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Made in us
Boosting Black Templar Biker






Awesome thanks for explaining. I may do Bonebreaka, a Dakkajet and a Warboss on Warbike for the 3 in reserve.

I didn't realize they got rid of big shootas on the Koptas, I've got three of them and I was looking forward to running them again in a mechanized list.
   
Made in ca
Longtime Dakkanaut




 Jidmah wrote:
Acehilator wrote:
The Blood Axe redeploy is before you know who goes first? That lowers it's value considerably. Hhmm.


IMO, it's best used with stuff like kanonwagons, SAG or mek guns, where you can line up shots to units they have deployed in hiding.


Yeah second this.

It seems useful if you are fairly certain you wanna reserve stuff, or if terrain is a bit wonky between tables, you want to reserve some stuff on *certain* tables.
   
Made in fr
Mutilatin' Mad Dok






Kebabcito wrote:
Goff detachments with

- squigboss
- 30 snagga
- nob squig
- 10 kommando
- 15 stormboy
- 9 squighog
- 1 killrig
- Maybe 1 dread, but DS + ramming speed is too expensive, and walker may not be useful.

bad moons

- deffkilla (not sure)
- 9 warbikes
- 2 rukkatrukk and dakkajet or 3 rukkatrukk

I try to clean the screens with dakka and big blob of squigs just rush mid and try to grab objectives with kommando and stormboyz.

Drukhari would counter me with fight last and dark lances into the dakkajet/killrig. But the rest of the armies will struggle I think

Important: Bad moons is due that rukkatrukks launchers are only 18". I need more range...


Rukkas are 36 assault and 18 assault. Bad moon won’t do jack. Evil sunz is ok for rukkas, the rest don’t do much for them.


Automatically Appended Next Post:
Beardedragon wrote:
Hey guys. If you call a waagh in turn 2 and you have dakka jets arriving from deepstrike same turn, do units still receive the waagh buff? They arrive after its called.

I mean it is army wide, id say they do. Its also a 2 turn buff anyway.


All your army gets it, even units that were no there start of turn. It is all good

This message was edited 2 times. Last update was at 2021/07/25 17:29:28


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Dakka Veteran




Bossbike's a nice one for krumpin' but not the sort of thing I, personally, normally put in reserve because, as a character, they've already got some protection. Better on the field, IMHO, while fragile stuff (like Tankbustas) work better as a surprise drop-in from reserve.

Not gotten my paws on the codex yet (leaks only give so much), so I haven't been able to sit down and really crank out the math yet. The eventual FAQ is also gonna be a rough one as I see a few points costs being adjusted in the near future and a couple of rules will need correcting (Such as, currently, Trukk Boys can't ride in a Trukk!) so there's more theoryhammer than on-board performance just yet.

But soon, my little Snotlings! Soon there will be waaagh.
   
Made in us
Krazed Killa Kan






RedNoak wrote:
Wakshaani wrote:


For the Bonebreaka, same thing … it stays in reserve, then drops in, goes RAMMING SPEED! and should slam into a target since it'll be rolling 3D6, with the 'ere we go reroll if needed, to go 9". it *can* fail, but on average, it'll land, so you get one round of squishin' without having to worry about being melted first … choose your target wisely.


if you wanna ramming speed an empty bonebreaka via tellyport... just use the hunta rig instead. its cheaper and better than a bonebreaka

hunta rig 160pts
SIX s8 ap2 2D, FOUR s7 ap2 3D, FOUR s5 ap1 1D attacks hitting on 3's (2's if its a vehicle or monster)
vs
bonebreaka 175pts
6+d6 s8 ap2 2D


EDIT:
done some math:

bonebreaka
vs primaris: 4,4 dead or 8,8w
vs T7 3+: 7w
vs T8 3+: 5,2w

rig:
vs Primaris: 4,2 dead + 0,9w(from 1d attacks) or 10,5w
vs T7 3+: 8,8w
vsT8 3+: 6,1w

oh and dont forget all the shooting the rig does


Check your math.

Bonebreaka
.83*.83*.66*9.5 = 4.32 wounds at 2 damage
8.64 MEQ

Hunta Rig
Savage horns (would benefit enormously here from Goffs clan)
.66*.66*.66*4 = 1.15 wounds at damage 3
Saw blades
.66*.83*.66*6 = 2.17 wounds at damage 2
Butcha Boyz
.66*.66*.5*4 = .87 wounds at damage 1
2.3 + 4.34 + .87
7.51

E.g. Bonebreaka is more efficient purely at killing PEQ in close combat if it gets the charge, notwithstanding the ranged weapons. Hunta Rig screams ahead after first turn or if you don't charge, since the Bonebreaka extra D6 requires you to charge.

Obviously notwithstanding the damage 3 savage horns. Against 3 wounds it would probably edge out.

With Goffs Hunta Rig gets better with 9+ wounds but is still behind Bonebreaka purely at killing PEQ.

Savage horns
.66*.83*.66*4 = 1.45 wounds at D3
Saw blades
.66*.83*.66*6 = 2.17 wounds at damage 2
Butcha Boyz
.66*.66*.5*4 = .87 wounds at damage 1
2.9 + 4.34 + .87 = 8.11 dead MEQ

Once you degrade to 5-8 it gets more interesting.

Without Goffs Bonebreaka suffers with S7, but with Goffs it maintains strength 8 provided it gets the charge (this is huge because extra D6 can't even be used without the charge, which is the WAY bigger difference).

5-8 wound bonebreaka
At S7:
.83*.66*.66*6.5 = 2.35
4.7 dead MEQ
At S8
.83*.83*.66*6.5 = 2.96
Just under 6 dead MEQ at D2

5-8 wound hunta rig
Savage horns
.66*.66*.66*4 = 1.15 at damage 3
Saw Blades (with goff)
.66*.83*.66*3.5 = 1.27 at damage 2
Butcha Boyz
.66*.66*.5 * 4 = .87
2.3 + 2.54 + .87 = 5.71 wounds average against MEQ

E.g. Hunta Rig is better primarily because of its shooting, its benefit from the Goff clan and from its innate +1 to hit vs monsters and vehicles, the fact that its extra attacks don't care about whether you charged, and the 6++. Not so much because it's raw PEQ killing power is better on the charge, it's actually slightly less efficient on the charge in combat. And its cheaper than a Battlewagon for some reason. And it carries 15 models instead of only 12 for the Bonebreaka You can also carry things other than Snagga gits, so you could carry things like Meganobz or Nobz in a Bonebreaka.

Also worth noting the +1 to hit against vehicles and monsters affects its shooting as well. It's clearly, unabashedly the superior choice for a snagga list and makes me question why you wouldn't use snaggas if you were trying to be efficient. The pricing is just flat out off. IMHO the reason to not use snaggas is elite infantry like burna boyz, Meganobz, Nobz, etc, but those are just bad compared to Squighog riders. The obvious choice is to use a Hunta Rig to carry troops and infantry characters and then fill out with squigs.

With a reroll and a hit of 4+ the stikka kannon has a 75% chance to hit.

This is also why I don't see the point of a Bonebreaka, it's losing transport capacity compared to the regular Deffrolla and increasing its cost to the point where it's not really worth taking.

Bonebreaka is overcosted or the Hunta Rig is undercosted with its free wargear and special rules. Take your pick. I think it's fairly obvious when Bonebreaka has to pay for all its wargear (including T8) and special rules, it's overcosted and its more obvious with the Hunta Rig as a comparison.

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




United Kingdom

has anyone seen the stick bomb rules yet ?

Spoiler:


it lists stick bombs as part of the equipment but says go to page 129

i find it strange stick bombs are no longer a weapon listed on the profile


Automatically Appended Next Post:
if anyone wants to be a Big Nob

....try using grot shield with makari to protect your boys as you advance up the battlefield XD

.....don't expect to have an friends after the game though lol

Spoiler:

This message was edited 1 time. Last update was at 2021/07/25 18:56:37


SMASH  
   
Made in us
Boosting Black Templar Biker






Wakshaani wrote:
Bossbike's a nice one for krumpin' but not the sort of thing I, personally, normally put in reserve because, as a character, they've already got some protection. Better on the field, IMHO, while fragile stuff (like Tankbustas) work better as a surprise drop-in from reserve.

Not gotten my paws on the codex yet (leaks only give so much), so I haven't been able to sit down and really crank out the math yet. The eventual FAQ is also gonna be a rough one as I see a few points costs being adjusted in the near future and a couple of rules will need correcting (Such as, currently, Trukk Boys can't ride in a Trukk!) so there's more theoryhammer than on-board performance just yet.

But soon, my little Snotlings! Soon there will be waaagh.

Fair point, mine has a bad habit of going too fast and gets picked off along with his fellow speedfreeks vanguard.

Looking forward to getting the codex. Aside from the Beast Snaggas box has there been any word on when the stand alone codex will be released?
   
Made in it
Gargantuan Gargant




Italy

 TedNugent wrote:


Bonebreaka is overcosted or the Hunta Rig is undercosted with its free wargear and special rules. Take your pick. I think it's fairly obvious when Bonebreaka has to pay for all its wargear (including T8) and special rules, it's overcosted and its more obvious with the Hunta Rig as a comparison.


I don't know if a Bonebreaka is overcosted or not but the rig is a model worthy of 250ish points, so yeah it's significantly undercosted.


 
   
Made in es
Gangly Grot Rebel




 addnid wrote:
Kebabcito wrote:
Goff detachments with

- squigboss
- 30 snagga
- nob squig
- 10 kommando
- 15 stormboy
- 9 squighog
- 1 killrig
- Maybe 1 dread, but DS + ramming speed is too expensive, and walker may not be useful.

bad moons

- deffkilla (not sure)
- 9 warbikes
- 2 rukkatrukk and dakkajet or 3 rukkatrukk

I try to clean the screens with dakka and big blob of squigs just rush mid and try to grab objectives with kommando and stormboyz.

Drukhari would counter me with fight last and dark lances into the dakkajet/killrig. But the rest of the armies will struggle I think

Important: Bad moons is due that rukkatrukks launchers are only 18". I need more range...


Rukkas are 36 assault and 18 assault. Bad moon won’t do jack. Evil sunz is ok for rukkas, the rest don’t do much for them.

You're right :<

Anyways, with speedwagh and bad moons, some shoots of rukkatrukk can go -4 2D, dakkajet can shoot at -3 and warbikes at -2. I think i'll give it a try. I may even try to put 3 deffkoptas for moar dakka at 30"

Orks 5000p 
   
Made in de
Regular Dakkanaut




Also Red Rolla is rather expensive, but really good. Gives you some great reliability.
   
Made in us
Krazed Killa Kan






XC18 wrote:
Concerning Burnas, actually now that their guns are D6 hit and 12" range, they actually have far more firepower than shootas, no ?
Ex.a suicide squad (coming from reserve or Tellyporta , at best at 9" from target), let's assume 10 Burnas (ie. 8burnas + 2 spanners) they'll get 8xD6 so ~24 autohits.
To get the same amount of hits you would need 36 shootas boys which is 3 times more expensive.(Or 24 of you manage to get longer range)


Yes.

But the average on a D6 is 3.5, which means 8*3.5 = 28 autohits. (1+6)/2 = 3.5

Still better if they fix the specialist mobs to be able to ride in transports. That would be 32 hits with the Pyromaniacs specialty.

10 of them could clip a couple of marines and also would be very dangerous against other infantry units. More importantly they have assault weapons and do not care about move+advance+shoot or -1 to hit modifiers. The spanners also get Big Shootas for free, so 11 PPM for a big shoota.

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




UK

Has anyone had a look at Zzapkrumpaz on Burna Boyz? 13ppm seems not too steep for good shooting out of a trukk and a cheeky charge.

Assuming Goffs and Waaagh! in effect, a mob of 10 should be good for 4mw and 25 str5 hits (or 5mw and 30 hits if a nearby +1 to hit aura is in play).
   
Made in de
Krazy Grot Kutta Driva





 Insularum wrote:
Has anyone had a look at Zzapkrumpaz on Burna Boyz? 13ppm seems not too steep for good shooting out of a trukk and a cheeky charge.

Assuming Goffs and Waaagh! in effect, a mob of 10 should be good for 4mw and 25 str5 hits (or 5mw and 30 hits if a nearby +1 to hit aura is in play).

Posted that a few page back as well, I kinda like it.
Sure they die easy but - at least on paper - you can even get 10+ MWs

All the possible Buffs would be Goff Burnas with umbridled carnage strat for exploding 5s to hit, + 2 attacks from Warpath + Waaagh, 2+ to hit from Warboss / Banner and full rerolls to hit from Ghazghkull (reroll 1-4 for more extra hits). So 12 S5 attacks from the spanners and 48 S5 AP2 attacks from the burnas with the strat.
Average 14 MW's + 17 S5 hits + 69 S5 AP2 hits + their 42 burna hits.
10 Blightlords? Dead. Castellan? Dead. You basically delete anything that's not titanic with 40+ wounds if you swing first. But of course this costs 3 CP total + 195 points for the burnas + 440 points of buff characters, but you gonna run most of them anyways.


@kingbbobb: It's 8" Granade D6, S3, Blast
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I'm very confused as to why the Squig-Rider Nob is a separate Codex entry to the rest of the unit.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Regular Dakkanaut




 H.B.M.C. wrote:
I'm very confused as to why the Squig-Rider Nob is a separate Codex entry to the rest of the unit.


He's a separate kit, GW's policy for 8th and 9th has been to not have a model that's a separate kit be included in the sheet for a unit with a different kit. Sometimes they just separate them even when they aren't in separate kits (Admech Datasmith, Ork Runtherd).
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Madjob wrote:
 H.B.M.C. wrote:
I'm very confused as to why the Squig-Rider Nob is a separate Codex entry to the rest of the unit.


He's a separate kit, GW's policy for 8th and 9th has been to not have a model that's a separate kit be included in the sheet for a unit with a different kit. Sometimes they just separate them even when they aren't in separate kits (Admech Datasmith, Ork Runtherd).


I'm not sure if i'd call him a separate kit or not. Parts of the riders sprue is on part of the nobz spure. specifically parts of the bombsquig.
   
Made in ca
Longtime Dakkanaut




It was just an odd choice.

He's 65 points. That's nearly as much as 3 squig hogs, and just gives up assassinate points.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





You could say the same for banners and painboyz, for a chunk of time they were unit upgrades or command squad type deals. GW seems to enjoy fleshing out rosters without actually, well adding any real units.
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Hey guys, sorry for a bit of a drive-by question, but I happen to have some ork stuff and I'm wondering how viable any of it is. It's not new stuff.

I have about 9 killa kanz, an ork dreadnought or two, some grots, and some boys.

I kind of assume grots are "eh" and boys are fine, are the kans and dreads any good?

Full disclosure, I have a friend starting an ork army, and if I could offload this stuff to him as a foundation that would be great for reducing my modeling backlog. But I don't want to saddle him with a bunch of stuff that sucks.

ph34r's forgeworld Phobos blog
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
Made in it
Fresh-Faced New User




 ph34r wrote:
Hey guys, sorry for a bit of a drive-by question, but I happen to have some ork stuff and I'm wondering how viable any of it is. It's not new stuff.

I have about 9 killa kanz, an ork dreadnought or two, some grots, and some boys.

I kind of assume grots are "eh" and boys are fine, are the kans and dreads any good?

Full disclosure, I have a friend starting an ork army, and if I could offload this stuff to him as a foundation that would be great for reducing my modeling backlog. But I don't want to saddle him with a bunch of stuff that sucks.


Ork Dreadnoughts good depending on the loadout.

Kanz are average at best, a single squad is "kinda" usable with a tellyporta and the 3d6 charge stratagem but only as a "I really like them and I'm gonna use them even if they stink" kind of deal. He's probably better off keeping the 6 and doing some kitbashing on the last 3 to create a cool and kustom Deff Dread.

Don't worry, you won't be giving him useles stuff unless we're talking about 700+ grots.
   
Made in cz
Smokin' Skorcha Driver





Prague

 ph34r wrote:
Hey guys, sorry for a bit of a drive-by question, but I happen to have some ork stuff and I'm wondering how viable any of it is. It's not new stuff.

I have about 9 killa kanz, an ork dreadnought or two, some grots, and some boys.

I kind of assume grots are "eh" and boys are fine, are the kans and dreads any good?

Full disclosure, I have a friend starting an ork army, and if I could offload this stuff to him as a foundation that would be great for reducing my modeling backlog. But I don't want to saddle him with a bunch of stuff that sucks.


Grots and Boyz can be useful. Dreads also. Kans sucks, but on the other side, they are great source of spare parts for conversion. I buy a pack of kans times to times just to loot the parts for conversions.

9000pt and one Ad Mech T-shirt 
   
Made in de
Squishy Squig




Germany

Regarding the 'Extra-Kustom Weapon' Kustom Job:
I saw interpretations of this giving +1D3 Shots before, but after reading it closely I think differently:
Each time this model shoots with a kustom mega-slugga or kustom mega-blasta, make an additional attack with that weapon.

Sounds like it turns our KMBs to 1D3+1? That would make it better than the third KMB on a Deff Dread with 2 vs 1.5 extra shots retaining an additional Dread Claw.
A Deff Dread with four KMBs would shoot for 4D3+4 averaging 10 shots 8/-3/D6 before exploding under the sheer awesomeness

How would you interpret the Kustom Job?
And do we have to roll for each KMB separately now with them having multiple shots since each can only give us one MW?
And all those MWs go on one bot, right? Seems like that does not translate well from them breaking up to staying together
edit: Oh, they still break in singles. After reading about buggies not doing that any more I just assumed... all the better

Still need to think about how I want to equip those Dreads. Four KMB is probably too risky, either two or three seems cool though

This message was edited 4 times. Last update was at 2021/07/26 09:14:22


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Yep, that's how it works.

+1 shot for every KMB and you need to roll each one by itself. Worst case, the dread melts itself in two turns. Note that you can use lucky blue paint against self-inflicted MW as well.

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




People at an LGS here are saying the new Ork codex will make orks stronger. I did not get into details of how and why they think that but they seemed convinced about that. What do you guys think so far? even when taking the new models into account?

While playing the game vs necrons, I did notice how significant the T5 would be during that game. Most of the time his Warlord would wound on 3+ which (with his rolls) accounted for at least 2-3 extra wounds overall against my MANz. I dont remember his weapon profile exactly but I think he had 6 S5 attacks with AP1 and D1 or 2. I had to make 5+ saves quite often against him.
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Yep, that's how it works.

+1 shot for every KMB and you need to roll each one by itself. Worst case, the dread melts itself in two turns. Note that you can use lucky blue paint against self-inflicted MW as well.


i understand that Deff dreads getting the kustom job is something we want happening, but it DOES show up in the "Mek" department that seem to be only meant for Big Meks as the rest of the buffs are mek based. It doesnt even have "Mek" keyword. I would expect it to be FAQ'ed


Automatically Appended Next Post:
 Tomsug wrote:
 ph34r wrote:
Hey guys, sorry for a bit of a drive-by question, but I happen to have some ork stuff and I'm wondering how viable any of it is. It's not new stuff.

I have about 9 killa kanz, an ork dreadnought or two, some grots, and some boys.

I kind of assume grots are "eh" and boys are fine, are the kans and dreads any good?

Full disclosure, I have a friend starting an ork army, and if I could offload this stuff to him as a foundation that would be great for reducing my modeling backlog. But I don't want to saddle him with a bunch of stuff that sucks.


Grots and Boyz can be useful. Dreads also. Kans sucks, but on the other side, they are great source of spare parts for conversion. I buy a pack of kans times to times just to loot the parts for conversions.


you can tellyport kanz in with ramming speed after they have shot. I dont think the Kanz suck.

This message was edited 4 times. Last update was at 2021/07/26 10:34:34


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

- About Dawn of War 3 
   
Made in it
Gargantuan Gargant




Italy

 Insularum wrote:
Has anyone had a look at Zzapkrumpaz on Burna Boyz? 13ppm seems not too steep for good shooting out of a trukk and a cheeky charge.

Assuming Goffs and Waaagh! in effect, a mob of 10 should be good for 4mw and 25 str5 hits (or 5mw and 30 hits if a nearby +1 to hit aura is in play).


I'll definitely try it. 8 burnaboyz and a spanner with Zzapkrumpaz cost just 1 points more than a squad of 10 boyz with a klaw, and I'd like to replace a unit of trukk boyz with them. They look much better to me and since I'm Deathskulls they'd also be Obj Sec like boyz. Can give AP-2 for the entire squad by stratagem too and eventually Pyromaniacs to increase average/minimum number of flamer shots. Under goffs trait they look interesting as well.


Automatically Appended Next Post:
 ph34r wrote:


I have about 9 killa kanz, an ork dreadnought or two, some grots, and some boys.

I kind of assume grots are "eh" and boys are fine, are the kans and dreads any good?



Standard dreads, aka two CCWs and two rokkits/KMBs should be solid in any list. Also full melee or one CCW and 3 anti tank weapons should work. Boyz and grots are useful, just give them a specific role. Kanz are overcosted and definitely 9 of them would be hard to fit a list but I think you can try a unit of 3 in a list that is heavy on vehicles. Rokkits for them of course.

This message was edited 1 time. Last update was at 2021/07/26 10:37:38



 
   
Made in us
Shadowy Grot Kommittee Memba






pepi55 wrote:
People at an LGS here are saying the new Ork codex will make orks stronger. I did not get into details of how and why they think that but they seemed convinced about that. What do you guys think so far? even when taking the new models into account?

While playing the game vs necrons, I did notice how significant the T5 would be during that game. Most of the time his Warlord would wound on 3+ which (with his rolls) accounted for at least 2-3 extra wounds overall against my MANz. I dont remember his weapon profile exactly but I think he had 6 S5 attacks with AP1 and D1 or 2. I had to make 5+ saves quite often against him.


In general I suspect that ork fanboys are overvaluing the various crutches that they lost and undervaluing core stat changes, and outside observers are overvaluing new shinies like squighogs and the kill rig.

I do not think Codex Orks is another Codex Admech or Codex Drukhari - to me, it seems far more in line with sisters/marines/necrons/DG, If anything looking a little more nicely internally balanced than codex crons or marines.


Automatically Appended Next Post:
Beardedragon wrote:
 Jidmah wrote:
Yep, that's how it works.

+1 shot for every KMB and you need to roll each one by itself. Worst case, the dread melts itself in two turns. Note that you can use lucky blue paint against self-inflicted MW as well.


i understand that Deff dreads getting the kustom job is something we want happening, but it DOES show up in the "Mek" department that seem to be only meant for Big Meks as the rest of the buffs are mek based. It doesnt even have "Mek" keyword. I would expect it to be FAQ'ed


Automatically Appended Next Post:
 Tomsug wrote:
 ph34r wrote:
Hey guys, sorry for a bit of a drive-by question, but I happen to have some ork stuff and I'm wondering how viable any of it is. It's not new stuff.

I have about 9 killa kanz, an ork dreadnought or two, some grots, and some boys.

I kind of assume grots are "eh" and boys are fine, are the kans and dreads any good?

Full disclosure, I have a friend starting an ork army, and if I could offload this stuff to him as a foundation that would be great for reducing my modeling backlog. But I don't want to saddle him with a bunch of stuff that sucks.


Grots and Boyz can be useful. Dreads also. Kans sucks, but on the other side, they are great source of spare parts for conversion. I buy a pack of kans times to times just to loot the parts for conversions.


you can tellyport kanz in with ramming speed after they have shot. I dont think the Kanz suck.


Yeah, I'm actually kind of a little bit bullish on Kanz as a tellyporta bomb unit. What you really need to pair them with to work is a turn 2 tempo mounted assault unit that lets you get a Waagh banner to them (Waagh banner rather than Warboss as the banner is not Core-Locked, funnily enough.

I think theyd be fairly handy in a Freebootas setup, as grots are still good for popping off Competitive Streak (clan kultur is still worded exactly the same way - need to have the kultur to get the +1 to hit, but just need to be a FREEBOOTAS unit to trigger it)

This message was edited 1 time. Last update was at 2021/07/26 11:38:22


"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games

-the_scotsman"

-ERJAK 
   
Made in bg
Regular Dakkanaut




Beardedragon wrote:
you can tellyport kanz in with ramming speed after they have shot. I dont think the Kanz suck.

This is actually making me consider replacing my MANz with a squad of Kanz... Most of the games Ive played so far, I TP my MANz next to an objective covered by units that are basically going into the meatgrinder if my MANz get to them, only to fail the 9" charge and get bogged down by another unit in the opponent's next turn. Not sure if this is a tactics fail on my part but this happens to me quite often even with the old 'ere we go rule. Sadly, kanz are no infantry so no obsec with DS but at least they will be stuck in combat on the objective instead of being slowed down 9" away.

the_scotsman wrote:
pepi55 wrote:
People at an LGS here are saying the new Ork codex will make orks stronger. I did not get into details of how and why they think that but they seemed convinced about that. What do you guys think so far? even when taking the new models into account?

While playing the game vs necrons, I did notice how significant the T5 would be during that game. Most of the time his Warlord would wound on 3+ which (with his rolls) accounted for at least 2-3 extra wounds overall against my MANz. I dont remember his weapon profile exactly but I think he had 6 S5 attacks with AP1 and D1 or 2. I had to make 5+ saves quite often against him.


In general I suspect that ork fanboys are overvaluing the various crutches that they lost and undervaluing core stat changes, and outside observers are overvaluing new shinies like squighogs and the kill rig.

I do not think Codex Orks is another Codex Admech or Codex Drukhari - to me, it seems far more in line with sisters/marines/necrons/DG, If anything looking a little more nicely internally balanced than codex crons or marines.

This last part is quite reassuring which I interpret as being able to run any models I like without shooting myself in the foot for picking them (except for grots?).


Automatically Appended Next Post:
Spoiler:

++ Snakebitez Patrol Detachment (500) ++

HQ:
1 Mozrog Skragbad (170) - Surly as a Squiggoth, Beasthide Mantle

Troops:
10 Beast Snagga Boiz (95)
10 Beast Snagga Boiz (95)

Fasd Attk:
1 Nob on Smasha Squig (65)
3 Squighog Boiz (75)


also what do you guys think of this snagga box list? is Mozrog too expensive for 500pts? if I change him for something cheaper (like the MA warboss or maybe the snagga boss) should I try and squeeze in an elite unit like kommandos or something?

This message was edited 1 time. Last update was at 2021/07/26 11:47:09


 
   
Made in dk
Longtime Dakkanaut




Danmark

pepi55 wrote:
Beardedragon wrote:
you can tellyport kanz in with ramming speed after they have shot. I dont think the Kanz suck.

This is actually making me consider replacing my MANz with a squad of Kanz... Most of the games Ive played so far, I TP my MANz next to an objective covered by units that are basically going into the meatgrinder if my MANz get to them, only to fail the 9" charge and get bogged down by another unit in the opponent's next turn. Not sure if this is a tactics fail on my part but this happens to me quite often even with the old 'ere we go rule. Sadly, kanz are no infantry so no obsec with DS but at least they will be stuck in combat on the objective instead of being slowed down 9" away.

the_scotsman wrote:
pepi55 wrote:
People at an LGS here are saying the new Ork codex will make orks stronger. I did not get into details of how and why they think that but they seemed convinced about that. What do you guys think so far? even when taking the new models into account?

While playing the game vs necrons, I did notice how significant the T5 would be during that game. Most of the time his Warlord would wound on 3+ which (with his rolls) accounted for at least 2-3 extra wounds overall against my MANz. I dont remember his weapon profile exactly but I think he had 6 S5 attacks with AP1 and D1 or 2. I had to make 5+ saves quite often against him.


In general I suspect that ork fanboys are overvaluing the various crutches that they lost and undervaluing core stat changes, and outside observers are overvaluing new shinies like squighogs and the kill rig.

I do not think Codex Orks is another Codex Admech or Codex Drukhari - to me, it seems far more in line with sisters/marines/necrons/DG, If anything looking a little more nicely internally balanced than codex crons or marines.

This last part is quite reassuring which I interpret as being able to run any models I like without shooting myself in the foot for picking them (except for grots?).


Automatically Appended Next Post:
Spoiler:

++ Snakebitez Patrol Detachment (500) ++

HQ:
1 Mozrog Skragbad (170) - Surly as a Squiggoth, Beasthide Mantle

Troops:
10 Beast Snagga Boiz (95)
10 Beast Snagga Boiz (95)

Fasd Attk:
1 Nob on Smasha Squig (65)
3 Squighog Boiz (75)


also what do you guys think of this snagga box list? is Mozrog too expensive for 500pts? if I change him for something cheaper (like the MA warboss or maybe the snagga boss) should I try and squeeze in an elite unit like kommandos or something?


worth noting with killa kanz though even with ramming speed, they dont have ere' we go. so you need to pay CP to reroll your 3 die if you fail your charge.

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

- About Dawn of War 3 
   
Made in ru
!!Goffik Rocker!!






I think kanz are fine. A squad of 6 is quite 240 base and you can throw them in the enemy face with a tellyportas and wrekkin speed now. They also have a smaller base than dreads
   
 
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