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Made in dk
Longtime Dakkanaut




Danmark

Which units benefit well for being Goff?

Does any units at all, benefit better from being a Goff over an Evil Sunz? im trying to fill out my Goff detatchment and im slight sad i didnt go evil sunz when i started. but whats done is done so now i just wanna fill out the detatchment in the best way possible.

After ive done this im probably going to make a Bad Moonz detatchment to support my Goff in battle.

thanks

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

- About Dawn of War 3 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

boyz with the scar boyz upgrade.
Meganobz with killsaws
Gorkanaught.
Dreadnoughts 2 wiit at least one claw

Brutal, but kunning!  
   
Made in gb
Longtime Dakkanaut






Also, feel free to go nuts with any GRETCHIN units, as they're unaffected by your choice of Clan.
   
Made in gb
Norn Queen






Beardedragon wrote:
Which units benefit well for being Goff?

Does any units at all, benefit better from being a Goff over an Evil Sunz? im trying to fill out my Goff detatchment and im slight sad i didnt go evil sunz when i started. but whats done is done so now i just wanna fill out the detatchment in the best way possible.

After ive done this im probably going to make a Bad Moonz detatchment to support my Goff in battle.

thanks
Paint doesn't affect what Clan rules you can use. You're completely free to use your Goff Painted dudes as Evil Sunz. As long as you're clear up-front that all your Goff painted models are Evil Sunz (and don't have a mix of similarly painted models with different traits (but again, you can do that, it's just considered unsportsmanlike)), feel free to run them with the EVIL SUNZ keyword.

With the new 9th edition rules allowing you to outflank with just about any unit, a big group of Skarboyz or Meganobz outflanking would be a force to be reckoned with.

This message was edited 1 time. Last update was at 2020/07/03 10:21:04


 
   
Made in dk
Longtime Dakkanaut




Danmark

 BaconCatBug wrote:
Beardedragon wrote:
Which units benefit well for being Goff?

Does any units at all, benefit better from being a Goff over an Evil Sunz? im trying to fill out my Goff detatchment and im slight sad i didnt go evil sunz when i started. but whats done is done so now i just wanna fill out the detatchment in the best way possible.

After ive done this im probably going to make a Bad Moonz detatchment to support my Goff in battle.

thanks
Paint doesn't affect what Clan rules you can use. You're completely free to use your Goff Painted dudes as Evil Sunz. As long as you're clear up-front that all your Goff painted models are Evil Sunz (and don't have a mix of similarly painted models with different traits (but again, you can do that, it's just considered unsportsmanlike)), feel free to run them with the EVIL SUNZ keyword.

With the new 9th edition rules allowing you to outflank with just about any unit, a big group of Skarboyz or Meganobz outflanking would be a force to be reckoned with.


hey friend. Can you elaborate on what you mean about the outflank thing? i mean Evil Sunz would probably be able to outflank better but im not fully in to the new 9th edition rules yet.

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

- About Dawn of War 3 
   
Made in us
Decrepit Dakkanaut





Beardedragon wrote:
 BaconCatBug wrote:
Beardedragon wrote:
Which units benefit well for being Goff?

Does any units at all, benefit better from being a Goff over an Evil Sunz? im trying to fill out my Goff detatchment and im slight sad i didnt go evil sunz when i started. but whats done is done so now i just wanna fill out the detatchment in the best way possible.

After ive done this im probably going to make a Bad Moonz detatchment to support my Goff in battle.

thanks
Paint doesn't affect what Clan rules you can use. You're completely free to use your Goff Painted dudes as Evil Sunz. As long as you're clear up-front that all your Goff painted models are Evil Sunz (and don't have a mix of similarly painted models with different traits (but again, you can do that, it's just considered unsportsmanlike)), feel free to run them with the EVIL SUNZ keyword.

With the new 9th edition rules allowing you to outflank with just about any unit, a big group of Skarboyz or Meganobz outflanking would be a force to be reckoned with.


hey friend. Can you elaborate on what you mean about the outflank thing? i mean Evil Sunz would probably be able to outflank better but im not fully in to the new 9th edition rules yet.


Here you go:

https://www.warhammer-community.com/2020/06/24/master-your-strategygw-homepage-post-1fw-homepage-post-2/
   
Made in dk
Longtime Dakkanaut




Danmark

Gitdakka wrote:
boyz with the scar boyz upgrade.
Meganobz with killsaws
Gorkanaught.
Dreadnoughts 2 wiit at least one claw


thats what i thought.

But also, wouldnt an evil Sunz be better for both Gorkanaut and Dreadnaughts? So they have an easier time reaching their target after the deepstrike

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

- About Dawn of War 3 
   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

Beardedragon wrote:
Gitdakka wrote:
boyz with the scar boyz upgrade.
Meganobz with killsaws
Gorkanaught.
Dreadnoughts 2 wiit at least one claw


thats what i thought.

But also, wouldnt an evil Sunz be better for both Gorkanaut and Dreadnaughts? So they have an easier time reaching their target after the deepstrike


Yes, but that's not what you asked.

The difficulty with Ork melee isn't killing enemies, it's getting into melee before high-powered shooting units annihilate you. So while the received suggestions are valid for what good Goff kulture units are, Evil Sunz is just a better culture for all of the units mentioned.

   
Made in dk
Longtime Dakkanaut




Danmark

 morganfreeman wrote:
Beardedragon wrote:
Gitdakka wrote:
boyz with the scar boyz upgrade.
Meganobz with killsaws
Gorkanaught.
Dreadnoughts 2 wiit at least one claw


thats what i thought.

But also, wouldnt an evil Sunz be better for both Gorkanaut and Dreadnaughts? So they have an easier time reaching their target after the deepstrike


Yes, but that's not what you asked.

The difficulty with Ork melee isn't killing enemies, it's getting into melee before high-powered shooting units annihilate you. So while the received suggestions are valid for what good Goff kulture units are, Evil Sunz is just a better culture for all of the units mentioned.


i asked for 2 things.

Which units benefit well from being Goff, but i also asked which units benefit most from being Goff over any other klan. So i asked my other question to see which of the two questions were answered.



This message was edited 1 time. Last update was at 2020/07/04 11:14:53


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

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






Beardedragon wrote:
Which units benefit well from being Goff, but i also asked which units benefit most from being Goff over any other klan. So i asked my other question to see which of the two questions were answered.


The answer is pretty simple:
Goff benefits anything that can hit hard in combat, the more powerful the attack and number of attacks the better. Dreads, Gorkanauts, Bonebreakas, scrapjets, MANz, nobz, warbosses (or big meks with da cleverst boss), squiggoths and Ghaz are a rather complete list. Boyz, stormboyz, burnas or kommandos also benefit, but a few extra S4 attacks rarely make a difference.

From a competitive point of view, there is no reason to run goff though.
Deathskulls re-rolls usually outperform the goff trait in terms of damage where it matters, and evil suns make sure that you succeed your charges or cross the board faster. Freebootas +1 to hit is more powerful than the extra hits and works for shooting as well.
The only reason to bring goff is if you like their style or fluff, or if you want to run the Thrakka/Makari duo.

GW made some pretty awesome Goff rules in last month's white dwarf, but sadly Orks can't have nice things so they are open play and PL only, while every other faction in the game can have every randomly released miniature for completely different games as part of their matched play army.

This message was edited 2 times. Last update was at 2020/07/04 11:32:04


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Look, goff is not the best clan. But if you like them then maybe embrace that challenge? And then when you actually reach combat enjoy being better at crumping your enemies.

Brutal, but kunning!  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree, the goff culture actually does have an impact on your game if you build around it, it's just not the best choice.

Goff definitely has more to offer than snakebites or bloodaxes do.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

 Jidmah wrote:
Agree, the goff culture actually does have an impact on your game if you build around it, it's just not the best choice.

Goff definitely has more to offer than snakebites or bloodaxes do.


Oi! You trashtalking the blood axes!?
Jokes aside I play them and although they dont bring the pain like the other clans its quite usefull to be able to disengage and charge or shoot (just ask my quad skorcha dredd), they can do all kinds of tricks. Also its fun to troll people and stack up a 3+ save on a thirty boyz squad.

Brutal, but kunning!  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I have played them thoroughly (my orks used to be bloodaxes) but honestly, it feels like having no clan trait at all.
- Fall back in charge almost never matters outside from a few buggies since no one stays in combat with an ork unit if they can help it OR they just butcher those orks until your next turn.
- Gaining +1 to armor outside of 18" is usually just free prepared positions, as most ork units need to be within 24"-18" to shoot efficiently, if our opponents don't ignore all our armor anyways, +1 or not. I have found myself using the DS 6++ more often than the bloodaxe +1. That said, I often skip prepared positions depending on my opponent's army, so I see no reason to waste my culture bonus on something that is worse.
- The warlord trait is useless since you go through your CP in two turns, might be slightly better in 9th though.
- Finkin Cap is actually quite decent, but our relics tend to be better than our warlord traits.
- Stratagem is a 1 CP discount on tellyporta for characters and units of 4 MANz.
- The psychic power is a nice trick as you can force someone to fight last, but as with the clan trait, it requires some pretty specific constellation to actually matter, since chargers would fight first anyways.
- Snikrot is a decent character for clearing objectives and holding them, but not powerful enough to bring bloodaxes specifically for him.

In sum, you get a bag full of cute and fun tricks that don't add up to something that has a meaningful impact on your average game. You are better off with pretty much any other culture or subculture, except maybe mad boyz.

This message was edited 1 time. Last update was at 2020/07/04 12:35:35


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in dk
Longtime Dakkanaut




Danmark

ah.. thats sad..


I just have Ghazkhull and it would make sense to use a group of some boys at least.

But maybe ill just use Ghazkhull and 60 boys to support a Bad moonz army or something.

Or maybe Ghaz shouldnt be rocking a Goff army at all and just go for Evil Sunz and Bad Moonz.

This message was edited 1 time. Last update was at 2020/07/04 20:12:03


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

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






As I said before, you can make the goff culture work, you just won't be winning a lot in a highly competitive meta.

If it's just about bringing Ghaz, we still hope that he gets the "supreme commander" keyword so he can join any ork army.
If not, you should be able to create a patrol made of him, makari, a bunch of skarboyz and a painboy to add to a deffskulls or evil suns army.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
As I said before, you can make the goff culture work, you just won't be winning a lot in a highly competitive meta.

If it's just about bringing Ghaz, we still hope that he gets the "supreme commander" keyword so he can join any ork army.
If not, you should be able to create a patrol made of him, makari, a bunch of skarboyz and a painboy to add to a deffskulls or evil suns army.


dont know what that supreme commander stuff is, but he does have "Da Grand Prophet" which does the following:

This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur.

Im unsure if i bring Ghaz in a Bad Moonz detatchment that the text above then means the bad moonz dont gain Bad Moonz buffs. im actually not sure

This message was edited 1 time. Last update was at 2020/07/05 20:38:23


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

- About Dawn of War 3 
   
Made in gb
Norn Queen






Beardedragon wrote:
 Jidmah wrote:
As I said before, you can make the goff culture work, you just won't be winning a lot in a highly competitive meta.

If it's just about bringing Ghaz, we still hope that he gets the "supreme commander" keyword so he can join any ork army.
If not, you should be able to create a patrol made of him, makari, a bunch of skarboyz and a painboy to add to a deffskulls or evil suns army.


dont know what that supreme commander stuff is, but he does have "Da Grand Prophet" which does the following:

This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur.

Im unsure if i bring Ghaz in a Bad Moonz detatchment that the text above then means the bad moonz dont gain Bad Moonz buffs. im actually not sure
The problem is 9ths detachment system.
   
Made in it
Waaagh! Ork Warboss




Italy

Beardedragon wrote:


Im unsure if i bring Ghaz in a Bad Moonz detatchment that the text above then means the bad moonz dont gain Bad Moonz buffs. im actually not sure


In 8th it means that if Ghaz is part of a Bad Moons detachment he doesn't get any kultur bonus while all the other units get the Bad Moon one.

I don't know about 9th.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's the same for 9th unless he gets the supreme commander rule, then you can add him for free with the goff culture to any army.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Nasty Nob





United States

Fluffy goffz are dead ard and melee based and only want bigger and badder weapons and gear. They probably wouldn't be concerned with a gun unless it was highly explosive and then maybe just let grotz man it.

Trukkz is for fidly gitz, for goffz you want a battlewagon with a Deff Rolla, and if you got the teef a gigantic kannon. But sloggin it is da orkiest way to go.

Grot screens are nice, Ork Boyz are good, Nobz is bigger and badder, meganobz are even more killy and ya warboss better be bigger and badder than all those gitz.

An ork boy worried about a gun is muckin about, but a boy with a burna is dead killy, and if he's gotta skorcha he ain't muckin about no more.

Painboyz and Weirdboyz belong in a goff army too. Big Mek KFF is ok if he's there to fix ya battlewagonz, dreadz, and gorkanaughts and still he better have a killsaw.

Speakin of Dreadz ya better have a few and maybe a gorkanaught or three. You can even let the grotz pilot some Kanz but they better have big explosive weapons if not a Skorcha

Stormboyz get a bit too tactical for goff tactics but they is orkz at heart, just trying to get a scrum a little faster.

A Bomma might not be out of place in a goff army as long as he's got explosive ordinance. Otherwise he's a fiddly git.

Tactically, I keep hearing that board control will matter more this edition and the Goff klan kultur just gives your opponent one more reason to think twice about getting into a fight with your boyz.


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Shadowy Grot Kommittee Memba






Gorkanauts are good with Goffs because the Rammin' Speed stratagem gives you good odds to get into melee anyway, so Evil Sunz is less needed there and you can just enjoy the boosted up melee.

I would also include mounted up units, like 5-man choppa/big choppa nobz in a bonebreaka, because if you go for "deep strike vs deep strike" you'll lose out to Evil Sunz.

If you told me, "hey I want to play Goffs for 9th edition" I would tell you to bring Gretchins for your troops, and focus your army around Nobz, Dreads (Single unit with the turbo Kustom Job) and Meganobz with no squad being over 5-man. That way you dont have the usual ork weakness to Blast weapons, and can base your strategy around a mechanized boost up the board to hide behind Obscuring/Dense terrain turn 1, and turn 2 hop out, Advance with a Warboss, and use your increased damage in melee to good effect.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in dk
Longtime Dakkanaut




Danmark

the_scotsman wrote:
Gorkanauts are good with Goffs because the Rammin' Speed stratagem gives you good odds to get into melee anyway, so Evil Sunz is less needed there and you can just enjoy the boosted up melee.

I would also include mounted up units, like 5-man choppa/big choppa nobz in a bonebreaka, because if you go for "deep strike vs deep strike" you'll lose out to Evil Sunz.

If you told me, "hey I want to play Goffs for 9th edition" I would tell you to bring Gretchins for your troops, and focus your army around Nobz, Dreads (Single unit with the turbo Kustom Job) and Meganobz with no squad being over 5-man. That way you dont have the usual ork weakness to Blast weapons, and can base your strategy around a mechanized boost up the board to hide behind Obscuring/Dense terrain turn 1, and turn 2 hop out, Advance with a Warboss, and use your increased damage in melee to good effect.


hey. thats actually really useful. thank you

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

- About Dawn of War 3 
   
 
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