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Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

You could probably drop the Kommandos to units of five and drop the Wazbomms, and replace them with buggies with points you would have left. I think thats about 540 points off the top of my head, so let's say 2 Scrapjets, 3 KBBs and a Souped Up Snazzwagon to replace the units lost.

A fast moving first wave of buggies, then the Dreads come in turn two. Just overwhelm them and pray they don't have enough AT. It's 72 T7 wounds and I think 50 T6 wounds not including characters. I might honestly try it out for the lols.

Although a part of me wants to run 9 Dreads and a Kustom Stompa.

This message was edited 2 times. Last update was at 2022/09/09 13:26:46


 
   
Made in dk
Longtime Dakkanaut




Danmark

It sounds fun. But it also sounds like Ghaz really wanted to be a part of that, as thats a lot of shots from buggies etc. not really getting the speed waaagh part.

But definitely an interesting and different list

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

- About Dawn of War 3 
   
Made in pe
Regular Dakkanaut




 flaming tadpole wrote:
CaptainO wrote:
 flaming tadpole wrote:
Had a game with my mate yesterday against his DG with my deff dread spam list
Spoiler:

++ Battalion Detachment 0CP (Orks) [121 PL, 2,000pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost

Game Type

+ HQ +

Beastboss on Squigosaur [9 PL, 160pts]: 4. Brutal but Kunnin, Beasthide Mantle, Warlord

Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta

Boss Zagstruk [6 PL, 110pts]

+ Troops +

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [8 PL, 135pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 125pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Nob with Waaagh! Banner [4 PL, 70pts]: 2. Big Gob, Warlord

+ Heavy Support +

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

+ Flyer +

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

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

++ Total: [121 PL, 2,000pts] ++

Created with BattleScribe
The game was kinda over after turn 1 because apart from his 2 plagueburst crawlers he didn’t really have a lot of AT other than some plasma guns in his plague marines so turn 1 I was able to get my kommandos in to charge one knocking it down to the lowest bracket and the wazboms destroyed the other. The termies weapons are all str 7 dmg 2 so ramshackle gets crazy value against them. Hilariously what did the most damage to my army were his auto exploding rhinos which made me salty again that orks don’t have access to a strat like that. The game ended end of 4 with just a single plague marine alive. I believe I lost 4 dreads. Was a lot of fun playing the walker wall again. Hadn’t played it since like 5th Ed honestly.


Automatically Appended Next Post:
Ignore the shootas on the dreads, they all had max claws


I really like the list. I assume you spend 2 CP on popping the kff but what else do you use?

On average What kind of damage have you been getting out of your dreads? I'm running 3 and they're good as distraction carnifexes but they're a priority for my opponent so I don't have enough data on what I can expect our of them

ya usually popping the kff turn 1 then turn 2 waaagh. Next time I’ll probably give the mek the dead shiny shoota to help clear screens. I’ve debated giving every dread a scorcha for that too, but I like keeping them as cheap as possible.

Damage wise I’m fairly positive they have the highest dmg per point in our book if you can get them into cc. 8 attacks on waaagh, hitting on 2’s from banner, ap3/dmg3. It’s definitely a list where your just trying to throw enough big things at your opponent that they hopefully don’t have an answer for it so you either table or get tabled.

I think it would have a fairly favorable matchup against most armies except tau and nids. Tau could definitely be winnable but you’d be at a disadvantage. Nids if they bring double venom cannon harpies your just gonna get absolutely dunk on.


If you take skorchas then it would definitely be working looking into Ghaz as ap-2 flamers are nothing to sneeze at.

You have a reasonable number of cp to play with, have you considered putting some dreads into reserve? 3 into reserve for 2cp... I've started putting 1 deffdread of mine into reserve (mostly as a result of having 9 Power level left over from putting a wazbomm into reserve) and then using ramming speed to "guarantee" getting a deffdread into combat. (i can also fit in a squad of grots into reserve as the total power level of 2*wazbomms + deffdread + grots comes to 28power level)

To be fair one of the reasons I put things into reserve as I've decided to move away from the kff. Ideally in a tournament there should be enough terrain to pretty reasonably hide whats left.
   
Made in us
Smokin' Skorcha Driver






Afrodactyl wrote:You could probably drop the Kommandos to units of five and drop the Wazbomms, and replace them with buggies with points you would have left. I think thats about 540 points off the top of my head, so let's say 2 Scrapjets, 3 KBBs and a Souped Up Snazzwagon to replace the units lost.

A fast moving first wave of buggies, then the Dreads come in turn two. Just overwhelm them and pray they don't have enough AT. It's 72 T7 wounds and I think 50 T6 wounds not including characters. I might honestly try it out for the lols.

Although a part of me wants to run 9 Dreads and a Kustom Stompa.
I might split one of the kommando squads in 2x5 so they focus on obj, but I'd still definitely want at least one big squad to be a charging threat. Kommandos are the best unit in our army imo so anything not speedmob/freeboota is hard for me not to bring at least 15-20 haha. The only buggies I'd probably consider taking outside of freebootas would be some single dragstas for their 3+ bs kmm and ability to redeploy. You really need wazboms in this list though to try and alpha strike one of your opponents critical AT pieces.

Beardedragon wrote:It sounds fun. But it also sounds like Ghaz really wanted to be a part of that, as thats a lot of shots from buggies etc. not really getting the speed waaagh part.

But definitely an interesting and different list
right now it'd only be benefiting the wazboms, but ya if I had skorchas on all the dreads I'd definitely consider taking him, although I'd likely have to give up a wazbom to do it which I'm not entirely sure would be worth. I did run him in a game yesterday with my freebootas, which I think is the army build he works best in and he was 100% worth.

CaptainO wrote:If you take skorchas then it would definitely be working looking into Ghaz as ap-2 flamers are nothing to sneeze at.

You have a reasonable number of cp to play with, have you considered putting some dreads into reserve? 3 into reserve for 2cp... I've started putting 1 deffdread of mine into reserve (mostly as a result of having 9 Power level left over from putting a wazbomm into reserve) and then using ramming speed to "guarantee" getting a deffdread into combat. (i can also fit in a squad of grots into reserve as the total power level of 2*wazbomms + deffdread + grots comes to 28power level)

To be fair one of the reasons I put things into reserve as I've decided to move away from the kff. Ideally in a tournament there should be enough terrain to pretty reasonably hide whats left.
Totally agree dreads are probably the best use of the teleporta strat so depending on the matchup I would definitely use it on a squad.

This message was edited 2 times. Last update was at 2022/09/10 06:29:40


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut




Well Boyz the GT is over and I finished 4 and 1.

Game 1: Sisters of Battle Vs. Orkz. LOSS.

The Bolter babes were too much for the orkz in game 1. But it was a wicked close one with the game hanging on 2 different CC's where my guys completely failed me. Had both CC's done average dmg or even slightly below average the game would have ended with an ork victory or at the least a Tie. In the end the SoB won 96 to 71.

Game 2: Thousand Sons Vs. Orkz. WIN

Friend came out with his TS army. His first ever GT and his first time piloting his TS army at an event. I went counter to my normal inclination and instead of bum rushing in screaming WAAAAGH my boyz hung back and played the objectives. For this one I grabbed Good Bitz, Da Biggest and Abhor the Witch. This one I sat my Beastboss on Squigosaur on the middle objective Marker and proceeded to force my opponent to come to me by simply capping 5pts of Good bitz and 2 of Da biggest each and every turn not to mention the primary. In the end my opponent had to push forward and exposed himself to my 2nd turn WAAAGH which left him crippled. The game finished with me dominating 99 to 14.

Game 3: Chaos Knights Vs. Orkz. WIN

To be honest, this was my first game against the new Chaos knights and it was scary as hell! The 1st turn didn't help. Turn 1 I went first and hid while moving objective grabbers forward, I was able to take some pot shots at his little guys and plinked some wounds but overall not much, on his turn....he 1 shot my Kill Rig. Turn 2 for me was a heavy repeat of the 1st turn, by the end of turn 2 I had a lot of points in primary and secondaries which forced my opponent to have to become more aggressive. Turn 3 I sprung into action, WAAAAGH! was called. Kommandos went running forward backed up by Squig riders, Trukk Boyz, characters and even my battlewagon loaded with flamers. I was able to da jump my forcibly disembarked Beastsnagga Boyz into the enemies back field and pulled off a successful 9' charge to steal an objective AND to 1 shot another little Knight. On his turn his knights were mostly destroyed or hurt badly except for 1 big boy and a pair of little ones so he stayed back and tried to hose me down....successfully popping the wagon and several other things. On my turn I was able to kill a big knight and reduced him down to a single model. Game finished 98 to 55

Game 4: Dark Eldar Vs. Orkz. WIN

Walked into a CC oriented Dark Eldar list. 1st turn was a repeat of my last game with me staying hidden as much as possible, capping mid field objectives with grots and posting up on an objective to start ticking off some Da Biggest secondaries. Opponents first turn he played it aggressive and went after mid field hard while popping my trukk with relative ease but thankfully doing little else since most of his army was CC oriented. Turn 2 the Orkz called WAAAAGH! and went pell mell into the enemies. My Killrig was able to pull off a rather beautifully done Frazzle attack which did some damage, but the all stars were the Trukk Boyz and Kommandos who between turns 2 and 3 were able to kill basically half his army. The Beastboss on squigosaur on turns 2-4 was able to move to the middle objective and punch multiple units and characters to death which guaranteed him full points on his secondary. By the end of turn 4 my opponent conceded since had nothing left to fight with, Game finished 98 to 34

Game 5: GSC Vs Orkz. WIN

This game was surprising for a host of reasons, for one it was the first time i ran into a GSC player since 7th edition, for another, it was yet another CC army against a CC army. Although my opponent brought multiple vehicles and a plethora of the bikes, he was mostly a CC army. After the game he told me flat out that he had expected me to run straight into his guns and therefore had hung back turn 1. On turn 1 I moved a bit but for the most part didn't attack anywhere except some ranged shots with my Mek gun and not much else. I was able to get 5pts on Bitz and had 3 more pts that would hit the next turn with Kommandos on another objective. Turn 2 my opponent realized I wouldn't be playing into his hands and in fact thanks to his secondary selection he would have to be aggressive and come after me. Turn 2 I hung back even more but did deploy forces into 4 corners while sending my Wagon into CC along with a unit of squigriders and in the middle I was able to move a unit of Kommandos and another unit of squig riders into CC against a character and a pair of rock crushers. Surprising my opponent I was able to kill his character with Squigbombs and then charge in and pop one of the vehicles. The other units didn't fair as well, they did some serious dmg to the opponent but I wasn't tracking on the Cult ability that he can bring back Bikes and ATVs for free. By the end of the game my opponent had resurrected close to 150-200pts of Bikes/ATVs. Turn 3 was the big turn. My opponent became highly aggressive since I would max out bitz that turn and be close to it with biggest. With that in mind he went hard into the left flank and midfield, even going as far as deep striking multiple units to go after my characters for assassinate. In the end I was able to weather the storm and thanks to some lucky rolling I only really lost a unit of squig riders and the Kill Rig, my Beastboss grabbed more points by murdering a unit while also being on an objective. Turn 3 for me was WAAAAGH and counter attack, by the end I had rolled up the remainder of his rock crushers and popped most of his other buggy style units, I had slaughtered one of the big units of Bikes and had killed off all the deep strikers while also leaving myself positioned yet again to max out Engage and Biggest. I also finished off Bitz.

Game ended with an Ork victory of 100 to 72.


Tournament ended with me going 4 and 1 but only dropping a total of 34pts out of 500.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Smokin' Skorcha Driver






Congrats dude! Sounds like you very nearly walked away with the overall dub. Seems your opponents weren’t expecting that much kunnin coming from an ork player.


Automatically Appended Next Post:
What units do you think you would drop next time?

This message was edited 1 time. Last update was at 2022/09/12 12:57:34


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut




 flaming tadpole wrote:
Congrats dude! Sounds like you very nearly walked away with the overall dub. Seems your opponents weren’t expecting that much kunnin coming from an ork player.


Automatically Appended Next Post:
What units do you think you would drop next time?


Absolutely not! LOL! The guy who won the event also won LVO a few years back, he went undefeated and I think he only dropped like 8pts, if i had run into him at the event I would have lost hands down! But yeah it was a great showing by the Greenskins, had another Ork player there who finished 9th overall with a similar list as mine.

As far as what I would drop/change...probably the battlewagon. It didn't do much the entire game, and not for lack of trying. It becomes a heavily armored transport and not really worth the price. With that in mind I would gladly drop it, the burnas and a unit of grots for a killrig and another unit of Beastsnagga boyz.

I will say that putting Tyres on the killrig was incredibly helpful in multiple games. Since its a character it can advance and charge on a waaagh turn and more than once I surprised my opponent by moving 13 + D6+2 and then charging 2D6 (once 3D6), and since its guns are mostly useless you don't really care about advancing, especially since the real weapon is Auto-hitting thanks to casting a spell which I never failed to do.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Very well done Semper. Have you posted the list in here recently?

What would you say your best performing units were?

This message was edited 1 time. Last update was at 2022/09/12 19:25:07


 
   
Made in dk
Longtime Dakkanaut




Danmark

Nice Semper!

You did a hella lot better than i did.

I had 2 victories, and 3 losses (one i lost with 2 points)

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

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




 Afrodactyl wrote:
Very well done Semper. Have you posted the list in here recently?

What would you say your best performing units were?


Best units...I really really hate to say this, were the grots. But, they were only good because they were shielded most of hte game by the immediate threat of Kommandos, Squighog riders and a trio of Nobz on smasha squigz who could run almost anywhere on the table at a moments notice and trade upwards with ease.

Memorable moment was the one time my Burna boyz were useful, against the Deldar character who gets a 2+ invuln until he fails it, i hosed him down with promethium (30+ hits) and then one shot him from failed 4+ saves

Smasha squigs were good, more than once I was able to charge them into a unit together as a group of 3 and inflict 6-8 Mortal wounds. Biggest downside to them is that ....they suck in CC. Its basically a beefed up normal nob with a Big choppa. So the damage isn't particularly spectacular and worse, the durability just isn't there. Honestly they could probably benefit from a buff or a small price cut.

Squighog riders were wonderful. For 25pts they put out 3, 1 and 2 attacks. During a WAAAGH its 4 attacks at S8Ap-2 2dmg, 2 attacks at S6 AP-2 2dmg and 1 attack at S3 -1AP 1dmg. And unless it was dead that turn or failed its cast, at least one of those units was running around with an extra squig attack (On that note that power needs a buff as well...3 extra attacks isn't worth much) Besides Melee, their threat range helped keep opponents honest, and in a few cases surprised them. Their shooting plinked a few wounds off vehicles (Spears hit on 4s) and they were just generally a nuisance. When an opponent wanted them dead however...they died

Kommandos were great all around. Getting a 3+ cover save and -1to hit because someone was shooting through terrain really made their durability go a long way. And in CC....forget about it, they trade up every single time. And of course the highlight for them was sniping characters with their Bomb Squigs.


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

I'll completely agree with you about the Smashas, they definitely either need to charge in only against things they can kill with the MWs, or charge in to tip some Squighogs or a Squigboss over that kill threshold. If I had my way I'd also knock them down to 55/60 points.

So the Burna Wagon was pretty lackluster for you? I've generally found mine to pull it's weight. Admittedly sometimes that is because it draws enough threat and gets shot to bits, bit I've yet to be properly disappointed with how it performed. Would you drop it entirely from your list in the future?

:EDIT:

Thinking out loud; any viability in tellyporting three all klaw dreads in a Goff rush list these days?

This message was edited 1 time. Last update was at 2022/09/13 09:11:48


 
   
Made in de
Regular Dakkanaut





SemperMortis wrote:
 Afrodactyl wrote:
Very well done Semper. Have you posted the list in here recently?

What would you say your best performing units were?


Best units...I really really hate to say this, were the grots. But, they were only good because they were shielded most of hte game by the immediate threat of Kommandos, Squighog riders and a trio of Nobz on smasha squigz who could run almost anywhere on the table at a moments notice and trade upwards with ease.

Memorable moment was the one time my Burna boyz were useful, against the Deldar character who gets a 2+ invuln until he fails it, i hosed him down with promethium (30+ hits) and then one shot him from failed 4+ saves

Smasha squigs were good, more than once I was able to charge them into a unit together as a group of 3 and inflict 6-8 Mortal wounds. Biggest downside to them is that ....they suck in CC. Its basically a beefed up normal nob with a Big choppa. So the damage isn't particularly spectacular and worse, the durability just isn't there. Honestly they could probably benefit from a buff or a small price cut.

Squighog riders were wonderful. For 25pts they put out 3, 1 and 2 attacks. During a WAAAGH its 4 attacks at S8Ap-2 2dmg, 2 attacks at S6 AP-2 2dmg and 1 attack at S3 -1AP 1dmg. And unless it was dead that turn or failed its cast, at least one of those units was running around with an extra squig attack (On that note that power needs a buff as well...3 extra attacks isn't worth much) Besides Melee, their threat range helped keep opponents honest, and in a few cases surprised them. Their shooting plinked a few wounds off vehicles (Spears hit on 4s) and they were just generally a nuisance. When an opponent wanted them dead however...they died

Kommandos were great all around. Getting a 3+ cover save and -1to hit because someone was shooting through terrain really made their durability go a long way. And in CC....forget about it, they trade up every single time. And of course the highlight for them was sniping characters with their Bomb Squigs.



Actually, you hampered yourself. Squigs put out s7 and S4 during waagh. Waagh bonus is worded differently than Goffs
   
Made in dk
Longtime Dakkanaut




Danmark

Orkimedez_Atalaya wrote:
SemperMortis wrote:
 Afrodactyl wrote:
Very well done Semper. Have you posted the list in here recently?

What would you say your best performing units were?


Best units...I really really hate to say this, were the grots. But, they were only good because they were shielded most of hte game by the immediate threat of Kommandos, Squighog riders and a trio of Nobz on smasha squigz who could run almost anywhere on the table at a moments notice and trade upwards with ease.

Memorable moment was the one time my Burna boyz were useful, against the Deldar character who gets a 2+ invuln until he fails it, i hosed him down with promethium (30+ hits) and then one shot him from failed 4+ saves

Smasha squigs were good, more than once I was able to charge them into a unit together as a group of 3 and inflict 6-8 Mortal wounds. Biggest downside to them is that ....they suck in CC. Its basically a beefed up normal nob with a Big choppa. So the damage isn't particularly spectacular and worse, the durability just isn't there. Honestly they could probably benefit from a buff or a small price cut.

Squighog riders were wonderful. For 25pts they put out 3, 1 and 2 attacks. During a WAAAGH its 4 attacks at S8Ap-2 2dmg, 2 attacks at S6 AP-2 2dmg and 1 attack at S3 -1AP 1dmg. And unless it was dead that turn or failed its cast, at least one of those units was running around with an extra squig attack (On that note that power needs a buff as well...3 extra attacks isn't worth much) Besides Melee, their threat range helped keep opponents honest, and in a few cases surprised them. Their shooting plinked a few wounds off vehicles (Spears hit on 4s) and they were just generally a nuisance. When an opponent wanted them dead however...they died

Kommandos were great all around. Getting a 3+ cover save and -1to hit because someone was shooting through terrain really made their durability go a long way. And in CC....forget about it, they trade up every single time. And of course the highlight for them was sniping characters with their Bomb Squigs.



Actually, you hampered yourself. Squigs put out s7 and S4 during waagh. Waagh bonus is worded differently than Goffs


On a waaagh, a Goff squig rider charging would make 4 str 8 attacks. Then he would give 2 str 6 and 1 str 3. Fixed str on melee weapons does not go up, so the jaws wouldnt go to str 7 and grot wouldnt go to str 4.

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

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut




Thanks for sharing. I love reading how orks do at tournaments
   
Made in de
Been Around the Block





Quick question / poll:

Beastboss on Squig (mantle+Ard as Nails) or Mozrog?

Thanks!
   
Made in us
Longtime Dakkanaut




Ironically enough the squigboss w mantle/ard as nails is harder to kill.

Mozgrod basically is just a Better invul and base save but the -1 wound and 5+ fnp is better.. the snakebite kultur transhuman ability doesn’t really help since they are already T7… and the +1 str of mozgrod special melee wpn is made up by the goff kultur… so really the only benefit is not needing wasting 2cp and the snakebite +1 to wound on charge kultur. I kinda wish mozgrod warlord trait was better or the transhuman wasn’t Str 8 capped.
   
Made in ca
Gargantuan Gargant






gungo wrote:
Ironically enough the squigboss w mantle/ard as nails is harder to kill.

Mozgrod basically is just a Better invul and base save but the -1 wound and 5+ fnp is better.. the snakebite kultur transhuman ability doesn’t really help since they are already T7… and the +1 str of mozgrod special melee wpn is made up by the goff kultur… so really the only benefit is not needing wasting 2cp and the snakebite +1 to wound on charge kultur. I kinda wish mozgrod warlord trait was better or the transhuman wasn’t Str 8 capped.


Mozgrod does also have flat 3 damage on his main weapon, which does make a difference against all the -1D or halving damage characters these days. But yeah, the custom generic Squigboss is better since they're not klan-locked to arguably one of the worst Klans in the book.
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Having jigged my list about again, I can safely say that so far I'm really enjoying a unit of three all-klaw dreads and tellyporting them in.

They do a really nice amount of damage if at least two make their charges, especially in a Waaagh turn, and 24 T7 3+ wounds is nothing to sniff at in terms of durability.

I've not had many games with them, but so far they're performing really well. My whole army (sans Mek Gun) being on top of the opponent and all the objectives by the end of my second movement phase at the absolute latest is really nice.
   
Made in gb
Towering Hierophant Bio-Titan






Not strictly tactics related, but does anyone else plan to get the new Necromunda bikes and doing a bit of kustomisin'?

Spoiler:


I already own 3 regular warbikes, and was thinking of buying a couple boxes of these to run another unit of 4.
   
Made in dk
Longtime Dakkanaut




Danmark

Has anyone toyed with bringing Mozrog as an auxillary by paying 1CP and having him clanless in maybe a Goff army?

Because hes not inherently bad on his own.

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

- About Dawn of War 3 
   
Made in pe
Regular Dakkanaut




Beardedragon wrote:
Has anyone toyed with bringing Mozrog as an auxillary by paying 1CP and having him clanless in maybe a Goff army?

Because hes not inherently bad on his own.


It would be 2cp for an aux detachment though? (90% sure)
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah its 2cp.
Upside is its an HQ that you wouldnt spend further CP on but its also 2cp to begin with.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in dk
Longtime Dakkanaut




Danmark

CaptainO wrote:
Beardedragon wrote:
Has anyone toyed with bringing Mozrog as an auxillary by paying 1CP and having him clanless in maybe a Goff army?

Because hes not inherently bad on his own.


It would be 2cp for an aux detachment though? (90% sure)


oh is it? I thought it was 1 CP to bring one unit in an aux detatchment without a klan.

Well that sure makes him.. possibly not worth it

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

- About Dawn of War 3 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Beardedragon wrote:
Has anyone toyed with bringing Mozrog as an auxillary by paying 1CP and having him clanless in maybe a Goff army?

Because hes not inherently bad on his own.


He could maybe be worth it in scenarios where you explicitly need the D3 attacks, but otherwise a Ard as Nails/Beasthide Squigboss or BBK/Killchoppa Squigboss are better.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

If aux detachments didnt remove klan abilities (which imo would immediately solve a LOT of LoW problems) i'd be fine with it being 2cp, as it lets you skirt by a handful of limitations.
But that loss of the kulture rules just bites way too hard.
Even Mozrog losing the +1 to wound when charging/Heroic part bites, as he is only S7 so thats a massive boon to not have anymore (which also affects his squig bites unlike waaaagh +1str)

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

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Danmark

 Afrodactyl wrote:
Beardedragon wrote:
Has anyone toyed with bringing Mozrog as an auxillary by paying 1CP and having him clanless in maybe a Goff army?

Because hes not inherently bad on his own.


He could maybe be worth it in scenarios where you explicitly need the D3 attacks, but otherwise a Ard as Nails/Beasthide Squigboss or BBK/Killchoppa Squigboss are better.


i actually thought about the beast boss on squig with relic/traits, AND mozrog.

Or something around that. But im not sure i would even do that now that hes 2 CP. thats really steep

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There is a marginal benefit to mozgrod as your second beastboss on squig…
Mozgrod in a snakebite detachment is better then a second beastboss with BBK/killchoppa…

He’s easy to add as a patrol w 1x grots which we are likely taking anyway.
And a second veastboss on squig is going to cost you 3-4x cp total (detachment/warlord and/or relic)
But honestly I still prefer ghaz even if he costs a bit more…

This message was edited 3 times. Last update was at 2022/09/14 23:08:10


 
   
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Danmark

But i cant add a snakebites detatchment if im playing Goffs as per the rules.

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

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In My Lab

Beardedragon wrote:
But i cant add a snakebites detatchment if im playing Goffs as per the rules.
You can't CHOOSE Snakebites if you have Goffs.

Mozgrod has Snakebites built in, so it's not a selection.
And 'Orrible Gits for your Grots makes them no longer count as Goffs, so Mozgrod can get his Snakebite abilities.

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Danmark

 JNAProductions wrote:
Beardedragon wrote:
But i cant add a snakebites detatchment if im playing Goffs as per the rules.
You can't CHOOSE Snakebites if you have Goffs.

Mozgrod has Snakebites built in, so it's not a selection.
And 'Orrible Gits for your Grots makes them no longer count as Goffs, so Mozgrod can get his Snakebite abilities.


wait.. what? i dont think im following. You can have a goff detatchment and a snakebites detatchment with mozzie? When you make a detatchment, surely you have to pick a klan? Can a detatchment over all be klanless? So if i cant choose snakebites, because my over all klan is Goff (and im not using Ghaz who has specialist lads or is in a supreme detatchment) my klan would be goff?

orrible gitz isnt goffs, and mozzie isnt either. but the klan would be? is that still allowed?

This message was edited 1 time. Last update was at 2022/09/14 19:27:46


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

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