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Made in se
Rogue Grot Kannon Gunna






Guys what´s the consensus on the Squigosaur Warboss size? A lot of TO are allowing it and it feels too good of a choice to skip.

Any idea on height and base size? I was gonna convert some 3d file + AoS warbosses to fit it
   
Made in ca
Gargantuan Gargant






 Emicrania wrote:
Guys what´s the consensus on the Squigosaur Warboss size? A lot of TO are allowing it and it feels too good of a choice to skip.

Any idea on height and base size? I was gonna convert some 3d file + AoS warbosses to fit it


All I know is that he uses the same base size as Ghazzy, hard to tell at the moment though based purely on pictures. It seems roughly Ghazzy height, if not a little higher if we're including arm sticking that choppa in the air.
   
Made in se
Rogue Grot Kannon Gunna






Holy moly, so 80mm base and about 100mm tall?
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

 Emicrania wrote:
Holy moly, so 80mm base and about 100mm tall?


Roundabout that sort of size as a guess. Like others, I've been proxying with Ghaz/Deff dreads.

This message was edited 1 time. Last update was at 2021/09/15 18:43:22


 
   
Made in se
Rogue Grot Kannon Gunna






Fair enough
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It comes soon. I 'm waiting to finish the conversion until it officialy comes out.


Automatically Appended Next Post:
New Competitive Innovation is out and Orks almost everywhere with 2 main builds - Freebootas with Deathskulls or BloodAxe buggy spam.

And some experiments, that was obviously also succesfull, incl goffs and sneakbites?

https://www.goonhammer.com/competitive-innovations-in-9th-supermajor-surprise/

However, the thesis about Kommandos hiding in the Kannonwagons is super weird…

This message was edited 3 times. Last update was at 2021/09/15 19:57:17


9500p fullpaint orks ready to krump!

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






 Tomsug wrote:
It comes soon. I 'm waiting to finish the conversion until it officialy comes out.


Automatically Appended Next Post:
New Competitive Innovation is out and Orks almost everywhere with 2 main builds - Freebootas with Deathskulls or BloodAxe buggy spam.

And some experiments, that was obviously also succesfull, incl goffs and sneakbites?

https://www.goonhammer.com/competitive-innovations-in-9th-supermajor-surprise/

However, the thesis about Kommandos hiding in the Kannonwagons is super weird…


Yeah, gotta agree there, it goes against the whole point of Kommandos IMO, either you use it for early game objective grabbing and squatting in ruins, or you use them as an alpha strike unit. I don't see how they would be in a situation to go inside the kannonwagons.
   
Made in au
Battlewagon Driver with Charged Engine





So how are we vibing with the idea of a squig cav list for snakebites?

I remember at the early days of the codex they were creating quite the hype, and the list or two I tried out did rather well too.

But when it comes to tourney lists we're seeing mostly freeboota buggie lists. Not that i'm complaining those are fun as heck and have less models than a usual ork list.

Also, on the killsaw debate. I'm in the 2+ attacks camp. Allocate an attack to each saw and the rule procs each time. Just gotta have 2 saws to proc at all. If they didn't want them to act like chainswords they would have kept the old wording.
   
Made in us
Longtime Dakkanaut




Cav lists are viable… usually we see a mix of goff and snakebite (mainly for mozgrod).

The freebooter buggy/Dakkajet list is our strongest competitive list..

With heavy bloodaxe buggy spam being the current flavor of the month that I don’t think will hold once people adjust.

But freebooter buggy/Dakkajet spam is here to stay until squigbuggies and scrapjet get a price hike/nerf… hopefully dakkajets don’t get nerfed as I don’t think they are great outside of freebooter lists.

My main concern is if buggies get nerfed orks don’t really have a balanced codex to fall back on. People are spamming our strong units becuase the other units just aren’t that great.

But it’s clear squigbuggies, scrapjets, kommandos, stormboys, beastboss on squig, and warboss on bike are literally Carrying our codex on its back. I’m still surprised I don’t see killrigs in any of these lists.

This message was edited 2 times. Last update was at 2021/09/15 23:35:41


 
   
Made in au
Battlewagon Driver with Charged Engine





Surely you'd want snakes over goffs for the cav? The extra pip of strength is great and all, but the +1 to wound is more useful in a variety of situations. And exploding sixes isn't realizable, though is it as situational as the discount transhuman?

I do reckon the freeboota playstyle is heavily meta reliant though, as much as I adore it. Currently the mix of MSU for objectives and chunky units for output is great for it, lets you trigger the trait with just one or two squigbuggies then the other vehicles can do more heavy lifting. But if it swings back to knights then the list style struggles as you won't be able to optimize the use of the trait.

Goodness knows what the point adjustments will bring for us when they inevitably happen. But a host of other armies are needing them more than us, looking at you DE and admech. I would love for the squigboss to stay relevant, just so fun to have a big, chunky wrecking ball character that can actually get about and do what he wants. Shame he's limited by damage 2 though. I miss the dmg 4 you could get with the Killa Klaw boss.
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

cody.d. wrote:
Surely you'd want snakes over goffs for the cav? The extra pip of strength is great and all, but the +1 to wound is more useful in a variety of situations. And exploding sixes isn't realizable, though is it as situational as the discount transhuman?

I do reckon the freeboota playstyle is heavily meta reliant though, as much as I adore it. Currently the mix of MSU for objectives and chunky units for output is great for it, lets you trigger the trait with just one or two squigbuggies then the other vehicles can do more heavy lifting. But if it swings back to knights then the list style struggles as you won't be able to optimize the use of the trait.

Goodness knows what the point adjustments will bring for us when they inevitably happen. But a host of other armies are needing them more than us, looking at you DE and admech. I would love for the squigboss to stay relevant, just so fun to have a big, chunky wrecking ball character that can actually get about and do what he wants. Shame he's limited by damage 2 though. I miss the dmg 4 you could get with the Killa Klaw boss.


I can see squigbuggies, Squigboss and killrigs going up by about 10, 10 and 15/20 respectively. Then maybe scrapjets, squighogs and dakkajets getting small increases as well. I don't think we'll be hit too badly as there isn't really anything we have that is broken, but we do have stuff that is overtuned when compared with the units its competing for slots with.
   
Made in nl
Longtime Dakkanaut




cody.d. wrote:
Surely you'd want snakes over goffs for the cav?


1) A popular thing is Evil sunz for a squigboss with rezmekkas redder paint. If you are going to run a squig list, you really want 3 detachments to max out on squig bosses, so you can mix and match kulturs. But the rezmekka relic is definitely good enough that Evil Sunz is taken for that alone.

2) Apart from that, both Goffs and Snakebites will work well. Blood Axe is good, of you plan on maxing out on smasha nobs, and it helps you survive T1 shooting. Squighog riders are not that durable.

3) The beastgob warlord trait on a squigosaur boss can push damage beyond D2

4) Meganobz with 2 killsaws = 1 extra attack alltogether. If they had wanted each saw to give an extra attack, then there would be no need for the 2 killsaw requirement.

Regards
   
Made in us
Roarin' Runtherd




Has anyone tried using the blood axe warlord trait to do a sort of null deployment?

/
   
Made in it
Waaagh! Ork Warboss




Italy

gungo wrote:


But it’s clear squigbuggies, scrapjets, kommandos, stormboys, beastboss on squig, and warboss on bike are literally Carrying our codex on its back. I’m still surprised I don’t see killrigs in any of these lists.


That's only because we're seeing competitive lists that placed in GTs and in those GTs conversions aren't always allowed. Also the Killrig hasn't been released yet, and not all players (let alone tournament ones) are actually into scratch building stuff.

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Exactly. Hard to judge new units, a lot of tournaments do not allow models not for sale yet.

I doubt they nerf the ork buggies. They do not bloody care about Drrukhari boat spam for almost a year, which is significantly more dangerous and obviously totaly broken. Buggies are strong and new. After few months, we' ll see how we stand with them.

But as I said before, what will be crazy is the arrival of the Killrigs…

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Grimskul wrote:
Spoiler:
 Tomsug wrote:
It comes soon. I 'm waiting to finish the conversion until it officialy comes out.


Automatically Appended Next Post:
New Competitive Innovation is out and Orks almost everywhere with 2 main builds - Freebootas with Deathskulls or BloodAxe buggy spam.

And some experiments, that was obviously also succesfull, incl goffs and sneakbites?

https://www.goonhammer.com/competitive-innovations-in-9th-supermajor-surprise/

However, the thesis about Kommandos hiding in the Kannonwagons is super weird…


Yeah, gotta agree there, it goes against the whole point of Kommandos IMO, either you use it for early game objective grabbing and squatting in ruins, or you use them as an alpha strike unit. I don't see how they would be in a situation to go inside the kannonwagons.


I was wondering about that as well. Since the kannonwagon gets no drawbacks from just moving at full speed, maybe they drive to where the kommandoz were positioned and pick up stragglers from nearly dead units?
Hardly a super-secret tech though, possibly goonhammer is just marinesplaining orks again. The call for a points increase for dakkajets also seemed quite nonsentical.

As for nerfs, I really don't see anything requiring a price bump but squig buggies. They aren't broken good, but they are spammed way too much for a healthy game - kind of like smashas last codex. At 100 points they still would be totally fine, while still significantly hitting those lists that bring 9.
Scrapjets might be going up by 5, but I'm not convinced they have to.

In general, I feel like removing so many good kustom jobs, limiting them to single model units and overcosting those which remained was a huge design mistake. Previously it provided rewards for bringing a varied list, now people just spam the best baseline ad ultimo. If the SJD job were still there, we'd at least be seeing three types of buggies.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






RedNoak wrote:
Spoiler:
Hi there… I really struggle between fielding a Biker or a Trike as Speedboss for my Freebootaz.
a quick reminder… everything I will say is under the premise that you’ll run him to utilize a Speedwaagh. And i used to HATE the trike. Been fielding my Warboss on Bike since 4th edition, but recently i played alot with the Trike, since the rules for the bike were a mess. ...and i gotta admit, he's done alright in my games so far.

Well... thats why I wanted to make a comparison for me anyways.. so why not share my thoughts with you all. Maybe this will help someone or maybe you can find flaws in my logic.

Anyways ...the wind blows and ERE WE GO!


Profiles
vs the Trike, the BikerBoss has:
+ 1 strength, + 1 toughness, -1 wound, -1 LD

the profiles are quite similar, no real winner here. The toughness isn’t as important me thinks, going from 6 to 7, it only really matters for CC but even then, ramshackle even things out, especially since the trike has one more wound. The + 1 strength could matter, but on the other hand, the trike rerolls all woundrolls. So again, not much difference. The real difference here is in the flexibility of the bike, since it can take either a klaw or bigchoppa, which can be enhanced by relics. But more on that later…

wargear
similar shooting, double dakkagunz better than triple boomsticks, but trike has the flamer/melta, so I guess the trike wins here. Also, the Trike is a vehicle, which means he can shoot all his weapons into CC. Six s5 shots and a flamer or two melta shots to the face are no joke. Those can easily pling of a wound or two, clear some chaff or with luck do massive damage against a hard opponent. in mho the trike wins the shooting game.
CC on the other hand… the basic loadout, bigchoppa or klaw vs Snagga Claw, is a draw. Yes, the bike has that magical s8 and better threshold, but because of the rerolls of the snagga claw, it insn’t that big of a deal. The biker klaw has -1 to hit, wounds better and has +1 ap, the coppa has one less ap than the snagga. The snagga rerolls all wounds. Imho the choppa as a standalone weapon is worse. Maybe the klaw is slightly better than the snagga? It matters mainly vs high toughness targets and the extra ap could come in handy. AGAIN, relics and stuff will matter, but we’re not there yet
Overall, the Trike has better shooting and slightly worse basic CC weapon, but can also shoot into CC, so at best a draw, I personally see the Trike ahead.




Automatically Appended Next Post:
Abilities:
here the clear winner is the trike. It can do everything the bike can, but also as the ability to advance 9” instead of 6 and he has mighty ramshackle… and he can use Rammingspeed, which is kinda of a big deal. Bummer that the bike didn’t receive the cloud of smoke.

warlordtraits / relics
The traits are the same for both. But the Trike can’t receive any relics at all. The bike can boost his damage output by taking either the Headwompa or the Kklaw, which makes him clearly better in CC. you could combine further offensive strats like BbK to really make him a monster in CC. Bike clearly wins here….

….BUUUT the real question is DO YOU REALLY WANT TO? Lets be honest here. Both are ok’ish in terms of survivability (only real CC dedicated units can one shot them, and both can take a at least one or two lasCans to the face) but to really boost em into “A-Tier-level” they need the Ard as Nails trait, which leaves the CC abilities of both in the “ok’ish” area. The relics help the Biker a lot to push him into “good-tier” but without BbK, it will never be “A”.
I always used the Biker as a “Kill what I want missile unit” but that doesn’t work anymore. He can’t advance and charge and needs to be the Warlord cause how speedwaagh works. Honestly nowadays me thinks he’s more of a support/countercharge unit (like the trike). He doesn’t need to destroy everything he touches in one round. And honestly with all the -1 dmg, -1 tohit, only 4+ to wound and loss of the 4dmg swing he really can’t.

Conclusion
All in all I really can’t see a clear winner. Both are very niche anyway, and in some instances the Trike will be better in certain configurations, other times it will be the Bike.

If you still want to use a speedboss as a “remove what I touch” unit, go with the bike, headwompa or kklaw and BbK, but be prepared to lose him afterwards.
As a countercharge/support unit I would go with the Trike. Give him hard as Nails and ramspeed him into whatever threatens your important stuff.

The thing is… We have better options for hard hitting HQ’s (looking at the Squigosaur especially). So I would say Check what other HQ’s you have, what traits and relics THEY need and THEN decide if you want a bike or a trike, both are good at what they do. Just PLEASE forget the missilebiker of 8th, he doesn’t exist enymore and will only coud your judgement.



Very good analysis, pretty much sums up my feeling on the topic perfectly.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

 Tomsug wrote:
Exactly. Hard to judge new units, a lot of tournaments do not allow models not for sale yet.

I doubt they nerf the ork buggies. They do not bloody care about Drrukhari boat spam for almost a year, which is significantly more dangerous and obviously totaly broken. Buggies are strong and new. After few months, we' ll see how we stand with them.

But as I said before, what will be crazy is the arrival of the Killrigs…


My thoughts about scrapjets and squigbuggies going up are purely a "if they wanted to nerf the most prevalent ORK GT lists" kind of thought process.

Killrigs are going to make a lot of noise when they go on sale. I don't think they took base size into account when writing the rules for them, because frazzle is a silly amount of damage potential.
   
Made in us
Feral Wildboy with Simple Club




 Afrodactyl wrote:
 Tomsug wrote:
Exactly. Hard to judge new units, a lot of tournaments do not allow models not for sale yet.

I doubt they nerf the ork buggies. They do not bloody care about Drrukhari boat spam for almost a year, which is significantly more dangerous and obviously totaly broken. Buggies are strong and new. After few months, we' ll see how we stand with them.

But as I said before, what will be crazy is the arrival of the Killrigs…


My thoughts about scrapjets and squigbuggies going up are purely a "if they wanted to nerf the most prevalent ORK GT lists" kind of thought process.

Killrigs are going to make a lot of noise when they go on sale. I don't think they took base size into account when writing the rules for them, because frazzle is a silly amount of damage potential.


This never works... the idea increased costs will solve the issue is not right. Seen many games do the same. Meta will simply rotate into the next spam able unit. I am a beginner but i know this. The issue is we have few units competing for the role or there isn't enough diversity in the game because the oponent is doing the same.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I doubt that the squigbuggy is that easy to rotate, as it provides something we can get nowhere else - out of LOS shooting.

For the scrapjet, I'll fully agree. If they nerf it, people will just jump to the unit with the next best shooting/points ratio.

This message was edited 1 time. Last update was at 2021/09/16 08:29:24


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Feral Wildboy with Simple Club




 Jidmah wrote:
I doubt that the squigbuggy is that easy to rotate, as it provides something we can get nowhere else - out of LOS shooting.

For the scrapjet, I'll fully agree. If they nerf it, people will just jump to the unit with the next best shooting/points ratio.


Agree, on the squigbuggy. If they really want to mix things it would be nerfing it's range. At 36 is too comfortable. At 24 it would force changes, can also see them dropping S to 4 if that would not be enough... forcing it to an anti-infantry role. But this is speculation...
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






True, but GW has been reluctant to balance stuff through any other means but changing CP or points, which is related to them insisting on using books as their primary rules medium.

Changing ranges and strength would be such a great tool for balancing units, but it's nothing that I expect to happen.

But taking this further would mean that I break my own rules and I can't stand hypocrites

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Feral Wildboy with Simple Club




That does limit a lot the scope of what can be done.

But we will see. I still think it will be fine, unless we start seeing Ad Mech/Druakari levels of insanity...
   
Made in dk
Longtime Dakkanaut




What is our best tool for Turn 1 charges? Trukkboyz have amazing threatrange, but they are a bit on the expensive side. Do we have other options with a decent threatrange?
   
Made in fr
Mekboy Hammerin' Somethin'






pismakron wrote:
What is our best tool for Turn 1 charges? Trukkboyz have amazing threatrange, but they are a bit on the expensive side. Do we have other options with a decent threatrange?


Aside from speedy characters like the wartrike or (whom you don't want to sacrifice turn 1 I assume), Evil sunz sguig riders (or bikers but they don't hit hard), if you let go of the speedwaagh (not sure that is a good idea) or if you choose Ghaz can provide a strong t1 charge if your opponent advances slightly mid board turn 1.

What battleplan involving turn 1 charges do you have in mind ?


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

pismakron wrote:
What is our best tool for Turn 1 charges? Trukkboyz have amazing threatrange, but they are a bit on the expensive side. Do we have other options with a decent threatrange?


Kommandos are good for turn one charges as well if you have the room to deploy close enough. I've been running two units of ten with a PK on the nob, a breacha ram and a bomb squig in each and they provide a good amount of immediate threat of you get first turn.

If not then they just melt, but at least then my trukk boys get in unmolested.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






pismakron wrote:
What is our best tool for Turn 1 charges? Trukkboyz have amazing threatrange, but they are a bit on the expensive side. Do we have other options with a decent threatrange?


In my opinion, T1 charges are nothing you should including in your primary game plan. Orks aren't drukhari and many things we could potential charge in turn 1 match or outmatch us in melee, and you opponent has a great amount of control over what you can charge, how many units you can get in engagement range, etc. Worst case, they are protected by fight last abilities. And even if you take a chunk out of your opponent with an insane bonebreaka, kill rig, buggy, piston dread, beastboss or warboss charge, you have tossed that tool away for the rest of the game.

What you should be looking for is counter-charges. If you go first setting up units like trukkboyz or scrapjets in a safe position and then jump on a target of your choice turn 2, so you can do the fight on your terms. A good way to do this is to position them near objectives in such away that they can only reached by hail-marry charges by units that plan to move there. If they take the chance you get overwatch (evaluate if it's worth the CP) and draw the charging unit off objectives, while also potentially reducing models that can fight. If they don't take the chance or fail, in your turn you can then move in to charge them and flip the objective.

If you go second, it's an in your opponent's hands anyways. Aggressively deployed alpha-strike units primarily serve as disruption to their plans, only go for the T1 charge if it's actually beneficial for you (trade up, flip objectives, take out high priority target, tie down high damage shooting units). A good opponent will try to bait you into easy fights, just to take out a valuable unit on their terms. Fight smart, bully the weak, kill wot comes close

This message was edited 1 time. Last update was at 2021/09/16 10:04:55


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in au
Battlewagon Driver with Charged Engine





pismakron wrote:
What is our best tool for Turn 1 charges? Trukkboyz have amazing threatrange, but they are a bit on the expensive side. Do we have other options with a decent threatrange?


Well, you have trukkboy/nobz of course. But also bikers if you advance and charge under waagh, kommandos can deploy forward, stormboyz can get nice and far forward, a bikerboss or wartrike will make it to the frontlines nicely first turn. The jump is also an option, gets easier if you throw follow me lads on the bosses. Of course deffkoptas can get within charge range, but the lack of core means no advance so you'll need a large roll.

Soooo if you wanted to build around that first turn strike, yeah you could have pretty much your entire army in the opponants deployment zone T1. Competitive? Maybe not, you'd be losing some resiliance or damage output. But is it fun? YES!
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
RedNoak wrote:
dont see how orks will ever field only one detachment... good part is, our strats are meh either way... so we are not really dependent on CP


Agree. It seems like a no-brainer to picking a patrol for free as you first detachment with one tax unit and then just add outrider, patrol, SHA and/or supreme command to field whatever the hell you want. The CP costs are completely offset by being able to bring more combat monsters, clans better suited to your units, specialist mobs and not having to bring boyz or gretchin.

What feels odd is that I'm completely fine with that.


The design paradigm is abundantly apparent. GW does not want Ork Hordes, and I believe Hordes in general. The problem I have with them is that they are doing this but at the same time NOT doing this and the resulting confusion of rules makes the Number 1 Iconic Ork unit a garbage option. GW doesn't want horde, got it. Instead of nerfing boyz into oblivion like they did, they could just limit boyz units to 10 models and let them keep their good rules. If you really want to discourage people from taking a double battalion and still bringing 120 boyz you could just limit them again. Its not like GW hasn't crapped on unit choice in the past *Cough Rule of 3 *Cough.

 Jidmah wrote:


As for nerfs, I really don't see anything requiring a price bump but squig buggies. They aren't broken good, but they are spammed way too much for a healthy game - kind of like smashas last codex. At 100 points they still would be totally fine, while still significantly hitting those lists that bring 9.
Scrapjets might be going up by 5, but I'm not convinced they have to.

In general, I feel like removing so many good kustom jobs, limiting them to single model units and overcosting those which remained was a huge design mistake. Previously it provided rewards for bringing a varied list, now people just spam the best baseline ad ultimo. If the SJD job were still there, we'd at least be seeing three types of buggies.


We are back in a world of "Orkz can't have nice things". Even with our super OP easy win Dakkajetz orkz aren't placing in anyway similar to post nerf Drukhari, Post nerf Ad Mech or even some of the other longer standing factions like Death Guard. We have entire events where Orkz are spamming the "broken" units and aren't placing or are barely in the top 8.

I've seen some whinging online about the Dakkajet in particular. The gist of it is that Marine players are upset that it can slaughter their infantry in 1 turn if its in a freeboota detachment, someone kills a nearby unit and during a WAAAAGH turn. 42 shots, 21 hits, 14 wounds and something like 10Dmg. Oh No, 5 dead infantry, the horror. And it only required a Once a game buff and killing an entire enemy unit before shooting the dakkajets. These are probably the same muppets who had no problem with Mutli-melta spam basically destroying any balance in the game for heavy vehicles. I think the funniest part is that they also complained about Ramshackle while in the breath talking about how its hard to kill with Melta and Dark Lances...completely ignoring the fact that Ramshackle doesn't impact those weapons at all Apparently its too durable at 120pts with T6 12 wounds and a 4+ save. I'll also guess they were the same ones freaking out over T5 Ork Boyz and probably still want them to have a price increase.


Automatically Appended Next Post:
pismakron wrote:
What is our best tool for Turn 1 charges? Trukkboyz have amazing threatrange, but they are a bit on the expensive side. Do we have other options with a decent threatrange?


This is where Jidmah and I disagree, I think Alpha strike is how orkz should be built. I listed in another page my competitive 40k list. But the main point is that its an alpha strike army filled with Turn 1 Threat options.

Its 3 Patrol Detachments with a warboss equipped how you like (Infantry only though)
3x10 Trukk Boyz
3x10 Kommandos
3x10 Stormboyz
2x3 DeffKoptas.

Turn 1 you can have literally 90 Ork infantry in assault range with relative ease. Trukk Boyz have 20' movement and D6 +2D6 advance and charge for an average of 30' threat range. Kommandos can deploy 9' from the enemy lines and move 6, add in an advance roll since their shooting is pathetic and you are easily in range turn 1. Stormboyz are harder, they move 18 with advance, lose 1 guy half the time and than have either a 6' charge or significantly longer depending on where the enemy is. The Deffkoptas are better, they move faster and have a safer auto-advance, the only issue is that they also have 2D3 rokkitz each so if they advance they can't shoot them and once they get stuck in CC they still can't shoot. However, in CC they have 9 attacks each at S6 -1AP as Goffs. That is some pretty hefty dmg output for them. Turn 2 the Trukkz disgorge their warbosses and now you have a Beta strike capable of mulching most enemy heavy units with relative ease, and of course you have 3 trukkz to sit midfield or retreat back to your own lines to hold objectives. The list also features some Mek gunz more as place holders and rear line objective holders.

This message was edited 1 time. Last update was at 2021/09/16 10:43:22


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
gungo wrote:


But it’s clear squigbuggies, scrapjets, kommandos, stormboys, beastboss on squig, and warboss on bike are literally Carrying our codex on its back. I’m still surprised I don’t see killrigs in any of these lists.


That's only because we're seeing competitive lists that placed in GTs and in those GTs conversions aren't always allowed. Also the Killrig hasn't been released yet, and not all players (let alone tournament ones) are actually into scratch building stuff.


I mean we have been calling the above list our best units since the codex release. The GT placings haven’t changed that… (which is why I mentiond killrigs as one of our best units even though I haven’t seen a GT list include one yet). Personally I think stormboys are the weakest in the bunch since they are statistically inferior to kommandos and die even easier but I get the fact they are cheap and people like them for fast objective grabbers especially in freebooter lists where they can turn on objective secured when needed. My only surprise from GT lists is the 18+ scrapjet/squigbuggy spam mostly because I thought 3x buggy datasheets was a hinderance due to morale issues and anti vehicle spam being popular but it’s doing better then I thought.

Now we just wait for our campaign book leaks and hope for a decent army of renown to add more variety. Hoping for dread waaagh or greentide.

This message was edited 2 times. Last update was at 2021/09/16 11:19:32


 
   
 
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