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2021/07/29 20:00:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
As competitive play goes, it is important to focus on what counters the meta ATM, which is AD mech, drukhari, SoB and a sprinkle of DG.
This means that 75% of the hard counter are gonna be T3 3/4+ Sv, with an incredible mobility and deadly either in shooting, either in CC; backed up by mobile t6 transport/shooting platform.
All the above trade up their cost (untill tomorrow [???]) The majority of the time. Orks shooting has been a staple until now, thanks to quantity and dice average manipulation thru strats, klan trait and DDD. Now all the above is gone for good. Same as LD and charge manipulation. Everything is gone or flat out worst.
What is a warboss to do, then? Lean hard on the new shiny toy is the obvious choice, but also is important to understand a thing: we are not a shooting army, nor an horde army anymore. At least in the current meta. We cannot avoid minus in shooting, nor bring forth an unwavering tide, nor jump a 30 strong unit safely every turn.
We need to understand and adapt on what is going on, right now.
This means that right now we need to be able to score primaries as cheap as possible and remove enemies from objectives as effective as possible. Therefore i believe that squigbuggies, squigriders, deff dredd, warboss on Squig, stormboyz, kommandos and kill rig are the most effective choice, in any flavor you believe is working
2021/07/29 20:10:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Emicrania wrote: ...Orks shooting has been a staple until now, thanks to quantity and dice average manipulation thru strats, klan trait and DDD. Now all the above is gone for good...
Played shooting heavy Freebooters in 8th, and only got better in 9th. Dunno why you think this tactic is "gone for good"
Sky is rising, not falling
2021/07/29 20:17:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Blastajet seems to be a monster. It seems we're having a return of the flyin' mek!
Automatically Appended Next Post: I'd say that shooting is so massively buffed, it's hard to find a place for mellee other than an odd squad here or there.
This message was edited 1 time. Last update was at 2021/07/29 20:20:13
2021/07/29 20:23:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
i would only take multiple nobs on squigs if i was doing a theme army xD
An outrider detachment with mozrog as warboss and squighog riders.
After that you can't have multiple warbosses in the same detatchment so i might bring the nobs on squigs and give them relics & warlord traits to boost them up as mini beast bosses on squigosaurs xD
Mozrog would take surley as a squigoth
The nobz would take
Follow me ladz to boost the charge distance by 1
Beastgob aura +1 damage to squig attacks
as for relics
headwoppa choppa
Beast hide mantle
and i guess... errr ...Broggs Buzz Bomb is the only 1 left they can take xD
probably best to just take 2 nobz on squigs
This message was edited 1 time. Last update was at 2021/07/29 20:24:31
SMASH
2021/07/29 20:26:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I got a 1000pt detachment Bad Moons with Defkilla, 9 bikes, squiggbuggies, KBB and Dakkajet.
Then another detachment with squiggosaur, 6 squighogs, kommando/stormboyz, smasha squig and killrig.
Then some traktor kannons.
Not sure if I need 5 more squigs for splitting the bubble or moar dakka.
One thing I realised playing against drukhari and AdMech is that 2000pt of goffs goes nowhere, as it is so easy to counter, I need half dakka half gork
Orks 5000p
2021/07/29 20:27:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Firepower has actually increased its efficiency. Lots of units got more shots and sometimes even way more shots, vehicles has now access to a cumulative AP-1 for two turns, something got cheaper and something else even gained better BS and an insanely good shooty relic.
Some mechanics no longer exists but ork shooting has certainly been buffed compared to the 8th edition codex.
This message was edited 1 time. Last update was at 2021/07/29 20:28:05
2021/07/29 20:57:41
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I think shooting won't feel so massively buffed once you start shooting into -1 to hit. Which is ya know.. everywhere.
Freebootas still have the same issue as before -- if you can get a kill early, great. If you can't, you're playing clanless. At least their relic and strat are really good.
2021/07/29 21:17:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Jidmah wrote: I need to start collecting all the errors and ambiguities for my FAQ mail... boy, what a mess.
Was this really written by the same people that did Codex: Death Guard?
Please add this to the list
this weird habbit of using plural and singular keywords throughout the book,
NOB keyword instead of NOBZ
KOMMANDO keyword instead of KOMMANDOS
Snikrot for example isn't (Rules as Written) affected by his own aura becasue he has the Kommando keyword and not Kommandos
Want use trukk boyz with Nobz and or MegaNobz (when they fix the clan transport issue) well check again because it has the Nob keyword so only the Nob with a war banner can get in.
Want to use Pyromaniacs on Nobz with scorchas? well you can't because it has the NOB keyword
Want to use the Breakin heads stratagem on a unit within 3" of a Nob with a waaaagghh banner or a Nob on a smasha squig- well you can't because it's only for Nobz
Does this stuff happen in other codex with mixing of plural and singular for keywords?
This message was edited 1 time. Last update was at 2021/07/29 21:22:06
SMASH
2021/07/29 22:02:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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
My army is already offering up max points for bring it down, they can't have both that and assassinate, they have to pick one. If they pick assassinate, I can just play them safe or use as bait. They are so cheap that I don't have to use them to maximum efficiency, they almost make their points back by rampaging through a unit of guardsmen.
Automatically Appended Next Post:
kingbbobb wrote: Does this stuff happen in other codex with mixing of plural and singular for keywords?
Yes, it's fairly common. It's just more noticeable for orks because of the ork-speak.
This message was edited 1 time. Last update was at 2021/07/29 22:04:04
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.
2021/07/29 22:24:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
There is the little snaffu of of specialist mob not technically be able to get inside vehicles, but it will almost certainly be fixed by a FAQ stating that their "klan" is basically whatever the specialist mob is. If you have mean rule lawyers in your gaming group, you can still do the same thing with a normal squad of burna boyz.
2021/07/29 22:45:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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.
3 traits and 3 relics, right? Just want to make sure I'm following this.
I feel like a Squigosaur would be a far better target for traits and relics. Can still deal mortal wounds in combat, especially with Killchoppa, and has a far greater potential damage output, with T7, an invulnerable save and -1 damage base while still being a character. Nob on squig is limited to a 6++.
Here's a stupid idea.
Two patrols, two squigosaurs and as many squighog riders as you like to fill out the four FA slots and protect your characters, up to 24. Everybody now gets +1 to hit. Put Killchoppa on one with BBK. Put Beasthide Mantle on a second with the Goff Trait for +2 attacks and extra AP on the Beast Choppa and +1S on the charge, for a total of 11 attacks at -3 AP. Or the Beastgob if you prefer for +1 D on squig attacks.
I can get that second Squigosaur for about the same cost as two nobs on squigs and it's a far better platform for the relic and trait, although it is going to hose me on some CP.
Excuse me while I puke talking this much about squig dinosaurs on 40k orks.
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.
2021/07/30 04:45:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: ive never seen anyone consider assassinate. The others in that category are usually easier to get.
To be fair, I did it twice on some tournament with my old list - 2 wazbooms+burnabommer againts IG tank commander (scored T1 in cooperation with SJDs) and some hummie boss in landspeeder (missed it for 1 bloody wound!).
No Look out Sir = chance for Assasination. But… heck… They changed it! Does not work like this anymore…
This message was edited 2 times. Last update was at 2021/07/30 04:49:35
Emicrania wrote: ...Orks shooting has been a staple until now, thanks to quantity and dice average manipulation thru strats, klan trait and DDD. Now all the above is gone for good...
Played shooting heavy Freebooters in 8th, and only got better in 9th. Dunno why you think this tactic is "gone for good"
Sky is rising, not falling
I won few RTT with freebooters in 8th and played it for about an year competitively. No DDD, no More Dakka and no double tap tankabusta means the shooting output is flat worst. Also smashaguns are more expensive and less effective. Army wide +1 means that you need to be less careful where you place yourself. Not that the bonus is better, it is not.
Furthermore 8th was about killing stuff, 9th is about taking objectives and actions on the board. You can literally win games by never having to shoot nor fight anybody.
I don't see how "the sky is rising" in any real, competitive scenario.
2021/07/30 06:52:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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.
3 traits and 3 relics, right? Just want to make sure I'm following this.
I feel like a Squigosaur would be a far better target for traits and relics. Can still deal mortal wounds in combat, especially with Killchoppa, and has a far greater potential damage output, with T7, an invulnerable save and -1 damage base while still being a character. Nob on squig is limited to a 6++.
Here's a stupid idea.
Two patrols, two squigosaurs and as many squighog riders as you like to fill out the four FA slots and protect your characters, up to 24. Everybody now gets +1 to hit. Put Killchoppa on one with BBK. Put Beasthide Mantle on a second with the Goff Trait for +2 attacks and extra AP on the Beast Choppa and +1S on the charge, for a total of 11 attacks at -3 AP. Or the Beastgob if you prefer for +1 D on squig attacks.
I can get that second Squigosaur for about the same cost as two nobs on squigs and it's a far better platform for the relic and trait, although it is going to hose me on some CP.
Excuse me while I puke talking this much about squig dinosaurs on 40k orks.
I don't think spamming all the beastsnaggas will get you anywhere. Effectively, they work a lot like khorne daemons and thus will fail for the same reasons. A patrol of beastsnaggas to augment an otherwise shooty lists will work a lot better than going all-in on them.
This message was edited 3 times. Last update was at 2021/07/30 07:37:29
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.
2021/07/30 07:54:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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.
3 traits and 3 relics, right? Just want to make sure I'm following this.
I feel like a Squigosaur would be a far better target for traits and relics. Can still deal mortal wounds in combat, especially with Killchoppa, and has a far greater potential damage output, with T7, an invulnerable save and -1 damage base while still being a character. Nob on squig is limited to a 6++.
Here's a stupid idea.
Two patrols, two squigosaurs and as many squighog riders as you like to fill out the four FA slots and protect your characters, up to 24. Everybody now gets +1 to hit. Put Killchoppa on one with BBK. Put Beasthide Mantle on a second with the Goff Trait for +2 attacks and extra AP on the Beast Choppa and +1S on the charge, for a total of 11 attacks at -3 AP. Or the Beastgob if you prefer for +1 D on squig attacks.
I can get that second Squigosaur for about the same cost as two nobs on squigs and it's a far better platform for the relic and trait, although it is going to hose me on some CP.
Excuse me while I puke talking this much about squig dinosaurs on 40k orks.
Can't have 24 hogs, max is 18. 3 units of 6. Also there is nothing wrong with squigs in 40k, infact they are the most 40k ork thing there is, seeing how they are biologically weapons of war.
This message was edited 1 time. Last update was at 2021/07/30 07:55:13
How many kans can a killa kan kill if a killa kan can kill kans?
2021/07/30 08:15:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
If I ever see the nob on sguig included in a competitive list I will eat my hat, but I honestly don’t see why anyone would risk using them.
A list may bleed bring them down, but bring them down can quickly be a trap choice. Remember, one vp for a buggy. Three for an assassinate on a character.
Unless of course you are offering 20 pv for bring it down, in that case you are building a weird list and yes the opponent will for for bring it down and then you can go crazy on nobs riding sguigs. I am not sure they fit that well in a vehicule heavy list, because adding a base that size (that oval base for the nob is way bigger than the ones for the regular sguig riders) for a non shooting unit seems… pointless ?
Thing the unit ain’t so great (it is ok and the strat enables great shenanigans) even with the Assassinate issue.
Please tell me what you expect yours to do in a game raise banners ?
This message was edited 2 times. Last update was at 2021/07/30 08:18:27
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2021/07/30 08:26:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Add 20 points and that unit will deal mortal wounds on 6s in combat as well. Maybe remove a KMB as a spanner needs to remain alive.
Seems very fun to me, I definitely prefer it over trukk boyz.
At the moment I've toying with Bad Moons biker spam. 3x5, all the bikes I have. In the waaagh turns since klan trait is cumulative to speedwaaagh bonus they can fire several shots at AP-2, right? Sounds awesome and for 1CP 6s are two hits.
Automatically Appended Next Post:
Vineheart01 wrote: ive never seen anyone consider assassinate. The others in that category are usually easier to get.
Assassinate is an autotake when someone brings 4-5 characters that will likely die. And melee oriented ork characters are destined to die at some point.
This message was edited 2 times. Last update was at 2021/07/30 08:33:45
2021/07/30 10:13:55
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Blackie wrote: Firepower has actually increased its efficiency. Lots of units got more shots and sometimes even way more shots, vehicles has now access to a cumulative AP-1 for two turns, something got cheaper and something else even gained better BS and an insanely good shooty relic.
Some mechanics no longer exists but ork shooting has certainly been buffed compared to the 8th edition codex.
Not to be a negative nancy, but that really isn't the case.
DDD is gone which reduced the dmg average of weapons at mid to long range. Shoot twice is gone in both its incarnations as stratagems. Moar dakka is gone. While some weapons absolutely got better in a lot of scenarios, some got worse. The army wide loss of advance and shoot for the most part is a heavy loss to our shooting. Rokkitz going to heavy and blast was good on some vehicles but terrible on infantry. Tankbustas got worse in most competitive scenarios, 20 shots on average while moving and targeting vehicles means they average 6.66 hits a turn per 10 Tankbusta, previously it was 10 shots, 3.3 initial hits 6.666 rerolls for another 2.2 hits, total of 5.5 add in DDD and it became 2.75 exploding shots for another .91 hits and 1.86 rerolls for a further 0.6 hits, total was right around 7. So not much of a loss but definitely not a buff, and yes if they rolled 3 shots a turn it was better, but you have the same percentage chance to roll worse and get 1 shot which is worse.
The Dakkajet absolutely got cheaper and gained more shots so that is great, I'm not saying everything got nerfed or anything like that. But the Dakkajet was trash tier before when it averaged 18 shots at BS4 which averaged 10.5 HITS a turn. It costs 50pts less (needs to go down even more) and its now BS5+ and Dakka 6/4? (Can't remember and don't have my codex in front of me). Don't get me wrong, its incredibly fast on a small board so you are going to get in half range most turns, but on those rare occasions you dont, you are going to average 24 shots and 8 hits.
Mek gunz were taken behind the shed and beaten to death by GW with a nerf bat and last edition they were undoubtedly one of the best shooting platforms in the game. Going from 18 max to 9 is a nerf, taking away DDD is a nerf, giving them LD4 is a Major nerf.
Again, I really want to reiterate this because i'm not trying to just be the negative downer guy, some things absolutely got buffs, Burna boyz among others, but its not all good and overall I think Ork long range shooting took a bit of a nerf.
Well about Mek Gunz: most of the ork players don't own more than 3 and now both traktors and KMKs are cheaper, the former even way more powerful than they were with their hitting on 3s and damage 4-9. They also gained additional AP in the waaagh turns. So the overly competitive player who spammed 9+ smasha gunz took a hit, but I think that's a good thing and overall Mek Gunz are better. Avoiding spam makes also the game healthier, so I'm glad GW re-wrote them.
Take 3 units of 1. 135 points for some solid firepower. Large batteries were nerfed but solo models are way better now.
What about the bikes? Cheaper, more shots, access to AP (even AP-2 under Bad Moons) for the couple of turns that matter, gained AP in combat and are way tougher than before with +1W and native -1 to hit. Tankbustas were nerfed but many other sources of rokkits have been improved.
What about the squig buggy that went from total garbage to a top tier unit?
2021/07/30 11:04:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I personally just think whether or not Orks are stronger at shooting now comes down to prevalence of negative modifiers to hit. We're super vulnerable to it and if eldar get to keep it as an army wide trait alongside a hefty general buff of their army in their 9th codex then shooty lists will have an incredibly difficult time against them. I'm probably leaning overall that our shooting is slightly worse than before but the speedwaaagh mechanic is certainly a quite interesting way of buffing our shooting into overdrive.
In regards to strong shooting, the fact that the wazbom blastajet can't be a boom boy I'm guessing is a balance decision and not a mistake? I get that it'd have an absolutely terrifying amount of dakka but it doesn't scream logical sense why it's not allowed. Also, let me have AP-2 stikkbomb flingas damnit (boom boyz + speedwaaagh)
2021/07/30 11:51:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Boomboyz is for rokkits and killkannons bearers. Wazbom has neither of those. If anything rokkit kanz/dreads or scrapjets chould have been eligible to the specialist trait.
2021/07/30 11:54:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Please tell me what you expect yours to do in a game raise banners ?
Banners are one of my favorite secondaries in buggy list. Score very high in almost all missions with 6 objectives and some with 5 also.
Automatically Appended Next Post:
Blackie wrote: What about the squig buggy that went from total garbage to a top tier unit?
I 'm also aroused from the first no-LOS shooting in our codex since decades (and the opportunity to convert the most ugly one from buggies also) , but I will be carefoul to call it top tier. Definitely good, but not sure about top tier.
This message was edited 1 time. Last update was at 2021/07/30 12:05:42
Right, PiñaColada. I double checked, what is odd is that the Blitza-Bommer can be Boomboyz but none of the weapons is equipped with can get the AP bonus. Am I missing something?
This message was edited 1 time. Last update was at 2021/07/30 12:07:33
2021/07/30 12:06:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
DakkaDakkaDakka was the most overrated and useless ability we had in precious codex.
It increased the damage output by Damage+1/6*2/6 = Damage + 2/36 means 1/18.
It had a very good passive mechanism sgainst eldar as we always scored at six, now everyone got it.
We are very good at shooting atm. Not only because we fire more shots, but because our shoots are. avery high mobility pñatforms eprfect for destroy the nerfed AdMech or the almight Drukhari, making his troops disembark from raiders