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Made in ca
Gargantuan Gargant






pepi55 wrote:
Jidmah wrote:
 koooaei wrote:
But when you need to fall back, you trade your regular shooting for nothing.


Yeah, but that usually only happens once every other game.


Automatically Appended Next Post:
pepi55 wrote:
Jidmah wrote:Finally got by box as well. I am positively surprised how small the squig riders and their nobz are. Being on they same base as warbikers, it's a lot easier to hide them and squeeze past terrain than I assumed. I also like how you can bring two of the nobz without using up a slot, they should be rather easy to get in combat if you keep them close to buggies or koptas, they are good a busting them out of tarpit and worst case you can just ram them into something for mortal wounds. 6 Attacks with S6 AP-1 2dmg isn't bad either, especially if you get +1 to wound. At 65 they also are cheap enough to just throw away.


What nob are you talking about? The squigrider unit has no nobz and the nob on smashasquig is a 1 model unit?


Nob on smasha squig.


How do you take an extra one without takung up a slot? is there some special rule I missed?


It's part of the rules on his datasheet, if you have squighog boyz in your detachment already you can take up to two units of them without them taking up a slot.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






pepi55 wrote:
How do you take an extra one without takung up a slot? is there some special rule I missed?


Probably, it's on the squigriders - if you bring a unit, you can have two of the nobz on smasha squigs without taking up a slot.

This message was edited 1 time. Last update was at 2021/07/29 12:47:25


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 cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Blackie wrote:
 Tomsug wrote:


That was the reason why they changed the SJD and Kannonwagon etc. rules from “add +2” to “have BS 3+” etc.


It's +2 to hit vs aircraft which all come with a natural -1 to hit, and modifiers are cumulative so the mek gunz actually gets +1 to hit in total. No mistakes here, the traktor hits on 3s against flyers.


Eee.. ok, makes sence

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in es
Krazy Grot Kutta Driva




Seems like you dont like much dakkajets. I think they are a super strong answer against drukhari, admech and sisters.

Against custodes and DG, we just rush then with those overpowered tomatoes

Orks 5000p 
   
Made in bg
Regular Dakkanaut




Grimskul wrote:
pepi55 wrote:
Jidmah wrote:
 koooaei wrote:
But when you need to fall back, you trade your regular shooting for nothing.


Yeah, but that usually only happens once every other game.


Automatically Appended Next Post:
pepi55 wrote:
Jidmah wrote:Finally got by box as well. I am positively surprised how small the squig riders and their nobz are. Being on they same base as warbikers, it's a lot easier to hide them and squeeze past terrain than I assumed. I also like how you can bring two of the nobz without using up a slot, they should be rather easy to get in combat if you keep them close to buggies or koptas, they are good a busting them out of tarpit and worst case you can just ram them into something for mortal wounds. 6 Attacks with S6 AP-1 2dmg isn't bad either, especially if you get +1 to wound. At 65 they also are cheap enough to just throw away.


What nob are you talking about? The squigrider unit has no nobz and the nob on smashasquig is a 1 model unit?


Nob on smasha squig.


How do you take an extra one without takung up a slot? is there some special rule I missed?


It's part of the rules on his datasheet, if you have squighog boyz in your detachment already you can take up to two units of them without them taking up a slot.


Jidmah wrote:
pepi55 wrote:
How do you take an extra one without takung up a slot? is there some special rule I missed?


Probably, it's on the squigriders - if you bring a unit, you can have two of the nobz on smasha squigs without taking up a slot.


I should have known its a unit special rule... I was searching the snagga klan trait for some text regarding that. So this means that you can take 2 squighogs units in a patrol with 6(!?) extra nobs.
for 540 points you can amass quite a menace in a snagga patrol.
   
Made in ca
Longtime Dakkanaut




 Jidmah wrote:
 koooaei wrote:
Oh btw, guyz, it seems I found a semi-solution for our fight last problem. If you, like me, was ditching your meganobz cause they didn't stand a chance vs mellee oriented enemies with fight last (de, da, dg...) we have Redder armor artifact that forces the enemy in mellee with a bearer to go last.

You could take an evil sun trike that would get 18 movement! If you're running a regular Waaagh or grand Waaagh, you could give him squig tires for 19 movement and 12 advance with a charge afterwards. That's literally able to roll across the board and make that charge.

Not that it's always optimal but it's sure an option if you want that death ball of nobz or kanz get a swing vs something like death wing termies.


I think that relic is pretty much mandatory when you play evil suns now. It's the bone they threw dem red ladz for degrading their trait to blood axe levels of usefulness.


It's sort of funny, because I think in spite of the culture nerf, Evil Suns are going to be one of the competitive cultures, if not top tier.

1) Only source of Ork fight last? Check.
2) Can help units advance and charge outside of the Waaaagh? Check.
3) Movement tricks (Fire and Fade)? Check.
4) Movement is now even more important, given we can't advance and charge anymore? Check-a-roony.

People bearish on suns are crazy. If you can win your games via just blunt force charge rushing (Goff aggro)., you were going to win anyway. In tight games, kunnin' is what will make up the difference.

The most frustrating thing about this codex, though is your Warlord detachment *not* being able to be an outrider detatchment. I want FA slots, IDGAF about elites GW.
   
Made in us
Shadowy Grot Kommittee Memba






Kebabcito wrote:
Seems like you dont like much dakkajets. I think they are a super strong answer against drukhari, admech and sisters.

Against custodes and DG, we just rush then with those overpowered tomatoes


yea, I don't think theyre awful I just don't tend to love flyers in general. I don't think 'infinite mobility' really means much on the 9th ed micro-board and I don't like units that don't help me win the game. The blitza does something unique, the main thing the dakkajet brings to the table is just 'has strength 6 instead of strength 5'. Which is, admittedly, a pretty great thing against both drukhari and admech.

Personally I think I kind of like Kustom Boosta-Blastas against both drukhari and admech stuff. Rivet Cannon puts nearly as much autocannon-profile fire out as a min squad of lootas, combination with the burna exhausts makes it good vs admech T3 stuff as well as their T6 chickens and the fact that it drops 4d6 S4 autohits basically makes charging it with any glass cannon drukhari unit suicide. I think people are sleeping on that thing because the squigbuggy being decent is such a funny novelty and everybody already owns scrapjets.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




I've changed opinions on what is going to be competitive. I'm now in the camp of the regular WAAAAGH and Kommando Spam with Squighog boyz coming in behind with nob squigz and Beastboss on Squigosaur as well.

In a Goff Detachment a unit of 15 Kommandos STARTS turn 1 9' from the enemy deployment zone. They than get to move 6' So they are 3' from the deployment zone and relatively close to the enemy. On the charge each boy gets 3 attacks hitting on 3s at S5 AP-1. Every hit roll of 6 is another hit. So 14 of them (excluding nob) is 42 attacks, 35 hits and against Space Marines that is 23.3 wounds for 11-12 dmg. Or 5-6 dead Marines ON AVERAGE. And that is without calling a WAAAAGH. Throw in a Distraction grot and a bomb squig for 15 more points and you get a 12' mortal wound bomb in the shooting phase and a guaranteed "Throat Slittas" in your first turn which means you would be wounding T4 and below on 2s. So it works out to 14.5 dmg or 7 dead Marines! Not that you would run into that many Marines mind you but its still a crazy amount, and the best part? Your Nob with a 5pt Powerklaw hasn't even swung yet!

Yep, I'm going hard into Kommandos, 3 full mobz of 15 with Bomb Squig, PK and Distraction grot is 170pts and has an almost guaranteed 1st turn charge.

Follow that with a Turn 2 Beta strike of Squighog boyz, nobz on smash squigs and Beastbosses on squigosaurz and its a bit of a mess.


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






SemperMortis wrote:
I've changed opinions on what is going to be competitive. I'm now in the camp of the regular WAAAAGH and Kommando Spam with Squighog boyz coming in behind with nob squigz and Beastboss on Squigosaur as well.

In a Goff Detachment a unit of 15 Kommandos STARTS turn 1 9' from the enemy deployment zone. They than get to move 6' So they are 3' from the deployment zone and relatively close to the enemy. On the charge each boy gets 3 attacks hitting on 3s at S5 AP-1. Every hit roll of 6 is another hit. So 14 of them (excluding nob) is 42 attacks, 35 hits and against Space Marines that is 23.3 wounds for 11-12 dmg. Or 5-6 dead Marines ON AVERAGE. And that is without calling a WAAAAGH. Throw in a Distraction grot and a bomb squig for 15 more points and you get a 12' mortal wound bomb in the shooting phase and a guaranteed "Throat Slittas" in your first turn which means you would be wounding T4 and below on 2s. So it works out to 14.5 dmg or 7 dead Marines! Not that you would run into that many Marines mind you but its still a crazy amount, and the best part? Your Nob with a 5pt Powerklaw hasn't even swung yet!

Yep, I'm going hard into Kommandos, 3 full mobz of 15 with Bomb Squig, PK and Distraction grot is 170pts and has an almost guaranteed 1st turn charge.

Follow that with a Turn 2 Beta strike of Squighog boyz, nobz on smash squigs and Beastbosses on squigosaurz and its a bit of a mess.



And what if you go 2d
   
Made in ca
Gargantuan Gargant






SemperMortis wrote:
I've changed opinions on what is going to be competitive. I'm now in the camp of the regular WAAAAGH and Kommando Spam with Squighog boyz coming in behind with nob squigz and Beastboss on Squigosaur as well.

In a Goff Detachment a unit of 15 Kommandos STARTS turn 1 9' from the enemy deployment zone. They than get to move 6' So they are 3' from the deployment zone and relatively close to the enemy. On the charge each boy gets 3 attacks hitting on 3s at S5 AP-1. Every hit roll of 6 is another hit. So 14 of them (excluding nob) is 42 attacks, 35 hits and against Space Marines that is 23.3 wounds for 11-12 dmg. Or 5-6 dead Marines ON AVERAGE. And that is without calling a WAAAAGH. Throw in a Distraction grot and a bomb squig for 15 more points and you get a 12' mortal wound bomb in the shooting phase and a guaranteed "Throat Slittas" in your first turn which means you would be wounding T4 and below on 2s. So it works out to 14.5 dmg or 7 dead Marines! Not that you would run into that many Marines mind you but its still a crazy amount, and the best part? Your Nob with a 5pt Powerklaw hasn't even swung yet!

Yep, I'm going hard into Kommandos, 3 full mobz of 15 with Bomb Squig, PK and Distraction grot is 170pts and has an almost guaranteed 1st turn charge.

Follow that with a Turn 2 Beta strike of Squighog boyz, nobz on smash squigs and Beastbosses on squigosaurz and its a bit of a mess.



Yeah, this is basically the new incarnation of the old 8th ed style Evil Sunz Green Tide Da Jump alpha strike that we used to do when our last Ork codex was first released. Then you had a unit in a tellyporta followed up by a second unit Da Jumping T2. Interesting how its Kommandos and Goffs taking that role now, though I guess its fluffier in a sense that Goffs are doing this rather than Evil Sunz.
   
Made in us
Longtime Dakkanaut




 koooaei wrote:


And what if you go 2d


Plop them into Cover and get +2 from the cover, So its either -1 to hit and 4+ or if you are in +1 cover it becomes +3. Suddenly you have either a hard to hit 4+ in cover or a 10ppm 3+ save model with T5. That is going to EAT the enemy firepower.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Shadowy Grot Kommittee Memba






 koooaei wrote:
SemperMortis wrote:
I've changed opinions on what is going to be competitive. I'm now in the camp of the regular WAAAAGH and Kommando Spam with Squighog boyz coming in behind with nob squigz and Beastboss on Squigosaur as well.

In a Goff Detachment a unit of 15 Kommandos STARTS turn 1 9' from the enemy deployment zone. They than get to move 6' So they are 3' from the deployment zone and relatively close to the enemy. On the charge each boy gets 3 attacks hitting on 3s at S5 AP-1. Every hit roll of 6 is another hit. So 14 of them (excluding nob) is 42 attacks, 35 hits and against Space Marines that is 23.3 wounds for 11-12 dmg. Or 5-6 dead Marines ON AVERAGE. And that is without calling a WAAAAGH. Throw in a Distraction grot and a bomb squig for 15 more points and you get a 12' mortal wound bomb in the shooting phase and a guaranteed "Throat Slittas" in your first turn which means you would be wounding T4 and below on 2s. So it works out to 14.5 dmg or 7 dead Marines! Not that you would run into that many Marines mind you but its still a crazy amount, and the best part? Your Nob with a 5pt Powerklaw hasn't even swung yet!

Yep, I'm going hard into Kommandos, 3 full mobz of 15 with Bomb Squig, PK and Distraction grot is 170pts and has an almost guaranteed 1st turn charge.

Follow that with a Turn 2 Beta strike of Squighog boyz, nobz on smash squigs and Beastbosses on squigosaurz and its a bit of a mess.



And what if you go 2d


If you go second all the kommandos are 3+sv in cover XD

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




And you HAVE to focus on the kommandos because they will be right in your face turn 1 or turn 2, and if you are wasting shots killing 10ppm T5 4+ save Kommandos, than those expensive (in comparison) Beasthog boyz are going to be unmolested coming in behind.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in es
Krazy Grot Kutta Driva




SemperMortis wrote:
I've changed opinions on what is going to be competitive. I'm now in the camp of the regular WAAAAGH and Kommando Spam with Squighog boyz coming in behind with nob squigz and Beastboss on Squigosaur as well.

In a Goff Detachment a unit of 15 Kommandos STARTS turn 1 9' from the enemy deployment zone. They than get to move 6' So they are 3' from the deployment zone and relatively close to the enemy. On the charge each boy gets 3 attacks hitting on 3s at S5 AP-1. Every hit roll of 6 is another hit. So 14 of them (excluding nob) is 42 attacks, 35 hits and against Space Marines that is 23.3 wounds for 11-12 dmg. Or 5-6 dead Marines ON AVERAGE. And that is without calling a WAAAAGH. Throw in a Distraction grot and a bomb squig for 15 more points and you get a 12' mortal wound bomb in the shooting phase and a guaranteed "Throat Slittas" in your first turn which means you would be wounding T4 and below on 2s. So it works out to 14.5 dmg or 7 dead Marines! Not that you would run into that many Marines mind you but its still a crazy amount, and the best part? Your Nob with a 5pt Powerklaw hasn't even swung yet!

Yep, I'm going hard into Kommandos, 3 full mobz of 15 with Bomb Squig, PK and Distraction grot is 170pts and has an almost guaranteed 1st turn charge.

Follow that with a Turn 2 Beta strike of Squighog boyz, nobz on smash squigs and Beastbosses on squigosaurz and its a bit of a mess.


It's ok till you face a competitive drukhari and you get disactivated or you face AdMech and his vanguards can activate his autohits into all your army.

I'm betting for a hibrid army for 9th. With some melee punchy front with squiggboss, squighogs, killrig and smashasquig with aura relic and then some bad moons buggies and stuff.

Orks 5000p 
   
Made in ru
!!Goffik Rocker!!






You get charged and killed. And 3+ is not so good when you're 9" Away from the enemy. He gets to shoot everything he has and than charge with the most convenient units up there. And you're 6+ in mellee. So, around 500 pt wasted. If only blood axe redeployment worked after you know who goes 1st, they'd be a must take in any list. But as is, it's just a 50/50 gamble.
   
Made in ca
Longtime Dakkanaut




Yeah. I think this Goff all in strategy has the weakness of going seconds means you just lose 450+ points of your army for free.

This smashes the timmys first SM army. Not so much a competent player or army.

And also it can be hard countered by a single unit of incursors

This message was edited 1 time. Last update was at 2021/07/29 14:12:38


 
   
Made in us
Regular Dakkanaut




 the_scotsman wrote:
Kebabcito wrote:
Seems like you dont like much dakkajets. I think they are a super strong answer against drukhari, admech and sisters.

Against custodes and DG, we just rush then with those overpowered tomatoes


yea, I don't think theyre awful I just don't tend to love flyers in general. I don't think 'infinite mobility' really means much on the 9th ed micro-board and I don't like units that don't help me win the game. The blitza does something unique, the main thing the dakkajet brings to the table is just 'has strength 6 instead of strength 5'. Which is, admittedly, a pretty great thing against both drukhari and admech.

Personally I think I kind of like Kustom Boosta-Blastas against both drukhari and admech stuff. Rivet Cannon puts nearly as much autocannon-profile fire out as a min squad of lootas, combination with the burna exhausts makes it good vs admech T3 stuff as well as their T6 chickens and the fact that it drops 4d6 S4 autohits basically makes charging it with any glass cannon drukhari unit suicide. I think people are sleeping on that thing because the squigbuggy being decent is such a funny novelty and everybody already owns scrapjets.


I am going to reiterate that if Boosta-blastas get errata'd for Pyromaniacs like they seem they were supposed to, a unit of 2 is going to be staple in any list running Speedwaaagh. 24-48 S4 ap-1 hits, and if you didn't have to advance to get in range you get those rivet kannon shots in Dakka range as well.
   
Made in ca
Longtime Dakkanaut




It should be said though -- commandos are really, really good.

I just think you don't suicide them into the enemy into a 50/50 shot.
   
Made in dk
Longtime Dakkanaut




Danmark

I dont understand why people say Killa Kanz are dead on arrival. And i dont think Killa Kanz necessarily serve the same purpose as deffkoptas either. Deffkoptas are mobile shooting platforms where Killa Kanz are closer to customizable brawlers.

Deffkoptas shoots 2D3 rokkits but hits on 5s, they are a hit and run unit, able to give you engage on all fronts and all, and can deal with lighter infantry with their melee profiles. I agree that Deffkoptas are very good.

But Killa Kanz being trampled up the field as "light" heavy support with the weakest ranged weapons for 35 points still nets you a vehicle with ramshackle that hits with strength 8. If you slam these inside of a tellyporta you can easily slam D3 rokkits on all of them and Ramming speed them in to the enemy line. If you get all 6 in to close combat you will have 4 attacks each hitting on 4s with strength 8, thats around an average of 12 hits, after you have shot your rokkits, if my math hasnt completely failed me.

If you kit Killa Kanz with rokkits they better suited to dealing with heavy stuff as they can engage them both in CC and at range. Furthermore, they are a tad more duable, having ramshackle and 1 more wound, they even rock the same leadership as deffkoptas.

I agree that deffkoptas seem like the over all better choice but i think i can find uses for Killa Kanz. Killa Kanz not receiving kulture is kind of stupid all things considering and deffkoptas has a lot going for them. Having 6 killa kanz with rokkits and klaws in your backline however seem like a larger problem than 6 deffkoptas in your backline though. Id be more afraid of the killa kanz i think.

This message was edited 5 times. Last update was at 2021/07/29 14:45:17


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

- About Dawn of War 3 
   
Made in gb
Been Around the Block




Strength 6 is great against Death Guard and in the Ork mirror too, and Autocannons are terrible in those match ups. Neg 1 AP isn't great, but I think number of shots makes up for it. It's decent into Raiders as well (in as much as anything is) and mass strength 6 neg 1 is good into Custodes too.

The Dakkajet is just really flexible due to the weapon profile - it's basically good into most things and great into some things.

I understand not wanting aircraft though and that's fair, but I think it offers enough firepower to feel absolutely fine about having one on the board. There's also the fact that you can't hide it and your opponent will definitely try to shoot it out of the sky, so it basically has a 1CP tax to go with it.
   
Made in ch
The Dread Evil Lord Varlak





I personally would favour the Burna bomba over the blitza one.-

150 pts, grants you the less effective bombs, 2 supa shootas ,scorcha missile racks, and a twin big shoota with bs 4+ thats no matter how you slice it, a lot of dakka

If one were to run freeboota that might hurt quite a bit

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in it
Waaagh! Ork Warboss




Italy

Never forget that Speedwaaagh grants an additional AP-1 bonus to all weapons on vehicles for two turns. So it's actually AP-2 for the most important part of the game.

 
   
Made in fr
Mekboy Hammerin' Somethin'






 Jidmah wrote:
pepi55 wrote:
How do you take an extra one without takung up a slot? is there some special rule I missed?


Probably, it's on the squigriders - if you bring a unit, you can have two of the nobz on smasha squigs without taking up a slot.


Yes, and you can Offer 6 points of assassinate to your opponent. Sadly, until secondaries are changed, nob on sguig is not a good option at all. With our melee characters we already lean towards assassinate, but the 1 per detachment warboss helps us with that. Nob on sguig feths that balance up


Automatically Appended Next Post:
SemperMortis wrote:
I've changed opinions on what is going to be competitive. I'm now in the camp of the regular WAAAAGH and Kommando Spam with Squighog boyz coming in behind with nob squigz and Beastboss on Squigosaur as well.

In a Goff Detachment a unit of 15 Kommandos STARTS turn 1 9' from the enemy deployment zone. They than get to move 6' So they are 3' from the deployment zone and relatively close to the enemy. On the charge each boy gets 3 attacks hitting on 3s at S5 AP-1. Every hit roll of 6 is another hit. So 14 of them (excluding nob) is 42 attacks, 35 hits and against Space Marines that is 23.3 wounds for 11-12 dmg. Or 5-6 dead Marines ON AVERAGE. And that is without calling a WAAAAGH. Throw in a Distraction grot and a bomb squig for 15 more points and you get a 12' mortal wound bomb in the shooting phase and a guaranteed "Throat Slittas" in your first turn which means you would be wounding T4 and below on 2s. So it works out to 14.5 dmg or 7 dead Marines! Not that you would run into that many Marines mind you but its still a crazy amount, and the best part? Your Nob with a 5pt Powerklaw hasn't even swung yet!

Yep, I'm going hard into Kommandos, 3 full mobz of 15 with Bomb Squig, PK and Distraction grot is 170pts and has an almost guaranteed 1st turn charge.

Follow that with a Turn 2 Beta strike of Squighog boyz, nobz on smash squigs and Beastbosses on squigosaurz and its a bit of a mess.


Where I play what you are saying has been the general consensus (a group of like 10 regular tournament players) for 6 days now you might be on to something!

This message was edited 1 time. Last update was at 2021/07/29 16:09:17


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in bg
Regular Dakkanaut




yeah youre right we better not bring any characters at all.

while were at it, we can leave the troops at home as well since we'll be giving up free points for thin their ranks.

Also never bring any big units lest the enemy scores bring it down
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
You get charged and killed. And 3+ is not so good when you're 9" Away from the enemy. He gets to shoot everything he has and than charge with the most convenient units up there. And you're 6+ in mellee. So, around 500 pt wasted. If only blood axe redeployment worked after you know who goes 1st, they'd be a must take in any list. But as is, it's just a 50/50 gamble.


There is always that fear, but common sense during deployment works as well, don't deploy them directly infront of massive CC threats . And honestly, if my opponent is putting shots in my Kommandos, i'm fine with that. To kill a Kommando in cover it takes 13.5 bolter shots (13.5 shots = 9 hits, = 3 wounds = 1 failed save, 1 dead Kommando) And to get 13.5 bolter shots requires 7 Marine infantry. If he wants to upgrade to Heavy Bolters it takes 6 shots or 2 Heavy bolters to kill 1 Kommando. And if he goes heavier than that with melta or something...that is just a straight up win in my book. 3+ save orkz are something to be absolutely terrified of with their T5 and 10ppm cost

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in fr
Mekboy Hammerin' Somethin'






pepi55 wrote:
yeah youre right we better not bring any characters at all.

while were at it, we can leave the troops at home as well since we'll be giving up free points for thin their ranks.

Also never bring any big units lest the enemy scores bring it down


Melee fragile characters are an issue if you want to win games. Bring them dozen doesn’t give many points, one for each buggy, two for a kill rig. The nob on sguig gives three vp. Do you see the issue here ? being sarcastic is great, but there is a real issue, at least if you consider any sort of remotely competitive play…

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
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I don't really see the appeal of the nob on squig personally.

You can nearly get 3 squig riders instead.

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. 
   
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 TedNugent wrote:
I don't really see the appeal of the nob on squig personally.

You can nearly get 3 squig riders instead.


Take one unit of Squig Riders and you can get three Nob Riders without giving up slots in your detachment. Add to that the character protection, the boosted statline, the ability to take traits and relics, all topped off with the mortal wounds on charge, and you get scary. Three of 'em is, what, 195 pts, and if they charge the same target they average 7 mortal wounds *in the movement phase* before even swinging into combat.

That's a lot of output for the investment.

They don't fit my style, but for a competitive player? That's hot.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i dont think you'd want 3 nobs on squigs (note you need 2 squigboyz for 3 slotless nobz)
Theyre expensive enough to drain a lot of points and you cant give them all a relic/trait.

Also, their main strength is hammering a character to death or finishing off a vehicle. Truth thats more likely when 3 of them charge the same target, have fun landing that since their bases are fairly wide and you probably have a long enough charge taht one of them fails on average, if not 2

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

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




They also just bleed assassinate points. At least you can gain value out of your weirdboy at ranged.
   
 
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