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Made in se
Regular Dakkanaut






I hope they fix the Specialist Mobs rule in a way that the Warboss aura still works if the warboss itself is a Specialist Mob.
If so, I belive having a Truk Boy(z) Warboss in Mega Armour looks strong. In the same time the Trukk can be used for some shooting unit like Tankbustas,
   
Made in es
Krazy Grot Kutta Driva




Warboss aura should affect people of the same Klan. In this case, the klan <Trukkboyz>.

Orks 5000p 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Subkulture bosses arent broken outside of the fact that right now they are alone and have no minions.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ru
!!Goffik Rocker!!






 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


Wait a second, don't you pay full 3?


Automatically Appended Next Post:
As for buggies, I think the best composition depends in many factors. The size of the game, army composition and clans make a big difference.

For example, if you play 2k competitively, you will want more squadded buggies to get into that 6" of your trike and off mek. Also, you want to lower the amount of units the enemy can destroy in one round.
So, 3 squads of 2 or 3*3 skrapjets are a no-brainer. They're just too good. And the best clan there is freebooter cause you will get that +1 fairly quickly with planes and squigbuggies as almost any army will have a couple scoring squads hidden out of Los. And if they don't, they will loose the objective game anyway. Also, when you run 3*3, freebooter's wt for +1 ld starts to shine as ld8 buggies don't run away and ld manipulating is very rare at that point.
Squigbuggies are better run solo cause solo buggies are much easier hidden out of Los and you will probably get nitro squigs anyway.
Others are probably better off in squads of 2.

For smaller <1k pt games you will want more solo buggies as you need better board controls and they will easier fit within the buff radius.

This message was edited 1 time. Last update was at 2021/08/01 17:02:08


 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


Wait a second, don't you pay full 3?


Automatically Appended Next Post:
As for buggies, I think the best composition depends in many factors. The size of the game, army composition and clans make a big difference.

For example, if you play 2k competitively, you will want more squadded buggies to get into that 6" of your trike and off mek. Also, you want to lower the amount of units the enemy can destroy in one round.
So, 3 squads of 2 or 3*3 skrapjets are a no-brainer. They're just too good. And the best clan there is freebooter cause you will get that +1 fairly quickly with planes and squigbuggies as almost any army will have a couple scoring squads hidden out of Los. And if they don't, they will loose the objective game anyway. Also, when you run 3*3, freebooter's wt for +1 ld starts to shine as ld8 buggies don't run away and ld manipulating is very rare at that point.
Squigbuggies are better run solo cause solo buggies are much easier hidden out of Los and you will probably get nitro squigs anyway.
Others are probably better off in squads of 2.

For smaller <1k pt games you will want more solo buggies as you need better board controls and they will easier fit within the buff radius.


I think Jidmah meant he's only paying 1 more CP over a patrol to get more FA slots to get those single buggies in.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


One outrider is just 6 of them. So to be a real buggy freak, you need patrol + 2x outrider.

Which is super crazy during deploiment

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
Just in case, speed waagh freeboota bikers with +1 to hit kill 1 marine each with shooting alone. And there's nothing preventing you from using more dakka 1 cp strat to get full shooting at 18"

Again, same thing as the Dakkajet, sounds good until you realize how much has to go right or you have to spend to make it work. Have to be freeboota, have to get +1 to go off, have to be in a speedwaaagh, have to be either in half range or spend CP.

After all of that you end up with 12 shots per bike 6 hits, 4 wounds for 2dmg against a Marine, per bike. Against a lot of armies you are going to have a hard time proccing Freeboota kulture, against a lot of armies you will be hitting at -1, etc etc etc. So many rules interactions that are both common and which can throw off that entire scenario.
 Blackie wrote:

SemperMortis wrote:


As far as Bikes, I agree they got better. But they went from garbage to playable and not much else. Even in Dakkarange, which is hard to get a unit of 3 will get 30 shots, 10 hits and 6.6 wounds vs Marines for 1 Dead Marine on average. Don't get me wrong, that is actually pretty good value (75pts killing 18-20) but its not even above mid level return. My rule of thumb which I usually bring up during the initial releases is that a unit that is relatively durable should be able to make back its points value in 3 rounds of shooting. That is the bare minimum for it to even be remotely considered. Anything less and it needs to be either a massive CC threat or incredibly durable. The bike definitely got a lot more durable with the -1 to hit and its 3rd wound which is that sweet spot with all the D2 floating around, but its still not super competitive. You have to remember that getting into that 9' range to get the dakkagunz in range is going to be hard, and borderline impossible turn 1.


Bad Moons bikes have better range which helps for getting max shots and 6s are extra AP which means some AP-2 in the waaagh turns and some AP-1 always. With a 1CP stratagem 6s are extra hits. They can make their points back faster if played correctly and with the appropriate buffs.


Bad moonz is +6 range so those dakkagunz proc at 12' range instead of 9. Significantly better than 9 but not enough honestly. The 6s to wound at -1AP is a nice bonus but again, not enough.

But you hit the nail on the head with that last portion. They can make their points back if played correctly, and like I said, for that to happen a lot of stuff has to happen in the right order. The issue with Bikes is going to be whether or not they survive long enough to make their points back. -1 to hit and 3 wounds is good, especially with the points decrease, so maybe they will live long enough, morale is going to be a killer but bikes in my opinion are playable now, they just aren't as amazing as a lot of people think they are, same with the dakkajet.

We are sitting here talking about how good the DJ and Bikes are and the buffs they got....compare them to what most other factions got so far this edition. I mean hell...Eradicators. A unit that will usually make its points back in 2 turns at most. Ad mech...not even going to go there, Drukhari...wow. Even SOB got some crazy good stuff.


Automatically Appended Next Post:
And just to clarify, i am not saying I want orkz to have broken OP stuff, it would just have been nice if we got some units that were just good without having a lot of stuff have to happen.

This message was edited 1 time. Last update was at 2021/08/01 17:37:10


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Ehh and I ' ve found that Koptas needs to be min. 3 in squad. So no more single kopta units.

Anyway, I' ve started to play with the buggy list for new codex. What I see:
- one DS patrol with kommandos, stormboyz and some troos for obsec tasks is obvious solution
- one outrider (or two) with buggies from another clan is also obvious. One reroll is useless for buggies.
- but what clan ? freebootas or Badmoonz. +6 range can really help, because range was always the issue with the buggies. +1 to hit (stackable) works however also very good. I' ll see. Both are in any case better than DS.
- I have a serious doubt about my beloved SJD. You have no guarantee of telyporting and the gun lost most of it' s rerolls and DDD. I 'm really not sure I gonna use it anymore. It becames unreliable. Guaranteed telyport was something you can plan about. 50% chance + 50% chance of MW is a lotery. Not a game plan.

- Buggies needs to be supported with something hard hitting and longer lasting in CC. Something to be chewed by opponent to protect the buggies. Now I use deffrolla BW + MANz. I think about to switch them to 2-3 Mega Dreads. you get a couple of huge machines benefiting well from new Ramshackle, adding 1 dice to charge (so 4 dice discard lowest on Ramming speed!) and bunch of autohitting 5/0/1 benefiting nicely from speedwaaaaagh now. And they are cool models
- If I run the buggies as Freebootas, Dreads benefit from +1 in shooting and in CC (sometimes…) in the same time and you can put a Freeboota obsec-deniing banner on one of them.
- The coolest combination however is take another patrol as Goffs and have take Ghazzy + 2x Mega Dreads. Because Megadreads benefit nicely from Goff clan abilities and Great Waagh. You can get 7 attacks hitting on 3+, every hit 6 = another hit, S16 AP-3 D3+3 dmg

This message was edited 1 time. Last update was at 2021/08/01 18:05:49


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ru
!!Goffik Rocker!!






Not sure about koptas. They just seem to be too expensive compared to buggies.
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
Not sure about koptas. They just seem to be too expensive compared to buggies.


I feel like koptas are an interesting in between half-way point as a unit between bikers and buggies. They don't have as massive a footprint as buggies do they can pull off Engage on All Fronts easier with their deep strike or their movement to relocate to different parts of the board (especially since we can no longer auto-teleport the shokkjump dragstas) while also still providing decent fire support versus the throwaway unit that DS Stormboyz kind of are. Ramshackle goes particularly well with them since it makes stuff like HB not very efficient in killing them. Their 6 attacks per model is also deceptively good at clearing through chaff units in the backfield, so I feel like a unit of 3 held in reserve is a solid choice for a buggy list.

This message was edited 1 time. Last update was at 2021/08/01 18:39:22


 
   
Made in dk
Longtime Dakkanaut




Danmark

Koptas?

The Koptas seem like they are very much worth their points.

50 points for a 2d3 rokkit platform that deepstrikes for free that can deal pretty well with infantry as well?

Whats not to like. and with 14 inch movement that can fly..

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

- About Dawn of War 3 
   
Made in es
Krazy Grot Kutta Driva




For me, deffkoptas do not have enough tank profile for 2D3 rokkits. They have a lot of damage but cost too much for dying to fast. In other words, they are glasscannon and are not realiable in hard matches

Orks 5000p 
   
Made in it
Waaagh! Ork Warboss




Italy

I'd consider a unit of 3 koptas, if anything just for their deep strike abiltiy.

Two outriders and a patrol IMHO are really too much, unless someone wants to play something like 10 solo buggies, koptas and bikes. I'll soon try out a goffs patrol and a bad moons outrider with 3 solo scrapjets, 2x5 bikes and 3 koptas as fast attacks. Big mek with tellyport blasta and dead shiny shoota will lead the detachment, no way I'm taking someone else as the bad moons leader .

I agree with Tomsug, buggies alone can't do all the work. They need some heavy hitters in close combat to back them up. Meganobz, dreads or squig riders look all ok for that job.

If Big Krumpaz meganobz can take a <Klan> BW I'd definitely consider them as they're my favorite models.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
So when you do outrider detatchment, what klan do you go for, with solo buggies?

Im unsure if i should run deathskulls with the nerfs they had, so i thought maybe i should go for Freebootas instead?


I'm still using deff skulls as I have a mix of melee and range units and because and protection from mortal wounds actually comes up a lot for me. That said, my crusade force is also locked into deff skulls, so for those games I don't have much choice anyways.

It don't think freebootas are an option for me anyways, it's too easy for it to fall flat on its face against armies like DA or DG despite the great relic and stratagem.

Bad moons are definitely a great option, and the relic is extremely sexy on a wartrike, so I might give them a chance. It worth noting that buggies have wild mix of assault, heavy and dakka weapons now, so the trait might feel very odd to play with as assault weapons don't benefit.

Another clan I'm also going to try is bloodaxes - my army originally had the lore that they were lead by a blood axe warboss, so I might find myself muckin' around a bit with their shenanigans, especially when the new kommandoz become available.


Automatically Appended Next Post:
 Grimskul wrote:
 koooaei wrote:
 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


Wait a second, don't you pay full 3?
[...]


I think Jidmah meant he's only paying 1 more CP over a patrol to get more FA slots to get those single buggies in.


Yeah, this. I want 2-3 patrols anyways to get more trukkboyz/'orrible gits/pyromaniacs, so instead of paying 2 for a patrol, you can also pay 3 for an outrider.


Automatically Appended Next Post:
 Tomsug wrote:
 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


One outrider is just 6 of them. So to be a real buggy freak, you need patrol + 2x outrider.

Which is super crazy during deploiment


In my experience, the maximum number of buggies (including wartrike) you can utilize on a 60x44 board without causing traffic jams or being unable to deploy some is 8. 2 patrols and an outrider provide you with 10 slots, leaving 3 for stuff like warbikers, koptas or squig riders.


Automatically Appended Next Post:
 Niiai wrote:
Is there a nice breakdown of the changes from the previous codex to this one? Preferably one that focus on big picture and less details?


I started writing up such a list, but essentially everything has changed. I would just be writing a summary of the codex.

You'd be better off just reading the entire leaks here: https://imgur.com/a/YC4UNqS
If you just like an overview and don't mind that they don't have great knowledge of orks, you can try the goonhammer review: https://www.goonhammer.com/codex-orks-9th-edition-the-goonhammer-review/


Automatically Appended Next Post:
 Nora wrote:
I hope they fix the Specialist Mobs rule in a way that the Warboss aura still works if the warboss itself is a Specialist Mob.
If so, I belive having a Truk Boy(z) Warboss in Mega Armour looks strong. In the same time the Trukk can be used for some shooting unit like Tankbustas,


I was thinking about this, they probably meant to change the "flash gits" part in the transport rules to "specialist ladz" and failed somewhere along the way. At least that's the fix I'll be suggesting to my gaming group.

This message was edited 4 times. Last update was at 2021/08/01 20:44:27


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
Humorless Arbite





Hull

Damn, I missed a lot - only just now returning to the game after lockdown etc. (Have games coming up this coming weekend)... and I am just now getting to grips with 9th for the first time.

My initial impression though - a lot of my list got absolutely gutted, lost customization and flexibility.

Key points:
Nobs can't get kustom shootas? I know I can take Kombis but then I can't take melee with them.
Squiggoths + Gargantuan Squiggoth lost weapon options; no lobbas, no zzap guns and in the case of the Garg, lost his big shoota secondaries and got price hiked.

I know we got some cool new units though, so I'm looking at them with my wallet screaming at me

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'm still waiting to see the official model in the wild, but you are probably better off equipping the garg squiggoth like a kill rig and have it count as that.

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 dk
Regular Dakkanaut




 Jidmah wrote:
I'm still waiting to see the official model in the wild, but you are probably better off equipping the garg squiggoth like a kill rig and have it count as that.


I tried to estimate the size of the rig by comparing it to the meganob next to It on the codex picture on p. 47. It seems to be based on a knight/Morkanaut base, so the Garg squig would be far too large. The Normal squiggoth would fit better, but needs more height.
   
Made in us
Longtime Dakkanaut




I’m not feeling badmoon buggies.. the mix of weapons on buggies with a bunch of mostly assault options and the lone heavy or Dakka weapon leaves a lot to be desired for the kultur.. sure the extra ap in a 6 is ok.. but I see badmoon mostly benefiting Dakkajets.

I’m leaning toward keeping my buggies in deathskulls mostly cause the reroll is helpful especially on shokkjump dragsta. The 5++ mortal wound save will likely have some chance to worn every game and the objective secured specialist units such as kommandos and stormboys always help.

The other option is evil suns for a buggy list.
The 2” extra movement and 1” advance is nice especially if I add stormboys but my god that warlord trait or follow me lads on a warboss on bike with the evil suns relic backed up with msu stormboys is an insanely strong and fast assault combo.

This message was edited 1 time. Last update was at 2021/08/02 01:20:58


 
   
Made in us
Tough-as-Nails Ork Boy




United Kingdom

gungo wrote:
I’m not feeling badmoon buggies.. the mix of weapons on buggies with a bunch of mostly assault options and the lone heavy or Dakka weapon leaves a lot to be desired for the kultur.. sure the extra ap in a 6 is ok.. but I see badmoon mostly benefiting Dakkajets.

I’m leaning toward keeping my buggies in deathskulls mostly cause the reroll is helpful especially on shokkjump dragsta. The 5++ mortal wound save will likely have some chance to worn every game and the objective secured specialist units such as kommandos and stormboys always help.

The other option is evil suns for a buggy list.
The 2” extra movement and 1” advance is nice especially if I add stormboys but my god that warlord trait or follow me lads on a warboss on bike with the evil suns relic backed up with msu stormboys is an insanely strong and fast assault combo.


i feel warbikers are the optimal choice for bad moons over a dakka jet


-1 to hit like a dakka jet
per 100pts more attacks than a dakka jet 8x 5/3 dakka vs 4x6/4 dakka
more wounds than a dakka jet per 100 pts 13 vs 12
same save 4+
not a vehicle (less of a liability)
ability to charge and melee
they are core
can take objectives



SMASH  
   
Made in us
Regular Dakkanaut




 Otto Weston wrote:
Damn, I missed a lot - only just now returning to the game after lockdown etc. (Have games coming up this coming weekend)... and I am just now getting to grips with 9th for the first time.

My initial impression though - a lot of my list got absolutely gutted, lost customization and flexibility.

Key points:
Nobs can't get kustom shootas? I know I can take Kombis but then I can't take melee with them.
Squiggoths + Gargantuan Squiggoth lost weapon options; no lobbas, no zzap guns and in the case of the Garg, lost his big shoota secondaries and got price hiked.

I know we got some cool new units though, so I'm looking at them with my wallet screaming at me


Nobz haven't had Kustom Shootas since the 8e book.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yeah kustom shoota was an index thing, which happened right before they did the whole "No model no rules" bs

Which is annoying because dual-kustom shoota nobz was actually pretty decent sounding. Since their melee was just 1 more attack it made sense to switch to 4 shots.

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

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




 kingbbobb wrote:
gungo wrote:
I’m not feeling badmoon buggies.. the mix of weapons on buggies with a bunch of mostly assault options and the lone heavy or Dakka weapon leaves a lot to be desired for the kultur.. sure the extra ap in a 6 is ok.. but I see badmoon mostly benefiting Dakkajets.

I’m leaning toward keeping my buggies in deathskulls mostly cause the reroll is helpful especially on shokkjump dragsta. The 5++ mortal wound save will likely have some chance to worn every game and the objective secured specialist units such as kommandos and stormboys always help.

The other option is evil suns for a buggy list.
The 2” extra movement and 1” advance is nice especially if I add stormboys but my god that warlord trait or follow me lads on a warboss on bike with the evil suns relic backed up with msu stormboys is an insanely strong and fast assault combo.


i feel warbikers are the optimal choice for bad moons over a dakka jet


-1 to hit like a dakka jet
per 100pts more attacks than a dakka jet 8x 5/3 dakka vs 4x6/4 dakka
more wounds than a dakka jet per 100 pts 13 vs 12
same save 4+
not a vehicle (less of a liability)
ability to charge and melee
they are core
can take objectives

Warbikers are decent
But on on pure damage your number lack the all the upgrades that make Dakkajet so efficient.
You can add 2 more super shootas for 20 pts that’s a 50% increase in its base damage.
You can add more Dakka for 15 pts but I don’t think it’s anywhere near as efficient.

So a Dakkajet is really 6x 6/4 which is the only way you should take it for 120pts.
So even if I compared a 120pt Dakkajet to 5x warbikers at 125pts that’s 6x 6/4 compared to 5x 5/3…
Even worse is the Dakkajet has a 36” (42 at badmoons) range compared to a warbikers 18” range meaning you will likely have a hard time getting to within 9in (12in as badmoon) for your extra shoots. I mean 12 is a huge improvement over 9in but that’s only badmoons for warbikers but even with that warbikers dakkaguns have 0 ap compared to super shoota -1 ap.

For pure shooting damage potential I still think Dakkajet wins.. but warbikers are a better unit overall.

This message was edited 1 time. Last update was at 2021/08/02 02:10:37


 
   
Made in us
Longtime Dakkanaut




gungo wrote:

Warbikers are decent
But on on pure damage your number lack the all the upgrades that make Dakkajet so efficient.
You can add 2 more super shootas for 20 pts that’s a 50% increase in its base damage.
You can add more Dakka for 15 pts but I don’t think it’s anywhere near as efficient.

So a Dakkajet is really 6x 6/4 which is the only way you should take it for 120pts.
So even if I compared a 120pt Dakkajet to 5x warbikers at 125pts that’s 6x 6/4 compared to 5x 5/3…
Even worse is the Dakkajet has a 36” (42 at badmoons) range compared to a warbikers 18” range meaning you will likely have a hard time getting to within 9in (12in as badmoon) for your extra shoots. I mean 12 is a huge improvement over 9in but that’s only badmoons for warbikers but even with that warbikers dakkaguns have 0 ap compared to super shoota -1 ap.

For pure shooting damage potential I still think Dakkajet wins.. but warbikers are a better unit overall.


The Warbikes would be 10x 5/3 not 5, Each warbike gets 2 of them. Against the most common opponent, T4 3+ save 2 wound.

Warbikes (5x) Min/Max 50/30 shots, 16.6/10 hits, 11/6.6 wounds and 3.6/2.2 dmg.
Dakkajet: 36/24 shots, 12/8 hits, 8/5.3 wounds and 4/2.6 dmg.

The Dakkajet is still better in pure dmg output, in Dakka range the Jet kills 36pts of Marines while the Warbikes ALMOST do so as well. During the "Speed Waaagh" The advantage flips to the warbikes because they gain 10 extra shots compared to the Dakkajets 6. In terms of Badmoon potential, you want those warbikes though for the extra wound rolls to try an get the +1 AP.

But again, neither is really stand out amazing...it just appears so when compared to how awful most of the codex is.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

All jets suffer two types of problems -

1. They need to move to enemy teritory T1 => all enemy weapons fire at them from melta range. Including all the weapons that would stay silence, or not be in melta range because no awailable target…

2. No foots on ground - they can' t take the objectives, cannot do the action and are not counted in much of the secondaries.

This was the reason I skipped them in 9.0 despite I love them. Now they are stronger, but I' m not convinced they are strong enough yet.


Automatically Appended Next Post:
Deffkoptas - I see them interesting as a source of Cloud of Smoke strategem - 5 of them can make a very large footprint. However as I read the strategem again, it' s a stupid idea. Because it works from unit to unit, so killing the Koptas decreasing the size of cloud. It ' a much more better to use it on character covered by Look out Sir!

This message was edited 2 times. Last update was at 2021/08/02 05:53:58


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in ru
!!Goffik Rocker!!






So, here's my pre-list for the upcoming 1.5k tourney at the end of the month:

Freebootas:
Trike (badskull banner, junk boss 4++)
10 grots ('orrible)
3 meganobz (trukkboyz, kombi-rokkits) in a trukk
5 kommandoez
2 skrapjets
Blastajet (tellyportas, 1 supashoota)
Kmk

Megamek (shiny shoota, -1 to wound, kff)
3 meganobz (trukkboyz, kombi-rokkits) in a trukk
2 skrapjets
Squigbuggy
Squigbuggy


I'd love to get that 2d kommandoez squad but even if I drop kombi-rokkits on manz and a supashoota on a plane, there's just 40 spare points. The only option is to, perhaps, also take a boost blastajet instead of a squigbuggy. But I feel that 1 squigbuggy is not enough to trigger that +1 from hiding small units reliably.
   
Made in it
Waaagh! Ork Warboss




Italy

 Vineheart01 wrote:
yeah kustom shoota was an index thing, which happened right before they did the whole "No model no rules" bs

Which is annoying because dual-kustom shoota nobz was actually pretty decent sounding. Since their melee was just 1 more attack it made sense to switch to 4 shots.


It's also annoying because GW actually released nobz with kustom shoota. Ok, they're old, OOP since ages, and in metal but they still share the current faction's aesthetics, we're not talking about rogue trader orks. I have a few of those.






Automatically Appended Next Post:
 kingbbobb wrote:

-1 to hit like a dakka jet
per 100pts more attacks than a dakka jet 8x 5/3 dakka vs 4x6/4 dakka
more wounds than a dakka jet per 100 pts 13 vs 12
same save 4+
not a vehicle (less of a liability)
ability to charge and melee
they are core
can take objectives


Plane is also one single model, which means it can die to just a couple of lucky anti tank hits.

This message was edited 1 time. Last update was at 2021/08/02 08:22:44


 
   
Made in us
Krazy Grot Kutta Driva




The highest damage source with buff stacking is Warbikers. The stack of Bad moons/specialist, speed waagg and some kustom jobs make Warbikers, Buggies, Dakkajetd and Wazbom Blastajets very good. Then you can have 1000pt of Goffs With Squigs for melee dmg.

Orks 5000p 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
So when you do outrider detatchment, what klan do you go for, with solo buggies?

Im unsure if i should run deathskulls with the nerfs they had, so i thought maybe i should go for Freebootas instead?


I'm still using deff skulls as I have a mix of melee and range units and because and protection from mortal wounds actually comes up a lot for me. That said, my crusade force is also locked into deff skulls, so for those games I don't have much choice anyways.

It don't think freebootas are an option for me anyways, it's too easy for it to fall flat on its face against armies like DA or DG despite the great relic and stratagem.

Bad moons are definitely a great option, and the relic is extremely sexy on a wartrike, so I might give them a chance. It worth noting that buggies have wild mix of assault, heavy and dakka weapons now, so the trait might feel very odd to play with as assault weapons don't benefit.

Another clan I'm also going to try is bloodaxes - my army originally had the lore that they were lead by a blood axe warboss, so I might find myself muckin' around a bit with their shenanigans, especially when the new kommandoz become available.


Automatically Appended Next Post:
 Grimskul wrote:
 koooaei wrote:
 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


Wait a second, don't you pay full 3?
[...]


I think Jidmah meant he's only paying 1 more CP over a patrol to get more FA slots to get those single buggies in.


Yeah, this. I want 2-3 patrols anyways to get more trukkboyz/'orrible gits/pyromaniacs, so instead of paying 2 for a patrol, you can also pay 3 for an outrider.


Automatically Appended Next Post:
 Tomsug wrote:
 Jidmah wrote:
Same here. Essentially I pay 1 CP (patrol detachment -> outrider) to bring as many solo buggies as I wish.


One outrider is just 6 of them. So to be a real buggy freak, you need patrol + 2x outrider.

Which is super crazy during deploiment


In my experience, the maximum number of buggies (including wartrike) you can utilize on a 60x44 board without causing traffic jams or being unable to deploy some is 8. 2 patrols and an outrider provide you with 10 slots, leaving 3 for stuff like warbikers, koptas or squig riders.


Automatically Appended Next Post:
 Niiai wrote:
Is there a nice breakdown of the changes from the previous codex to this one? Preferably one that focus on big picture and less details?


I started writing up such a list, but essentially everything has changed. I would just be writing a summary of the codex.

You'd be better off just reading the entire leaks here: https://imgur.com/a/YC4UNqS
If you just like an overview and don't mind that they don't have great knowledge of orks, you can try the goonhammer review: https://www.goonhammer.com/codex-orks-9th-edition-the-goonhammer-review/


Automatically Appended Next Post:
 Nora wrote:
I hope they fix the Specialist Mobs rule in a way that the Warboss aura still works if the warboss itself is a Specialist Mob.
If so, I belive having a Truk Boy(z) Warboss in Mega Armour looks strong. In the same time the Trukk can be used for some shooting unit like Tankbustas,


I was thinking about this, they probably meant to change the "flash gits" part in the transport rules to "specialist ladz" and failed somewhere along the way. At least that's the fix I'll be suggesting to my gaming group.


The relic from bad moon cant go on the deffkilla. You mean da best armor teef can buy? the warlord trait? The relic is the weapon that replaces a kustom shoota. Wartrikes dont have kustom shootas.


Automatically Appended Next Post:
 Tomsug wrote:
All jets suffer two types of problems -

1. They need to move to enemy teritory T1 => all enemy weapons fire at them from melta range. Including all the weapons that would stay silence, or not be in melta range because no awailable target…

2. No foots on ground - they can' t take the objectives, cannot do the action and are not counted in much of the secondaries.

This was the reason I skipped them in 9.0 despite I love them. Now they are stronger, but I' m not convinced they are strong enough yet.


Automatically Appended Next Post:
Deffkoptas - I see them interesting as a source of Cloud of Smoke strategem - 5 of them can make a very large footprint. However as I read the strategem again, it' s a stupid idea. Because it works from unit to unit, so killing the Koptas decreasing the size of cloud. It ' a much more better to use it on character covered by Look out Sir!


i dont agree you have to fly in to enemy territory turn 1.

If you place the plane at the corner of your own deployment zone you can fly towards the other edge of your deployment zone while angling it towards the middle a bit. that way you should still be far away enough for meltas to not be a problem id say

This message was edited 2 times. Last update was at 2021/08/02 08:34:03


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

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beardedragon wrote:
The relic from bad moon cant go on the deffkilla. You mean da best armor teef can buy? the warlord trait? The relic is the weapon that replaces a kustom shoota. Wartrikes dont have kustom shootas.

Yes, sorry. My brain somehow auto-corrected the armor to be relic.

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 bg
Regular Dakkanaut




How much of a waste would a squad of skorcha nobz with pyro specialist mob in a trukk be?

Im wondering about a squad of 5 nobz + 5 burna boiz in a trukk racing around the battlefield harassing units.

270pts for a relatively fragile unit wreaking havoc
or 290pts for a slightly more durable variant doesnt sound bad?

The pyros can still fire while in the trukk and CC right? or was that only for the trukk weapons?



Automatically Appended Next Post:
Im specifically more interested in making the 5 skorcha nobz work since I have one such squad and it'd be a shame if they were to gather dust on the shelf for an entire edition

This message was edited 2 times. Last update was at 2021/08/02 10:57:07


 
   
 
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