decent unit still. Trukk is really great for him. Even rolling around on his own - they're just so versatile together.
- Forktress trukk. 90 pt is stiff. But it did work! Well, the opponent also wiffed all the meltas that shot at it - yeah that helped too. Anywayz, it's a decent upgrade for when you got all you need all ready. The trukk + megamek + grots combo. Oh, I really like it. And don't forget, you can start on board and than jump right in. It adds even more deployment mind tricks.
- Grots. They win you games.

This message was edited 3 times. Last update was at 2021/09/05 19:05:49


 
   
Made in it
Moldy Mushroom




Italy

Madjob wrote:
 OddGoblin wrote:


About this link at page 10, I wanted to say something.

Today i'm a bit polemicus and i need a choppa on my face to stop my brain

...
Thanks BOYz!

Your statement about Trukks and detachments is nonsensical even from your own standpoint - you cannot make Trukkboyz getting into a Trukk legal RAW no matter how many detachments you use because Trukks aren't one of the three units you can nominate to be a Trukkboyz specialist mob. This broken interaction is extremely well known by now, any tournament allowing the new book will address it in favor of the obvious RAI, though the mileage for transports and other specialist mob infantry may vary.


oH MY GOrK! That's True and this is crazy... I didn't notice it... but for now you need at least 2 detach as they wrote the codex..right?
We wait for FAQ . This is cause GW knows we Love to make lists every day


Afrodactyl wrote:
 Tomsug wrote:
I fully understand OddGoblins feeling. I feel little bit the same. I have a tournament on 18.9. with the new dex already and I have to house rule with the organisers pretty crucial questions like Spec. Gitz vs Transport etc, or even fair dimensions and base sizes of Squigosaurs, Killrigs etc. Well I can kitbash anything but I need to know the base size at least…

And I have to accept that it is almost sure, my army will be invalid after FAQ. Tournament will be on Sunday, faq comes the day before and I gonnna rework my list overnight. Perfect…..


I don't think too much will change personally. It's a lot of semantics and things that are clearly supposed to be one way, but have been written by someone that copy/pasted stuff from the old book to save time and didn't proof read it.


Someone told it was written by an Ork Player Crazy as a Squig for sure

Jidmah wrote:
 OddGoblin wrote:

Because it's an obvious error in the book. You cannot make trukks "trukkboyz" so going by pure RAW you can never have trukkboyz in trukks.

The intent is 100% clear, which is why TOs and other people are allowing this.


Yes for sure! Didn't noticed this point about the trukk model... Zorry Guyz

I also want to ask about brothers who put HEavyWeaponz like FlashGitz or TankBustas in Tellyporta/ Reserve.
In the turn they come in, they count as MOVED so they take -1 Hit and can't justify the high price
also cause our elite troups Come, Do and become dead.


I don't think anyone really does this. I wouldn't pay too much attention to the goonhammer articles, they clearly aren't very well versed in regards to orks.


I go to goonhammer cause I like the thought of other players, is the same reason why I am here. It's not a Bible for sure but some points of view

What do people not do? I don't understand if you're talking about the -1 to hit after tellyport deploy of HEAVY weaponz troops.
Tnx Boss

Automatically Appended Next Post:
 Tomsug wrote:
I fully understand OddGoblins feeling. I feel little bit the same. I have a tournament on 18.9. with the new dex already and I have to house rule with the organisers pretty crucial questions like Spec. Gitz vs Transport etc, or even fair dimensions and base sizes of Squigosaurs, Killrigs etc. Well I can kitbash anything but I need to know the base size at least…

And I have to accept that it is almost sure, my army will be invalid after FAQ. Tournament will be on Sunday, faq comes the day before and I gonnna rework my list overnight. Perfect…..


Normally tournaments should have a rules cut-off where they don't accept new stuff GW shells out.


Super! Didn't know it.

@Tomsug Good Lucky Blue dices for Saturday


   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 koooaei wrote:

Here are some thoughts:
- Koptas are better than I had anticipated. They are expensive but are really flexible and fast. They can deal with light infantry - especially if you run mellee waagh lists. To be honest, I think they are even better this way. Rokkits are nice but quite unreliable whereas 9 s5-6 ap1 attacks are great on a 14" Movement unit with fly.
- Biker boss wiffed a lot. I'm going for brutal but kunning the moment he finally receives his 5++. 4++ seems nice on paper but it's so swingy. Sometimes it helps, sometimes it does nothing at all - like my 2d and 3d game. He does lack innate -1 to hit and extra wounds. Let's hope he doesn't loose pk - cause if he does, there he goes on a shelf.
- Megamek with dss and tellyporta - he's not that amazing w/o +1 to hit but a decent unit still. Trukk is really great for him. Even rolling around on his own - they're just so versatile together.
- Forktress trukk. 90 pt is stiff. But it did work! Well, the opponent also wiffed all the meltas that shot at it - yeah that helped too. Anywayz, it's a decent upgrade for when you got all you need all ready. The trukk + megamek + grots combo. Oh, I really like it. And don't forget, you can start on board and than jump right in. It adds even more deployment mind tricks.
- Grots. They win you games.



-i dismissed koptas early on for being expensive but i will keep an eye on them, i have heard others say the same thing that they are good in melee and versatile in movement, but the problem i have with them is if the enemy infantry is in a ruin the kopta can't get at them. but stormboys can
-FW model yet to be updated, all speculation
-i had a feeling that freeboter +1 to hit would be needed to get the best out of this model
-i have serious doubts it will hold out next time you play
-...Grots....hmmm....

This message was edited 2 times. Last update was at 2021/09/06 03:01:29


SMASH  
   
Made in au
Battlewagon Driver with Charged Engine





Okay, so this is a stupid question and is purely for the meme. But what says a building is immobile? The mv stat of - is what stops you from moving, advancing and charging right?

So... hear me out. Squighide tires on a boss bunker.

Also keen to see the actual size of the things.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Null is not the same as 0.

So you can’t add 3” to null to get a real move value.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Battlewagon Driver with Charged Engine





Damn, that's a fair point. I liked the idea of my bunker on wheels. Would have been fun to model.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






There also is an explicit statement somewhere in a recent FAQ that units with movement of "-" can't ever move for any reason.

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 fi
Fresh-Faced New User





Finland

IF GW ends up FAQing the modifier question in favour of trukkboyz and passengers in general (+1 to hit and -1ap gets transfered to infantry inside), what shooty units you’d like to try out if any? I think tankbustas would be rather decent, maybe Lootas too. I’d also be eager to try out Combi-Skorcha nobs, as ap-2 skorchas would wreck havoc on my tables.
   
Made in ru
!!Goffik Rocker!!






Btw, where does the 3" Limitation for placing fortifications come from? Iirc it's just a recomendadion - not a rule.

This message was edited 1 time. Last update was at 2021/09/06 08:54:04


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 koooaei wrote:
Btw, where does the 3" Limitation for placing fortifications come from? Iirc it's just a recomendadion - not a rule.


https://www.warhammer-community.com/wp-content/uploads/2020/08/lKo58OjfYV7Ysecp.pdf

Page 3, bottom left.

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. 
   
 
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