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2021/07/07 15:47:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Yeah they can target generic Fly units now but odds are you arent going to get to use more than 1 of them now, 2 if you actually fire overwatch with them (probably not a good idea)
If its cheap, like 5ppm or something, taking 1 is a no brainer but taking more than that is probably pointless.
We'll know more for sure though once we know wtf the Squigriders even do.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2021/07/07 15:55:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: Yeah they can target generic Fly units now but odds are you arent going to get to use more than 1 of them now, 2 if you actually fire overwatch with them (probably not a good idea)
If its cheap, like 5ppm or something, taking 1 is a no brainer but taking more than that is probably pointless.
We'll know more for sure though once we know wtf the Squigriders even do.
True. Given your TB are probably dead after they shoot, given they are also 12" away if they've shot a squig.
But yeah, this feels like it could be a nice buff.
2021/07/07 16:34:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
There's always someone better out there to compare pictures of models to size. Is it me or is that painboss pretty short for a boss? I've long accepted we'll never get a big boss, but he looks nob size if that
Do love the other version of its claw though. Looks like something out of Portal. That head though is so bland... maybe I will keep the helmet on for once.
This message was edited 1 time. Last update was at 2021/07/07 16:37:32
2021/07/07 17:24:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: Yeah they can target generic Fly units now but odds are you arent going to get to use more than 1 of them now, 2 if you actually fire overwatch with them (probably not a good idea)
If its cheap, like 5ppm or something, taking 1 is a no brainer but taking more than that is probably pointless.
We'll know more for sure though once we know wtf the Squigriders even do.
Honestly this isn’t a ballistic skill or a to hit roll… this is a special rule that should override the rules for overwatch which modifies to hit rolls. However spending a cp to overwatch really depends on the unit firing overwatch and since this is a new model I’m not even sure if tank bustas will still have access to bomb squigs.
This message was edited 1 time. Last update was at 2021/07/07 17:28:03
2021/07/07 20:21:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
ArmchairArbiter wrote: I am going out with one last WWAAAGGGGHH! before the new Codex hits. I'm taking this GT more seriously than the last one, which was the first out of COVID restrictions so I was really just using it to get a bunch of games in after a year of minimal gaming.
I do not have any tankbustas sadly, and I do not like the roflcoptas. Just as a heads up. Otherwise there would be two trukks full of tankbustas.
I wish you good luck. From my experience, you would find:
One flyer will be dead 50% before it do anything. One Burna Bommer do not kill anything. It is just scary and annoying. I kick them of my list and it was a big move forward.
Snazzwagoj is pretty useless imho.
Too many buggies. Too many vehicles with same speed, same range and big base = traffic jam.
No heavy long range fire. You need it. SMGs or Kannonwagons.
I don ´t see any benefit of beeing Evil Sunz. Simple switch to Deathskulls makes it much more dangerous.
I don ´ t see the plan for secondaries. You have just 2 infantry units and bigmek. How are you gonna score the secondary VPs?
I normally don't think of myself as good but I think I can impart some wisdom here, which is why I am responding.
1) The burna bommer has done some serious damage if my opponent is not careful with their deployment. With all the aura abilities anymore, people like to bunch up and flyers can move within engagement range of enemy units. Which means I can sit my base in base to base contact with theirs for maximum explodey damage. The other side of it that I like isn't just the damage - but they tend to modify their deployment based on just the fact that I have the burna-bommer. Most people know what it does and will adjust accordingly - which means I am messing up their game plan from the get-go.
2) The snazzwagon is a cheap and annoying mortal wound bomb. It also has an innate -1 to hit it, can eat a dark lance for 1 cp, and as Evil Sunz it has a 14" base movement. I advance without penalty and with a +1 I am moving a minimum of 16". That's more than half of the 24" gap between deployment zones where I am blocking movement, shooting without any minuses, and just generally being a pain.
3) Definitely a thing that can happen. Being Evil Sunz partially helps with this - everything gets +2" of movement, +1" to advance and can advance and fire everything at no penalty because I don't have any heavy weapons. The main reason this happens I think, is that everyone thinks the buggies need to all run up at the same time... they don't. A good half of them are straight up dakka and I do not want them in combat. My goal is to flood the board and make it a car park for the enemy to get through. I can then counter-charge/continue racing around if I've bottled them.
4) Yep, no long range... but the boards are small now and everything I have moves really fast. I never have a problem being in range unless I make a mistake.
5) Evil Sunz is really underrated by a lot of people for most of the reasons I've already mentioned above. The extra movement can be big, I can dominate board control with it. I also can advance, fire and charge normally. I like to play a movement based game - so they fit my style.
6) Secondaries: This is the easiest to answer. You seem to think we have to have infantry to gain secondary points - definitely not the case my friend! Fitting into my movement based strategy, I take secondary's accordingly. Engage on All Fronts was always my go to - but I may swap it for Strangehold depending on the match up. I generally have the board control - so those are easy points. I then slot in the appropriate 2nd option depending on what I'm fighting from no mercy/purge enemy stuff. Sometimes I'll take from both depending on the match up. If I don't take from both, my third is generally super dependent on the match up. If I know for sure they'll castle, I can take investigate sites with the limited infantry I have. I can purge the witch against any psyker heavy lists, if the mission specific one is decent I can roll with it - very dependent on the match up with the third one.
Hopefully this is somewhat informative into my thinking/helpful in some way. Best of luck in your own WWaaaggghhs!
This message was edited 1 time. Last update was at 2021/07/07 20:22:18
2021/07/07 21:07:56
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
sorry but i don't get the negativity around squigbombs. First off OF COURSE it depends on the pointcost. but that is true for ALL things...
- it hits on 2/3+ in overwatch - 2/3+ for d3 mortal wounds IS WAY BETTER than 1 s8 ap-2 dmgd6 attack (even if this attack hits on a 2+) you will circumvent the wound roll and save roll. - it seems the squig is just a decorative model, so it may not take up space in the transport etc - it can hit flying units
all in all, me thinks the new rules are better than the old ones. what gets me the most is the "only once per turn" rule. once per activation would've been sufficent. so you could shoot and overwatch in the same turn.
btw... d3 mortals when overwatching on a 2+ is HUGE
This message was edited 1 time. Last update was at 2021/07/07 21:09:07
2021/07/07 22:48:17
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
I guess the benefit of old bomb squigs is the burst potential. Dropping down with a tankbusta unit, launching 2 or 3 squigs that hit on 2s with a re-roll, possibly getting you more shots than you started with.
Yeah the D6 damage was always swingy but for what, 10pts a pop to supplement a unit geared towards anti tank? It often felt worth it.
The new squigs? Well, you can only use one at a time, you get that 2+ against a vehicle and it's D3 wounds. And I believe it's on a cav unit correct? So it should be easier to get into range than bustas. Rather than a proper weapon it's now an okay tool to knock off a wound on a vehicle on the edge of carking it.
2021/07/07 23:50:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
12 in alone is worth it. The 8in old bombsquig range sucked. Now I can deepstrike and mess things up. I like it more if it stays cheap. I hope it doesn’t count as a model for morale
2021/07/08 00:09:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
gungo wrote: 12 in alone is worth it. The 8in old bombsquig range sucked. Now I can deepstrike and mess things up. I like it more if it stays cheap. I hope it doesn’t count as a model for morale
Isn't it 18" range? I'm fairly certain I've not been cheating with a Jump and squigbomb tactic.
2021/07/08 02:19:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
The reason old bombsquig rule is awesome is it can be dumped all at once against something, the new one can only be launched 1 at a time.
Which is fine for random inclusion reasons, but bringing multiples when you cant use more than 1 is a waste of points most of the time.
Its not rendering them useless by any means, as theres also the added benefit of its D3 MORTALS instead of damage so it can potentially kill 3 1w models or get through a really annoying invul save. Its just not imo as good as dumping 4 at once against a medium vehicle and instagibbing it.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2021/07/08 05:46:25
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
tneva82 wrote: This. Apart from bomb squigs only decision is klan. Bad moon would be ideal for shoot twice but just for sake of those isn't worth it and multi klan hit by CP change. Deathskull you can use the stratagem to reroll wounds which is fine but other than that just slap in bomb squigs, fire and prepare to lose them. They are pretty much one shot wonders unless they are in battlewagon and quite possibly then too.
if i understand you correctly, you say its not worth it to have tankbustas in a bad moon detatchment just to be able to fire twice? I disagree whole heartedly. surely it depends on the setup, and i wouldnt run an entire bad moon army just for this, but a patrol with bad moon to fit in 15 tankbustas isnt bad.
My best ork army, undefeated even is my Goff ghaz 90 skarboys army with a weird boy, kff big mek, painboy, 6 Mek Gunz, 15 kommandos, 10 grots and 15 tankbustas + 6 bomb squigs in a bad moon patrol, that i teleport forth in round 1, from a place they cant be reached (or deepstriked in if necessary, but it rarely is).
At first i made the army for fun, but the alpha strike is insane when da jumping them in with more dakka + showing off. If the enemy has vehicles, its not uncommon to remove at least 500 points worth of units from their army. Even if they dont, they still make back their own cost.
In any case, even without vehicles, they are still worth having. With vehicles however, you will destroy most of his vehicles by the time you da jump them forward. The fact you can throw in your bomb squigs at once and just see the enemy try and save what ever unit you just threw 6x D6s at is hillarious. specially because they hit on 2. The bomb squigs are amazing.
The new bomb squigs we've seen pictures of, however, leave much to be desired. but we'll have to see how else the rules revolving around bomb squigs and the rest of the rooster is. because right now the new bomb squigs that can only be fired once per turn, dealing MW, does not beat the fact im throwing out 6x D6 damage bomb squigs hitting on 2s with strength 8. Ive taken out magnus with those measly 60 points alone. being able to only fire one squig at once sucks, because tankbustas wont survive after their first volley.
This message was edited 6 times. Last update was at 2021/07/08 05:56:20
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2021/07/08 06:00:33
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Honestly Tankbustas will have a place for a while as long as Damage 3 is just such a sweet place. Cleaves through aggressor class, DG, vehicles and anything else that's worth shooting at. It'll be interesting to see how the good old bustas get changed up with the new book, I feel a basic re-roll may change into something more interesting, but possibly less reliable.
2021/07/08 07:06:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
pepi55 wrote: yeah almost as if the models are no longer used? "reduced by one" sounds almost like a battlescribe uptick of the likes of super cybork body.
Wonder if reduced by 1 thing was to combat infinite bomb squigs inside trukk loophole
if i understand you correctly, you say its not worth it to have tankbustas in a bad moon detatchment just to be able to fire twice? I disagree whole heartedly. surely it depends on the setup, and i wouldnt run an entire bad moon army just for this, but a patrol with bad moon to fit in 15 tankbustas isnt bad.
Issue is you are paying easily over half a dozen CP for that. Orks aren't exactly in overabundance of CP's with green tide, fight twice's etc you want to use as well.
This message was edited 1 time. Last update was at 2021/07/08 07:08:33
2024 painted/bought: 109/109
2021/07/08 07:28:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
pepi55 wrote: yeah almost as if the models are no longer used? "reduced by one" sounds almost like a battlescribe uptick of the likes of super cybork body.
Wonder if reduced by 1 thing was to combat infinite bomb squigs inside trukk loophole
if i understand you correctly, you say its not worth it to have tankbustas in a bad moon detatchment just to be able to fire twice? I disagree whole heartedly. surely it depends on the setup, and i wouldnt run an entire bad moon army just for this, but a patrol with bad moon to fit in 15 tankbustas isnt bad.
Issue is you are paying easily over half a dozen CP for that. Orks aren't exactly in overabundance of CP's with green tide, fight twice's etc you want to use as well.
in 7 out of 10 of times (weird math, but ive had 7 battles with the army so far and maybe 2 cases only where tankbustas were meh, not bad but not super good either) ive done that, 2 cp for more dakka, 2 cp for showing off, its been well worth the cost, taking off 5-600 points of enemy models. You are right it is not as efficient against non vehicle units, but it still has the ability to turn things like magnus in to blueberry pie.
And ive already calculated that i have enough CP in my army for both green tide and fight twice for ghaz before he dies. since i rarely use get stuck in, and only sometimes use insane bravery if i have a single ork boy or so standing, then over all, my goff tide isnt very CP heavy in use. ive used insane bravery more than ive ever used get stuck in ladz, and to be fair, i never really use get stuck in ladz. I would need a total of 5 CP to pull off my basic stunts with greentide and orks is never beaten. +2 for the rare occation of insane bravery as well would be 7. I start with 7 CP, so when its my turn i have 8. -4 CP for showing off + more dakka leaves me at 4 CP turn 1. and since i dont expect Ghaz to die by turn 1 (and if he did, he probably wouldnt be in close combat anyway) i wouldnt use orks is never beaten there, so i just need the 3CP for greentide, just in case. meaning by turn 2 i can use orks is never beaten.
So im a bit more hindered on CP than i was before, by using mega nobz instead of tankbustas, but i still have the CP i need, which goes to show that ive never lost with the army. At least this way i will get off their value, which Mega Nobz dont always do. Theres also a much larger damage potential in Tankbustas.
I dont HAVE to shoot twice with tankbustas, its simply a possibility, like in a matchup where they might be useless (not that ive seen them be useless) it might not work out to shoot twice. If you are facing a massive horde army, naturally tankbustas will not be good. But i believe you can make out enemy armies that would be a pain to deal with to basically any given army you can put down. The tankbustas have downsides, they take CP, but i do have enough CP for the important things. And these guys, they wreck.
And even after they've shot what they need to shoot, they provide a 15 body wall the enemy has to deal with, because they can be allowed to leave tankbustas alone. so after they've done their thing, they still provide a sort of shield for the rest of my army as well.
This message was edited 6 times. Last update was at 2021/07/08 07:47:16
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2021/07/08 07:33:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Embarked tankbustas don't care about the new limitation though, just MSU them.
Take 2x5 with one bomb squig in a trukk instead of 10 with 2 bomb squigs.
For those who like bringing a trukk with 3 Meganobz I can see 5 TB + 1 bomb squig to join them as a cool option.
Tellyported/outflanked tankbustas will just take one bomb squig instead, maybe two if those get cheaper.
15 TB firing twice is a massive gamble. If there aren't enemy vehicles on the table those 315 points and 6 CPs may (plus the required HQ and troop for the additional patrol) not worth the investment. I prefer outflanking 10 TB + 4 bomb squigs and use more dakka on them. 210 points + 3 CPs and no useless HQ + troop patrol tax, but still lot of potential.
2021/07/08 08:01:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
pepi55 wrote: yeah almost as if the models are no longer used? "reduced by one" sounds almost like a battlescribe uptick of the likes of super cybork body.
Wonder if reduced by 1 thing was to combat infinite bomb squigs inside trukk loophole
Considering how this new squig is no longer a ranged weapon, but a rule that requires you to measure to the unit, you probably can't use bomb squigs from transports at all.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2021/07/08 11:44:15
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
gungo wrote: 12 in alone is worth it. The 8in old bombsquig range sucked. Now I can deepstrike and mess things up. I like it more if it stays cheap. I hope it doesn’t count as a model for morale
Isn't it 18" range? I'm fairly certain I've not been cheating with a Jump and squigbomb tactic.
You are right I was thinking 6in tankbusta bombs being a pain to get in range for…
As stated before you can fire multiple bomb squigs if you MSU instead of 1 large blob.
This message was edited 1 time. Last update was at 2021/07/08 11:48:22
2021/07/08 11:48:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Clang wrote: What are the kit implications of the new bomb squig model? Are we finally getting a tankbusta squad kit, and it will include one or two bomb squigs?
I suspect that we will either be getting a plastic tankbustas kit, or they come with the squig riders kit. I'm erring towards the squig riders option, as they share similar design features in the mechanical parts on the squig and the grot (co)pilot.
2021/07/08 20:14:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Clang wrote: What are the kit implications of the new bomb squig model? Are we finally getting a tankbusta squad kit, and it will include one or two bomb squigs?
I suspect that we will either be getting a plastic tankbustas kit, or they come with the squig riders kit. I'm erring towards the squig riders option, as they share similar design features in the mechanical parts on the squig and the grot (co)pilot.
Rules-wise, making bomb squigs available to more units would be interesting.
Fluff-wise, I totally agree that squig riders should be allowed bomb squigs. Maybe other Snake Bites-ish units too, e.g. the new Snagga boyz?
Kit-wise, it's a pain, unless GW plan to add bomb squigs to multiple new kits.
2021/07/09 08:28:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Clang wrote: What are the kit implications of the new bomb squig model? Are we finally getting a tankbusta squad kit, and it will include one or two bomb squigs?
I suspect that we will either be getting a plastic tankbustas kit, or they come with the squig riders kit. I'm erring towards the squig riders option, as they share similar design features in the mechanical parts on the squig and the grot (co)pilot.
The squig rider kit has been confirmed to come with single squig bomb. In general, their lore is really close to tank bustas, so these might be the replacement. I might be wrong though.
This message was edited 1 time. Last update was at 2021/07/09 08:47:22
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2021/07/09 09:57:22
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
So bloody keen for the preview on the weekend. And I know it's a bit of a stretch relivance wise, but while chatting with some mates we remembered this show.
2) The snazzwagon is a cheap and annoying mortal wound bomb. It also has an innate -1 to hit it, can eat a dark lance for 1 cp, and as Evil Sunz it has a 14" base movement. I advance without penalty and with a +1 I am moving a minimum of 16". That's more than half of the 24" gap between deployment zones where I am blocking movement, shooting without any minuses, and just generally being a pain.
Kustom Boosta-blastas also cause D3 mortal wounds on a 4+, and they don't have to explode to do it. They're also better or roughly the same at just about everything else it does except eating anti-tank shooting that, if your opponent has decided to throw it at a Snazzwagon while knowing Grot Bumper exists, probably only happens after all other valuable targets have been destroyed or are not available to be shot at.
I love that model, but the only ways I see it being justified in a list involve mental gymnastics.
This message was edited 1 time. Last update was at 2021/07/09 13:17:37
2021/07/09 13:35:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
2) The snazzwagon is a cheap and annoying mortal wound bomb. It also has an innate -1 to hit it, can eat a dark lance for 1 cp, and as Evil Sunz it has a 14" base movement. I advance without penalty and with a +1 I am moving a minimum of 16". That's more than half of the 24" gap between deployment zones where I am blocking movement, shooting without any minuses, and just generally being a pain.
Kustom Boosta-blastas also cause D3 mortal wounds on a 4+, and they don't have to explode to do it. They're also better or roughly the same at just about everything else it does except eating anti-tank shooting that, if your opponent has decided to throw it at a Snazzwagon while knowing Grot Bumper exists, probably only happens after all other valuable targets have been destroyed or are not available to be shot at.
I love that model, but the only ways I see it being justified in a list involve mental gymnastics.
My mental gymnastics = I have 2 of every buggy. So 'ERE WE GGOO. But I find the Snazzwagon to be better than bikers currently for about the same price.
The tournament is tomorrow - so I'll report on how they do. It's looking like a rough line up with the current armies I am seeing so should be a good test on how useless they are.
2021/07/09 14:18:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I wouldn't be surprised if tankbustas lost their bomb squigs, and they become exclusive to beast snaggas from now on. If they're available to multiple units that would be great though.
SemperMortis wrote: Saying an Ork unit is better than Warbikers as justification for taking it is...not a good argument
That's not really my argument - I just didn't feel like making the point, which why I said we'll see how they do in this very competitive GT I am going to.
I only mentioned it because as a themed Speed Freeks owner/player, it's my main alternative for a similar price since my Squigbuggies are so over-costed.
But new Codex inbound - excited to get one last huzzah out of the ol' dex before we get all the fancy new stuff.