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Made in bg
Regular Dakkanaut




also, rate my killy kill list:

Spoiler:

+++ 500 - New Ork (Warhammer 40,000 9th Edition) [28 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Goffs
. Categories: Configuration
. Abilities: Goffs
Profiles:
. Goffs: Description:- Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
- Each time a model with this kultur makes a melee attack, if this model's unit makes a charge move, or perfformed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 90pts] +

Warboss [5 PL, 90pts]: Big Choppa, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Goffs
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, Warboss (Aura), Unit: Warboss, Weapon: Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Proper Killy: Description:- Add 1 to your Warlord’s Attacks characteristic
- Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [6 PL, 110pts] +

Nobz [6 PL, 110pts]: Trukk Boyz
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Specialist Mob, Faction: Trukk Boyz
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Trukk Boyz
. Boss Nob [26pts]: Choppa, Power Klaw [8pts], Stikkbombs
. . Unit: Boss Nob (Nobz), Weapon: Choppa, Power Klaw, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
. Trukk Boyz: Description:BOYZ, NOB or WARBOSS units only. The selected unit gains the TRUKK BOYZ keyword and the following ability:

Trukk Boyz: A TRUKK BOYZ unit can disembark from a TRUKK even if that TRUKK has made a Normal Move this phase. While any TRUKK BOYZ units are embarked upon a TRUKK, each time that TRUKK model makes a ranged attack, add 1 to that attack's hit roll.
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [7 PL, 120pts] +

Killa Kans [7 PL, 120pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Heavy Support, Killa Kans, Gretchin, Walkerz
. Abilities: Explodes, Ramshackle, Scrag 'Em
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Scrag 'Em: Description:While this unit contains 3 or more models, add 1 to the Attacks characteristic of models in this unit.
. Killa Kan: M:6"|WS:4+|BS:4+|S:5|T:5|W:5|A:3|Ld:6|Save:3+
. Grotzooka: Range:18"|Type:Heavy 2D3|S:6|AP:0|D:1|Abilities:Blast
. Kan Klaw: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:-

+ Dedicated Transport [5 PL, 90pts] +

Trukk [5 PL, 90pts]: Big Shoota, Fortress on Wheels [1 PL, 20pts]
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Fortress on Wheels, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.
. Fortress on Wheels: Description:TRUKK or WAGON model only. This model has a 5+ invulnerable save.
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength

Boyz will probably hold back objective while the trukk with nobz + warboss go get whatever the opponent is sitting on and the kanz will teleport either in response of an enemy teleport or on another objective I need. sounds good?
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
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.


indeed. why on earth would an armor not be a relic? i dont complain but it is odd.

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

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut




 koooaei wrote:
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.


You have too many specialist mobs, if I'm reading it right? Two detachments, but you have two trukkboy MANz mobs and the 'orrible Gitz Grots.
   
Made in dk
Longtime Dakkanaut




Danmark

One good point in favor of the killa kanz though is the new secondary, Stomp em good. Because Grot units do count towards what we kill, but they dont count towards the number of units killed by enemies.

So 5 killa kanz killing 5 space marines, and in the space marine dudes turn then kills the 5 killa kanz he effectively killed 0 for the sake of that secondary.

On the other hand it sounds like a bad secondary because it sounds super difficult to really max out. You wont be killing anyone turn 1 even, and orks in my experience die in troves.

Before our new codex, i would rutinely lose more orks than my enemy space marine player did during combat even at close range because my attacks bounced off his armor saves. I feel like any secondary requiring us to actually stay alive one way or the other isnt one i can see being useful.

But i have yet to have a new codex game, so maybe ill stand positively corrected.

This message was edited 3 times. Last update was at 2021/08/02 14:00:23


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

- About Dawn of War 3 
   
Made in se
Screamin' Stormboy





Anyone tried Mega Big Mek with Da Dead Shiny Shoota? I use one (+ KFF) to escort mobs for Primaroes/Green Tide/Shiny Bitz. As a BA he does alot more for me with his 14 shot hitting at 4+ St5 Ap1 D2 gun than the old Mek did. Suddenly he feels like a type of threat that fits his role over the old CP overloaded melee guy.
   
Made in ca
Stormin' Stompa






I do feel like wonder if a Big Mek with Da Ded Shiny Shoota and the Tellyporta blasta would be a good candidate for the Opportunist WL trait, the only problem being him a slowpoke but I presume you would throw in him one of the transports in a buggy list.
   
Made in us
Shadowy Grot Kommittee Memba






So, I got to try out my grotvolushun list and I think my strategy of 'proxy the AOS squig units as more competitive beast snaggas/stormboyz to offset the bad stinky grot units' will work fairly well.

We played a smaller game, insisting on the regulation board size (boooo) and while I wasn't up against a fully competitive list, it had enough competitive elements in it that I was pleased the game wound up so close. My opponent had eradicators, a plasma redemptor, plasma inceptors, a gravis captain and min intercessors as troops. I brought 3x rokkit kanz, 10 gretchins, a weirdboy, the mangler squigs as a beastboss on squigosaur, 10x boingrot 'stormboyz', 20x squig herd 'beast snagga boyz', a waagh banner nob and a kustom mega kannon.

Long story short, i got first turn and punched it up the board with a first turn waagh, totally underestimated just how tanky everything space marine is now vs my choppas, and got completely hosed by morale turn 1 (literally lost 5/10 stormboyz), then my opponent responded by falling back with his eradicators and shooting my Killa Kanz outside of melta range and rolled 6-6-6 for the damage on his 3 successful wounds.

what followed after that was basically the beastboss, the weirdboy and the snagga boyz acting as 'the miracle makers' and rocking some truly absurd rolls. Weirdboy managed to bonk all 3 plasma inceptors with 3 failed saves and 3 rolls of 3 for damage, beastboss got thru the SM captain's 3+ invuln from I think a warlord trait by chomping him for 6MWs with the squig, and then later on a single wound left nearly entirely one-shot the redemptor dread who had 11 wounds remaining at the start of the fight.

game came down to just the nob from the snagga boyz, 2 gretchins and the boss with 1 wound vs 3 intercessors with a powerfist sergeant, and the intercessors charged the boss and I just did. not. have the cp for Orks is Never Beaten, I'd used my second-last one to reroll a wound so the dread would go down.

So, I think that mostly settles it for what I'll do with the grots going forward: use proxied beast snaggas to carry the weaker grot units somewhat.

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

-the_scotsman"

-ERJAK 
   
Made in ru
!!Goffik Rocker!!






Madjob wrote:
 koooaei wrote:
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.


You have too many specialist mobs, if I'm reading it right? Two detachments, but you have two trukkboy MANz mobs and the 'orrible Gitz Grots.


If I get it right, there' ls no limit to number of specialists per detachment. And same type of specialists must only be unique within one detachment. Take a next one, and get a second trukkboyz Unit.


Automatically Appended Next Post:
Oh yeah, I got it wrong, only 1 unit per detachment, so, grots are just regular then.

This message was edited 1 time. Last update was at 2021/08/02 16:03:37


 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 koooaei wrote:
Madjob wrote:
 koooaei wrote:
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.


You have too many specialist mobs, if I'm reading it right? Two detachments, but you have two trukkboy MANz mobs and the 'orrible Gitz Grots.


If I get it right, there' ls no limit to number of specialists per detachment. And same type of specialists must only be unique within one detachment. Take a next one, and get a second trukkboyz Unit.


Automatically Appended Next Post:
Oh yeah, I got it wrong, only 1 unit per detachment, so, grots are just regular then.


There is a limit it is one per detachment. As explained in the main paragraph section of specialist mobs

SMASH  
   
Made in us
Krazed Killa Kan






pepi55 wrote:
also, rate my killy kill list:

Spoiler:

+++ 500 - New Ork (Warhammer 40,000 9th Edition) [28 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Goffs
. Categories: Configuration
. Abilities: Goffs
Profiles:
. Goffs: Description:- Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
- Each time a model with this kultur makes a melee attack, if this model's unit makes a charge move, or perfformed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 90pts] +

Warboss [5 PL, 90pts]: Big Choppa, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Goffs
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, Warboss (Aura), Unit: Warboss, Weapon: Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Proper Killy: Description:- Add 1 to your Warlord’s Attacks characteristic
- Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [6 PL, 110pts] +

Nobz [6 PL, 110pts]: Trukk Boyz
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Specialist Mob, Faction: Trukk Boyz
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Trukk Boyz
. Boss Nob [26pts]: Choppa, Power Klaw [8pts], Stikkbombs
. . Unit: Boss Nob (Nobz), Weapon: Choppa, Power Klaw, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
. Trukk Boyz: Description:BOYZ, NOB or WARBOSS units only. The selected unit gains the TRUKK BOYZ keyword and the following ability:

Trukk Boyz: A TRUKK BOYZ unit can disembark from a TRUKK even if that TRUKK has made a Normal Move this phase. While any TRUKK BOYZ units are embarked upon a TRUKK, each time that TRUKK model makes a ranged attack, add 1 to that attack's hit roll.
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [7 PL, 120pts] +

Killa Kans [7 PL, 120pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Heavy Support, Killa Kans, Gretchin, Walkerz
. Abilities: Explodes, Ramshackle, Scrag 'Em
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Scrag 'Em: Description:While this unit contains 3 or more models, add 1 to the Attacks characteristic of models in this unit.
. Killa Kan: M:6"|WS:4+|BS:4+|S:5|T:5|W:5|A:3|Ld:6|Save:3+
. Grotzooka: Range:18"|Type:Heavy 2D3|S:6|AP:0|D:1|Abilities:Blast
. Kan Klaw: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:-

+ Dedicated Transport [5 PL, 90pts] +

Trukk [5 PL, 90pts]: Big Shoota, Fortress on Wheels [1 PL, 20pts]
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Fortress on Wheels, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.
. Fortress on Wheels: Description:TRUKK or WAGON model only. This model has a 5+ invulnerable save.
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength

Boyz will probably hold back objective while the trukk with nobz + warboss go get whatever the opponent is sitting on and the kanz will teleport either in response of an enemy teleport or on another objective I need. sounds good?

Brutal but Kunnin' is strictly better than proper killy, you get more attacks from it.

On average with killchoppa and 5 attacks you would score 2.86 unsaved wounds against MEQs, which means you get 2 extra attacks on average. It's even better if you take the attack squig since it does not specify the weapon you make the extra attacks with.

Tellyporta counts as moved so those kans are hitting on 5's when they arrive. One Skorcha does as much damage as two Grotzookas and is an assault weapon that isn't affected by your normal move/teleport. Three Grotzookas at BS5 does 1.29 wounds on MEQs, one Skorcha does 1.15. So with two skorchas you could do about an extra wound versus three Grotzookas coming out of tellyporta.

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






 TedNugent wrote:
pepi55 wrote:
also, rate my killy kill list:

Spoiler:

+++ 500 - New Ork (Warhammer 40,000 9th Edition) [28 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Goffs
. Categories: Configuration
. Abilities: Goffs
Profiles:
. Goffs: Description:- Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
- Each time a model with this kultur makes a melee attack, if this model's unit makes a charge move, or perfformed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 90pts] +

Warboss [5 PL, 90pts]: Big Choppa, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Goffs
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, Warboss (Aura), Unit: Warboss, Weapon: Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Proper Killy: Description:- Add 1 to your Warlord’s Attacks characteristic
- Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [6 PL, 110pts] +

Nobz [6 PL, 110pts]: Trukk Boyz
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Specialist Mob, Faction: Trukk Boyz
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Trukk Boyz
. Boss Nob [26pts]: Choppa, Power Klaw [8pts], Stikkbombs
. . Unit: Boss Nob (Nobz), Weapon: Choppa, Power Klaw, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
. Trukk Boyz: Description:BOYZ, NOB or WARBOSS units only. The selected unit gains the TRUKK BOYZ keyword and the following ability:

Trukk Boyz: A TRUKK BOYZ unit can disembark from a TRUKK even if that TRUKK has made a Normal Move this phase. While any TRUKK BOYZ units are embarked upon a TRUKK, each time that TRUKK model makes a ranged attack, add 1 to that attack's hit roll.
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [7 PL, 120pts] +

Killa Kans [7 PL, 120pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Heavy Support, Killa Kans, Gretchin, Walkerz
. Abilities: Explodes, Ramshackle, Scrag 'Em
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Scrag 'Em: Description:While this unit contains 3 or more models, add 1 to the Attacks characteristic of models in this unit.
. Killa Kan: M:6"|WS:4+|BS:4+|S:5|T:5|W:5|A:3|Ld:6|Save:3+
. Grotzooka: Range:18"|Type:Heavy 2D3|S:6|AP:0|D:1|Abilities:Blast
. Kan Klaw: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:-

+ Dedicated Transport [5 PL, 90pts] +

Trukk [5 PL, 90pts]: Big Shoota, Fortress on Wheels [1 PL, 20pts]
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Fortress on Wheels, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.
. Fortress on Wheels: Description:TRUKK or WAGON model only. This model has a 5+ invulnerable save.
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength

Boyz will probably hold back objective while the trukk with nobz + warboss go get whatever the opponent is sitting on and the kanz will teleport either in response of an enemy teleport or on another objective I need. sounds good?

Brutal but Kunnin' is strictly better than proper killy, you get more attacks from it.

On average with killchoppa and 5 attacks you would score 2.86 unsaved wounds against MEQs, which means you get 2 extra attacks on average. It's even better if you take the attack squig since it does not specify the weapon you make the extra attacks with.

Tellyporta counts as moved so those kans are hitting on 5's when they arrive. One Skorcha does as much damage as two Grotzookas and is an assault weapon that isn't affected by your normal move/teleport. Three Grotzookas at BS5 does 1.29 wounds on MEQs, one Skorcha does 1.15. So with two skorchas you could do about an extra wound versus three Grotzookas coming out of tellyporta.


Killa Kanz don't receive the -1 to hit penalty for moving and shooting with heavy weapons because they're vehicles, so he'll be hitting on 4's unless he's firing through dense cover or something. Though I do wonder if Big Shootas are better than Grotzookas in most instances due to SpeedWAAAGH! benefiting them more unless you're against a lot of T3 or T5 models in your meta.
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 Grimskul wrote:
 TedNugent wrote:
pepi55 wrote:
also, rate my killy kill list:

Spoiler:

+++ 500 - New Ork (Warhammer 40,000 9th Edition) [28 PL, 3CP, 500pts] +++

++ Patrol Detachment 0CP (Orks 2021) [28 PL, 3CP, 500pts] ++
Rules: Ork Detachment Abilities, Waaagh!

+ Configuration [3CP] +

Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
. Categories: Configuration

Clan Kultur: Goffs
. Categories: Configuration
. Abilities: Goffs
Profiles:
. Goffs: Description:- Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
- Each time a model with this kultur makes a melee attack, if this model's unit makes a charge move, or perfformed a Heroic Intervention this turn, add 1 to the Strength characteristic of that attack.

Detachment Command Cost
. Categories: Configuration

+ HQ [5 PL, 90pts] +

Warboss [5 PL, 90pts]: Big Choppa, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, 2x Slugga, Stikkbombs, Warlord
. Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Warlord, Warlord - Goffs
. Rules: 'Ere We Go!
. Abilities: Dead Tough, Headwoppa's Killchoppa, Kombi-skorcha, Proper Killy, Warboss (Aura), Unit: Warboss, Weapon: Big Choppa, Headwoppa's Killchoppa, Shoota, Skorcha, Slugga, Stikkbomb
Profiles:
. Dead Tough: Description:This model has a 5+ invulnerable save.
. Headwoppa's Killchoppa: Description:Model equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
. Kombi-skorcha: Description:Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the attack's hit roll.
. Proper Killy: Description:- Add 1 to your Warlord’s Attacks characteristic
- Each time this WARLORD makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
. Warboss (Aura): Description:While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.
. Warboss: M:5"|WS:2+|BS:5+|S:6|T:6|W:6|A:5|Ld:8|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Headwoppa's Killchoppa: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. Shoota: Range:18"|Typeakka 3/2|S:4|AP:0|D:1|Abilities:-
. Skorcha: Range:12"|Type:Assault D6|S:5|AP:-1|D:1|Abilities:Each time an attack is made with this weapon profile, that attack automatically hits the target.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Troops [5 PL, 90pts] +

Boyz [5 PL, 90pts]
. Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops
. Rules: 'Ere We Go!, Mob Rule
. Boss Nob [9pts]: Choppa, Slugga, Stikkbombs
. . Unit: Boss Nob, Weapon: Choppa, Slugga, Stikkbomb
. 9x Ork Boy w/ Slugga & Choppa [81pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs
. . Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Profiles:
. Boss Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:6+
. Ork Boy: M:5"|WS:3+|BS:5+|S:4|T:5|W:1|A:2|Ld:6|Save:6+
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Slugga: Range:12"|Typeistol 1|S:4|AP:0|D:1|Abilities:-
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Elites [6 PL, 110pts] +

Nobz [6 PL, 110pts]: Trukk Boyz
. Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Nobz, Core, Specialist Mob, Faction: Trukk Boyz
. Rules: 'Ere We Go!, Mob Rule
. Abilities: Keepin' Order, Trukk Boyz
. Boss Nob [26pts]: Choppa, Power Klaw [8pts], Stikkbombs
. . Unit: Boss Nob (Nobz), Weapon: Choppa, Power Klaw, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
. Nob [21pts]: Big Choppa [3pts], Choppa, Stikkbombs
. . Unit: Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Profiles:
. Keepin' Order: Description:While a <CLAN> unit is within 3" of any friendly <CLAN> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
. Trukk Boyz: Description:BOYZ, NOB or WARBOSS units only. The selected unit gains the TRUKK BOYZ keyword and the following ability:

Trukk Boyz: A TRUKK BOYZ unit can disembark from a TRUKK even if that TRUKK has made a Normal Move this phase. While any TRUKK BOYZ units are embarked upon a TRUKK, each time that TRUKK model makes a ranged attack, add 1 to that attack's hit roll.
. Boss Nob (Nobz): M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Nob: M:5"|WS:3+|BS:5+|S:5|T:5|W:2|A:3|Ld:7|Save:4+
. Big Choppa: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-
. Choppa: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
. Power Klaw: Range:Melee|Type:Melee|S:x2|AP:-3|D:2|Abilities:Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
. Stikkbomb: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast

+ Heavy Support [7 PL, 120pts] +

Killa Kans [7 PL, 120pts]
. Categories: Faction: <Clan>, Faction: Orks, Vehicle, Heavy Support, Killa Kans, Gretchin, Walkerz
. Abilities: Explodes, Ramshackle, Scrag 'Em
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
. Killa Kan [40pts]: Grotzooka, Kan Klaw
. . Unit: Killa Kan, Weapon: Grotzooka, Kan Klaw
Profiles:
. Explodes: Description:If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Scrag 'Em: Description:While this unit contains 3 or more models, add 1 to the Attacks characteristic of models in this unit.
. Killa Kan: M:6"|WS:4+|BS:4+|S:5|T:5|W:5|A:3|Ld:6|Save:3+
. Grotzooka: Range:18"|Type:Heavy 2D3|S:6|AP:0|D:1|Abilities:Blast
. Kan Klaw: Range:Melee|Type:Melee|S:+3|AP:-3|D:3|Abilities:-

+ Dedicated Transport [5 PL, 90pts] +

Trukk [5 PL, 90pts]: Big Shoota, Fortress on Wheels [1 PL, 20pts]
. Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport
. Rules: 'Ere We Go!
. Abilities: Explodes, Fortress on Wheels, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota
Profiles:
. Explodes: Description:When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6, it explodes, and each unit within 6" suffers D3 moral wounds.
. Fortress on Wheels: Description:TRUKK or WAGON model only. This model has a 5+ invulnerable save.
. Open-Topped: Description:In your Shooting phase, units embarked within this transport can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
. Ramshackle: Description:Each time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)
. Trukk: Capacity:This model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models.
. Trukk [1] (6-10+ Wounds Remaining): M:12"|WS:5+|BS:5+|S:6|T:6|W:10|A:3|Ld:6|Save:4+
. Trukk [2] (3-5 Wounds Remaining): M:8"|WS:5+|BS:5+|S:5|T:6|W:N/A|A3|Ld:6|Save:4+
. Trukk [3] (1-2 Wounds Remaining): M:6"|WS:5+|BS:5+|S:4|T:6|W:N/A|A:1|Ld:6|Save:4+
. Big Shoota: Range:36"|Typeakka 5/3|S:5|AP:0|D:1|Abilities:-

++ Roster Rules ++


. Ork Detachment Abilities: - <CLAN> units (excluding GRETCHIN units) in ORKS Detachments gain the Clan Kulturs ability.
- Troops units (excluding GRETCHIN units) in ORKS Detachments gain the Objective Secured ability (this ability is described in the Warhammer 40,000 Core Book).

. Waaagh!: If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your COmmand phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!.

To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield.

A Waaagh! and Speedwaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaagh! at the same time. Both are active from when the Great Waaagh! is called, and each stage starts and finishes as described above.

WAAAAGH!
Stage 1: Call Da Waaagh!
- ORKS CORE and ORKS CHARACTER units from your army are eligible to declare a charge even if they Advanced this turn.
- Add 1 to the Attacks characteristic or ORKS models from your army.

Stage 2: Get Stuck In!
- Add 1 to the Attacks characteristic of ORKS models from your army.

SPEEDWAAAGH!
Stage 1: Da Big Race
- ORKS models from your army do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn their unit Advanced. Each time an ORKS VEHICLE or ORKS BIKER model from your army shoots with a Dakka weapon, make 1 additional attack with that weapon.
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

Stage 2: Give 'Em Sum Dakka!
- Each time a model in an ORKS VEHICLE or ORKS BIKER unit from your army makes a ranged attack, improve the Armour Penetration charcateristic of that attack by 1.

++ Selection Rules ++


. 'Ere We Go!: You can re-roll charge rolls made for units with this ability.

. Mob Rule: While this unit is within 6" of a friendly <CLAN> MOB unit that is not under half strength, this unit is never considered to be under half strength

Boyz will probably hold back objective while the trukk with nobz + warboss go get whatever the opponent is sitting on and the kanz will teleport either in response of an enemy teleport or on another objective I need. sounds good?

Brutal but Kunnin' is strictly better than proper killy, you get more attacks from it.

On average with killchoppa and 5 attacks you would score 2.86 unsaved wounds against MEQs, which means you get 2 extra attacks on average. It's even better if you take the attack squig since it does not specify the weapon you make the extra attacks with.

Tellyporta counts as moved so those kans are hitting on 5's when they arrive. One Skorcha does as much damage as two Grotzookas and is an assault weapon that isn't affected by your normal move/teleport. Three Grotzookas at BS5 does 1.29 wounds on MEQs, one Skorcha does 1.15. So with two skorchas you could do about an extra wound versus three Grotzookas coming out of tellyporta.


Killa Kanz don't receive the -1 to hit penalty for moving and shooting with heavy weapons because they're vehicles, so he'll be hitting on 4's unless he's firing through dense cover or something. Though I do wonder if Big Shootas are better than Grotzookas in most instances due to SpeedWAAAGH! benefiting them more unless you're against a lot of T3 or T5 models in your meta.


Killa kans are great i think big shootas are better becasue you can use them in combat, another benefit of them being vehicles. Grotzookas have the blast keyword which means you can't use them in combat, rockets are too expensive :p.
I suppose it depends on what you are doing with them.

If Teleport and charge tactic i would use Big Shootas for reasons above.

SMASH  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

im seriously hoping they faq it to fix the rokkit kanz price.
Absolutely ridiculous they cost 15pts on that unit. 40ppm killakanz with bigshootas doesnt feel bad at all, 55pts with D3 rokkits...pfft

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Stormin' Stompa






 Vineheart01 wrote:
im seriously hoping they faq it to fix the rokkit kanz price.
Absolutely ridiculous they cost 15pts on that unit. 40ppm killakanz with bigshootas doesnt feel bad at all, 55pts with D3 rokkits...pfft


Yeah, they REALLY overvalued the D3 rokkit shots they got, considering they don't have klan kulturs.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Even if they had kultures i would say thats ridiculous.
Really only 2 kultures benefits the rokkit variant, neither really all that much (Deathskullz for a reroll, Badmoonz for reach and potential +1AP).
(edit: 3, freeboota +1 to hit i guess is significant)

They'd benefit more from Goff or Snakebites than they would the shooty kultures.

Theres several examples of GW not factoring army rules when determining a unit's price, Gretchin are the most painfully obvious because theyre the only ones DENIED those rules and are still just as expensive as anything else.
Which is a really dumb way to write rules when said army-rules are ridiculously potent in most cases.

This message was edited 2 times. Last update was at 2021/08/02 18:13:28


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Stormin' Stompa






 Vineheart01 wrote:
Even if they had kultures i would say thats ridiculous.
Really only 2 kultures benefits the rokkit variant, neither really all that much (Deathskullz for a reroll, Badmoonz for reach and potential +1AP).
(edit: 3, freeboota +1 to hit i guess is significant)

They'd benefit more from Goff or Snakebites than they would the shooty kultures.

Theres several examples of GW not factoring army rules when determining a unit's price, Gretchin are the most painfully obvious because theyre the only ones DENIED those rules and are still just as expensive as anything else.
Which is a really dumb way to write rules when said army-rules are ridiculously potent in most cases.


Based on the treatment of gloomspite gitz (even the new hobgrots for the new Kruleboyz are currently garbage) in AoS and grots in 40k, I feel GW just isn't a big fan of grots being effective units. They're kinda there for jokes and giggles, not as an actual threat. I figure they've only treated Mek Gunz relatively well because they're more weapon than grot, and they're expensive to buy per kit (definitely when compared to the gretchin box) so there's more monetary incentive to push them as good weapons platforms.

This message was edited 1 time. Last update was at 2021/08/02 18:47:29


 
   
Made in us
Krazed Killa Kan






While the obvious answer to the following is probably "personal preference," I would like a poll of opinions on Speed Waaagh build versus regular waaagh.

I previously shut my mind out on speed waaagh as it only affects vehicles, but I started thinking about the buggy spam people are proposing as well as bikes, and, well, speed waaagh seems to affect more of the power units.

I'm actually of the impression that this codex is written with the implicit intent of discouraging infantry, with the power units on snaggas being cavalry and a heavy transport, both with focus towards melee, and the power units on vanilla orks being things like buggies and bikes. After all, Waaagh only affects core. While it's great for bikes, doesn't it fall flat with buggies and Dread heavy lists?

Now that I'm taking a look at Speed Waaagh, I'm reevaluating vehicles and bike lists and I feel like they could be the way to go. I just don't know if I want to buy all the models.

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




Italy

I think Speedwaaagh is far superior than Waaagh as AP-1 can be massive compared to +1A. I feel like that boos for the shooting phase is much more needed than a boost in combat.


 
   
Made in es
Gangly Grot Rebel




Starting to think in Big Mek with KFF and Kustom Shoota relic, for 6++ and some damage for my buggie detachment

For me, Squiggs are the screen that do not let you apreciate the codex correctly. Squigs are all very good units to have and can dominate the board, but they are absolutely useless against the actual top armies (Sisters, Drukhari, AdMech). They are good against Custodes, DG and MEQ for his super high punish capabilities, his tankiness and his fast mobility, but they are only good in his physical profile, they lack enough mechanisms to front AdMech rangers, Drukhari disactivations or Sisters firepower.

I think we need buggies, bikes, Dakkajets, Blastajets, they are the right answer against Sisters, they are OK against AdMech and they are the nightmare itself against Drukhari.

This message was edited 1 time. Last update was at 2021/08/02 20:29:30


Orks 5000p 
   
Made in ca
Stormin' Stompa






 Blackie wrote:
I think Speedwaaagh is far superior than Waaagh as AP-1 can be massive compared to +1A. I feel like that boos for the shooting phase is much more needed than a boost in combat.


Agreed. Especially for some factions that ignore AP-1 or AP-2, the push into AP-3 or better can really make what shots that land stick, and it gives a lot of other AP0 weapons like Big Shootas teeth for chipping through wounds they would normally bounce off of. The extra shot bonus can also make a pretty big difference when you've leveraged enough Dakka weapons in your army, like Dakkjets, Warbikers, and Scrapjets.

With trukkboyz being a thing and the OG green tide archetype as a format dead, I feel like the mobility aspect of advance and charge from a WAAAGH! is only really relevant for warbikers being able to move 20" and charging. Other than that, while the extra attack is nice, all it does IMO is make up for the fact that large units of boyz no longer have access to +1A from having 20+ guys. I feel like you'll only really use it as a result of taking Ghazzy since I feel in most cases you would use it in a Goffs heavy list and at that point you want Ghazzy too in most instances so you'll get both anyways.
   
Made in se
Screamin' Stormboy





 Blackie wrote:
I think Speedwaaagh is far superior than Waaagh as AP-1 can be massive compared to +1A. I feel like that boos for the shooting phase is much more needed than a boost in combat.
Concur on Speedwaagh!. Da Big Race is also "+1A" but for many guns. Like Big Shootas on Planes, Scrapjets, Dragstas plus Biker Dakkaguns. +1AP on top of that is a really good game opener.

I´m starting to see a strategy of a mixed army in three layers; the screening layer of Kommandos and Snikrot, the fighting layer of a Buggies, Transports and Bikes plus the final scoring layer of Boyz, Meks and Grotz.
   
Made in ru
!!Goffik Rocker!!






Regular Waaagh can still be ok if you want a full mellee force. It's feasible but buggies are just so strong ATM and more and more armies are not afraid of our mellee, you do want to take loads of buggies and other shooty stuff. And having taken a bunch of vehicles you end up needing speed waagh anywayz. But if you want a list with all the elements, it means you're probably playing large games. And than you might take ghaz to get both.

However, if you want both waaghs to be as effective as possible, you need your mellee elements to be able to charge 1st turn. Otherwise, they're not doing anything the most important turn in the game - where the outcome is usually decided. Luckily, we have a number of 1st turn charge elements. Trukkboyz, stormboyz, bikers, 1 da jumping squad.

However, I must admit that the better our shooting gets, the less you need your mellee as it's quite mediocre and unreliable by today's standards.
   
Made in es
Gangly Grot Rebel




I think, as all of you, Speedwaagh is insane because it stacks very well with our stronger units of the codex.

With smaller boards in 9th, you can go anywhere with a lot of units atm. Maybe you cannot charge with 100% fiablity, but with ramming speed you've got enough

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





Nebraska, USA

SpeedWaagh is definitely superior IF you are heavy bike/vehicle orientated.
If you are transport orientated or beastsnagga based, no its terrible. Remember currently as it reads it does not affect embarked infantry, even though it feels like it should.

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




Why choose which Waagh take both :p barring any major faq changes, warboss on bike nerfs, or better stuff in the campaign book I’m likely going to play something like this.

Spoiler:
Supreme command-goff 6cp leftover
Ghaz-proper killy

Battalion-goff
Beastboss on squig- Brutal but kunnin, headwompa, big boss, +relic
Makari

Beastsnagga x10- on Killrig
Beastsnagga x10- on Killrig
Gretchin (orrible gitz)-obj secured

3x squigriders +bombsquig
3x squigriders +bombsquig

Killrig-frazzle, spirit of gork
Killrig-roar of gork, squiggly curse

Outrider-deathskulls
Warboss on bike- killaklaw- big boss- warlord trait:Ard as nails

5x kommandos-obj secured (nob w/klaw)
5x kommandos-obj secured (nob w/klaw)

1x scrapjet
1x scrapjet
1x squigbuggy-kustom job nitro squig
1x shockjump
1x shockjump

This message was edited 2 times. Last update was at 2021/08/02 23:44:37


 
   
Made in us
Fresh-Faced New User



PNW

Tri-Clan List - 2K

Focusing on speed waaaagh.

Spoiler:

3 CP leftover

Outrider Detachment
Clan Kultur: Evil Sunz


Stratagem: Extra Gubbinz

1x Warboss w/Warbike: PK, Brutal but Kunnin,
Rezmekka's Redder Paint, Warlord


1x Shokkjump Dragsta: Gyroscopic Whirligig
1x Shokkjump Dragsta
1x Shokkjump Dragsta

9x Stormboys
Boss Nob: PK
9x Stormboys
Boss Nob: PK

Outrider Detachment
Clan Kultur: Bad Moons


1x Warboss w/Warbike, PK

5x Kommandos: Sneaky Gits

3x DeffKoptas

1x Megatrakk Scrapjet
1x Megatrakk Scrapjet

5x Warbiker: 4x w/Choppa,
Boss Nob: PK

5x Warbiker: 4x w/Choppa,
Boss Nob: PK


Patrol Detachment
Clan Kultur: Goffs


1x Beastboss on Squigosaur
Headwoppa's Killchoppa, Thump Gun

1x Runtherd
10x Gretchin: 'Orrible Gitz

5x Kommandos
5x Kommandos

5x Squighog Boy, Bomb Squig
5x Squighog Boy, Bomb Squig


Total: [116 PL, 2,000pts, 9CP]


This message was edited 2 times. Last update was at 2021/08/03 00:38:51


 
   
Made in us
Krazed Killa Kan






 koooaei wrote:


However, I must admit that the better our shooting gets, the less you need your mellee as it's quite mediocre and unreliable by today's standards.


To challenge the point for sake of argument, what about the Squigosaur and Beasthog riders? Snagga cavalry appears to have some serious hitting power.

By point of comparison.

A beasthog sits at 25 PPM and carries 5 S6 AP-2 2 D attacks
A nob with Big Choppa sits at 21 PPM and carries 3 S7 AP-1 2 D attacks

Nobs are doggak by comparison. To add insult to injury, Beasthog has twice the base movement speed, +1 W and +1 T with a 6++.

A Squigosaur with BBK and a Killchoppa is legitimately terrifying in combat. 5 base attacks that get a rerun at S12, and 3 additional attacks at S7 and damage 3. Alternately, you could build one with the Mantle and Proper Killy for 7 S8 AP-4 D2 attacks on the charge plus the 3 attacks from the squig jaws.

With Goffs, both of the above are capable of quite a lot in comparison to, say, Warbikers, which are anemic by comparison in combat. You can also get an extra attack on the Waaagh, plus exploding 6's, +1 to wound with Snakebites, +1 damage on squig attacks with beast relic that fits easily on a beast rig.

For reference, a squighog rider at base puts out about the following:
Spoiler:

1.43 unsaved wounds per model (substantially more than a PK nob) at 2 damage for 25 PPM
With Snakebites:
1.8 unsaved wounds
With Goffs:
1.43 with a 5/6 chance at exploding hit

A unit of 3 in aura range of the boss with snakebites:
2.27 * 3 = 6.8 wounds at 2 damage each for a mere 75 points alongside 145 points for the boss.


That said, I have heard they have big bases and are clunky to get around terrain, and only 10" movement speed means you'd have to maneuver them effectively to get them in combat.

Is it really time to dump combat when we have snagga options like these?

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




Has anyone else really paid attention to how crap our new stratagems are? I want to break them down into a few categories and I'll highlight them if they got worse between editions.

Competitive:
Ramming Speed - 2CP same as before. roll 3D6 for charge, inflict mortals on a 2+.

Extra Gubbinz - 1CP honestly one of the best ones we have. Lets you take extra relics.

Big Boss - 1CP same as Extra gubbinz except warlord traits for other characters. AWESOME.

Tellyporta - 2CP same as always. You can tellyporta any unit you want except Monsters and 20PR+


Good:
Hit'em harder - 2CP Meganobz gain +1Dmg

Orkz is Never Beaten - 2CP NERF This now lets a character fight if they hadnt this turn, it used to allow the character to fight twice if it died after swinging.

Cloud of Smoke - 2CP If you are running big groups of speed freakz this is a must use strat. Gives -1 to hit for all speedfreak vehicles within 6' of a selected speed freak vehicle.


Situational:
Careen - 1/2CP If you blow up, move 6' towards your opponent before blowing up.

Get Stuck In Ladz - 1/2CP move 3' more in pile in/consolidate.

Tough As Squig Hide - 2CP On Beast snagga models you gain Full Transhuman.

Da Bigger Dey Iz - 2CP +2Dmg for warbosses engaged with Titanic units.

Tide Of Muscle - 1CP ignore negative modifiers to charge range.

Unstoppable Momentum - 1CP this will be used rarely. Lets you charge a 2nd time with a Nob on Smasha Squig if after his initial charge he kills enough enemies with his Mortal wounds to be out of engagement range.

Burn em All - 1CP situational at best, if the enemy clumps together it might be worth it. If you hit the enemy with a Skorcha missile rack you can inflict 1 MW on every unit within 3 of that targeted unit.

More Dakka - 2CP I was really tempted to bump this one DOWN to Hot garbage. Spend 2 CP to let a unit count as being in half range for dakka weapons. I don't see this being useful for 90% of the game, at best it might be used on an max size Alpha strike unit of Warbikers teamed with the SpeedWaaagh.


Former ability:
Gun Crazy Show Offs - 2CP Old Flashgitz ability...this is honestly better because it guarantees the second round of shooting, its expensive though.

Cuttin Flames - 1CP This is the old Burna's CC ability.

Tank Busta Bomb - 1CP They took away our Tank Busta bombs and turned it into a strat that lets 1 model in a unit use a single attack in CC to do 2D3 mortal wounds if it hits. Its not terrible for 1CP but compared to what we used to do with Tank busta bombs (grenade strat and 10D3 Rokkitz) its kind of crap.

Hot garbage:
Breaking Heads - 2CP This one is also a Former Ability, kill your own models instead of letting morale do it for you. Only time you would ever really use this is if you had a bad morale check and a big unit with 25+ models failed morale, even than a bit of luck with rolling and you would still break even with this.

Grot Shields - 2CP Similar to old grot shields except only works with 1 unit of grotz. Adding to that, its too expensive and the grots themselves are too expensive. I don't see Orkz fielding any infantry units big/expensive enough to justify the use of a 50-100pt sacrificial unit.

Lumbering Strides - 1CP Mork/gorkanaut and stompa Lets you use the old version of Ere we go. Complete and utter crap.

Snagga Grapple - 2CP complete garbage, you will never use this. First off you have to use it at the START of your opponents movement phase, and on a 4+ it stops a unit from leaving combat. For 2CP it should have been automatic and even than it would have been questionable.

Ground Shaker Shells - 1CP If you hit a unit with a lobba you can halve their movement next turn and -2 to advance and charge. so incredibly situational that it likely wont be used much at all.

Force Field Boosta - 2CP Former Ability as well, Gain a 5++ for 1 turn on a 9' bubble and than it blows up and you can't use it ever again. If it was relic yes, if it didn't blow up and could be used multiple times per game and was 1Cp...yes, this? No.


 Xenomancers wrote:
It is utterly idiotic...like 8.5 ironhands idiotic to include this rule. I can assure you within 1 month it will be nerfed too...to only be DA characters...which is fine for a free rule that no other marines get...

Just cant stand these snow flake marines anymore.
 
   
Made in hk
Regular Dakkanaut




Hong Kong

SemperMortis wrote:

Hot garbage:

Lumbering Strides - 1CP Mork/gorkanaut and stompa Lets you use the old version of Ere we go. Complete and utter crap.


...utter crap ? I would say a good/situational stratagem (unless you think the old version of ere we go was utter crap)
The stupid part is that we had it for free and now we have to pay for it, but that's not the same.

I wouldn't worry too much about strat, I guess we will get our share of new strats when new books hit the shelves. (Octarius?)
   
Made in us
Gangly Grot Rebel




We have thr worst stratagems of 9th codexes

Orks 5000p 
   
 
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