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Made in de
Squishy Squig




Germany

Currently thinking about where to put Opportunist in a buggy heavy list.
Either on the wartrike warlord (what else to take here, really? Kunnin but Brutal to fight first?) or on a BigMek in MegaArmor.
The BigMek could then get Tellyport Blaster and either Da Ded Shiny Shoota or KMB, but might have trouble with positioning.

Against what stats would you calculate dmg against a character?
   
Made in es
Gangly Grot Rebel




Ghaz is one of the worst miniatures of our codex in competitive lists. He's an absolute noobslayer with 0 chance in hard matches (i. e in tournaments)

Orks 5000p 
   
Made in ca
Stormin' Stompa






 R1ncewind wrote:
Currently thinking about where to put Opportunist in a buggy heavy list.
Either on the wartrike warlord (what else to take here, really? Kunnin but Brutal to fight first?) or on a BigMek in MegaArmor.
The BigMek could then get Tellyport Blaster and either Da Ded Shiny Shoota or KMB, but might have trouble with positioning.

Against what stats would you calculate dmg against a character?


I think realistically you're going for the wartrike warlord. As much I love the idea of a shooty Big Mek tearing it up with the relic and the blaster, the fact that he needs to be within 12" means your opponent is going to have an easy time avoiding him. If you put him in a transport, he won't be able to get within ideal targets until T3 most likely at best, assuming your opponent lets your trukk get in range that easily. Deep striking him is also an option, but then opponents can just screen you out so can't be within 12" of the character unit you want to kill, so that's a big potential waste of 2CP's.

   
Made in gb
Hungry Ork Hunta Lying in Wait





What is the base size of the new Mega Armoured Warboss and Squig Hogs? I need to know in case I need to rebase my kitbashes
   
Made in de
Squishy Squig




Germany

 Gir Spirit Bane wrote:
What is the base size of the new Mega Armoured Warboss and Squig Hogs? I need to know in case I need to rebase my kitbashes

Dont know about the Warboss
Squighog Riders are on 75mm ovals, with the nob on smasha squig on 90mm oval


Automatically Appended Next Post:
Beardedragon wrote:

Automatically Appended Next Post:
 koooaei wrote:
I feel he's not supposed to kill stuff but to be tanky. So, skb and hard as nails are the way to go, in my opinion.
It's just that we don't have many options to deal with stuff like dg, de, da death balls in mellee cause of fight last and lack of either extreme choppiness or extreme durability. Better shoot them.

But a durable megs boss can tank literally anything on lower level of killiness. Theproblem is he needs a transport to choose his targets. Might be good in small games vs some opponents. Well, he's not too expensive for what he brings to the table anywayz.
Oh, if you're running mellee orks, I feel you shoud get an evil sun trike with redder armor. Our only way to counter fight last. At least your manz would get a swing first.


you cant give named characters relics and warlord traits. So now he isnt tanky at all. He doesnt receive lookout sir (also didnt before), cant be healed (he could before), cant even be tellyported if you wanted to (he could before). not sure why you want to do that, but you cant even if you did.

Because of these things the most duable characters will now be squig bosses you can kit up with items and traits and mozrog who inherently has some beefy traits and abilities.


I think that is not about Ghaz but about the Warboss in MegaArmor

This message was edited 4 times. Last update was at 2021/08/05 14:32:46


 
   
Made in ca
Stormin' Stompa






 Gir Spirit Bane wrote:
What is the base size of the new Mega Armoured Warboss and Squig Hogs? I need to know in case I need to rebase my kitbashes


I think the warboss is likely to be either 50mm or 60mm based on what the previews have shown, hard to tell though.
   
Made in us
Longtime Dakkanaut




Mozgrod is our strongest HQ however his opportunity cost is you need to take snakebites and thier kultur is limited.

However the beastboss on squigasaur is really close to mozgrod and is much easier to customize especially w the crazy combo of killchoppa/BBK.

Ghaz isn’t bad… he’s just over costed slightly…. Our new codex strength is a bunch of high toughness point efficient models that are annoying to kill that make str 6/7 weapons and atks not have ideal targets to hit.. so sure go for ghaz with his 2+, 4++, 6+++, toughness 7 and 4 max wounds a turn and ignore those killrigs or beastboss on squig or warboss on bike, and 5+ buggies and toughness 6 squigriders… they all pretty much need the same types of weapons put into them.
   
Made in de
Squishy Squig




Germany

I am currently working on this list:
Spoiler:

++ Patrol Detachment -2CP (Orks 2021) [65 PL, 9CP, 1,005pts] ++
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur: Deathskulls
+ HQ +
Warboss in Mega Armour [6 PL, -1CP, 115pts]: 3. 'Ard as Nails, Stratagem: Big Boss, Super Cybork Body

+ Troops +
Gretchin [2 PL, 50pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +
Kommandos [4 PL, 55pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Meganobz [18 PL, 200pts]
. Boss Meganob: Kombi-rokkit, Power Klaw
. Meganob: Kombi-rokkit, Power Klaw
. Meganob: Kombi-rokkit, Power Klaw
. Meganob: Kombi-rokkit, Power Klaw
. Meganob: Kombi-rokkit, Power Klaw

+ Fast Attack +
Shokkjump Dragstas [5 PL, 85pts]
. Shokkjump Dragstas
Shokkjump Dragstas [5 PL, 85pts]
. Shokkjump Dragstas

+ Heavy Support +
Deff Dreads [12 PL, 170pts]: Big Krumpaz
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw
Mega Dread [9 PL, 175pts]: 2x Dread Rippa Klaw

+ Dedicated Transport +
Trukk [4 PL, 70pts]

++ Patrol Detachment 0CP (Orks 2021) [18 PL, -1CP, 350pts] ++
Clan Kultur: Evil Sunz

+ HQ +
Deffkilla Wartrike [6 PL, -1CP, 120pts]: 3. Junkboss (Speed Freeks), Rezmekka's Redder Paint, Stratagem: Extra Gubbinz, Warlord

+ Troops +
Gretchin [2 PL, 50pts]: 'Orrible Gitz
. 10x Gretchin: 10x Grot Blaster

+ Fast Attack +
Megatrakk Scrapjets [5 PL, 90pts]
. Megatrakk Scrapjet
Megatrakk Scrapjets [5 PL, 90pts]
. Megatrakk Scrapjet

++ Patrol Detachment -2CP (Orks 2021) [35 PL, -3CP, 590pts] ++
Clan Kultur: Deathskulls

+ HQ +
Deffkilla Wartrike [6 PL, -1CP, 120pts]: Opportunist, Stratagem: Big Boss

+ Troops +
Gretchin [2 PL, 50pts]: 'Orrible Gitz
. 10x Gretchin: 10x Grot Blaster

+ Elites +
Kommandos [4 PL, 55pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
Kommandos [4 PL, 55pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +
Megatrakk Scrapjets [5 PL, 90pts]
. Megatrakk Scrapjet
Shokkjump Dragstas [5 PL, 85pts]
. Shokkjump Dragstas

+ Flyer +
Dakkajet [9 PL, 135pts]: 2x Additional Supa Shoota, More Dakka

++ Total: [118 PL, 5CP, 1,945pts] ++

Still got 55 points to fill, maybe I will get one ranged arm each with the DeffDreads and forgo Big Krumpaz for the DS rerolls + 'orrible Gits, put forktress on the Trukk.

This message was edited 1 time. Last update was at 2021/08/05 14:29:40


 
   
Made in us
Dakka Veteran




 Vineheart01 wrote:
is Loot It! gone? im not seeing it in the lists :(


Just about every Strat that you used to use is gone, like Green Tide and, yes, Loot It.

A few new ones are quite good! But the majority are situational or locked to the new models.

For now, it looks like Orks will drop most of their CP in the start, with more detachments, Warlord Traits, and Relics, and less during the game itself.
   
Made in us
Regular Dakkanaut




Loot it! is probably the stratagem I'm saddest to see go, outside of the initial broken rules interaction with MANz it was not an optimal stratagem, just a fun and fluffy one.
   
Made in dk
Longtime Dakkanaut




Danmark

Hey guys i just gotta have something fully understood here. for the ork secondaries, you can only pick one of them yes?

I dont own any other factions so ive never had a faction with faction specific secondaries, so its new to me.

It sure does state you can select one" but i just had to be sure it was, you can only select "ONE" and not you can simply "select one".

This message was edited 1 time. Last update was at 2021/08/05 15:50:36


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

- About Dawn of War 3 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Madjob wrote:
Loot it! is probably the stratagem I'm saddest to see go, outside of the initial broken rules interaction with MANz it was not an optimal stratagem, just a fun and fluffy one.


It was awesome for Nobz, which are a bit more useful in the new codex rather than just "because i can" type units.
Their wheelz blew up? 3+ armor.
They charged and dismantled something? 3+ armor.

Same for Flash Gitz, they'd sit in cover after looting their blown up ride and have a 2+ save. (course the one time i tried that i rolled 7 goddamn 1s out of 12 dice....)

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
Flashy Flashgitz




North Carolina

Beardedragon wrote:
Hey guys i just gotta have something fully understood here. for the ork secondaries, you can only pick one of them yes?

I dont own any other factions so ive never had a faction with faction specific secondaries, so its new to me.

It sure does state you can select one" but i just had to be sure it was, you can only select "ONE" and not you can simply "select one".


One secondary can be faction specific.
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 R1ncewind wrote:
How did you evaluate the MegaArmor-Warboss?
I tried him as DS with Hard as Nails and Da Krushin' Armor, backing up 5 MANz with Kombi-Scorchas parked on an objective behind a barricade.
The MANz died to buffed up DeathShroud-Terminators and PlagueMarines with 3 Chars behind (I'll forgive them, the rolls were not in my favour and I could not interrupt).
Probably could have positioned the warboss (MAB?MAW?) a bit better to intervene, too.
Next turn I could off the marines with help from a ramsquig and the warboss held on to the objective for a round after getting charged by the terminators.

Maybe he would have survived even better with the Super Cybork Body, but a virtual +0 save while ducking behind the barricade was neat and I felt that he needed the mortals for some punch (rolled a 1 on his only charge, ofc).
His 2D weapon felt kind of embarrassing against DG though and like that he was more of a nuisance instead of a threat

Does Super Cybork Body round down by the way?


I believe there is something in the rules that states you round up all dice and characteristics after applying modifiers.
Damage being the characteristic being modified in this case.

SMASH  
   
Made in no
Rogue Grot Kannon Gunna






Spoiler:
SemperMortis wrote:
Kustom Job Review:

Da Booma: 15pts - Convert a KillKannon into Da Booma. Goes from Range 24' D6 shots S8 AP-2 2dmg to Range 36' 2D6 shots S8 AP-2 2dmg.

This is crap. The KillKannon hasn't been useful since they removed Pie plates because Ork blast weapons DO NOT work like Space Marine and Imperial Guard blast weapons and GW has literally never figured this out..possibly because they have zero understanding of how the Ork army works. D6 shots for orkz works out to 1.16ish hits a turn. So the Kill Kannon averages 1 wound vs T4 a turn. Against T5+ its even lower (0.77) So you are thinking "Ok it sucks, so upgrading it makes it better right!" no. 2D6 shots averages 7 shots a turn which works out to 2.33 hits a turn. Its twice as good, the added range is nice but look at the cost. The KillKannon is 10pts, the upgrade which doubles its shot output and adds 12' range is 15pts. So you are paying 25pts for a weapon system that will literally hit 2.33 times a turn. For comparison, a regular Battlecannon on a Leman russ standing still gets 2D6 shots and averages 3.5 hits a turn. I can already here people saying "But Semper, what if I put it on the Gunwagon and use its periscope to make it functionally BS4+!" Cool. Now its 3.5 hits a turn for the low low price of 190pts. You are now paying as much as a IG player pays for a Leman russ tank with a battlecannon and 3x Heavy Bolters.

Fortress on Wheels: 20pts - I mean...go for it if you really want, Wagonz this edition are in a bad place regardless, but giving it a 5+ invuln wouldn't be bad. Sadly the price is too high, especially for the Trukkz, you are increasing the cost of the trukk by about 30% just to give it a 5++. I could see that it would have been useful on a bonebreaker, if the BB wasn't already heavily over priced at 175pts.

Gyroscopic Whirlygig: 10pts - Ignore Mortal wounds on a Shokkjump Dragsta from its Shokk Tunnel ability. Might be useful if you are using it for scoring points and harassing the enemies backfield, but honestly...its 10pts to ignore a 50% chance at an average of 2mortals.

More Dakka: 15/30pts - This is good...sadly its over priced. Every time you shoot roll a D6, on a 4+ it gains +1 shot per dakka weapon. on a 6 it gains +2 shots. The only unit I can think of that would really benefit from this is the Dakkajet and it means you have a 33% chance to add 6 shots (2 hits), a 16.6% chance of gaining 12 shots (4 hits) and a 50% chance of doing nothing. If this was just a flat 15pt upgrade and your weapons gained 1 attack each it would have been good, the uncertainty of the upgrade means that its going to be swingy as hell and will either lend you a critical additional 2 hits or be a complete waste of 15pts on a Dakkajet. Keep in mind, our fliers are not what most would consider durable

Nitro Squigs: 25pts - This is good, but I still think its over priced. on the Squigbuggy, your squig launchas gain +1 to wound. So against ANYTHING in the game you are going to be wounding on at least 4s, against T4 and below its 2s. only problem like I said, is the points cost. 25pts is almost 28% of the price of a squigbuggy. If you could have given this to the entire squadron than yeah absolutely. But on a single model? Meh. Average Dmg increase against T4 Infantry, assuming 18' range. 2D6 shots = 7, BS4+ = 3.5 hits 1D6 shots = 3.5 shots = 1.16 hits, 4.66 hits = 3.1 wounds W/nitro squigs its 4.66 hits and 3.88 wounds. So you are paying 25pts to increase average dmg per turn by 0.78, not exactly worth it. On a squadron of 3 it would have been 2.34 and worth it at 25pts, but on a single model? I'll pass.

Red Rolla: 20pts - Hard pass. On a bonebreaker your Deffrolla goes from D6 extra attacks on the charge to D3+3. D6 averages 3.5 extra attacks, D3+3 averages 5. So again, 20pts to gain 1.5 attacks HARD HARD HARD pass, especially on a unit that is already heavily over priced.

Shokka Hull: 15/30pts - Not terrible, a bit pricey but not terrible. Put this on a vehicle, get it into CC and when someone attacks it they suffer D3 Mortal wounds on a 4+. Also, its EVERY time its selected as a target by a unit. So if 4 units swing at your vehicle they each roll a D6 and on a 4+ that unit suffers D3 mortals. Very gimmicky and going to be hard to really make use of it given how bad our good CC vehicles have become but it would be funny if nothing else

Souped Up Speshul: 10pts - Changes the shots on the Mek Speshul from 14/10 to 16/12....So its just an extra 2 shots So 10pts nets you an average of 0.66 more hits a turn. ....Do you guys see why I think GW are incompetent when it comes to writing ork rules? Unless you had 10pts left over and have literally nothing else you could possibly want to spend it on...why would you ever take this?

Squig-Hide Tyres: 15pts - Good! Vehicles only, excludes flyers and walkers. Add 1 to move and 2 to advance. So why do I think this is good? Put it on a Killrig, it now averages 13 movement and 5.5 advance for 18.5 distance leaving you with a 6-7' charge turn 1 during a WAAAAGH! There are a bunch of other things you can do with it, but speed is good, I wish it was cheaper but meh.

Stompamatic Pistons: 15-30pts - not sure honestly. At 15pts for a Dread its pretty expensive to get +3 movement and +1 advance, especially since I don't see dreads being on the table turn 1. Plus making them Movement 9, even with the best advance roll you are still 8+ to charge turn 1 against the enemy, and its only on 1 model as we mentioned. On the Mork/gork/stompa its 30pts, That gives them Movement 11 and Movement 13, Add in the average advance movement to 4.5 and the Nautz are still 8.5 away or an 8' charge at best, the Stompa I think it would be worth it, That makes it 17.5 movement and gives him 6' charge turn 1 which would be DEVASTATING. Granted its a all or nothing thing, because if you don't get into CC turn 1 you are likely losing the game

BONUS! Mek Kustom Jobz.

I'm going to be using these on the premise that they only apply to mekz and Spannas even though in GW's hamfisted ways they forgot to mention it, I'm just assuming its RAI.

Bionik Oiler: 10pts - Dumb, useless and No. an oiler is 5pts, this lets you use it twice for 10pts, so you are paying 15pts to get the benefit of 10pts of oiler.

Enhanced Runt Sucker: 15pts - Also Dumb. Take the massively over priced SAG, now pay an extra 15pts to change it from D6 to 2D3. Hard pass.

Extra-Kustom Weapon: 10pts - It just add 1 extra shot for Kustom Weapons, assuming its for a single model since it says "Model equipped" that means you are paying 10pts for 1 extra shot at either 4+ or 5+ on a kustom weapon. To my knowledge no mek has more than 1 of these guns attached so you are paying for the entire cost of another Kustom Mega weapon to gain 1 extra shot from the one you already have. If you could put this on a Dread it would make sense, as it currently stands...No.

Smoky Gubbinz: 1ppm - Assuming a max unit you are paying 15pts to give that unit Light cover if it doesn't move. The only units that can do this are burna's and Lootas. Burna's will be in a vehicle and Lootas will be as well or they will already be in cover. So this makes no sense and is kind of pointless.

Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts

Overall I am not impressed with these. Most could be good if they weren't so heavily over priced, some are just hot garbage and others just make you ask WTF was GW thinking?



Agree on basically everything, beside the Rukkatrukka upgrade, because it allows you to become a threat to everything. Even picking up the last wounds on a tank is golden, when we can finally shoot out of LOS.

Is it just me or this is the worst 9th codex so far? I am doing an excel on the changes from 8th and it feels like for every step forward we took one backward and one sideways, meanwhile everybody went 2 step forward.

This message was edited 1 time. Last update was at 2021/08/05 18:28:22


 
   
Made in ru
!!Goffik Rocker!!






You can have double-slugga nobz!
   
Made in ca
Longtime Dakkanaut




 koooaei wrote:
You can have double-slugga nobz!


If they were pistol 2 or 3 this might have been a funny and not completely useless composition. GW seems to be afraid of obscene numbers when they design their weapon profile with some good reason, but since orks are BS 5+, they actually need double the shot of any BS 3+ army to break even in firepower. Designing ork shooting weapon profile is really going against most people's instinct.
   
Made in us
Longtime Dakkanaut




 Emicrania wrote:
Spoiler:
SemperMortis wrote:
Kustom Job Review:

Da Booma: 15pts - Convert a KillKannon into Da Booma. Goes from Range 24' D6 shots S8 AP-2 2dmg to Range 36' 2D6 shots S8 AP-2 2dmg.

This is crap. The KillKannon hasn't been useful since they removed Pie plates because Ork blast weapons DO NOT work like Space Marine and Imperial Guard blast weapons and GW has literally never figured this out..possibly because they have zero understanding of how the Ork army works. D6 shots for orkz works out to 1.16ish hits a turn. So the Kill Kannon averages 1 wound vs T4 a turn. Against T5+ its even lower (0.77) So you are thinking "Ok it sucks, so upgrading it makes it better right!" no. 2D6 shots averages 7 shots a turn which works out to 2.33 hits a turn. Its twice as good, the added range is nice but look at the cost. The KillKannon is 10pts, the upgrade which doubles its shot output and adds 12' range is 15pts. So you are paying 25pts for a weapon system that will literally hit 2.33 times a turn. For comparison, a regular Battlecannon on a Leman russ standing still gets 2D6 shots and averages 3.5 hits a turn. I can already here people saying "But Semper, what if I put it on the Gunwagon and use its periscope to make it functionally BS4+!" Cool. Now its 3.5 hits a turn for the low low price of 190pts. You are now paying as much as a IG player pays for a Leman russ tank with a battlecannon and 3x Heavy Bolters.

Fortress on Wheels: 20pts - I mean...go for it if you really want, Wagonz this edition are in a bad place regardless, but giving it a 5+ invuln wouldn't be bad. Sadly the price is too high, especially for the Trukkz, you are increasing the cost of the trukk by about 30% just to give it a 5++. I could see that it would have been useful on a bonebreaker, if the BB wasn't already heavily over priced at 175pts.

Gyroscopic Whirlygig: 10pts - Ignore Mortal wounds on a Shokkjump Dragsta from its Shokk Tunnel ability. Might be useful if you are using it for scoring points and harassing the enemies backfield, but honestly...its 10pts to ignore a 50% chance at an average of 2mortals.

More Dakka: 15/30pts - This is good...sadly its over priced. Every time you shoot roll a D6, on a 4+ it gains +1 shot per dakka weapon. on a 6 it gains +2 shots. The only unit I can think of that would really benefit from this is the Dakkajet and it means you have a 33% chance to add 6 shots (2 hits), a 16.6% chance of gaining 12 shots (4 hits) and a 50% chance of doing nothing. If this was just a flat 15pt upgrade and your weapons gained 1 attack each it would have been good, the uncertainty of the upgrade means that its going to be swingy as hell and will either lend you a critical additional 2 hits or be a complete waste of 15pts on a Dakkajet. Keep in mind, our fliers are not what most would consider durable

Nitro Squigs: 25pts - This is good, but I still think its over priced. on the Squigbuggy, your squig launchas gain +1 to wound. So against ANYTHING in the game you are going to be wounding on at least 4s, against T4 and below its 2s. only problem like I said, is the points cost. 25pts is almost 28% of the price of a squigbuggy. If you could have given this to the entire squadron than yeah absolutely. But on a single model? Meh. Average Dmg increase against T4 Infantry, assuming 18' range. 2D6 shots = 7, BS4+ = 3.5 hits 1D6 shots = 3.5 shots = 1.16 hits, 4.66 hits = 3.1 wounds W/nitro squigs its 4.66 hits and 3.88 wounds. So you are paying 25pts to increase average dmg per turn by 0.78, not exactly worth it. On a squadron of 3 it would have been 2.34 and worth it at 25pts, but on a single model? I'll pass.

Red Rolla: 20pts - Hard pass. On a bonebreaker your Deffrolla goes from D6 extra attacks on the charge to D3+3. D6 averages 3.5 extra attacks, D3+3 averages 5. So again, 20pts to gain 1.5 attacks HARD HARD HARD pass, especially on a unit that is already heavily over priced.

Shokka Hull: 15/30pts - Not terrible, a bit pricey but not terrible. Put this on a vehicle, get it into CC and when someone attacks it they suffer D3 Mortal wounds on a 4+. Also, its EVERY time its selected as a target by a unit. So if 4 units swing at your vehicle they each roll a D6 and on a 4+ that unit suffers D3 mortals. Very gimmicky and going to be hard to really make use of it given how bad our good CC vehicles have become but it would be funny if nothing else

Souped Up Speshul: 10pts - Changes the shots on the Mek Speshul from 14/10 to 16/12....So its just an extra 2 shots So 10pts nets you an average of 0.66 more hits a turn. ....Do you guys see why I think GW are incompetent when it comes to writing ork rules? Unless you had 10pts left over and have literally nothing else you could possibly want to spend it on...why would you ever take this?

Squig-Hide Tyres: 15pts - Good! Vehicles only, excludes flyers and walkers. Add 1 to move and 2 to advance. So why do I think this is good? Put it on a Killrig, it now averages 13 movement and 5.5 advance for 18.5 distance leaving you with a 6-7' charge turn 1 during a WAAAAGH! There are a bunch of other things you can do with it, but speed is good, I wish it was cheaper but meh.

Stompamatic Pistons: 15-30pts - not sure honestly. At 15pts for a Dread its pretty expensive to get +3 movement and +1 advance, especially since I don't see dreads being on the table turn 1. Plus making them Movement 9, even with the best advance roll you are still 8+ to charge turn 1 against the enemy, and its only on 1 model as we mentioned. On the Mork/gork/stompa its 30pts, That gives them Movement 11 and Movement 13, Add in the average advance movement to 4.5 and the Nautz are still 8.5 away or an 8' charge at best, the Stompa I think it would be worth it, That makes it 17.5 movement and gives him 6' charge turn 1 which would be DEVASTATING. Granted its a all or nothing thing, because if you don't get into CC turn 1 you are likely losing the game

BONUS! Mek Kustom Jobz.

I'm going to be using these on the premise that they only apply to mekz and Spannas even though in GW's hamfisted ways they forgot to mention it, I'm just assuming its RAI.

Bionik Oiler: 10pts - Dumb, useless and No. an oiler is 5pts, this lets you use it twice for 10pts, so you are paying 15pts to get the benefit of 10pts of oiler.

Enhanced Runt Sucker: 15pts - Also Dumb. Take the massively over priced SAG, now pay an extra 15pts to change it from D6 to 2D3. Hard pass.

Extra-Kustom Weapon: 10pts - It just add 1 extra shot for Kustom Weapons, assuming its for a single model since it says "Model equipped" that means you are paying 10pts for 1 extra shot at either 4+ or 5+ on a kustom weapon. To my knowledge no mek has more than 1 of these guns attached so you are paying for the entire cost of another Kustom Mega weapon to gain 1 extra shot from the one you already have. If you could put this on a Dread it would make sense, as it currently stands...No.

Smoky Gubbinz: 1ppm - Assuming a max unit you are paying 15pts to give that unit Light cover if it doesn't move. The only units that can do this are burna's and Lootas. Burna's will be in a vehicle and Lootas will be as well or they will already be in cover. So this makes no sense and is kind of pointless.

Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts

Overall I am not impressed with these. Most could be good if they weren't so heavily over priced, some are just hot garbage and others just make you ask WTF was GW thinking?



Agree on basically everything, beside the Rukkatrukka upgrade, because it allows you to become a threat to everything. Even picking up the last wounds on a tank is golden, when we can finally shoot out of LOS.

Is it just me or this is the worst 9th codex so far? I am doing an excel on the changes from 8th and it feels like for every step forward we took one backward and one sideways, meanwhile everybody went 2 step forward.

Worst codex as in most mistakes, odd restrictions, and of course no orky flavor yea…
But competitive nope… necrons are pretty blah even w a
Massive model release.
   
Made in us
Longtime Dakkanaut




gungo wrote:
Mozgrod is our strongest HQ however his opportunity cost is you need to take snakebites and thier kultur is limited.

However the beastboss on squigasaur is really close to mozgrod and is much easier to customize especially w the crazy combo of killchoppa/BBK.

Ghaz isn’t bad… he’s just over costed slightly…. Our new codex strength is a bunch of high toughness point efficient models that are annoying to kill that make str 6/7 weapons and atks not have ideal targets to hit.. so sure go for ghaz with his 2+, 4++, 6+++, toughness 7 and 4 max wounds a turn and ignore those killrigs or beastboss on squig or warboss on bike, and 5+ buggies and toughness 6 squigriders… they all pretty much need the same types of weapons put into them.


except to get the 6+++ you need Makari, and its not Max 4 wounds per turn, its max 4 wounds per phase, which is how I was able to 1 turn him so often. And the thing is, that 4 wounds per phase means he isn't a distraction carnifex. You hit him with a few Cognis lascannons and than ignore him the rest of the phase. Hits on 3s, wounds on 3s and you need 2 to go through to his 4++ to max out his dmg for the shooting phase. So to max dmg against him you need 4.5 Cognis Lascannon shots...not exactly hard to max out in a single turn for Mech players.

I do 100% agree with you though that the Beastboss on squigosaurs are going to be our go to guys for warbosses. They easily out class regular warbosses and even MA Warbosses. And with their customization options teamed with their 10' movement, they at least have a chance of getting a turn 1 charge off.

 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 us
Longtime Dakkanaut




 Emicrania wrote:
Spoiler:
SemperMortis wrote:
Kustom Job Review:

Da Booma: 15pts - Convert a KillKannon into Da Booma. Goes from Range 24' D6 shots S8 AP-2 2dmg to Range 36' 2D6 shots S8 AP-2 2dmg.

This is crap. The KillKannon hasn't been useful since they removed Pie plates because Ork blast weapons DO NOT work like Space Marine and Imperial Guard blast weapons and GW has literally never figured this out..possibly because they have zero understanding of how the Ork army works. D6 shots for orkz works out to 1.16ish hits a turn. So the Kill Kannon averages 1 wound vs T4 a turn. Against T5+ its even lower (0.77) So you are thinking "Ok it sucks, so upgrading it makes it better right!" no. 2D6 shots averages 7 shots a turn which works out to 2.33 hits a turn. Its twice as good, the added range is nice but look at the cost. The KillKannon is 10pts, the upgrade which doubles its shot output and adds 12' range is 15pts. So you are paying 25pts for a weapon system that will literally hit 2.33 times a turn. For comparison, a regular Battlecannon on a Leman russ standing still gets 2D6 shots and averages 3.5 hits a turn. I can already here people saying "But Semper, what if I put it on the Gunwagon and use its periscope to make it functionally BS4+!" Cool. Now its 3.5 hits a turn for the low low price of 190pts. You are now paying as much as a IG player pays for a Leman russ tank with a battlecannon and 3x Heavy Bolters.

Fortress on Wheels: 20pts - I mean...go for it if you really want, Wagonz this edition are in a bad place regardless, but giving it a 5+ invuln wouldn't be bad. Sadly the price is too high, especially for the Trukkz, you are increasing the cost of the trukk by about 30% just to give it a 5++. I could see that it would have been useful on a bonebreaker, if the BB wasn't already heavily over priced at 175pts.

Gyroscopic Whirlygig: 10pts - Ignore Mortal wounds on a Shokkjump Dragsta from its Shokk Tunnel ability. Might be useful if you are using it for scoring points and harassing the enemies backfield, but honestly...its 10pts to ignore a 50% chance at an average of 2mortals.

More Dakka: 15/30pts - This is good...sadly its over priced. Every time you shoot roll a D6, on a 4+ it gains +1 shot per dakka weapon. on a 6 it gains +2 shots. The only unit I can think of that would really benefit from this is the Dakkajet and it means you have a 33% chance to add 6 shots (2 hits), a 16.6% chance of gaining 12 shots (4 hits) and a 50% chance of doing nothing. If this was just a flat 15pt upgrade and your weapons gained 1 attack each it would have been good, the uncertainty of the upgrade means that its going to be swingy as hell and will either lend you a critical additional 2 hits or be a complete waste of 15pts on a Dakkajet. Keep in mind, our fliers are not what most would consider durable

Nitro Squigs: 25pts - This is good, but I still think its over priced. on the Squigbuggy, your squig launchas gain +1 to wound. So against ANYTHING in the game you are going to be wounding on at least 4s, against T4 and below its 2s. only problem like I said, is the points cost. 25pts is almost 28% of the price of a squigbuggy. If you could have given this to the entire squadron than yeah absolutely. But on a single model? Meh. Average Dmg increase against T4 Infantry, assuming 18' range. 2D6 shots = 7, BS4+ = 3.5 hits 1D6 shots = 3.5 shots = 1.16 hits, 4.66 hits = 3.1 wounds W/nitro squigs its 4.66 hits and 3.88 wounds. So you are paying 25pts to increase average dmg per turn by 0.78, not exactly worth it. On a squadron of 3 it would have been 2.34 and worth it at 25pts, but on a single model? I'll pass.

Red Rolla: 20pts - Hard pass. On a bonebreaker your Deffrolla goes from D6 extra attacks on the charge to D3+3. D6 averages 3.5 extra attacks, D3+3 averages 5. So again, 20pts to gain 1.5 attacks HARD HARD HARD pass, especially on a unit that is already heavily over priced.

Shokka Hull: 15/30pts - Not terrible, a bit pricey but not terrible. Put this on a vehicle, get it into CC and when someone attacks it they suffer D3 Mortal wounds on a 4+. Also, its EVERY time its selected as a target by a unit. So if 4 units swing at your vehicle they each roll a D6 and on a 4+ that unit suffers D3 mortals. Very gimmicky and going to be hard to really make use of it given how bad our good CC vehicles have become but it would be funny if nothing else

Souped Up Speshul: 10pts - Changes the shots on the Mek Speshul from 14/10 to 16/12....So its just an extra 2 shots So 10pts nets you an average of 0.66 more hits a turn. ....Do you guys see why I think GW are incompetent when it comes to writing ork rules? Unless you had 10pts left over and have literally nothing else you could possibly want to spend it on...why would you ever take this?

Squig-Hide Tyres: 15pts - Good! Vehicles only, excludes flyers and walkers. Add 1 to move and 2 to advance. So why do I think this is good? Put it on a Killrig, it now averages 13 movement and 5.5 advance for 18.5 distance leaving you with a 6-7' charge turn 1 during a WAAAAGH! There are a bunch of other things you can do with it, but speed is good, I wish it was cheaper but meh.

Stompamatic Pistons: 15-30pts - not sure honestly. At 15pts for a Dread its pretty expensive to get +3 movement and +1 advance, especially since I don't see dreads being on the table turn 1. Plus making them Movement 9, even with the best advance roll you are still 8+ to charge turn 1 against the enemy, and its only on 1 model as we mentioned. On the Mork/gork/stompa its 30pts, That gives them Movement 11 and Movement 13, Add in the average advance movement to 4.5 and the Nautz are still 8.5 away or an 8' charge at best, the Stompa I think it would be worth it, That makes it 17.5 movement and gives him 6' charge turn 1 which would be DEVASTATING. Granted its a all or nothing thing, because if you don't get into CC turn 1 you are likely losing the game

BONUS! Mek Kustom Jobz.

I'm going to be using these on the premise that they only apply to mekz and Spannas even though in GW's hamfisted ways they forgot to mention it, I'm just assuming its RAI.

Bionik Oiler: 10pts - Dumb, useless and No. an oiler is 5pts, this lets you use it twice for 10pts, so you are paying 15pts to get the benefit of 10pts of oiler.

Enhanced Runt Sucker: 15pts - Also Dumb. Take the massively over priced SAG, now pay an extra 15pts to change it from D6 to 2D3. Hard pass.

Extra-Kustom Weapon: 10pts - It just add 1 extra shot for Kustom Weapons, assuming its for a single model since it says "Model equipped" that means you are paying 10pts for 1 extra shot at either 4+ or 5+ on a kustom weapon. To my knowledge no mek has more than 1 of these guns attached so you are paying for the entire cost of another Kustom Mega weapon to gain 1 extra shot from the one you already have. If you could put this on a Dread it would make sense, as it currently stands...No.

Smoky Gubbinz: 1ppm - Assuming a max unit you are paying 15pts to give that unit Light cover if it doesn't move. The only units that can do this are burna's and Lootas. Burna's will be in a vehicle and Lootas will be as well or they will already be in cover. So this makes no sense and is kind of pointless.

Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts

Overall I am not impressed with these. Most could be good if they weren't so heavily over priced, some are just hot garbage and others just make you ask WTF was GW thinking?



Agree on basically everything, beside the Rukkatrukka upgrade, because it allows you to become a threat to everything. Even picking up the last wounds on a tank is golden, when we can finally shoot out of LOS.

Is it just me or this is the worst 9th codex so far? I am doing an excel on the changes from 8th and it feels like for every step forward we took one backward and one sideways, meanwhile everybody went 2 step forward.


Yep, between us and Necrons as Gungo mentioned, its a close call. I think our saving grace is going to be the wombo-combos we can pull off that nobody is able to plan/expect in a competitive setting. For instance, dropping 3 Big Ead bunka's on your opponent from telleporta strike is going to be FETHING HILARIOUS, and even more so when its filled with tankbustas and Flashgitz

 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 ru
!!Goffik Rocker!!






Personally I think we're top tier now
Tests in our competitive group have shown that buggies and killrigs(proxies ATM) are amazing. Also, you might need 20-60 grots depending on how many you can fit in and how large your games are. If you go 2k, I'd probably take at least 30 if you go competitive. We've become quite vulnerable to getting tarpitted 1st turn.
A couple shild captains fly close and suddenly you've lost 1/3 of your firepower.

The sad part is that we have to ditch all boyz. And no more mek gunz spam though, a couple solo are still ok.

This message was edited 4 times. Last update was at 2021/08/05 19:04:51


 
   
Made in us
Longtime Dakkanaut




SemperMortis wrote:
gungo wrote:
Mozgrod is our strongest HQ however his opportunity cost is you need to take snakebites and thier kultur is limited.

However the beastboss on squigasaur is really close to mozgrod and is much easier to customize especially w the crazy combo of killchoppa/BBK.

Ghaz isn’t bad… he’s just over costed slightly…. Our new codex strength is a bunch of high toughness point efficient models that are annoying to kill that make str 6/7 weapons and atks not have ideal targets to hit.. so sure go for ghaz with his 2+, 4++, 6+++, toughness 7 and 4 max wounds a turn and ignore those killrigs or beastboss on squig or warboss on bike, and 5+ buggies and toughness 6 squigriders… they all pretty much need the same types of weapons put into them.


except to get the 6+++ you need Makari, and its not Max 4 wounds per turn, its max 4 wounds per phase, which is how I was able to 1 turn him so often. And the thing is, that 4 wounds per phase means he isn't a distraction carnifex. You hit him with a few Cognis lascannons and than ignore him the rest of the phase. Hits on 3s, wounds on 3s and you need 2 to go through to his 4++ to max out his dmg for the shooting phase. So to max dmg against him you need 4.5 Cognis Lascannon shots...not exactly hard to max out in a single turn for Mech players.

I do 100% agree with you though that the Beastboss on squigosaurs are going to be our go to guys for warbosses. They easily out class regular warbosses and even MA Warbosses. And with their customization options teamed with their 10' movement, they at least have a chance of getting a turn 1 charge off.

Makari is amazing… first off I have a hard time finding a second HQ to fill out my battalion.
Secondly besides the gamey grot shield character shenanigans, he is the ONLY source of fnp for ghaz, killrigs, vehicles, cavalry (beyond painboss), Gretchin and pretty much any Goff unit…. Add in the ld boost to gakky Gretchin morale and his 7in movement when he’s with ghaz and he’s a steal… I placed him in my Goff battalion to eat up the second HQ slot I needed to fill.
Regardless ghaz is there to eat up those anti vehicle shots that you be putting into my killrigs, beastboss on squig, warboss on bike, buggies and squig riders… so sure shoot 5-6 cog is lasers into ghaz and if you roll well your shots are wasted and if you roll poorly you need to shoot him with more…u still need to do 4 more damage in the movement phase and 4 more damage in the assault phase to kill him in 1 turn. It’s not Impossible but it takes a lot of focused firepower to do it. That’s not being put into bigger threats… and if you don’t engage him fully he’s going to last at least 3+ turns anyway.

This message was edited 2 times. Last update was at 2021/08/05 19:17:12


 
   
Made in us
Longtime Dakkanaut




gungo wrote:

Makari is amazing… first off I have a hard time finding a second HQ to fill out my battalion.
Secondly besides the gamey grot shield character shenanigans, he is the ONLY source of fnp for ghaz, killrigs, vehicles, cavalry (beyond painboss), Gretchin and pretty much any Goff unit…. Add in the ld boost to gakky Gretchin morale and his 7in movement when he’s with ghaz and he’s a steal… I placed him in my Goff battalion to eat up the second HQ slot I needed to fill.
Regardless ghaz is there to eat up those anti vehicle shots that you be putting into my killrigs, beastboss on squig, warboss on bike, buggies and squig riders…


I'd rather take A Warboss on T-rex than Ghaz and Makari, and for the price point I can take 2 and have points left over. And Makari's aura is capable of targetting everything like you said, but its a 3' bubble around him. And on top of that its a 6+ FNP. Honestly, for 355pts I would take the 2 aforementioned T-rex bosses and save the 65pts for something more meaningful than a 6+ FNP.


As far as a 2nd HQ for the slot, I feel your pain, none of our choices are worth much. Best I can think of is a Mega Mek with Tellyporta blasta.

This message was edited 1 time. Last update was at 2021/08/05 19:14:16


 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 us
Shadowy Grot Kommittee Memba






gungo wrote:
 Emicrania wrote:
Spoiler:
SemperMortis wrote:
Kustom Job Review:

Da Booma: 15pts - Convert a KillKannon into Da Booma. Goes from Range 24' D6 shots S8 AP-2 2dmg to Range 36' 2D6 shots S8 AP-2 2dmg.

This is crap. The KillKannon hasn't been useful since they removed Pie plates because Ork blast weapons DO NOT work like Space Marine and Imperial Guard blast weapons and GW has literally never figured this out..possibly because they have zero understanding of how the Ork army works. D6 shots for orkz works out to 1.16ish hits a turn. So the Kill Kannon averages 1 wound vs T4 a turn. Against T5+ its even lower (0.77) So you are thinking "Ok it sucks, so upgrading it makes it better right!" no. 2D6 shots averages 7 shots a turn which works out to 2.33 hits a turn. Its twice as good, the added range is nice but look at the cost. The KillKannon is 10pts, the upgrade which doubles its shot output and adds 12' range is 15pts. So you are paying 25pts for a weapon system that will literally hit 2.33 times a turn. For comparison, a regular Battlecannon on a Leman russ standing still gets 2D6 shots and averages 3.5 hits a turn. I can already here people saying "But Semper, what if I put it on the Gunwagon and use its periscope to make it functionally BS4+!" Cool. Now its 3.5 hits a turn for the low low price of 190pts. You are now paying as much as a IG player pays for a Leman russ tank with a battlecannon and 3x Heavy Bolters.

Fortress on Wheels: 20pts - I mean...go for it if you really want, Wagonz this edition are in a bad place regardless, but giving it a 5+ invuln wouldn't be bad. Sadly the price is too high, especially for the Trukkz, you are increasing the cost of the trukk by about 30% just to give it a 5++. I could see that it would have been useful on a bonebreaker, if the BB wasn't already heavily over priced at 175pts.

Gyroscopic Whirlygig: 10pts - Ignore Mortal wounds on a Shokkjump Dragsta from its Shokk Tunnel ability. Might be useful if you are using it for scoring points and harassing the enemies backfield, but honestly...its 10pts to ignore a 50% chance at an average of 2mortals.

More Dakka: 15/30pts - This is good...sadly its over priced. Every time you shoot roll a D6, on a 4+ it gains +1 shot per dakka weapon. on a 6 it gains +2 shots. The only unit I can think of that would really benefit from this is the Dakkajet and it means you have a 33% chance to add 6 shots (2 hits), a 16.6% chance of gaining 12 shots (4 hits) and a 50% chance of doing nothing. If this was just a flat 15pt upgrade and your weapons gained 1 attack each it would have been good, the uncertainty of the upgrade means that its going to be swingy as hell and will either lend you a critical additional 2 hits or be a complete waste of 15pts on a Dakkajet. Keep in mind, our fliers are not what most would consider durable

Nitro Squigs: 25pts - This is good, but I still think its over priced. on the Squigbuggy, your squig launchas gain +1 to wound. So against ANYTHING in the game you are going to be wounding on at least 4s, against T4 and below its 2s. only problem like I said, is the points cost. 25pts is almost 28% of the price of a squigbuggy. If you could have given this to the entire squadron than yeah absolutely. But on a single model? Meh. Average Dmg increase against T4 Infantry, assuming 18' range. 2D6 shots = 7, BS4+ = 3.5 hits 1D6 shots = 3.5 shots = 1.16 hits, 4.66 hits = 3.1 wounds W/nitro squigs its 4.66 hits and 3.88 wounds. So you are paying 25pts to increase average dmg per turn by 0.78, not exactly worth it. On a squadron of 3 it would have been 2.34 and worth it at 25pts, but on a single model? I'll pass.

Red Rolla: 20pts - Hard pass. On a bonebreaker your Deffrolla goes from D6 extra attacks on the charge to D3+3. D6 averages 3.5 extra attacks, D3+3 averages 5. So again, 20pts to gain 1.5 attacks HARD HARD HARD pass, especially on a unit that is already heavily over priced.

Shokka Hull: 15/30pts - Not terrible, a bit pricey but not terrible. Put this on a vehicle, get it into CC and when someone attacks it they suffer D3 Mortal wounds on a 4+. Also, its EVERY time its selected as a target by a unit. So if 4 units swing at your vehicle they each roll a D6 and on a 4+ that unit suffers D3 mortals. Very gimmicky and going to be hard to really make use of it given how bad our good CC vehicles have become but it would be funny if nothing else

Souped Up Speshul: 10pts - Changes the shots on the Mek Speshul from 14/10 to 16/12....So its just an extra 2 shots So 10pts nets you an average of 0.66 more hits a turn. ....Do you guys see why I think GW are incompetent when it comes to writing ork rules? Unless you had 10pts left over and have literally nothing else you could possibly want to spend it on...why would you ever take this?

Squig-Hide Tyres: 15pts - Good! Vehicles only, excludes flyers and walkers. Add 1 to move and 2 to advance. So why do I think this is good? Put it on a Killrig, it now averages 13 movement and 5.5 advance for 18.5 distance leaving you with a 6-7' charge turn 1 during a WAAAAGH! There are a bunch of other things you can do with it, but speed is good, I wish it was cheaper but meh.

Stompamatic Pistons: 15-30pts - not sure honestly. At 15pts for a Dread its pretty expensive to get +3 movement and +1 advance, especially since I don't see dreads being on the table turn 1. Plus making them Movement 9, even with the best advance roll you are still 8+ to charge turn 1 against the enemy, and its only on 1 model as we mentioned. On the Mork/gork/stompa its 30pts, That gives them Movement 11 and Movement 13, Add in the average advance movement to 4.5 and the Nautz are still 8.5 away or an 8' charge at best, the Stompa I think it would be worth it, That makes it 17.5 movement and gives him 6' charge turn 1 which would be DEVASTATING. Granted its a all or nothing thing, because if you don't get into CC turn 1 you are likely losing the game

BONUS! Mek Kustom Jobz.

I'm going to be using these on the premise that they only apply to mekz and Spannas even though in GW's hamfisted ways they forgot to mention it, I'm just assuming its RAI.

Bionik Oiler: 10pts - Dumb, useless and No. an oiler is 5pts, this lets you use it twice for 10pts, so you are paying 15pts to get the benefit of 10pts of oiler.

Enhanced Runt Sucker: 15pts - Also Dumb. Take the massively over priced SAG, now pay an extra 15pts to change it from D6 to 2D3. Hard pass.

Extra-Kustom Weapon: 10pts - It just add 1 extra shot for Kustom Weapons, assuming its for a single model since it says "Model equipped" that means you are paying 10pts for 1 extra shot at either 4+ or 5+ on a kustom weapon. To my knowledge no mek has more than 1 of these guns attached so you are paying for the entire cost of another Kustom Mega weapon to gain 1 extra shot from the one you already have. If you could put this on a Dread it would make sense, as it currently stands...No.

Smoky Gubbinz: 1ppm - Assuming a max unit you are paying 15pts to give that unit Light cover if it doesn't move. The only units that can do this are burna's and Lootas. Burna's will be in a vehicle and Lootas will be as well or they will already be in cover. So this makes no sense and is kind of pointless.

Zzapkrumpaz: 2ppm - Same unit restriction as smoky gubbinz. Gives the unit Mortal wounds on 6s to wound. So max unit of 15, during a WAAAGH you get 45 attacks, 30 hits, 15 wounds 2.5 of them become mortals. Not great, especially for 30pts. And honestly, if you tell your opponent your burna's are riding around in an over priced trukk and each one is 2ppm more expensive, hes going to pop them first and congrats you just lost 265pts

Overall I am not impressed with these. Most could be good if they weren't so heavily over priced, some are just hot garbage and others just make you ask WTF was GW thinking?



Agree on basically everything, beside the Rukkatrukka upgrade, because it allows you to become a threat to everything. Even picking up the last wounds on a tank is golden, when we can finally shoot out of LOS.

Is it just me or this is the worst 9th codex so far? I am doing an excel on the changes from 8th and it feels like for every step forward we took one backward and one sideways, meanwhile everybody went 2 step forward.

Worst codex as in most mistakes, odd restrictions, and of course no orky flavor yea…
But competitive nope… necrons are pretty blah even w a
Massive model release.


Yep - I think the people complaining are the people not yet realizing how an army is measured in terms of competitive play. Some units like lootas, gunwagons, foot warbosses, kff meks etc may be uncompetitive, but 'how competitive is X faction' is always judged based on the very best stuff in the 'dex, and our best is pretty spicy. Kommandos, Koptas, squigosaur boss, maybe kill rigs tho im not yet convinced tbh, trukk boyz, pyro burnas, stormboyz...we got some extremely solid units.

"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 us
Longtime Dakkanaut




I’d take 2 warbosses as well but you can’t unless you want to waste 3cp and buy another troop tax unit.
Makari is 55pts not 65pts and 3in within is more then enough to cover mutiple high value units and it doesn’t take much to make back his cost.
Look I’m not saying ghaz is amazing but he is a strong character with almost zero opportunity costs and while I don’t expect him to be in most tournament lists I think he is decent in the right lists and may even make some surprise rankings in certain lists.

This message was edited 7 times. Last update was at 2021/08/05 19:48:15


 
   
Made in us
Heroic Senior Officer





Western Kentucky

So is the warboss on warbike still using the old speedwaaaaugh rule? Im assuming he'll get updated to the new one but for now he still shows as using the old 6" advance and charge bubble. Im planning on running him in a bloodaxe list running kommandos with snikrot backed up by bikers, dakkajet, buggies, etc.

Not sure its going to be a super amazing list, but feels very Blood Axe and should be a fun way to blitz the opponent.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

FW stuff is always in a state of flux on the initial codex release.
More than likely since GW seems to be ignoring anything ork codex related (even not putting it in the app) until the proper release i wouldnt mess with FW atm, nobody can say how they will be treated and probably wont get updated for awhile

Bikerboss also has both boss keywords, which technically makes him cause both waaagh!'s - guarantee he loses warboss and they faq the limiting rule to say speedboss instead of wartrike

This message was edited 1 time. Last update was at 2021/08/05 19:59:42


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

gungo wrote:
 Vineheart01 wrote:
A thought occurred...

Squiggoths count the embarked as not moving unless it advances.
W/o a kannon, squiggoths transport 10 things.
190pts, T8, 18w, 3+ save, can maul the crap out of anything thatdares get close.

Wonder how valuable that howdah is now that rokkits are heavy, previously all that could really care is Flash Gitz or Lootas, but Lootas demanded strats (that dont exist now, also can now use a normal trukk anyway) and Flash Gitz cost so much that this became an insanely pristine target, tankbustas at least are ~100pts less.

I think y’all missed my memo on squiggoths
They are becoming beast snagga only models..
Why do I say this?
We have a strat that only works on “beastsnagga” “monster” units…
and there is NO beastsnagga monster units in our codex..


You need to reread that strat again. Its Beastsnagga Infantry, Cavalry AND Monster, not just Monster.

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Longtime Dakkanaut




 deffrekka wrote:
gungo wrote:
 Vineheart01 wrote:
A thought occurred...

Squiggoths count the embarked as not moving unless it advances.
W/o a kannon, squiggoths transport 10 things.
190pts, T8, 18w, 3+ save, can maul the crap out of anything thatdares get close.

Wonder how valuable that howdah is now that rokkits are heavy, previously all that could really care is Flash Gitz or Lootas, but Lootas demanded strats (that dont exist now, also can now use a normal trukk anyway) and Flash Gitz cost so much that this became an insanely pristine target, tankbustas at least are ~100pts less.

I think y’all missed my memo on squiggoths
They are becoming beast snagga only models..
Why do I say this?
We have a strat that only works on “beastsnagga” “monster” units…
and there is NO beastsnagga monster units in our codex..


You need to reread that strat again. Its Beastsnagga Infantry, Cavalry AND Monster, not just Monster.


Um yes it’s “beastsnagga Infantry”, “beastsnagga cavalry” and “beastsnagga monster” units….
There is no “beastsnagga monster” units in our codex…
There is a squig “monster” unit in the fw compendium that has yet to be FAQ’d.

I didn’t mean it’s ONLY “monsters” I meant it works on “beastsnagga monsters” that are not a codex unit.
But I could have worded it better.

This message was edited 1 time. Last update was at 2021/08/05 21:43:20


 
   
Made in bg
Regular Dakkanaut




 deffrekka wrote:

You need to reread that strat again. Its Beastsnagga Infantry, Cavalry AND Monster, not just Monster.


I think he means Beastsnagga*(infantry + cavalry + monster) instead of (Beastsnagga*infantry) + cavalry + monster
using math terms cause language is confusing like that sometimes especially if its not your main language.

Anyway, if beastsnagga applies to each of infantry, cavalry and monster, it implies a beastsnagga monster. What I dont understand is that a monster in a beastsnagga detachment is technically a beastsnagga monster right?
   
 
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