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Made in it
Waaagh! Ork Warboss




Italy

Shokka Hull can be given to a kopta if you play small squads that you might also want to be in melee, maybe for turn 1 assault.

 
   
Made in de
Regular Dakkanaut




No, vehicle kustoms jobs can never be given to models in a squad. Only single vehicles.

This message was edited 1 time. Last update was at 2022/07/07 07:11:10


 
   
Made in dk
Longtime Dakkanaut




Danmark

tulun wrote:
gungo wrote:

Tactical awareness- blood axe strat- Gretchin can advance and still perform actions…
This means I have a greater movement range then using the runtherder..
3in disembark, 5in movement , and d6 advance. Means grots have a movement of 9-14in.. more then the runtherder. No need to worrry about runtherder being in range and odds are being able to advance and do an action will come up at least once more in during the game. The above army list is just meant to play the mission game but kustom jobs do provide fun units to play with now.. particularly deepstriking klawdreads that only need 8in into ruin charges.


Can't do this, sadly.

You have to use the stratagem at the start of *any phase*. The grots will be in the truck then.

So they gotta run only, no truck if you wanna do this. they'll only go farther on a 4+ or 3+ with herder.


oh yea. good find. thats sad.

But does that mean you guys are making your new goff lists with 2x trukks and 2x runtherds for those 20 grots? If you dont use the trukks for anything else afterwards its a high cost for just good bits turn 1 to max it at 5. Or do you go for only 1 trukk and runtherder for only 3 points turn 1?

Regardless anyway, my newer goff lists certainly have 20-30 grots in them to sit in the back and do things like good bits while hopefully being hidden.

This message was edited 2 times. Last update was at 2022/07/07 08:11:05


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

- About Dawn of War 3 
   
Made in it
Waaagh! Ork Warboss




Italy

Bossdoc wrote:
No, vehicle kustoms jobs can never be given to models in a squad. Only single vehicles.


I had no idea about that. That's disappointing, buggies and dreads would have loved some kustom jobs now that they are free but have to be solo units then, which is kinda bad considering the lack of slots we currently struggle with.

 
   
Made in ru
!!Goffik Rocker!!






I'm thinking of ditching trukks cause of extra free VP for being it down. The list must not just grant 15 VP that easilly.

Wagon, 4 buggies, 3 koptas, a couple mek guns, deff dread with pistons, ghaz - that's allready close to 15. Now a trukk is just giving up VP too easilly, but I have a bunch of meganobz that I'm not sure how to use properly w/o a trukk. Seems that I'll either have to get rid of koptas or manz missile. That's a shame.

Or, if a wagon doesn't show it's value, get rid of it. Currently, I plan on using open topped echeap wagon with tires for burnas it's gonna be around 210 pts which seems legit for such a unit. Won't be doing much but hard enough to be sent on a flank to terrorize some chaff off an objective. Maybe a deffrolla could be useful in this role.

The thing with tires is that it opens up t1 possibilities, which is ok. But both sholla hull and 5++ could be useful in the long run for this role.

The thing is that forktress is not that great when you roll a wagon midfield under kff and waagh, but is great on a flank. Tires, on the other hand, make your burnas much more reliable t1 and help with degrading tables.
   
Made in pe
Regular Dakkanaut




Beardedragon wrote:
tulun wrote:
gungo wrote:

Tactical awareness- blood axe strat- Gretchin can advance and still perform actions…
This means I have a greater movement range then using the runtherder..
3in disembark, 5in movement , and d6 advance. Means grots have a movement of 9-14in.. more then the runtherder. No need to worrry about runtherder being in range and odds are being able to advance and do an action will come up at least once more in during the game. The above army list is just meant to play the mission game but kustom jobs do provide fun units to play with now.. particularly deepstriking klawdreads that only need 8in into ruin charges.


Can't do this, sadly.

You have to use the stratagem at the start of *any phase*. The grots will be in the truck then.

So they gotta run only, no truck if you wanna do this. they'll only go farther on a 4+ or 3+ with herder.


oh yea. good find. thats sad.

But does that mean you guys are making your new goff lists with 2x trukks and 2x runtherds for those 20 grots? If you dont use the trukks for anything else afterwards its a high cost for just good bits turn 1 to max it at 5. Or do you go for only 1 trukk and runtherder for only 3 points turn 1?

Regardless anyway, my newer goff lists certainly have 20-30 grots in them to sit in the back and do things like good bits while hopefully being hidden.


20-30 grots is a good number. Bear in mind you won't be able to sit back with the grots if you want to do GTGB as that only works on the objectives in no man's land.

The main reason I like 5cp for T1 gtgb is that it causes my opponent to focus on 3x 40 point units rather than the 60 orks, ghaz and a few character running right at them.

I'm running two ard top battlewagons and a trukkboy trukk for protection and to give the grots +3".
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yup, unable to give kustom jobs to a squad is one of the many stupid limitations in the ork codex.
its full of weird limitations like that.

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
Krazed Killa Kan






I was thinking - is a footslogging horde of MSU a stupid idea right now considering the new WAAAGH (e.g. army wide 5++ for a turn and +1 S)?

Reason being, I don't know if Goff is needed as much if you can get S5 for two turns.

I know they nerfed Evil Suns, but that's still +2" a turn. I can't imagine walking 8.5" a turn, but 10.5" is more believable.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in ca
Gargantuan Gargant






 TedNugent wrote:
I was thinking - is a footslogging horde of MSU a stupid idea right now considering the new WAAAGH (e.g. army wide 5++ for a turn and +1 S)?

Reason being, I don't know if Goff is needed as much if you can get S5 for two turns.

I know they nerfed Evil Suns, but that's still +2" a turn. I can't imagine walking 8.5" a turn, but 10.5" is more believable.


I think the problem of MSU green tide, even with Evil Sunz, is that it doesn't really have the hitting power needed to do anything. All they need to is to chip a few bodies off and morale does the rest and with AoC, S5 AP0 attacks, even with 3-4 attacks a model, doesn't really do that much offensively speaking. I guess you could try trapping them in deployment early on with kommandos followed with normal infantry afterwards, but I think Goff Pressure still does that job better.
   
Made in us
Longtime Dakkanaut




Just shows how bad the Kustom jobs were that the idea of giving 3 models the "kustom Job" for their listed points cost was still a bridge too far for people And now that they are free they are auto-takes but realistically only provide a minor buff.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Regular Dakkanaut




SemperMortis wrote:
Just shows how bad the Kustom jobs were that the idea of giving 3 models the "kustom Job" for their listed points cost was still a bridge too far for people And now that they are free they are auto-takes but realistically only provide a minor buff.


I'm still in mourning over the loss of ZagZapp, it felt like a test run for a potential new standard profile for zzap guns. Instead they used a similar profile for a gun exclusive to a vehicle I have no interest in running.
   
Made in us
Longtime Dakkanaut




Beardedragon wrote:
tulun wrote:
gungo wrote:

Tactical awareness- blood axe strat- Gretchin can advance and still perform actions…
This means I have a greater movement range then using the runtherder..
3in disembark, 5in movement , and d6 advance. Means grots have a movement of 9-14in.. more then the runtherder. No need to worrry about runtherder being in range and odds are being able to advance and do an action will come up at least once more in during the game. The above army list is just meant to play the mission game but kustom jobs do provide fun units to play with now.. particularly deepstriking klawdreads that only need 8in into ruin charges.


Can't do this, sadly.

You have to use the stratagem at the start of *any phase*. The grots will be in the truck then.

So they gotta run only, no truck if you wanna do this. they'll only go farther on a 4+ or 3+ with herder.


oh yea. good find. thats sad.

But does that mean you guys are making your new goff lists with 2x trukks and 2x runtherds for those 20 grots? If you dont use the trukks for anything else afterwards its a high cost for just good bits turn 1 to max it at 5. Or do you go for only 1 trukk and runtherder for only 3 points turn 1?

Regardless anyway, my newer goff lists certainly have 20-30 grots in them to sit in the back and do things like good bits while hopefully being hidden.


It’s primary mission dependant but my list has 1 forktress w deffrolla that can hold 2x grot units…and 1 runtherder… there is usually at least an objective 12in out where I need the wagon disembark and herder and sometimes there is a mission I can also have the Gretchin just move 5/6 inches and reach an objective that’s only 8in out. If the mission has all midboard objectives 12in or further then I’m only getting 1 Gretchin unit in range and using the forktress to protect the other one… and I’ll only get 3 vp this turn but kommandos or squigriders (all core) can reach the objective for turn 2 max points. I don’t think it’s worth giving up assassinate and bring it down to include extra runtherders and trukks.
   
Made in it
Waaagh! Ork Warboss




Italy

You can't put 2 squads of gretchins and a runtherd in a wagon, it's 21 bodies minimum while the wagon has a transport capacity of 20. You can bring a mid sized squad of 19 + a runtherd though.

 
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
You can't put 2 squads of gretchins and a runtherd in a wagon, it's 21 bodies minimum while the wagon has a transport capacity of 20. You can bring a mid sized squad of 19 + a runtherd though.

Runtherder is outside. He doesn’t need to move with the Gretchin only be in range for them to get +1in.
Depending on objectives sometimes I have 2x squads in a forktress, sometimes a squad is outside the forktress. All depends on objectives

This message was edited 2 times. Last update was at 2022/07/08 06:57:46


 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

gungo wrote:
 Blackie wrote:
You can't put 2 squads of gretchins and a runtherd in a wagon, it's 21 bodies minimum while the wagon has a transport capacity of 20. You can bring a mid sized squad of 19 + a runtherd though.

Runtherder is outside. He doesn’t need to move with the Gretchin only be in range for them to get +1in.
Depending on objectives sometimes I have 2x squads in a forktress, sometimes a squad is outside the forktress. All depends on objectives


You could also easily just go old school and put 5 MANz in each wagon. The Grots are there to score VP and soak wounds if the wagon explodes, and the MANz get a delivery system and can bully things away from the objective the Grots want to be on. Then your opponent has to decide whether they want to deal with the cheap thing scoring VP or the more expensive thing trying to stop them from scoring VP.
   
Made in it
Waaagh! Ork Warboss




Italy

 Afrodactyl wrote:
gungo wrote:
 Blackie wrote:
You can't put 2 squads of gretchins and a runtherd in a wagon, it's 21 bodies minimum while the wagon has a transport capacity of 20. You can bring a mid sized squad of 19 + a runtherd though.

Runtherder is outside. He doesn’t need to move with the Gretchin only be in range for them to get +1in.
Depending on objectives sometimes I have 2x squads in a forktress, sometimes a squad is outside the forktress. All depends on objectives


You could also easily just go old school and put 5 MANz in each wagon. The Grots are there to score VP and soak wounds if the wagon explodes, and the MANz get a delivery system and can bully things away from the objective the Grots want to be on. Then your opponent has to decide whether they want to deal with the cheap thing scoring VP or the more expensive thing trying to stop them from scoring VP.


Yeah, it's how I play my 1-2 wagons. 5 meganobz + 10 grots in there. But gungo doesn't use his wagon to give something a ride, he uses it to give the gretchins the free extra movement when they disembark.

 
   
Made in pe
Regular Dakkanaut




gungo wrote:
 Blackie wrote:
You can't put 2 squads of gretchins and a runtherd in a wagon, it's 21 bodies minimum while the wagon has a transport capacity of 20. You can bring a mid sized squad of 19 + a runtherd though.

Runtherder is outside. He doesn’t need to move with the Gretchin only be in range for them to get +1in.
Depending on objectives sometimes I have 2x squads in a forktress, sometimes a squad is outside the forktress. All depends on objectives


Ya the runtherd can get look out sir from the battlewagon and can start almost behind it as with his 5" move plus advance he can get within 3" of on of the grots for the lash. One thing to note is literally only one grot needs to make the objective to score GTGB. I'm finding that with green tide it benefits to have squads conga lining back so at least some are 6" away from the other board quarters.
   
Made in us
Longtime Dakkanaut




Ya I don’t want all the extra bring it down points.. plus a forktress battlewagon w deffrolla is cheap and durable… that’s only 120pts for t7, ramshackle, 3+ 5++ 16w and can do 7x str11 ap-2 2dam @ws2+ (Ard case is +15 pts more and arguably worth it if you have the points)

So even when I have nothing to transport it’s a viable melee threat… without that forktress though it’s a lot easier to kill.

But the fact is the battlewagon is a nice long transport that if placed well is generally able to be in range 2x objectives. It’s better then a trukk as transport for this purpose. And if my opponent blows it up first turn instead thank you for giving me the emergency disembark extra distance instead.


Automatically Appended Next Post:
CaptainO wrote:
gungo wrote:
 Blackie wrote:
You can't put 2 squads of gretchins and a runtherd in a wagon, it's 21 bodies minimum while the wagon has a transport capacity of 20. You can bring a mid sized squad of 19 + a runtherd though.

Runtherder is outside. He doesn’t need to move with the Gretchin only be in range for them to get +1in.
Depending on objectives sometimes I have 2x squads in a forktress, sometimes a squad is outside the forktress. All depends on objectives


Ya the runtherd can get look out sir from the battlewagon and can start almost behind it as with his 5" move plus advance he can get within 3" of on of the grots for the lash. One thing to note is literally only one grot needs to make the objective to score GTGB. I'm finding that with green tide it benefits to have squads conga lining back so at least some are 6" away from the other board quarters.


Conga lining is limited in small units with the newer coherency rule.
But ya using this 1 battlewagon/1 runtherder is able to help 2 grot units reach 2 objectives in some missions.. turn 2 is actually easier to max points as I’m not usually fully Waagh and engaged yet so kommandos and squigriders not engaged are scoring.

This message was edited 3 times. Last update was at 2022/07/08 13:46:09


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

There is actualy not a big problem with conga line. Two models on the ends and the rest is business as usually.

Be careful with the Battlewagon on 2 objectives. Single MODEL cannot control more then one objective.

Anybody any experience with the new rules already?

This message was edited 1 time. Last update was at 2022/07/08 13:51:14


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:
There is actualy not a big problem with conga line. Two models on the ends and the rest is business as usually.

Be careful with the Battlewagon on 2 objectives. Single MODEL cannot control more then one objective.

Anybody any experience with the new rules already?


No what I mean is the battlewagon with deffrolla has a hull length of 8in long where if placed correctly can allow 2 sets of Gretchin units to disembark and still reach 2 separate objective markers on some missions.

If my opponent decides instead to blow it up first turn then both Gretchin unit can emergency disembark and have an even easier time claiming 2 objectives first turn.

With 1 transport there is only 2 missions you can’t reach 2 objectives with 2 units of grots first turn… data-scry and abandoned sanctuaries however if you place the battlewagon lengthwise and your opponent decides to blow it up with emergency disembark 6in movement you actually can reach 2 objectives (or careen strat if its better)

This message was edited 2 times. Last update was at 2022/07/08 14:19:46


 
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:
There is actualy not a big problem with conga line. Two models on the ends and the rest is business as usually.

Be careful with the Battlewagon on 2 objectives. Single MODEL cannot control more then one objective.

Anybody any experience with the new rules already?


Keep in mind how dangerous what you just suggested is. Units of 6+ require the model to be in coherency with 2 other models. A unit of 10 grots with 2 models at the end gets a single pistol shot at it, kills 1 grot. You just lost 5 models because you have to continue to remove models until coherency is re-established. You then fail morale automatically basically, you are below 50% starting strength now and lose 1-2 more. you just lost 70%(ish) of the unit to a pistol.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It is a time to point out few interesting FW units.

MEGA DREADS
1. Mega charge ability = add 1 dice to your charge roll and discrad the lowest. With Ramming speed it is 4 dice roll with free reroll and discard the lowest. It is very propable charge for 12”

2. Rippa Klaw is one of the few sources of nice D3+3 damage. Double klaw version has nice A6 WS 3+ 14/-3/D3+3

However, goff Mega Dread in Waaagh has nice A7 + exploding sixies S16! Small Knight Warglive positively down and even bigger Crusader cannot be sure that he survive!

This + T7 W16 3+ and plus 2D6 12” autohiting 5/0/1 very cool rrrrrrrrrrrrr garlings can be yours for 175p with the free extra option of Shokka Hulk Kustom Job

BIG TRAKK
What Trukk would like to be. Spiked Ram, two twin big shootas, transport of 12 and T6 W12 4+ and! Move 14”! Can be even better with free Squig Tyres.

What is even nore important is his shape. Bigger footprint for better road blocking but very cool racing low profile enable him to duck and hide behind standard containers.

All this can be yours for a bargain! Just 85p in heavy slot!


Automatically Appended Next Post:
SemperMortis wrote:
 Tomsug wrote:
There is actualy not a big problem with conga line. Two models on the ends and the rest is business as usually.

Be careful with the Battlewagon on 2 objectives. Single MODEL cannot control more then one objective.

Anybody any experience with the new rules already?


Keep in mind how dangerous what you just suggested is. Units of 6+ require the model to be in coherency with 2 other models. A unit of 10 grots with 2 models at the end gets a single pistol shot at it, kills 1 grot. You just lost 5 models because you have to continue to remove models until coherency is re-established. You then fail morale automatically basically, you are below 50% starting strength now and lose 1-2 more. you just lost 70%(ish) of the unit to a pistol.


Very good note!

This message was edited 1 time. Last update was at 2022/07/08 16:42:25


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ca
Gargantuan Gargant






I know Goffs or bust is kind of the way to go for a lot of lists now besides maybe Blood Axes/Speedmob, but is it ever worth taking Ghazzy in a Supreme Command Detachment for other Klan based armies so we can get the most mileage out of having the most recent buff of regular WAAAGH! + SpeedWAAAGH!?

I'm making a list based around Deffskullz and I feel like having a mix of both might be good even if Ghazzy doesn't directly buff all of my units with his aura since he can work on his own solo fairly well with Makari behind him.
   
Made in us
Longtime Dakkanaut




Yes it works and is decent…
He can also work in a bloodaxe speedwaagh it’s only worse then goff pressure since it bleeds bring it down and is low model count.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Grimskull - honestly… I gonna give a try to … FREEBOOTA SPEEDMOB!

Because:
- +1 to hit / reroll of once - I use it just for the Wazbooms with BS4+ (Smaller problem than on 5+) and have a problem to trigger it in half of the games. So this nerf is hard, but not so interesting for me.
- I take freebootas because the Badskull Banner giving me about 10-20VP every game in Nephilin too.
- I start with more CPs turn 1 and that gives me the adventage in CPs over Bloodaxe until T3. The reason? Simple. In Freeboota I pay 1CP for the banner. In Blood Axe I pay 2 CP for trait and relic.

And if you make a game plan, in any case you will not use AOOTS more than 3x. Propably twice. That is no more than 3CP back from trait and in average it is 2CP for the relic. All this for the price of 2CP. So the maximum benefit is about 3CP, propably 2CP. And you gain this benefit in last turns… if you survive.

So I see not so much a point in Blood Axe speed mob… you are basicly gaining CPs you paid before

I think the speedmob is dead but I want to give it a try to see how much

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ru
!!Goffik Rocker!!






I've just calculated one interesting thing:
Burnas with free m/w upgrade deal more or comparable amount of damage in mellee to meganobz.

If you also factor in their shooting, you end up with 2 times more damage vs meq and close to same vs tougher t7+ targets w/o invuls. If those targets get invuls, burnas become better.

I believe, they're also more durable in the current antitank meta. Especially with new waagh invuls.

I think that the only thing meganobz are better at killing are specifically 3-wound targets without -1 damage and good invuls. But you need a 2cp strat which is not great, especially now when you lack cp and need them elsewhere.

This message was edited 1 time. Last update was at 2022/07/09 09:32:48


 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

So my 40k app updated again today, and Kustom Jobs now have points costs again.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Afrodactyl wrote:
So my 40k app updated again today, and Kustom Jobs now have points costs again.


LOL! I go to paint some terrain. This makes no sence. Summer is obviously a time, you cannot play orks at all.

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ca
Gargantuan Gargant






 Afrodactyl wrote:
So my 40k app updated again today, and Kustom Jobs now have points costs again.


GW is frankly all over the place right now with their rules. They definitely are having trouble keeping up with all the changes they're making and it feels like they're making things up as they go along.
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Tomsug wrote:

LOL! I go to paint some terrain. This makes no sence. Summer is obviously a time, you cannot play orks at all.


Its too hot to be leading a Waaagh anyway

Grimskul wrote:
GW is frankly all over the place right now with their rules. They definitely are having trouble keeping up with all the changes they're making and it feels like they're making things up as they go along.


I was thinking this was just a mistake from the get go. They accidentally left Kustom Jobs off of the points list. Someone on the app team has either seen this and assumed it means they're free, or maybe they're the only Ork player left on the design team and are trying to push things back in our favour.

Either way, I'm sure we'll get clarification before 11th edition.
   
 
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