Switch Theme:

We was made ta fight an’ win! - 9th Edition Ork Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




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





Nebraska, USA

C'tan shards, primarchs, daemon princes, and once they get their codex Nidz of course.
Monsters arent rare, they just arent common in the most common poster-child army.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Stormin' Stompa






It's true, he may become a more relevant unit if the upcoming codices after us are more MONSTER oriented or their MONSTER units are capable. Even Eldar potentially to some extent if the Yncarne/Avatar of Khaine get a proper redo in terms of rules.
   
Made in fr
Mutilatin' Mad Dok







Doubtful. My two SJD killed a raider with wyches (who were then murdered by big shootas and speshuls), the KBB and the kannonwagon blew up the trueborn's ride and the scrapjets plus morkanaut de-meched the incubi. The turn after the trueborns stole the blood bride's ride and the incubi just ran into combat.
I don't think it gets vastly better than this.


Jidmah I agree, that seems like the most we can do. In terms of 1st turn threat, if we had indirect fire to add up to the SJDs, we could combine it with a alpha strike from a kamikaze burna bommer, but sadly we dont :(

I think orks would need to be able to down 3 raiders turn 1 (as well as actually win the 1st turn roll off...) to even stand a chance in a game against current (not yet rightfully nerfed) drukhari

This message was edited 1 time. Last update was at 2021/05/18 08:08:41


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Hum, I think the burna bommer actually wasn't that great in this game, I wished I had a dakkajet instead. I did get some good bombs in (5 truborn and 6 wracks), but there was never a good target to 'eadbut. You also basically have to fly off the table T1 as there is nothing exposed during your movement phase and dropping mortal wounds on boats does nothing.

Actually a wazzbom would probably have been the best choice, as it can help killing boats and you are rather likely to get max shots against drukhari infantry.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in fr
Mutilatin' Mad Dok






 Jidmah wrote:
Hum, I think the burna bommer actually wasn't that great in this game, I wished I had a dakkajet instead. I did get some good bombs in (5 truborn and 6 wracks), but there was never a good target to 'eadbut. You also basically have to fly off the table T1 as there is nothing exposed during your movement phase and dropping mortal wounds on boats does nothing.

Actually a wazzbom would probably have been the best choice, as it can help killing boats and you are rather likely to get max shots against drukhari infantry.


You don't get like 3 or 4 raiders in range ? Ah i think I see, you measure the explosion to the "flying base" not the hull, thus burnas are boned, right ?

This message was edited 1 time. Last update was at 2021/05/18 09:44:45


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Raiders are like 3" wide, and your opponent can block you from fitting a flying base in between them by utilizing terrain. He was able to spread them out so you only get two or three raiders in range at best, and it's not worth sacrificing the bommer just to take two or three boats down to 7 wounds.

This message was edited 1 time. Last update was at 2021/05/18 10:12:11


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in fr
Mutilatin' Mad Dok






Ah ok I see, indeed. Did you have mek gunz and if so were you able to draw LOS to any raider ?

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






No mek guns, and I doubt I could have fit any in my deployment zone. With a naut, a battlewagon and 11 buggy bases I was already struggling to find enough space for the warboss on warbike.

I posted the list a few pages ago.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in cz
Smokin' Skorcha Driver





Prague

Wazboom is great to deal with hidden targets like this boats, but you need to take two. IMHO wazboom is genrealy better then burna bommer, because he can actualy kill something valuable. Eadbutt just scratch the paint…

9000pt and one Ad Mech T-shirt 
   
Made in ca
Regular Dakkanaut





I thought of a wishlist thing for me besides blood axes becoming good and shoota boyz being not bad. Good ol 4 Ppm 'Ardboyz

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in us
Regular Dakkanaut




 Some_Call_Me_Tim wrote:
I thought of a wishlist thing for me besides blood axes becoming good and shoota boyz being not bad. Good ol 4 Ppm 'Ardboyz


Like a 4 point per model upgrade to regular boyz?

I'd like boyz to go back down to 6 points, but would accept 7. 8 is too damn high!

 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





 Jidmah wrote:
Hum, I think the burna bommer actually wasn't that great in this game, I wished I had a dakkajet instead. I did get some good bombs in (5 truborn and 6 wracks), but there was never a good target to 'eadbut. You also basically have to fly off the table T1 as there is nothing exposed during your movement phase and dropping mortal wounds on boats does nothing.

Actually a wazzbom would probably have been the best choice, as it can help killing boats and you are rather likely to get max shots against drukhari infantry.


Actually, would a big unit of deffkoptas be good against a transport DE list? Slap long uncontrolled bursts and those 10 rokkit shots hitting on 4s with whatever other buffs you can give them (such as visions for Sunz) followed up by their melee against the squishy occupants. And this would be reliably done first turn too.
   
Made in ca
Regular Dakkanaut





Heafstaag wrote:
 Some_Call_Me_Tim wrote:
I thought of a wishlist thing for me besides blood axes becoming good and shoota boyz being not bad. Good ol 4 Ppm 'Ardboyz


Like a 4 point per model upgrade to regular boyz?

I'd like boyz to go back down to 6 points, but would accept 7. 8 is too damn high!

Ye, you basically got 1 mob of boyz that you paid 4 ppm to upgrade to a 4+ save.


Automatically Appended Next Post:
cody.d. wrote:
 Jidmah wrote:
Hum, I think the burna bommer actually wasn't that great in this game, I wished I had a dakkajet instead. I did get some good bombs in (5 truborn and 6 wracks), but there was never a good target to 'eadbut. You also basically have to fly off the table T1 as there is nothing exposed during your movement phase and dropping mortal wounds on boats does nothing.

Actually a wazzbom would probably have been the best choice, as it can help killing boats and you are rather likely to get max shots against drukhari infantry.


Actually, would a big unit of deffkoptas be good against a transport DE list? Slap long uncontrolled bursts and those 10 rokkit shots hitting on 4s with whatever other buffs you can give them (such as visions for Sunz) followed up by their melee against the squishy occupants. And this would be reliably done first turn too.

So more dakka + long uncontrolled nets you like ~6 wounds, just take smashas, they're just good against anything lol.

This message was edited 1 time. Last update was at 2021/05/18 23:13:11


"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in au
Commoragh-bound Peer



Brisbane

Played a newbie with a Drukhari Netlist 12 Technomancer Liguidators 3 Raider trueborn Drazhar 2x5 Incubi scourges mandrakes. I had 120 shoota boyz 4 rokkits per unit 5 smashes 4 traktor cannon. His 3 Talos with 6 liquifiers would not come out in the open due to a mob behind a building and mek guns threatening them on one flank (he would have won if he deployed them in the centre) meanwhile 90 ES boyz rushed forward as a distraction carnifex on the other flank. He was so busy killing 70 of those boyz in the first 3 turns the mek guns had a field day. He didn’t have a lot left at that point. We were both Glass Kannons but he was the glass, I was the Kannon. But I doubt I would have got away with it against an experienced player
   
Made in au
Growlin' Guntrukk Driver with Killacannon





I've heard a bit of the 12 Technomancer Liquidators. What do they do exactly?
   
Made in us
Flashy Flashgitz




North Carolina

To be clear about klan rules wishlisting from a few pages back I don’t think DS needs a nerf. But GW removed the DS style rerolls from salamanders, so I think it’s likely DS will lose it too. Meanwhile they gave objective secured as one of the Necron traits.

   
Made in au
Commoragh-bound Peer



Brisbane

cody.d. wrote:
I've heard a bit of the 12 Technomancer Liquidators. What do they do exactly?

Technomancers Coven gives option for +1 to wound and +1 Damage on weapons if you take 1MW (D3 if vehicles) on an unrerollable 1 to hit. Liquifiers before upgrading are 12” Ad6 S4 -2 1 auto hitting. Have a nice day!
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Venger6 wrote:
cody.d. wrote:
I've heard a bit of the 12 Technomancer Liquidators. What do they do exactly?

Technomancers Coven gives option for +1 to wound and +1 Damage on weapons if you take 1MW (D3 if vehicles) on an unrerollable 1 to hit. Liquifiers before upgrading are 12” Ad6 S4 -2 1 auto hitting. Have a nice day!


Bloody hell, yeah I can see why it may be mentioned a lot. That's a fair bit of marine killing power. With essentially no downsides due to the weapon being autohitting. Peope are probably right when expecting a nerf of some sort.

This message was edited 1 time. Last update was at 2021/05/19 02:04:05


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





Nebraska, USA

That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Stormin' Stompa






 Vineheart01 wrote:
That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.


It's really the damage roll that makes it so memorable for some of the D6 weapons it can affect, like dragstas and Morkanauts. I always find it funny that other players get salty when we get the Deffskull rerolls, too many times have I heard "oh my god, you're just rerolling everything" while I'm staring at a SM player who has large swathes of their army in reroll to hit and wound bubbles. It's unfortunate that the expectation for Ork guns to miss means that the moment things get a little swingy on the good side for us or if we get some level of consistency that non-Ork players cry foul for some reason.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





 Vineheart01 wrote:
That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.


There are a handful of units that make the trait sing, the ones with low volume high quality guns. Where as marines, especially nu marines, tend to have high volume medium quality. Few special weapons to really capitalize on those handful of re-rolls. Instead as Grimskul said, they just get a tonne of re-rolls pretty much on demand.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Grimskul wrote:
 Vineheart01 wrote:
That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.


It's really the damage roll that makes it so memorable for some of the D6 weapons it can affect, like dragstas and Morkanauts. I always find it funny that other players get salty when we get the Deffskull rerolls, too many times have I heard "oh my god, you're just rerolling everything" while I'm staring at a SM player who has large swathes of their army in reroll to hit and wound bubbles. It's unfortunate that the expectation for Ork guns to miss means that the moment things get a little swingy on the good side for us or if we get some level of consistency that non-Ork players cry foul for some reason.


Literally every time i hear something like this i start doing it right back at them. They get really mad at me really fast when i start pointing out "Ok so you rerolled well over 60 hit and 50 wound rolls in your turn. Youre just rerolling everything!"

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Stormin' Stompa






 Vineheart01 wrote:
 Grimskul wrote:
 Vineheart01 wrote:
That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.


It's really the damage roll that makes it so memorable for some of the D6 weapons it can affect, like dragstas and Morkanauts. I always find it funny that other players get salty when we get the Deffskull rerolls, too many times have I heard "oh my god, you're just rerolling everything" while I'm staring at a SM player who has large swathes of their army in reroll to hit and wound bubbles. It's unfortunate that the expectation for Ork guns to miss means that the moment things get a little swingy on the good side for us or if we get some level of consistency that non-Ork players cry foul for some reason.


Literally every time i hear something like this i start doing it right back at them. They get really mad at me really fast when i start pointing out "Ok so you rerolled well over 60 hit and 50 wound rolls in your turn. Youre just rerolling everything!"


I've only done that a few times against an Eldar player, who I swear only ever has selective memory when it comes to me rolling good and him rolling bad. The sad part is even when I point out the hypocrisy of the basis of his complaints, he just goes off to sulk about how Orks are OP. "Rerolls for me, but none for thee" is pretty much him in a nutshell, which is one of the few good things about the pandemic is I don't have to worry about those games as much now with TTS being the main way for me to play.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





 Grimskul wrote:
 Vineheart01 wrote:
 Grimskul wrote:
 Vineheart01 wrote:
That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.


It's really the damage roll that makes it so memorable for some of the D6 weapons it can affect, like dragstas and Morkanauts. I always find it funny that other players get salty when we get the Deffskull rerolls, too many times have I heard "oh my god, you're just rerolling everything" while I'm staring at a SM player who has large swathes of their army in reroll to hit and wound bubbles. It's unfortunate that the expectation for Ork guns to miss means that the moment things get a little swingy on the good side for us or if we get some level of consistency that non-Ork players cry foul for some reason.


Literally every time i hear something like this i start doing it right back at them. They get really mad at me really fast when i start pointing out "Ok so you rerolled well over 60 hit and 50 wound rolls in your turn. Youre just rerolling everything!"


I've only done that a few times against an Eldar player, who I swear only ever has selective memory when it comes to me rolling good and him rolling bad. The sad part is even when I point out the hypocrisy of the basis of his complaints, he just goes off to sulk about how Orks are OP. "Rerolls for me, but none for thee" is pretty much him in a nutshell, which is one of the few good things about the pandemic is I don't have to worry about those games as much now with TTS being the main way for me to play.


Wait, don't they have the exact same trait in their custom traits? And it can affect their mek gun equivalents.
   
Made in cz
Smokin' Skorcha Driver





Prague

Yeah, that’s a big pro of TTS. You can talk out stupid game pretty fast and do not have to play with such guy anymore.

Plus you can play without the trousers of course…

This message was edited 1 time. Last update was at 2021/05/19 06:24:03


9000pt and one Ad Mech T-shirt 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Some_Call_Me_Tim wrote:
Heafstaag wrote:
 Some_Call_Me_Tim wrote:
I thought of a wishlist thing for me besides blood axes becoming good and shoota boyz being not bad. Good ol 4 Ppm 'Ardboyz


Like a 4 point per model upgrade to regular boyz?

I'd like boyz to go back down to 6 points, but would accept 7. 8 is too damn high!

Ye, you basically got 1 mob of boyz that you paid 4 ppm to upgrade to a 4+ save.


They were also universally considered a fun, but terrible unit

Under the new AP rules, I would totally pay 2 points per model to upgrade them to 4+ though.


Automatically Appended Next Post:
cody.d. wrote:
Actually, would a big unit of deffkoptas be good against a transport DE list? Slap long uncontrolled bursts and those 10 rokkit shots hitting on 4s with whatever other buffs you can give them (such as visions for Sunz) followed up by their melee against the squishy occupants. And this would be reliably done first turn too.

Could be, but you would they would be dead the turn after. So essentially you are trading a 250 point unit and a CP for a boat+passengers which tends to be below 200 points of investment unless you are targeting incubi - and those just murder you in combat.

They are just too damn point efficient.

This message was edited 1 time. Last update was at 2021/05/19 07:25:54


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

'Ard Boyz in the past were bad because AP4 weapons was standard, so 4+ saves didnt mean anything majority of the time and it nearly doubled the boy cost for it.
In the new system i imagine they'd be pretty good since the standard is AP-1 for most guns now, giving them a 5+. But nope they decided to make it 5+ armor for some stupid reason.

On note of the Deathskullz reroll mechanic, apparently one of the admech canticles is literally the same reroll mechanic now in the new news article.

This message was edited 1 time. Last update was at 2021/05/19 13:38:38


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Krazed Killa Kan






How effective would Ard boyz really be when muhreeenz get -1 AP Skittles here and there?

A -1AP makes that a KFF save.

I think I would like to see it on a per model points cost with no unit cap for possible application on Trukk mobs. The nerf to 5+ on the strategem is enraging.

This message was edited 1 time. Last update was at 2021/05/19 18:28:55


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
Stormin' Stompa






 TedNugent wrote:
How effective would Ard boyz really be when muhreeenz get -1 AP Skittles here and there?

A -1AP makes that a KFF save.

I think I would like to see it on a per model points cost with no unit cap for possible application on Trukk mobs. The nerf to 5+ on the strategem is enraging.


Tbf, it works in CC as well which can make a noticeable difference even against the -1AP chainsword equivalents everywhere, having a 5+ in combat is better than no save at all, where the KFF doesn't do anything. Also, until the KFF is changed to affecting units within rather than wholly within, you're going to get two boyz mobs at best under his aura range assuming you don't burn 3CP to make it 18". So having an ard boyz unit on the flank that is survivable on their own can be worth a lot.

I feel like the 5+ save nerf from the strat is partly because of GW's weird personal take on Orks being crappy on the armour side, and more importantly overvalued how it could synergize with the Loot it! strat, where they were probably afraid of 3+ save boyz, even though it would cost an exorbitant 3CP in total, AND its conditional on having something die within range of them that's a vehicle.




Automatically Appended Next Post:
cody.d. wrote:
 Grimskul wrote:
 Vineheart01 wrote:
 Grimskul wrote:
 Vineheart01 wrote:
That reroll mechanic is significantly more lethal on a marine unit than it is any ork unit.

I dont expect it to go away, just the infantry = obsec because that is just random as hell.


It's really the damage roll that makes it so memorable for some of the D6 weapons it can affect, like dragstas and Morkanauts. I always find it funny that other players get salty when we get the Deffskull rerolls, too many times have I heard "oh my god, you're just rerolling everything" while I'm staring at a SM player who has large swathes of their army in reroll to hit and wound bubbles. It's unfortunate that the expectation for Ork guns to miss means that the moment things get a little swingy on the good side for us or if we get some level of consistency that non-Ork players cry foul for some reason.


Literally every time i hear something like this i start doing it right back at them. They get really mad at me really fast when i start pointing out "Ok so you rerolled well over 60 hit and 50 wound rolls in your turn. Youre just rerolling everything!"


I've only done that a few times against an Eldar player, who I swear only ever has selective memory when it comes to me rolling good and him rolling bad. The sad part is even when I point out the hypocrisy of the basis of his complaints, he just goes off to sulk about how Orks are OP. "Rerolls for me, but none for thee" is pretty much him in a nutshell, which is one of the few good things about the pandemic is I don't have to worry about those games as much now with TTS being the main way for me to play.


Wait, don't they have the exact same trait in their custom traits? And it can affect their mek gun equivalents.


Definitely they do, though they miss on the damage reroll as well as infantry obsec, which is his main complaint of us having too much of a good thing. It's funny because while I don't deny Deffkskullz aren't good, it's not like they can't make their own approximation/better combo with their custom craftworld traits, especially since the 6++ save for them is usually redundant unlike for us.

This message was edited 1 time. Last update was at 2021/05/19 20:18:19


 
   
Made in us
Krazed Killa Kan






If they're worried about 3+ save boyz with a conditional combination of 2 strategems, which is rather asinine, they don't have that concern about adding a cover save on top of a 3+ muhreen or a 2+ storm shield Terminator.

Kind of like their panic attack over a 5++ Cybork when any marine that wanted one could pick up a 3++ for peanuts.

It really is aggravating tbh. 3+ sure seems to be a number that orks are allergic to.

The core game rules really were better in 5th. Anyway, that's an aside.

I have high hopes for what Beastie boys can do so long as they are troops and I never feel like boyz are mandatory again. They soak up support units and are a giant unwieldy mess with too many fundamental problems.

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. 
   
 
Forum Index » 40K Tactics
Go to: