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Made in au
Growlin' Guntrukk Driver with Killacannon





2 Trukkboyz Meganobz and a trukkboy boss perhaps? You're going double down on the whole deal. But, well it'd be a fun first turn punch.

I will say, I don't think any sort of trukkboyz is meant to be super killy for it's points. More it's meant to be a first turn distraction to my mind. Screw up your opponents first turn, maybe stop some shooting units from doing much.
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 Grimskul wrote:
XC18 wrote:
 kingbbobb wrote:
with BIG KRUMPAZ they hit on 2's


I am confused, how ? They should hit in 3+, no?


Yeah, should be on 3's unless they have a Big Krumpas Warboss nearby giving them a +1 to hit, which is unlikely.

An obvious typo lol


SMASH  
   
Made in cz
Smokin' Skorcha Driver





Prague

cody.d. wrote:
2
I will say, I don't think any sort of trukkboyz is meant to be super killy for it's points. More it's meant to be a first turn distraction to my mind. Screw up your opponents first turn, maybe stop some shooting units from doing much.


Yeah. I use them like this and it works. Blocking the movement. Tag in CC,. Die fast. Don' t care about the damage. Just cheapest bodies able to stand in front of enemy deploy T1 and come again in second wave in T2 and mess his plans.
   
Made in it
Gargantuan Gargant




Italy

I think they're a solid option but they're not really that cheap though. 10 trukk boyz or 3 trukk meganobz are 160-175 points if we count the trukk. And they consume a specialist mob slot.

Kommandos and stormboyz are much cheaper and can be used for the same role.


 
   
Made in gb
Longtime Dakkanaut






Got the new codex, and I'm still thinking hard on the idea of shooty deff dreads.

125pts (unless battlescribe's wrong, not got the dex to hand right now) gets you a deff dread with 4 kustom megablastas. this sounds seriously fun to me - you'll average 2 shots per gun (unless shooting 6+ models, in which case it's 3 per gun) for 8 shots, that's circa 3 hits, with S8, D6 damage and good AP. If you're shooting at a unit of 6+ (typically high wound high toughness good save infantry, for maximum effect) you can expect 4 hits and might get more, and probably will kill 3 of them off. If you get lucky, it can wipe an expensive tank out in one round of shooting (before disappearing to enemy return fire).

Now if I up that to 375pts for 3 of them, we're looking at expecting 9 KMB hits per turn, it potential for much more, which can delete a lot of big scaries. Not sure which kulture will work best with them (I've not read them all thoroughly enough to remember them yet) but I really do think these will have a good place for a moderately durable shooty unit. Maybe drop 1 KMB for a klaw for some melee flexibility, but then do I really expect them to make it past the enemies first or second shooting phase? better to put out damage whilst they're alive, I think!

3 of them shooting a unit of 6+ models fires 36 shots, which is terrifying. Elite infantry will be wiped out, no problem!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in dk
Longtime Dakkanaut




 some bloke wrote:
Got the new codex, and I'm still thinking hard on the idea of shooty deff dreads.


1) The best kultur for shooty dreads would be freebooters, or deathskulls.

2) To me, shooty dreads looks like one of the worst options in the codex. Mek gunz, dakka jets, telly porta big mek, and any of the buggies are just a LOT better. If you want to use deff dreads you should keep them cheap, and get them into close combat as soon as possible.
   
Made in se
Screamin' Stormboy





 Blackie wrote:
I think they're a solid option but they're not really that cheap though. 10 trukk boyz or 3 trukk meganobz are 160-175 points if we count the trukk. And they consume a specialist mob slot.

Kommandos and stormboyz are much cheaper and can be used for the same role.
On the topic of first turn Kommando charges (and BA with a carpark of Scrapjets). Anyone used Snikrot? I reckon he could be something of a tarpit.
   
Made in no
Huge Bone Giant





Bergen

Can I get an opinion on flyers?

The 8th edition Ork Codex had some good flyers. The dakkajet in particular stood out. In 9th edition it was good for harasing units of objectives. It was cheap enough to throw away, and it could assassinate heroes by making it hard to screen.

What are your opinions about it?
Is the new dakkajet any good?

But what I really wnat to know is get some opinions on the SM flyers? Everybody I have talked to have no or little experiences with it. And the cheap one (165) do have some of the abilaties of the dakkajet or serves the same purpose. They are called the stormtallon gunship and stormhawk intersceptor. As far as I know, Ork players are the only once who could have an informed opinion on it.

This message was edited 1 time. Last update was at 2021/09/27 09:51:18


I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in fi
Ye Lord of The End Times (and a good guy)





SemperMortis wrote:

I wonder if GW realizes how stupid this is for their bottom line? I'm going to hold onto my models because I put the effort into painting/assembling and moving the dam things across this country several times. But I bet you a host of other players are going to get rid of their extras that GW just arbitrarily decided you couldn't bring to a game anymore. And in 6 months GW is going to wonder why Ork sales have dipped in Mek Gunz, Stormboyz, Warbikes and any other units they artificially limited in regards to unit size.



They aren't selling much mek guns these days anyway. The kit is...how many years old? After 3 MONTHS after release average GW kit is pretty much done for sales and rest is trickle sale.

There's reason why GW keeps pumping out new kits so fast. Their sales depends on those. No releases, no sales.

2021 painted/bought: 538/575 
   
Made in cz
Smokin' Skorcha Driver





Prague

 Blackie wrote:
I think they're a solid option but they're not really that cheap though. 10 trukk boyz or 3 trukk meganobz are 160-175 points if we count the trukk. And they consume a specialist mob slot.

Kommandos and stormboyz are much cheaper and can be used for the same role.


Yeah, could be cheaper…

No, Kommandos and Stormboyz cannot do the same.

Kommandos stand where you put them. They are slow.
Stormboyz are just 12+ advance. Not fast enough to charge T1. Sometimes, you need to charge to tag to block shooting/moving.
Kommandos and Stormboyz are 5. A huge ammount of units is 5. 5 obsec…. 10obsec is better
10 Boyz even without buff do about 20 hits 4/-1/1. This kills a lot of GEQ. This annihilate 10man squad (with small help of their morale pretty sure). This could be good. 5kommandos/stormboyz cannot do that.

But yeah, could be cheaper. But can two scrapjets (same price +/-) do the same? No. They do something different.

This message was edited 1 time. Last update was at 2021/09/27 10:02:11


9000pt and one Ad Mech T-shirt 
   
Made in it
Gargantuan Gargant




Italy

 Tomsug wrote:


Kommandos stand where you put them. They are slow.
Stormboyz are just 12+ advance. Not fast enough to charge T1. Sometimes, you need to charge to tag to block shooting/moving.
Kommandos and Stormboyz are 5. A huge ammount of units is 5. 5 obsec…. 10obsec is better
10 Boyz even without buff do about 20 hits 4/-1/1. This kills a lot of GEQ. This annihilate 10man squad (with small help of their morale pretty sure). This could be good. 5kommandos/stormboyz cannot do that.



Stormboyz and Kommandos can be played in units of 10 . Stormboyz also have fly which might help to bypass some terrain or other units, even enemy screeners maybe, while trukks (and boyz) have to find a clear path in front of them.

This message was edited 1 time. Last update was at 2021/09/27 10:26:21



 
   
Made in cz
Smokin' Skorcha Driver





Prague

 Blackie wrote:

Stormboyz and Kommandos can be played in units of 10 . Stormboyz also have fly which might help to bypass some terrain or other units, even enemy screeners maybe, while trukks (and boyz) have to find a clear path in front of them.


That is right. Kommandos however die before do enything if you go second. So it' s maybe the waste of the points. Or maybe not.. depends… at least, they have a good save.

Stormboyz in squad of 10 - well - deifnitely not able to charge T1, cost 110p and has no protection. Trukkboyz are protected by trukk, kommandos by cover.

All of this depends heavily on your gameplan. What do what and why. Non of these 3 units is uterly wrong. All good for scoring primaries, secondaries and blocking movement/control table. Non of them deal a significant damage except killing some GEQ.

On the other side, MANz in Trukk imho are wrong, because what was said before. These cannot do well anything of what metioned above. And their damage potential is low per point in comparison with other damage dealing units like scrapjets. Plus they tend to be dead before do anything.

This message was edited 2 times. Last update was at 2021/09/27 11:33:19


9000pt and one Ad Mech T-shirt 
   
Made in us
Regular Dakkanaut




 Niiai wrote:
Can I get an opinion on flyers?

The 8th edition Ork Codex had some good flyers. The dakkajet in particular stood out. In 9th edition it was good for harasing units of objectives. It was cheap enough to throw away, and it could assassinate heroes by making it hard to screen.

What are your opinions about it?
Is the new dakkajet any good?

But what I really wnat to know is get some opinions on the SM flyers? Everybody I have talked to have no or little experiences with it. And the cheap one (165) do have some of the abilaties of the dakkajet or serves the same purpose. They are called the stormtallon gunship and stormhawk intersceptor. As far as I know, Ork players are the only once who could have an informed opinion on it.


The first post in the thread has good thoughts on various Ork units in 9th. Dakkajet is a powerful pick for a lot of lists, the Wazbom is also quite deadly but very expensive and not that durable. Neither of the bombers are much worth talking about imo, particularly the Blitza-Bommer.

I'm not sure why you think Ork players would have a more informed opinion on Space Marine flyers than Space Marine players would?
   
Made in no
Huge Bone Giant





Bergen

Usualy I would agree with you.

But I have yet to talk to anyone who has actually used a SM flyer in a game of 9th. The general consensus is that they will die to fast, they are to exspensive, or that it will not do enough.

As far as I can tell Orks are the only faction that runns flyers with some regularety. Having met them I know how hard they are to play against. Flyers provide a whole lot that is not obvius at first glance.

Beeing on all table quarters, gunning down troops holding objective, threatening or screw up caharcter possisions (flyers make for great assassins) deny deep strike. And unless your opponent has 36 or 48 anti tank weapons they can usualy stay alive and just be bothersome.

I would trust an experienced ork player more when it comes to juding flyers then I would trust someone who has never used one in 9th edition.

I do however think the dakkajet far superior to the SM flyers. Worse armour save, but it has more wounds, and more attacks. As it degenerate in BS it is not a huge drop of as it stil shoot like crazy.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in us
Longtime Dakkanaut




 Tomsug wrote:
 Blackie wrote:

Stormboyz and Kommandos can be played in units of 10 . Stormboyz also have fly which might help to bypass some terrain or other units, even enemy screeners maybe, while trukks (and boyz) have to find a clear path in front of them.


That is right. Kommandos however die before do enything if you go second. So it' s maybe the waste of the points. Or maybe not.. depends… at least, they have a good save.

Stormboyz in squad of 10 - well - deifnitely not able to charge T1, cost 110p and has no protection. Trukkboyz are protected by trukk, kommandos by cover.

All of this depends heavily on your gameplan. What do what and why. Non of these 3 units is uterly wrong. All good for scoring primaries, secondaries and blocking movement/control table. Non of them deal a significant damage except killing some GEQ.

On the other side, MANz in Trukk imho are wrong, because what was said before. These cannot do well anything of what metioned above. And their damage potential is low per point in comparison with other damage dealing units like scrapjets. Plus they tend to be dead before do anything.


People use kommandos to control the board. I mean like every single tournament list has at least 2 min squads of them. They almost never die before they do something. They prevent the other player from scouting, or redeploying closer. They can hold mid board objectives and they are actually one of our most durable infantry units considering they are still fairly cheap t5 3+ save in cover units. I mean I’ve seen them with or without the cheap 5pt powerklaw and I’ve seen a few 10x man units as well, but the most common is the 50pt min squad. If you are looking for trukk boys or kommandos or stormboys to provide some type of meaningful melee rush unfortunately that tactic isn’t the best right now. Your best bet is the triple patrol, kommando, stormboy, 3x trukk boy spam list and that isn’t going to win any tournaments either.

Stormboys are also used frequently mostly to play the objective grabbing game and use thier fast flight movement to avoid line of sight.
   
Made in gb
Audacious Atalan Jackal



UK

I don’t think I can fit Trukk in 500 pts size as you al talk about… for bigger game, megaarmour Nob in Trukk is good idea I guess.

My list - I just fix my list as last time I just learned that Big Mek don’t do Waaaghhh!


Spoiler:
Goff
Orks - Combat Patrol - Eternal War ( 3CP - 497PT - 3PT )

Orks Patrol Detachment ( 2CP - 497PT )
HQ
WARLORD: Deffkilla Wartrike (120)
TRAITS: 'Ard As Nails

TROOPS
Boyz (100)
1x Boss Nob: Kombi-skorcha
9x Ork Boy

ELITES
Burna Boyz (77)
7x Burna Boy

FAST ATTACK
Deffkoptas (200)
4x Deffkopta
SPECIALIST MOBS UPGRADE: Boom Boyz



Total Command Points: 2/5
Reinforcement Points: 3
Total Points: 497/500


Let me know.



 
   
Made in fr
Mutilatin' Mad Dok






Do grey knights get to redeploy after knowing who has first turn, unlike blood axe, who redeploy before ? Is my friend right and are orks screwed on this (our codex feels superior overall so it wouldn’t be unfair at all honestly).

Just seems like both the GK ability and ours is worded the same way, but I don’t have the exact GK wording under my eyes

Or has the FAQ made all these abilities the same, and great like the ultramarine one ?

This message was edited 2 times. Last update was at 2021/09/27 21:11:48


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






So, I have a half-finished squiggoth project which I'm dusting off, and need to decide which rig to make - Rig or Hunta Rig?

Obviously the answer is "Magnetize so you can do both", but that still leaves me picking for my first game!

I can easily make myself 10-15 beast snagga boyz to ride in either, so which of the two do you all think is the better option?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in fr
Mutilatin' Mad Dok






OK so from I was told, post FAQ,
- GK + ultramarines redeploy after "who has 1st turn" is decided
- Blood axe redeploy before.

I guess we are less kunnin than our transhuman "friends"

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




 GoldenHorde wrote:
Trukks are overcosted


Absolutely, by about 20pts. They are already about 20pts cheaper than the Dark Eldar Raiders but are slower, don't have fly, significantly less durable and their only weapon is so much worse that its hilarious. The problem is, that if you made trukkz 50pts you run the risk of Ork players putting everything into a trukk and flooding the board with cheap T6 wounds. And surprising me not the least Ramshackle is not nearly as good as everyone thought it was going to be. Definitely annoys the handful of heavy bolters and D2 rando shots I get hit with but otherwise its just melta and similar weapons which burn right through ramshackle.

 Tomsug wrote:
cody.d. wrote:
2
I will say, I don't think any sort of trukkboyz is meant to be super killy for it's points. More it's meant to be a first turn distraction to my mind. Screw up your opponents first turn, maybe stop some shooting units from doing much.


Yeah. I use them like this and it works. Blocking the movement. Tag in CC,. Die fast. Don' t care about the damage. Just cheapest bodies able to stand in front of enemy deploy T1 and come again in second wave in T2 and mess his plans.


Maff time. assuming 9 trukkboyz and a naked Nob. That is 36 attacks from the Boyz during a WAAAGH turn. 24 hits, against T4 thats 12 wounds and against a Marine 3+ that is 6dmg or 3 dead Marines. Nob swings and gets 6 attacks (3 base, +1 waaagh, +2 for 2 choppas). 4 hits, 2.6 wounds and 1.33dmg vs Marines. so you kill 3.6ish Marines, or about 75ish points worth of intercessors, for the cost of 160pts, that isn't a bad turn 1 return, and then the enemy has to deal with them because they are annoyingly efficient once in your opponents lines, so you've forced the opponent to lose a round of shooting with whatever unit you hit, force them to prioritize a unit of boyz and then they have to deal with the trukk in their midst or face another turn of lost shooting from something shooty. It's not game breaking return on investment, but its not bad, and for a troops tax its ok. I still argue that Trukkboyz shouldn't lose their kulture.

 Blackie wrote:
I think they're a solid option but they're not really that cheap though. 10 trukk boyz or 3 trukk meganobz are 160-175 points if we count the trukk. And they consume a specialist mob slot.

Kommandos and stormboyz are much cheaper and can be used for the same role.


Agreed. I max out on those 2 units though for Alpha strike potential, so its nice to have more threats coming turn 1 that your opponent has to think about.

 Tomsug wrote:
 Blackie wrote:

Stormboyz and Kommandos can be played in units of 10 . Stormboyz also have fly which might help to bypass some terrain or other units, even enemy screeners maybe, while trukks (and boyz) have to find a clear path in front of them.


That is right. Kommandos however die before do enything if you go second. So it' s maybe the waste of the points. Or maybe not.. depends… at least, they have a good save.

Stormboyz in squad of 10 - well - deifnitely not able to charge T1, cost 110p and has no protection. Trukkboyz are protected by trukk, kommandos by cover.


I played a game where I went 2nd and had 2 units of kommandos get hit...both survived. If they are in cover you have to remember that they are effectively T5 with a 3+ save for next to nothing in points. They are DAMN HARD to shift, and if the opponent uses heavier weapons to get through that armor, it usually has 2+ dmg which is wasted on Boyz. To kill a unit of 10 Kommandos in Cover requires about 150 shots. 150 shots, 100 hits, 33 wounds, 11 failed saves which kills the 9 kommandos and 1 nob. If you use Heavy Bolters because reasons, its 60 shots, 40 hits, 20 wounds and 10 failed saves. That is a lot of dakka to kill 120ish points of Orkz.

Also, Stormboyz are absolutely a turn 1 charge unit. 12 movement, 6 advance, you are now 18' across the board, during a WAAAAGH turn you can then charge, which if hte enemy deployed close to the line is an average charge of 6' if the No mans land is 24, some are only 18, and some are even smaller.

 Tomsug wrote:


Yeah, could be cheaper…

No, Kommandos and Stormboyz cannot do the same.

Kommandos stand where you put them. They are slow.
Stormboyz are just 12+ advance. Not fast enough to charge T1. Sometimes, you need to charge to tag to block shooting/moving.
Kommandos and Stormboyz are 5. A huge ammount of units is 5. 5 obsec…. 10obsec is better
10 Boyz even without buff do about 20 hits 4/-1/1. This kills a lot of GEQ. This annihilate 10man squad (with small help of their morale pretty sure). This could be good. 5kommandos/stormboyz cannot do that.

But yeah, could be cheaper. But can two scrapjets (same price +/-) do the same? No. They do something different.


Kommandos are 6' movement, they start the game 9' from the enemy's deployment zone and during a WAAAGH turn you can advance them before charging if you really need that extra distance. Since they lack shooting threat there really isn't a reason not to do this mind you, that gives you an average movement of 9.5' turn 1 which puts you either on the line of their deployment or slightly over it, at that point you have a 2D6 charge for another average of 7' charge range (slightly longer with ere we go)



On a related note, I played a game this weekend where my Deff Koptas versatility paid dividends. Had them deployed in LOS blocking terrain turn 1 but in easy charge range if they needed to get stuck in. My opponent won the roll off and went first, shooting my kommandos up but failing to kill them outright, more importantly he then used warp trickery to put 2 CC Walkers into range of them where they did a good job but failed to kill them. My Koptas instead of bum rushing in and getting stuck in, instead flew up onto terrain my opponent couldn't reach and proceeded to spend the next 3 turns shooting 6D3 rokkitz into his CC vehicles which were now drastically out of position to deal with the rest of my WAAAGH which went nutz on his army. Those koptas ability to either get stuck in turn 1 and dish out a plethora of attacks or to hang back and lay down covering fire with their Rokkitz is worth their price tag.

 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 cz
Smokin' Skorcha Driver





Prague

SemperMortis - agree with most of what you said. Just few comments:

1.I use 2 units of Trukkboyz and I want more. Exactly because of what you say - my opponnent have to care about them and my buggies and Kannonwagons etc. can enjoy the shooting without disturb. And they are big unit - in fact about 30” line of orks. Plus they kill good. I use them rather on GEQs than MEQs, but you have to take, what table offers you

What a the pitty is, I cannot make Beast Snagga Boyz the Trukkboyz. In my local meta, it seems sometimes like a Necron Club Party and their blody immortals and lychguard are T5…

2. Kommandos - they are slow and you say it. 6”+ advance? Not even able to do Octarius in two consequent turns. Koptas and Stormboyz are fast. Can be on the other side of the turn in a minute. That is fast.

I give the speed pretty high value, because a most of the opponents is slow. Move maybe 8” around the ruins. If they decide to attack on the left flank, they cannot change it during the rest of the battle. Units like Koptas or Stormboyz are 12-14 and FLY = can outmananoeuvre them and that is what counts.

The same with Kannonwagons. They simply HAVE the target to shoot at. 12” move and 60” is massive.

It doesn' t matter what damage any unit can potentialy do. What matters is, whether is able to do it and whether is able to do it in another turn again.

That is the reason why I don' t prefer MANs or MekGunz.

For that the good list needs to be able to create local disbalance in power on our side and do not suffer on the other side.


3. Cannot count with advance+charge if comparing units any more. Because this requiers specific general gamaplan (waagh or G-Waaaagh instead of Speedwaagh).

This message was edited 2 times. Last update was at 2021/09/28 15:01:05


9000pt and one Ad Mech T-shirt 
   
Made in us
Longtime Dakkanaut




What’s better nob on smashasquig w/ killchoppa relic OR 3x squigriders…..

Cost is about the same but squigriders has more wounds and attacks vs smashasquigs mortal wounds and better attacks… goff clan of that makes a difference in decision.

This message was edited 1 time. Last update was at 2021/09/28 16:36:35


 
   
Made in dk
Longtime Dakkanaut




Danmark

 some bloke wrote:
So, I have a half-finished squiggoth project which I'm dusting off, and need to decide which rig to make - Rig or Hunta Rig?

Obviously the answer is "Magnetize so you can do both", but that still leaves me picking for my first game!

I can easily make myself 10-15 beast snagga boyz to ride in either, so which of the two do you all think is the better option?


Kill rig all the way. Screw the hunta rig

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

There really is no reason to run a Hunta Rig over a Kill Rig.

Its barely more expensive for access to some relics (note that its locked to a specific trait and only can use certain relics), psyker abilities, and an extra gun.
The Hunta Rig has +5 transport. Who cares, snaggas dont benefit from going to 15 and if youre running a Rig you probably have a Squigboss or Bikerboss or Trike so no boss in it either.
They literally have the same weapons other than the psyker tower.

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
Audacious Atalan Jackal



UK

Yeah… I am wondering if it’s worth it for that Wurrboy on foot or kill rig is better for Wurrboy?



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





Nebraska, USA

Wurrboy on foot casts 1 power, 2 if near several Orks (not gretchin).
Kill Rig casts 2 in general.

Imo, if you want a wurrboy on foot, i'd go Weirdboy. Wurrboy's powers are kinda weird since theyre super short range and/or only benefit beastsnaggas.

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
Tough-as-Nails Ork Boy




United Kingdom

Beardedragon wrote:
 some bloke wrote:
So, I have a half-finished squiggoth project which I'm dusting off, and need to decide which rig to make - Rig or Hunta Rig?

Obviously the answer is "Magnetize so you can do both", but that still leaves me picking for my first game!

I can easily make myself 10-15 beast snagga boyz to ride in either, so which of the two do you all think is the better option?


Kill rig all the way. Screw the hunta rig


kill rig for now..........i fully expect it to be nerfed into oblivion .....its that good.

this time next year i bet no one will be running a killrig, simply because of all the nerfs and points increases it will attract.

SMASH  
   
Made in au
Regular Dakkanaut




Tallarook, Victoria, Australia

I'm thinking of doing a dreadbomb

3 x deff dreads with 4 klaws each with big krumpas specialist mob tellyported in.

Good idea or not?

Typical dakkadakka reaction: https://www.youtube.com/watch?v=gmXRQeJLhtw 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





I mean, I still wanna have at least one. But, yeah at the moment Killrigs are pretty awesome for the amount they do. Especially considering their shooting is curiously accurate when you target big stuff. Beastsnaggas proccing on ranged and CCWs.


Automatically Appended Next Post:
 GoldenHorde wrote:
I'm thinking of doing a dreadbomb

3 x deff dreads with 4 klaws each with big krumpas specialist mob tellyported in.

Good idea or not?


I'd say yes it's decent. But the big question is, what do you expect the board to look like by the time you can TP them in? The more your opponent controls the board, the worse off the dreads will be when you have to wedge them into whatever gaps allow.

And would it be more worthwhile to have them as Goffs? Is the chance to proc extra attacks worth hitting on 2s?

This message was edited 1 time. Last update was at 2021/09/29 02:10:35


 
   
Made in fr
Heroic Senior Officer





Western Kentucky

addnid wrote:OK so from I was told, post FAQ,
- GK + ultramarines redeploy after "who has 1st turn" is decided
- Blood axe redeploy before.

I guess we are less kunnin than our transhuman "friends"

That sucks, figures marines just get a straight up better version of our ability. Curious whats worded differently on theirs so they get to redeploy after they know whose first.
Tomsug wrote:
 Blackie wrote:

Stormboyz and Kommandos can be played in units of 10 . Stormboyz also have fly which might help to bypass some terrain or other units, even enemy screeners maybe, while trukks (and boyz) have to find a clear path in front of them.


That is right. Kommandos however die before do enything if you go second. So it' s maybe the waste of the points. Or maybe not.. depends… at least, they have a good save.

Stormboyz in squad of 10 - well - deifnitely not able to charge T1, cost 110p and has no protection. Trukkboyz are protected by trukk, kommandos by cover.

All of this depends heavily on your gameplan. What do what and why. Non of these 3 units is uterly wrong. All good for scoring primaries, secondaries and blocking movement/control table. Non of them deal a significant damage except killing some GEQ.

On the other side, MANz in Trukk imho are wrong, because what was said before. These cannot do well anything of what metioned above. And their damage potential is low per point in comparison with other damage dealing units like scrapjets. Plus they tend to be dead before do anything.

Im gonna try three 15 strong units of kommandos just because I have the models. I dont really expect them to kill a lot but I do expect them to be a pain for the opponent to shift once you hit that threshold of 45 plus snikrot. If the opponent goes all in on killing them I have a relatively unmolested gunline of kannonwagons and scrapjets with some bikers and stormboyz to grab objectives. If they ignore the kommandos, I can push them up and start swarming things. They can even threaten vehicles with bomb squigs and the tankbusta bomb strat as well as klaws and maybe the breacha ram. Its only two attacks but S7 ap2 D2 seems pretty decent for 5pts if Im planning on melee anyways. I think if you threw a bomb squig, tankbusta bomb, and all the melee attacks, you could probbaly drop some decently tough vehicles in a single turn, especially if you focus fired all 3 squads bomb squigs into a single target somehow.

I dont expect it to get me top table but I think itll do ok, especially as blood axes. I will say though that I would only do a 15 ork squad when I plan on taking as many as possible. If I only had 15 kommandos Id run them as 3 units of 5 before Id run a single 15 man squad. Once I get a couple games with them next week Ill let people know how it did, especially going second. Im hoping the stormboyz, deff koptaz, and bikes can cover the objective role the kommandos normally cover, but we'll see.
   
 
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