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Made in ru
!!Goffik Rocker!!






Beardedragon wrote:


i dont agree with this assessment. I mean, i agree they arent exceptional, but they have gotten better.


They have gotten better but are still pretty bad.

Half of them are passable on crunched boards with a lot of Los blocks, however, most people just play with medium amount of gw terrain that does nothing for your troops sitting on mid board objectives. I see no way of making 20-30 grots live through 1 turn in the open. Also, they can't be los-blocked by trucks or wagons as they can be seen from below the vehicles when enemy draws line of sight from his model's bases to your grot's bases.

Surviving on a mid board objective in the open is not an easy thing to do. And orks don't have tough warlords. So, I'd not expect to get more than 6 VP (at best). The problem is that it is focused on just 1 model and you just have to self-limit yourself from sacrificing it early on, which is not proper orky (and often ends up as a disaster when you don't kill something important early on and just loose too much).

All in all, none of this secondaries are really good or reliable. I think that general ones are just better once again. I mean banners are great now. Killing characters or vehicles is easier and doesn't require you to actually do mellee. Which is a nice tool but is too weak on it's own and pretty unreliable. And if you kill stuff with mortal wounds from impacts, it dowsn't count... I only see it work vs 4 out of 25 armies in our meta. Very situational.

I guess, it's good to get some buffs that at least allow you to consider this secondaries from time to time. But they're pretty bad overall. Still. They don't match our army strengths.
   
Made in us
Longtime Dakkanaut




I mean the above post is just wrong..
Get the good bits- means your grots turn 1 automatically get those mission points on the same turn without your opponent having any chance to kill them.. if they die after that first turn I don’t care…
you then immediately place another squad of infantry (such as kommandos on an objective turn 1) this means by the start of your turn 2 command phase you again get more mission points. If your grots (or lootas) survive another turn then you are guaranteed victory points each turn. Get the good bits is phenominal good with very little investment (a single squad of grots).

Orks have 2 of the toughest characters to kill in ghaz/makari and mazgrod/beastboss on squig (w beastmantle and/or ard as nails but I rather take BBK with all the atks a beastboss has).

To me makari is auto take w ghaz it’s a hard to kill painboy that is fast and whose aura benefits everything including killrigs and wazboms.

   
Made in dk
Longtime Dakkanaut




Danmark

Well. Makari as a FNP source only works near ghaz and when hes alive. so if ghaz is sniped, which he can be, makari dont work for FNPs.

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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




Forceride wrote:
I think with the waaagh changes Nobz with big choppa are looking really nice for 5 at 100pts

If squighoggs are the new meta, nobz are not far behind being goff at S9 and -2AP


For starters, the already covered thing, Goff nobz would be S9 AP-1, so against AoC they are AP0. :( I think sadly, that GW writes these rules without any input from ork players or playtesters, AoC neuters most of the ork lists, its a bit ridiculous honestly The same is true for the -1 to hit rules which are ubiquitous, our shooting units are reduced by 50% against a simple -1 to hit.

But going back to nobz, I like them and want them to be competitive but at the moment they aren't. A fun list option now though might be to run 10 of them as Trukk Nobz equipped with double choppas. 170pts gets you 60 S6 attacks, well...240 if you include the trukk. Still, not terrible, but not really competitive.

Historically, Nobz have always had the problem that they compete with too many other units which are better at their assigned tasks. Also historically, GW has for some reason demanded that Nobz always be 2x the cost of boyz when in reality they should be cheaper then that. Nobz at 15ppm would be good but not broken.

 Blackie wrote:
gungo wrote:


Regardless they both compete for elite slots… the Kommandos cost 20pts more have More wounds, better saves, significantly more atks and Don’t require a transport. Imho nobs are still overpriced by at least 1pt but really 2. Nobs have +1 str but you do a lot less atks which you need when everything is -1ap (except klaw/saw)


To be fair kommandos have a better save.... while in cover. In combat, and we're talking about a melee unit, they're t-shirt save dudes while nobz have 4+ save. So against other models that don't wield melee weapons with high AP nobz are definitely tougher.

I don't think nobz are overpriced. They're just useless. Being elite and with their current rules/wargear they can either be too cheap and spammable or too expensive. They need to be troops, period. Then they'd be a legit option as they are, they could even be 1 or 2 points per model more expensive actually and still be ok.


Kommandos are just flat out better. In +1 armor cover they are 3+ in cover while in CC they are 4+ so durability wise they are about as tough. But more importantly in CC against anything T5+ they are wounding on 4s if you toe cover. They also have a bomb squig for relatively cheap and the most important part, they can forward deploy which completely ignores the mobility concern of nobz.


As far as my general opinion about the new rules updates for Orkz...honestly? too much to make an informed opinion on. I need to get some games in against some of the other armies which also received nerfs/buffs. But my first impression is that orkz got a bit tougher, a bit cheaper and our secondaries got a bit easier to get which means we might have been nudged up to the 45-55% WR which is what most people want.

 Tomsug wrote:
Semper krumps under the radar

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





Nebraska, USA

If Makari didnt have the Ghaz requirement for his FNP i suspect we'd be seeing him used a lot.
As it is, very little other than Ghaz actually benefits since its such a short aura.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in it
Waaagh! Ork Warboss




Italy

SemperMortis wrote:


Kommandos are just flat out better. In +1 armor cover they are 3+ in cover while in CC they are 4+ so durability wise they are about as tough. But more importantly in CC against anything T5+ they are wounding on 4s if you toe cover. They also have a bomb squig for relatively cheap and the most important part, they can forward deploy which completely ignores the mobility concern of nobz.


I know they're flat out better, I use kommados everytime and haven't fielded nobz since 8th. I just contest the claim that kommandos have better save than nobz. Most of the times if you want to throw them into action they won't be in cover, and if they aren't they're just boyz.

 
   
Made in pe
Regular Dakkanaut




I ran get the good bits yesterday against a (yarrick led) astra militarum list yesterday. I had 4*10 grots. It's is catagorically an awesome secondary with an infantry list. 15 easy victory points by the top of 4. The fact if you go second you can score 5vp on the final round with any 2 core units is a great safety net.

Biggest and the best was a safe 10 but in future I'll probably take one of the two psychics (AM really relies on characters so could have been another 15.

I understand people are weary of green tides but I found it very interesting. The new engage is a safe 13 points (2 turns where you don't get 4 quarters) but there are multiple occasions to recoup missed points to get the full 15 from green tides

I ran a brigade so I could take 12 troops and I think it might have legs (used wtc style set up so a reasonable amount of terrain)

I don't think painboyz are worth it. They're now almost the same cost as a squad of 9 Ork Boyz. The 3" range of the fnp is restrictive and big gob is a bit of a waste of a CP.

I actually ran the rule book warlord trait of inspiring leader and found it very useful in the horde list. I went for multiple 10 man squads rather than any 30 man squads blast is too scary and we no longer get any attack bonus for being in large squads.


This message was edited 1 time. Last update was at 2022/06/26 14:59:26


 
   
Made in ca
Longtime Dakkanaut




CaptainO wrote:


I don't think painboyz are worth it. They're now almost the same cost as a squad of 9 Ork Boyz. The 3" range of the fnp is restrictive and big gob is a bit of a waste of a CP.



The chance of a 1 damage attacking shrugging off a Boy / grot (etc) under the 5++ KFF or Waaagh goes from 33.33% to 44.44% (5++, then 6+ FNP).

I think it's worth considering, given every model saved also means less likely chance to fail morale. You want them to have to overcommit and sometimes it'll just completely whiff. It also gives you some resistance to MW which is also worth considering as it gets around our new found Waaagh buff.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i dont think painboys are bad if you are infantry heavy.
If you are taking him to protect 1-2 units only, like hes in a wagon with some nobz and presumably some chaff inside, hes probably not worth it.
I wish they'd bring it back to 5+++ or give him some reason to exist besides FNP. 6+++ just isnt that amazing unless its going on a LOT of things and/or models with a ton of wounds (which he cant affect those)

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in it
Waaagh! Ork Warboss




Italy

Painboyz are nice when fielding large squads. This way the 3'' range doesn't really cause problems. By running MSU it's not so easy to have both him and the squads in good position.

 
   
Made in ru
!!Goffik Rocker!!






Agree on painboyz being bad. Our infantry is either bad or prefers msu and relies on transports to function.

Now I do like makari fnp as it works on everything. Fnp scrap jets and wagons are nice. I've also had ok-ish results with killa Kans running alongside. They don't really so much but are relatively tanky and can score or deter enemy from rushing midboard early on.

Don't get me wrong about the good bits. It's not a bad secondary but you can't take it together with banners. And banners are better. You can easilly raise banners in your dz and raise a banner mid board with any infantry including characters. And they're gonna eventually outscore those 5-10 pts you're gonna get with good bits.
They also don't require to waste more pts on grots.
   
Made in us
Longtime Dakkanaut




 Vineheart01 wrote:
i dont think painboys are bad if you are infantry heavy.
If you are taking him to protect 1-2 units only, like hes in a wagon with some nobz and presumably some chaff inside, hes probably not worth it.
I wish they'd bring it back to 5+++ or give him some reason to exist besides FNP. 6+++ just isnt that amazing unless its going on a LOT of things and/or models with a ton of wounds (which he cant affect those)


Flat out, they don't want orkz having a 5+++ or a 5++ unless its temporary or comes with a downside because it skews too heavily for us. If you made the painboy have a 5+ FNP then he would earn his points back simply by babysitting a single maxed out unit of boyz. 6+ makes it less of an auto-include, the problem is that they didn't give him a corresponding points cut nor did they increase the range of his aura from 3' to at least 6. If he was 50pts and had a 6' aura of 6+FNP he might have a niche in an infantry heavy list. But at 70pts for a 6+ 3' FNP....nope. I've always liked the idea of the painboy having a pseudo Resurrection Protocol. For every 3 dead boyz a painboy will stitch together 1 boy on a 3+. Its fluffy, its funny and its not OP (in my opinion).


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Longtime Dakkanaut




Banners outscoring good bits I think is a bit of a bad take.

I think Good bits can be a trivial 10+ secondary if you build for it. Keep in mind grots score it automatically end of turn.

You can literally park a truck in your d-zone and have units of grots cycle out of (to gain an 8" move) to score it, as 8" is usually enough to get from your d-zone to an objective. 3 units of grots + 1 truck to score you 9 without any other effort seems like a no brainer to me. Good bits also scores end of game, so if you have any units that don't even score it automatically, they can do so turn 5 if you go 2nd safely.

Banners is good and all but I think its going to b stupidly easy to build around good bits.
   
Made in ru
!!Goffik Rocker!!






SemperMortis wrote:
For every 3 dead boyz a painboy will stitch together 1 boy on a 3+. Its fluffy, its funny and its not OP (in my opinion).



That's almost the same as 6+++ he allreay has. But worse cause requires the squad to survive.
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
SemperMortis wrote:
For every 3 dead boyz a painboy will stitch together 1 boy on a 3+. Its fluffy, its funny and its not OP (in my opinion).



That's almost the same as 6+++ he allreay has. But worse cause requires the squad to survive.
Sorry I should have clarified, that is an EXTRA ability he gets rather than replacing the 6+++.

If he drops to 50pts, gets a 6' aura and the pseudo RP, I think he would be competitive.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






tulun wrote:
Banners outscoring good bits I think is a bit of a bad take.

I think Good bits can be a trivial 10+ secondary if you build for it. Keep in mind grots score it automatically end of turn.

You can literally park a truck in your d-zone and have units of grots cycle out of (to gain an 8" move) to score it, as 8" is usually enough to get from your d-zone to an objective. 3 units of grots + 1 truck to score you 9 without any other effort seems like a no brainer to me. Good bits also scores end of game, so if you have any units that don't even score it automatically, they can do so turn 5 if you go 2nd safely.

Banners is good and all but I think its going to b stupidly easy to build around good bits.

But than they get killed and you only got 5 VP, and even that is not a given - depending on how the points are located.
And than you emidiately loose those scoring squads.

Whereas you will always be able to get 2 banners at very least. And 3 most of the time.

Well, it needs testing. But it seems fairly straightforward that banners are much better vs not overly mobile and tough armies like custodes.


Automatically Appended Next Post:
SemperMortis wrote:
 koooaei wrote:
SemperMortis wrote:
For every 3 dead boyz a painboy will stitch together 1 boy on a 3+. Its fluffy, its funny and its not OP (in my opinion).



That's almost the same as 6+++ he allreay has. But worse cause requires the squad to survive.
Sorry I should have clarified, that is an EXTRA ability he gets rather than replacing the 6+++.

If he drops to 50pts, gets a 6' aura and the pseudo RP, I think he would be competitive.


Why not just make it: resurrect models I'm a core unit for a total of d3 wounds. That's akin to what de are getting.


It'd be a nice unit for around 80 pts. Resurrecting a meganob or up to 3 boyz can be really nice yet not broken as those units are meh. It could be a strategem upgrade or a relic.

This message was edited 2 times. Last update was at 2022/06/26 17:24:28


 
   
Made in ca
Longtime Dakkanaut




 koooaei wrote:

But than they get killed and you only got 5 VP, and even that is not a given - depending on how the points are located.
And than you emidiately loose those scoring squads.

Whereas you will always be able to get 2 banners at very least. And 3 most of the time.

Well, it needs testing. But


No that's wrong.

You hide 3 grot units and use 1 a turn. The grot in the open may die the following turn, but this scores you 9. Cycle a grot squad *each turn* from behind cover, and keep them busy with the rest of your army.

If you mindlessly throw all your grot squads forward yes, they'll probably get targeted. But that's why you don't do that.

And then you can try to score with things like Bikes who are either under Waaagh or a KFF 5++. Make them choose between shooting their efficient anti tank at your wagons / kill rigs / dreads (whatever) or your bikes which are scoring 3 VPs the following turn.

Good bits is super easy. Banners I think is good but has way more counterplay for the opponent and is harder to pull off anything better than a 10. I think good bits could be a regular 10-15 secondary for Orks.
   
Made in us
Longtime Dakkanaut




Simple answer? Because you resurrect a pair of meganobz and you've just made up your points cost entirely. Maybe make it just troops or just troops/boyz units (IE burna boyz/lootas/kommandos etc)

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Ok, final tournamnet with the old rules for me today. Two victories 20:0 and 17:3 and one small loss 0:20, because I ' m a prick. It was nice.

Actualy.. I we skip Tyranids and Eldars, I was second! Not bad at all!

I gonna play Speed Mob with the new rules fro couple of month, becuase I like it and want to give it a try. This is the list I plan to play:

- I need CPs and a lot of units. So I pay for second detach and go Blood Axe.
- I switch to Nob bikers instead of single buggies and for single scrapjet units. I pay already for the extra detach, so let' s criple the enmy fire distribuiton as much and possible and have more flexibility.
- I take just the barebone bloodaxe trait and relic. I don ' t believe now, the Biggest and da Best can work well with biker boss.

Let' s give it a try…

Spoiler:


++ Outrider Detachment -3CP (Orks) [57 PL, 1,065pts, 9CP] ++

+ Configuration +

Army of Renown - Speed Freeks Speed Mob

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

Clan Kultur: Blood Axes

Detachment Command Cost [-3CP]

Gametype: 3. Chapter Approved: War Zone Nachmund

Unit Filter: Hide Legends Units

+ HQ +

Warboss on Warbike [6 PL, 115pts]: Killsaw

+ Fast Attack +

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

Megatrakk Scrapjets [5 PL, 100pts]
. Megatrakk Scrapjet

Megatrakk Scrapjets [5 PL, 100pts]
. Megatrakk Scrapjet

Nobz on Warbikes [5 PL, 90pts]
. Boss Nob on Warbike: Choppa
. Nob on Warbike: Choppa
. Nob on Warbike: Choppa

Nobz on Warbikes [5 PL, 90pts]
. Boss Nob on Warbike: Choppa
. Nob on Warbike: Choppa
. Nob on Warbike: Choppa

Nobz on Warbikes [5 PL, 90pts]
. Boss Nob on Warbike: Choppa
. Nob on Warbike: Choppa
. Nob on Warbike: Choppa

+ Flyer +

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

++ Outrider Detachment 0CP (Orks) [49 PL, 920pts] ++

+ Configuration +

Clan Kultur: Blood Axes

Detachment Command Cost

+ HQ +

Warboss on Warbike [6 PL, 115pts]: 1. Extra Kunnin' (Blood Axes), Morgog's Finkin' Cap (Blood Axes), Power Klaw, Warlord

+ Fast Attack +

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

Megatrakk Scrapjets [5 PL, 100pts]
. Megatrakk Scrapjet

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

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: [106 PL, 9CP, 1,985pts] ++

Created with BattleScribe

This message was edited 3 times. Last update was at 2022/06/26 18:06:15


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in pt
Feral Wildboy with Simple Club




I rather bring makari. Plus makari makes Gaz stronger for just 50pts. Also it has the key words ORKS GOFF, so it affects a lot of stuff. Painboy has <clan> Infantry/Biker

Sure the painboy or boss can fight, but the FNP is not worth at 70 i think. For a model who is supposed to provide support in the survival department they leave a bit to be desired.

This message was edited 1 time. Last update was at 2022/06/26 17:55:52


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Just to be absolutely sure:

If I want to use AAOTS twice on the end of my turn (because I can), it is 1+2=3CP

Not 1+1= CP? I understand the sale is for single use only. Second usage is for the full price.
[Thumb - 1E4B0DDC-94A9-4176-A09C-2CB6DB80C87B.jpeg]

This message was edited 2 times. Last update was at 2022/06/26 18:13:29


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in pt
Feral Wildboy with Simple Club




I believe your right, the wording says future uses. So it will discount only the first
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
Well. Makari as a FNP source only works near ghaz and when hes alive. so if ghaz is sniped, which he can be, makari dont work for FNPs.


I have never had ghaz get sniped.. if someone is focused on killing ghaz it’s usually turn 3 he dies..
i mean theory crafting is fun and all but it just doesn’t happen to have ghaz die in a single turn even turn 2 is uncommon and requires heavily focused attacks… and I usually want ghaz in combat quickly.

I agree Makari aura is small and mostly only benefits ghaz after turn 1.. but makari is useful because he not only makes ghaz a slightly better damage sponge but his fnp aura is useful for extra durability that first turn when I have several important units within 3in of him. He’s our cheapest hq at 50pts and is durable enough to be a pain..


Automatically Appended Next Post:

Also killrigs are excellent at psychic interrogation secondary… since it’s only warp charge 4 to cast, it counts as a psychic power to buff your Killrig … AND now generates a free CP every time you roll the same or over the leadership of the character you target..

2 killrigs and a backup weirdboy is likely a great way to make your goff pressure list have extra CP and make an easy 12 Victory points.

This message was edited 5 times. Last update was at 2022/06/27 01:31:53


 
   
Made in pt
Feral Wildboy with Simple Club




gungo wrote:

2 killrigs and a backup weirdboy is likely a great way to make your goff pressure list have extra CP and make an easy 10+ Victory points.


Doesn't that open you up to assassinate and bring it down? I am not sold on the kill rig. Specially on model which is hard to hide due to it's size? Plus the point cost of 2.
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

Forceride wrote:
gungo wrote:

2 killrigs and a backup weirdboy is likely a great way to make your goff pressure list have extra CP and make an easy 10+ Victory points.


Doesn't that open you up to assassinate and bring it down? I am not sold on the kill rig. Specially on model which is hard to hide due to it's size? Plus the point cost of 2.


Unfortunately I don't see many ways in which we make lists that aren't vulnerable to either Assassinate or Bring It Down. We tend to lean into characters, or vehicles, or both to deal damage.

I've personally just leaned into assassinate and accepted that I will give up some VP, but they normally get enough damage in before dying that it doesn't matter.
   
Made in us
Longtime Dakkanaut




Forceride wrote:
gungo wrote:

2 killrigs and a backup weirdboy is likely a great way to make your goff pressure list have extra CP and make an easy 10+ Victory points.


Doesn't that open you up to assassinate and bring it down? I am not sold on the kill rig. Specially on model which is hard to hide due to it's size? Plus the point cost of 2.


I can’t make a list that mildly competitive that doesn’t have wagons, killrigs, buggies, Mek guns, walkerz, or deffkoptas flyers and also not having 5 characters…(not listing them all).

The idea for the list isn’t you don’t let them get any of the secondaries maxed it’s you make thier life much harder to do do it…
For instance my goff pressure list has only 5 characters, ghaz, makari(drop makari for wierdboy if you want to try psychic interrogation) , beastboss on squig and 2x killrigs… all targets that are tough to kill and you need to kill all 5 to max assassinate.

For bring it down it’s ghaz, wazbom, 2x killrig- that’s only max 10 if they all die..

Abhor the witch isn’t bad anymore as only 3 psykers means a max 9 victory points.

I mean I’m forcing my opponent to take engage, a faction secondary, and maybe a tough to complete assassinate, banners, etc… I want to force my opponent to claim mid board objectives… block
Them off with kommandos and then hit them with squigriders in the 2nd turn for a big waaagh charge.

This message was edited 2 times. Last update was at 2022/06/27 01:52:54


 
   
Made in se
Ork Boy Hangin' off a Trukk





tulun wrote:
 koooaei wrote:

But than they get killed and you only got 5 VP, and even that is not a given - depending on how the points are located.
And than you emidiately loose those scoring squads.

Whereas you will always be able to get 2 banners at very least. And 3 most of the time.

Well, it needs testing. But
No that's wrong.

You hide 3 grot units and use 1 a turn. The grot in the open may die the following turn, but this scores you 9. Cycle a grot squad *each turn* from behind cover, and keep them busy with the rest of your army.

If you mindlessly throw all your grot squads forward yes, they'll probably get targeted. But that's why you don't do that.

And then you can try to score with things like Bikes who are either under Waaagh or a KFF 5++. Make them choose between shooting their efficient anti tank at your wagons / kill rigs / dreads (whatever) or your bikes which are scoring 3 VPs the following turn.

Good bits is super easy. Banners I think is good but has way more counterplay for the opponent and is harder to pull off anything better than a 10. I think good bits could be a regular 10-15 secondary for Orks.
Completely agree. The grotz scurry around behind a screen of the rest of your warband. If the enemy tries to focus on that random mob of grotz it´s still a win. Like a free Grot Shields and the reason why you bring more than 1 mob. A 40 point Troop unit that the opponent need to focus down is a fantastic strategic advantage.

Beyond being a nice Secondary I think it´s very fluffy Runts looting in the middle of the battle field sounds so orky!

For the 3rd Secondary I´m still trying out Psyching Interrogation. It´s easy to protect a Weirdboy in the backline and now you get the occasional extra VP too.
   
Made in dk
Longtime Dakkanaut




Danmark

gungo wrote:
Beardedragon wrote:
Well. Makari as a FNP source only works near ghaz and when hes alive. so if ghaz is sniped, which he can be, makari dont work for FNPs.


I have never had ghaz get sniped.. if someone is focused on killing ghaz it’s usually turn 3 he dies..
i mean theory crafting is fun and all but it just doesn’t happen to have ghaz die in a single turn even turn 2 is uncommon and requires heavily focused attacks… and I usually want ghaz in combat quickly.

I agree Makari aura is small and mostly only benefits ghaz after turn 1.. but makari is useful because he not only makes ghaz a slightly better damage sponge but his fnp aura is useful for extra durability that first turn when I have several important units within 3in of him. He’s our cheapest hq at 50pts and is durable enough to be a pain..


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Also killrigs are excellent at psychic interrogation secondary… since it’s only warp charge 4 to cast, it counts as a psychic power to buff your Killrig … AND now generates a free CP every time you roll the same or over the leadership of the character you target..

2 killrigs and a backup weirdboy is likely a great way to make your goff pressure list have extra CP and make an easy 12 Victory points.


When i said sniped i meant by turn 2-3 as well. At least the painboy has uses after ghaz would die, makari wouldnt.

Im currently making a list of 174 models, where im using a Big Gob painboy for a 6inch FNP. we will see how that goes. along side a Big mek with KFF.

This message was edited 1 time. Last update was at 2022/06/27 10:24:02


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I get what you are saying however I find makari/painboy if they are utilizing thier 3in aura usually dies around the same time anyway or makari had some amazing saves..

By turn 3/4 if ghaz is dead makari/painboy isn’t going to do much to change the outcome of the game… (I wish he counted as a core Gretchin unit for get the good bits)

But most importantly I’m not wasting an elite slot on a painboy when I can take 3x kommando units…

If I drop makari it’s to take a weirdboy for psychic interrogations for easy mission points and extra CPs.

This is the list I’ll try next weekend w friends:

Ghaz- warlord- warlord trait:proper Killy
Beastboss on squig- BBK, beasthide mantle
Makari (replace w/ weirdboy for psychic interrogation)
10x beastsnagga
10x beastsnagga
10x Gretchin
10x kommandos- pk, bomb squig
10x kommandos- pk, bomb squig
10x kommandos- pk, bomb squig (ork w breacha ram)
4x squigriders- bombsquig
4x squigriders- bombsquig
4x squigriders- bombsquig
Killrig- frazzle, squiggly curse
Killrig- frazzle, spirit of gork
Wazbom blastjet- 2x tellyporta blasta,kff- specialist:boomboys

Secondaries will be get the goodbits, biggest and best, and engage on all fronts…

To be fair I think dropping makari and taking a weirdboy instead trying get the goodbits, pyschic interrogation and either assassinstion/bring it down would be easier to score plus extra CPs.

This message was edited 3 times. Last update was at 2022/06/27 10:51:43


 
   
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If you find that Big Gob doesn't make a significant impact you could try Mad Dok Grotsnik. He's got all the painboys abilities but for +15 points you get a much better fighter.

 
   
 
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