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2018/11/24 02:16:35
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
Seems like you need a brigade or three battalions to have enough cp to rock the new stratagems.
Standard 25 Loota Bomb with 30 grots to use as shields.
Big mek with KFF can shield 18" to keep everything covered turn 1 and Mad Dok can give FNP and heal infantry from all Klans (glues weirdboy heads together).
5 traktors seems like a good number to guarantee a flyer comes down in one turn and there are alot of dark eldar in my area or I would probably switch some to Smashas. Plus Lootas can loot them if they die to score a 4+ while in cover.
I have horrible luck with charge rolls after da jump so all boyz must be evil sunz for the extra inch.
Choppa boyz likely will get jumped first with warpath. I have tried alot of the nob weapons and found with the fight twice strat you really want the nob maxed out (dual killsaws).
Shoota boyz screen the body of the force on deployment and if enemy has screens right on their line they can advance and fire their shootas at them with no penalty. If they deploy back will likely tellyport one for a heavy hit combined with a da jump turn 2.
SAGs are abit random but can be very bursty and even out a little with two of them and the deathskulls kulture. They can also camp near the traktors and repair them. If opponent has characters who will push your lines can also take the deathskulls trait on one for sniping.
I had a third weirdboy with krunch but could not roll 6s enough to make the power work out so swapped for a stock Warboss who can provide a little muscle for gun line or break the gretchin shield's or loota's heads if they fail morale without being forced into Follow me lads trait or adding a runtherd. He also could be da jumped later in the game to blunderbuss small scoring units who might be out of line of sight.
Cheers
This message was edited 1 time. Last update was at 2018/11/24 02:40:37
2018/11/24 03:50:52
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
You need more grots, 30 is not enough to protect the lootas for more then one round, traktor cannons are good but keep in mind they don’t get the death skulls trait
2018/11/24 03:56:30
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
List looks good. A bit Killy, and decent shooting. Personally I’d find a way to get the relic Klaw on that warboss. Maybe replace the mad doc with a regular pain boy but then he wouldn’t be able to heal other klans. Idk but that klaw is downright nasty and almost a must take.
2018/11/24 06:48:30
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
I'd swap a weirdboy and the warboss in detachments. I want the warboss to be evil sunz and holding a power klaw/da killa klaw and to be as fast as he can be on foot and an effective counter punch. If you can find the points, you'd want him on a bike. There is no advantage in equipping the Nob in your Boy squad with 2x killsaws (big choppa, choppa is better IMO), so there's some of the points you need.
Rest of the list looks solid, you're aware of the janky SAG meks, and that will obviously be the first thing you drop.
BTW your third wierdboy spell is fist of gork and mork, you drop it on a warboss and slay (or the weirdboy himself), krunch sucks.
2018/11/24 13:00:32
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
I second Straight_MemerMader, you definitely need more grots if you're going with the 25 lootas combo. Double those 3x10 gretchins with 3x20 instead, you just need to drop a single Traktor Kannon, or just replace a couple of them with Smasha Guns.
Not sure about Grotsnik as well, you may replace him with some single koptas with rokkits or KMB, very useful with the deathskulls re-rolls.
I'd also swap the evil sunz and the bad moons HQs: weirdboyz don't need the kultur bonuses while the warboss and the big mek want to move as fast as the boyz.
This message was edited 1 time. Last update was at 2018/11/24 13:02:16
2018/11/24 13:04:16
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
Grot numbers was probably my biggest concern. Switched last batallion to bad moon also to make use of those 30 grot as shield. SAGs are out with no lucky blue kulture to help them. Put a standard painboy instead of mad dok and made all the weirdboyz bad moon so he can heal them. Have a few options for relics and warlord trait.
Grot numbers was probably my biggest concern. Switched last batallion to bad moon also to make use of those 30 grot as shield. SAGs are out with no lucky blue kulture to help them. Put a standard painboy instead of mad dok and made all the weirdboyz bad moon so he can heal them. Have a few options for relics and warlord trait.
Only change I'd make is swapping half the traktor kannons for smasha guns. Can run 4-3 or 5-3 roughly, significantly more dakka at non fly targets. (and even fly targets according to dakkadakka mathhammer).
Well, you'll always have a 16.6% chance of hitting, with DDD, but I agree that in your circumstance, Traktors might be a solid option. Especially since you have Lootas, as they fill the same purpose as Smashas.
2018/11/24 17:52:20
Subject: [2000] - New Codex Orks - Tri Batallion- Evil Sun/Bad Moon/Deathskull
The mathhammer from dakka puts the smasha's as better anti air then the traktors, as long as you don't have -2's. At -2, the traktors pull ahead on overall damage. (That plus the 48 inch range, and the -4 AP)
That being said, its still strong with 6 of them, but mixing them up might make the list a bit more versatile vs some armies.
(Though having all six means you can move them and fire them without penalty)
Few games were close on mission points, but all of them I had basically nothing left.
This list is a lot different than what I have been running. My last tourney I had 60 stormboyz. None ever made it passed turn 2 or accomplished very much.
I did not have nearly as many CP with that list and used on fight again, assault interrupt, and endless green tide. Fight twice did not feel very devastating used on a boyz unit especially after it had taken some hits (even worse now with faq at end of phase)
The new orks are for sure faster, but depending on deployment map and opponent a turn one charge is only a possibility on a da jumped unit.
Screens are a big problem. Probably not clearing them and assaulting passed them turn one. Need to hold a unit or two hostage so they cant fall back and survive till your next turn.
Automatically Appended Next Post: Made a couple more changes after more pondering on great suggestions.
Think I will try some test games with this one.
Optimized the mek guns to 3 traktor, 4 smasha. Can soften fliers with more dakka lootas and smashas then kill shot with the traktors.
Dropped FootBoss, felt too idle in the back, locking in Big mek with KFF as warlord with follow me lads to perform same role and to hide to deny warlord kill. Which allows the two HQ with relics on bikes to be more suicidal in their work and pays for second relic with the +1.
Added BigMek on bike with KFF and kombi-skorcha/GSBB. I normally dont take 2 KFF in list, but found it was only 3 pt more than using him with dual kombi. 3D6Str 5 autohit is pretty consistant dmg with him and enough speed to use it. (Plus its cool) Can shield forward boyz and bikerboss and should prevent need for KFF strat to ever be used +3CP.
Had to lose painboy. Wondering how necessary he is. Not very good at rolling 6+ was mainly for weirdboy healing.