Switch Theme:

We was made ta fight an’ win! - 9th Edition Ork Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Waaagh! Ork Warboss on Warbike






If you have things you think should added to this post, PM me.
I'll try to update the analysis with SotB and 9th edition stuff over the course of the next week, some things are quite dated.

"Da Great Green Hands demselves have guided us here. Yer can join the Waaagh! or get outta da way."
— Ghazghkull Mag Uruk Thraka


I know, us orks don't like rules, but a couple of things should be said before starting:
- This is supposed to be about actively trying to win games. I know there are a lot of players who just want to toss some dice, watch their beautiful converted models, re-enact battles from the fluff and don't really care about who wins the game. You are all awesome people, but sorry, this thread isn't for you :(
- It's safe to assume that the vast majority of games will be using the newest FAQs, points, all of the matched play rules and the current beta rules. Please don't base tactics on not using the most recent rule set.
- Keep in mind that not everybody has access to forgeworld models or rules.
- Legend rules aren't allowed everywhere.
- Be clear about whether you are discussing army composition (looking for the best options), or whether you simply want to use a unit in an efficient way, even if it's not the best choice.
- Clarify whether you are discussing regular Matched Play or Tournament rules where it matters.
- There are communities and tournaments that do not allow certain things. The people looking for advice here cannot change that, so accept that they have to work around those limitations.
- Do not discuss GW's business practices in this thread.
- Do not discuss the number of releases other armies get in this thread. Especially not beakies.
- It is fine to agree to disagree.
- Back up your arguments.
- Provide links to blogs/videos/podcasts you are referencing
- If you need help with list-building, provide us with a list of models you have available
- Lists in spoilers or we'll krump ya
- Lists not in spoilers are to be responded with ork RP of krumpin the poster
- Orks never lose.
- WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!

Thanks to the these awesome gits for providing content:
the_scrotsman
PiñaColada
hollow one
Waaaghbert
Emicrania
flandarz
An Actual Englishman


Complete list of ork rules (updated 2020-05-20):
Spoiler:
Codex: Orks (mandatory)
Relevant rules: Datasheets, Stratagems, Cultures, Relics, Psychic Powers, Warlord Traits

Chapter Approved 2020 (mandatory, but can be substituted by list building software)
Relevant rules: Points, Missions

Saga of the Beast (optional, but you should really get this ASAP)
Relevant rules: Ghazghkull Thrakka, Makari, Big Mek with Kustom Force Field, Kustom Jobs, Specialist Mobs, Clan Psychic Powers, Stratagems

Vigilus Defiant (optional, suggested for competitive play)
Relevant rules: Kult of Speed and Dread Mob specialist detachments, SSAG relic

Index: Xenos 2 (optional, suggested for competitive play)
Relevant rules: Warboss on Warbike (currently left in limbo due to transitioning from GW to FW rulebooks, everything else in this book is obsolete)

Imperial Armour: Xenos (optional, soon to be replaced)
Relevant rules: Mek Boss Buzzgob, Zhadsnark da Ripper, Chinork Warkopta, Grot Tank, Grot Mega-tank, Big Trakk, Squiggoth, Gargantuan Squiggoth, Meka Dread, Kustom Stompa, Kill Tank, Battlewagon with Supa-kannon, Lifta Wagon

Warhammer Legends (optional)
Relevant rules: Da Red Gobbo, MA Warboss, Big Mek on Warbike, Painboy on Warbike, Big Guns, weapon options for Mek and Koptas
Link: https://www.warhammer-community.com/wp-content/uploads/2019/12/7661dd41.pdf

Prophecy of the Wolf (optional, comes with the box)
Relevant rules: Ghazghkull Thrakka, Makari, MANz, Nobz

Chapter Approved 2018 (optional, open play only)
Relevant rules: Looted Wagons

FAQ Imperial Armour Index Xenos (optional, open play only, OOP FW models)
Relevant rules: Grot Bomm Launcha, Attack Fighta, Fighta-bommer, Dethrolla Battle Fortress, Kill Krusha
Link: https://www.warhammer-community.com/wp-content/uploads/2019/09/imperial_armour_index_xenos-1.pdf

White Dwarf June 2020 (optional, open play only)
Relevant rules: Grukk Face-Rippa, Skrak's Skull-Nobz, Goff Rokka


What do you really need out of all those to play orks?
1) Codex: Orks, because all the rules are in there
2) Saga of the Beast, because it provides a meaningful upgrade to the existing codex that is both fun and powerful
With those two you have all the rules to play everything you can buy on GW's main website.

Great guide for playing orks competitively on Goonhammer (written for 8th, much is still valid for 9th):
https://www.goonhammer.com/start-competing-orks-tactics/

Color legend
Green Tier - These are great and perform well as long as you include them in a coherent army.
Cyan Tier - These are great in the right army, but they will not work an army that does not support them.
Blue Tier - These do what they are supposed to do, but aren't the most competitive options for their roles.
Yellow Tier - These do work in general but either cost too much for what they do or lock you out of bringing much better choices.
Red Tier - There is no point in bringing these, fielding them will actively cause you lose games.
Mek Workshop Tier - Your army would be better if this were added to your opponent's army instead of yours.

Unit analysis
Last update 2020-08-03

Weirdboy Orks have some of the best psychic powers, with da jump being a mandatory tool for infantry lists. There is little reason to update one to a warphead to double their potential. A painboy can heal the wounds taken from perils.
MANz MANz are great for taking and holding objectives, and with the "Hit 'em harder" stratagem not even a knight is safe from them. Dual killsaws are the superior load-out, though a single rokkit can be taken as deathskulls.
Megatrakk Skrapjet Tons of rokkit shots make it great for vehicle hunting that also brings a decent close combat weapon and two big shootas. The kustom job is good, but not mandatory.
Shokkjump Dragsta Good, reliable anti-tank firepower. Their kustom job is decent, but not mandatory. The "Temperamental Shokk Drive" stratagem allows them to drive into dangerous positions to line up shots and them jump to safety.
Gunwagon The "da boomer" kustom job is absolutely mandatory for the gunwagon. The Zagzap isn't terrible either, but don't even bother bringing a gunwagon without either of these kustom jobs.
Smasha gun The smasha gun is nothing short of awesome at destroying vehicles, and the low number of points per model makes them a chore to remove for your opponent.
Burna Bommer Use the flying 'eadbut stratagem to crash one of these into your opponent's army and shower them with mortal wounds after dropping a bomb for even more mortal wounds. Keep them cheap, as they are unlikely to survive long.
Warboss on Warbike (FW) The killa klaw single-handedly makes one warboss a must-take for each army. Always use the Da Biggest Boss stratagem on him when possible.
Chinork (FW) The AIRCRAFT keyword and criminally undercosted guns make chinork quite insane right now.

Ghazkgull Thrakka Expensive, but he is one heck of a beatstick if you get him into combat. While you can have him in any detachment, you should put him in a detachment where he can have the goff culture, and consider making him your warlord.
Mad Dok Grotsnik When running deff skullz, he is a more durable warboss that provides models around him with 6+++. If you have points to spare, bring him.
Big Mek with Kustom Force Field Big meks are the cheapest KFF platforms, but struggle to keep up with vehicle armies.
Kommandos Utility unit to grab/clear objectives and score secondaries like teleport homers behind enemy lines.
Tankbustas Powerful but fragile unit that tends to be dead as soon as your opponent can shoot them. If you are running bad moons, this is the unit you want to shoot twice. They can use the "Extra Stikkbombs" stratagem to throw 10 tankbusta bombs.
Kustom Boosta-Blasta The KBB combines a reliable anti-chaff tool with a solid elite/light armor hunting weapon and a mortal wound ram ability for a discount price. Avoid the kustom job, but the "Burnin' Highway" stratagem is extremely powerful.
Battlewagon Multi-functional transport that can transport up to 20 shooty models, a unit of MANz and/or some boyz into battle. Battlewagons should always be run along with other vehicles. If you are transporting valuable targets, make sure to buy the forktress kustom job.
Deff Dreads Tellyport them in to attack a vulnerable part of your enemy's army, two often fit better than three. For melee weapons, equip just one klaw and keep the rest to saws. Deathskulls can equip their dreads with 1-3 KMBs for extra range damage. All their kustom jobs are great for them, always pick one.
Morkanaut Combines an extra large KFF with decent close combat abililty and anti-tank guns. Don't bring one without the sparkly bits kustom job. Works best with other vehicles, as it either draws a lot of fire from them, or just keeps blasting appart stuff.
Kustom Mega Kannon Basically the budget version of the smasha gun, while slightly less efficient, you get more firepower out of less models.
Dakkajet Good against anything that's not a vehicle (T7+). Can be useful for assassinating characters, as it can jump next to them and unload its guns on them.
Wazbom Blastajet Hard to kill and mobile anti-tank platform that also protects your army from alpha-strikes. Keeping the KFF on your army past turn 2 is difficult though.
Trukk With mobility having become much more valuable, trukk boyz are actually a decent choice for troops, as the trukk is fairly durable for its points.
Gargantuan Squiggoth (FW) Everything the stompa wanted to be - hard to kill, decent price, devastating to anything on the receiving end of its charge and decent shooting.

Kaptin Badrukk Great shooty HQ that can fit in with any list, even better if he has some flash gits to buff. He mostly suffers from competing with other HQs for his slot.
Snikrot Used similar to kommandoz or MANz, he beats enemy units off objectives and then stays there, near impossible to remove without dedicated shooting. Sadly he is locked into one of the worst klan kulture.
Makari 2++ save, a 6+ FNP aura and the ability to tag along with Thrakka make him decent addition to goff armies, but it's hard to justify bringing him over a big mek or weirdboy.
Big Mek in Mega Armour Being the slowest thing in the codex while carrying an aura that requires you to keep up with stuff is not a good combo. He is more likely to survive being left in the open though and is the only mek that can make good use of the "da kleverest boss" stratagem.
Big Mek with Shokk Attack Gun The SAG is a powerful long-range weapon, especially when upgraded to Souped-Up SAG and combined with the Big Killa Boss warlord trait. Sadly, the hefty price hike and the ban of specialists detachments for events have left it quite weak.
Deffkilla Wartrike Despite his looks and profile, he isn't actually that good in combat. He works well as a great all-round shooting unit, so keep him safe and shooting. The gork's roar kustom job should always be taken on him.
Warboss If you can't run a warboss on warbike, this is where you put your killa klaw. As with the other one, always upgrade it to da biggest boss.
Nobz Despite not being terrible, Nobz struggle to find a place between MANz and boyz. Dual Killsaws, Big Choppas and double choppas are the preferred loadouts. Equipping multiple combi weapons cost too much for what you get. Be aware that ammo runts might trigger blast rules.
Banner Nob As most boyz are jumped or tellyported these days, the banner nob has no one to buff. While the buff is powerful, it often seems like pure overkill and therefore not worth its points.
Boyz If we didn't have to bring troops, we would probably skip boyz, as they are really expensive for what they do. Best used in small units from transports, or as as multiple large blobs of 30. Nobz should either have big choppas or killsaws.
Scar Boyz For 1 CP a unit of goff boyz gets S5 strength. The difference between S4 and S5 is huge, since you wound T4 on 3+ and T8 on 5+ now. Combined with Thrakka and the goff trait these are the most deadly boyz you can get.
Deffkopta The FLY and VEHICLE keywords enable lots of stratagems to be used on them, and their speed allows them take objectives quickly. They give up VP easily though.
Bonebreaker The bonebreaker powerful in melee and can transport units. The high price is not worth the extra d6 attacks compared to a regular battlewagon. If you run one, forktress is the best kustom job.
Flash Gitz Awesome guns that lay waste to light infantry, elite infantry, light vehicles and anything else that's not T7 or higher, decent armor saves, good combat ability and ammo runts to re-roll shots and eat shots or explosions. Sadly, they are a bit too expensive right now.
Gorkanaut Combine the tellyporta with ramming speed to get them into combat. Should always have the slug gubbin kustom job, it's just that good.
Tractor kannon This gun fires an auto-hitting kannon shot. If the target has FLY, it will deal more damage and explode. Not a bad at all, but they are outclassed by cheap smashas.
Zardsnark da Rippa (FW) Fast, strong HQ choice for Evil Suns armies. His Pain Klaw hits very hard, but he has little defense against things striking back.

Zaggstruk A warboss on a bike without Killa Klaw that is also stuck with the sub-par Goff kulture. Unless you were running Goff anyways, skip him.
Painboy Too expensive for the 6+++ he provides, but his mandatory PK sometimes kills something.
Gretchin How the puny have fallen. Cheaper than boyz, but lack the means to defend themselves from anything but other gretchin. Can be used as cheap troop tax, but you should consider getting boyz instead.
'ard boyz a 5+ armor save is rarely worth 2CP. Even if you loot a nearby vehicle, you are now paying 3 CP (and a vehicle) to get a 4+ save, rarely worth your time.
Boomdakka Snazzwagon Not too expensive, but can't compete with Dakkajets or Kustom Boosta Blastas for its primary role, which is clearing chaff. It's kustom job is a joke.
Ruckatrukk Squigbuggy The "stay at range and shoot" buggy fails to deliver a decent amount of damage due to terrible guns. The mine ability is nice, but easily avoided or soaked by units that don't care about those mortal wounds. The kustom job is quite good, but not good enough to fix its guns.
Stormboyz The ability to go fast and charge over screens makes them a perfect match for two units of boyz tellyporting and jumping in turn 2. They are so expensive however, that you are better off spending all those points elsewhere.
Warbikes Warbikers are good at killing chaff and have a stratagem to protect them. The kult of speed detatchment adds two more stratagems for turn 1 assaults and model arrests, but they are just way to expensive.
Killa Kanz With no buffs from cultures or stratagems their expensive single shot weapons cannot compete with deff dreads or mek guns. A unit of KMB kanz shooting twice with the dreadmob stratagem sounds decent, but a morkanaut does the same better.
Lootas In order to work, lootas need protection from grot shields, lots of CP and the bad moons culture. Since gretchin are quite expensive, CP have gotten less and bad moons is not the best culture to pick in 9th, lootas are no longer a top pick. The klever spanner stratagem is not great.

Burnas Burna boyz are in this weird spot where they're kind of anti horde, kind of anti elite, and kind of way too squishy for their point cost. Their only upside is that their spannas can access KMBs.
Mini Mek Bad gun, bad melee, bad at repairing stuff and dies easily. Avoid.
Nob Bikers To expensive and too little killing power. They fail to find a niche between koptas and warbikers.
Runtherd You have to run a lot of gretchins to make runtherds a useful investment, since they cost almost as much as a whole replacement squad of gretchins for the squad you lost because he wasn't there to stop them running away.
Bubble chukka From a fun minigame it turned into something that maybe kills something or not. A one or two rolled for shots or strength will make its shooting phase a waste of time. Avoid.
Blitza-Bommer Bombs are good at causing mortal wounds, perfect for squads of infantry but not that good against vehicles. Unless you expect squadrons of vehicles, use the burna bommer instead.
Stompa The point drop and the buff to its weapons simply wasn't enough. The stompa remains a beatuiful model for friendly games and nothing more. Its kustom job is awesome, always bring it.
Ork Mek Boss Buzzgob (FW) Despite having the rule on his datasheet, he does not have a KFF! If you are running Goff and you felt like you want to trade one of your Big Mek's SAG for additional attacks and wounds, this is your guy. So probably not.
Kill Tank (FW) Armed very similar to a knight, but costs almost three times and doesn't get ion shields
Kustom Stompa (FW) Leave it to FW to make an even worse stompa. There is zero reason to pay over a thousand points for this.

Mekboy Workshop A unit can skip shooting and assault get a bonus that is worse than simply not skipping shooting and assault. At least you get one free kustom job and the workshop provides light cover.

Clans
Last update 2020-08-03

Evil Sunz
Red Ones Go Fasta This is a very powerful bonus as the extra inch makes charging from deep strikes extremely reliable and thus ES the best culture for deep striking boyz, MANz or storm boyz. It also allows many fast units to go even faster, as they can now advance and shoot without any downsides or even pull of first turn charges.
Rezmekka's redder armour Sort of an odd relic, getting that +1 to move is probably the big gain here since the mortal wounds happen at the beginning of your movement phase. Meaning you opponent can always back out of combat. Could be worth an extra CP to get this one, but overall there are stronger relics out there, and the squig tire kustom job is better.
Speed Freek Enables your entire fleet of vehicles to hit&run(& hit again). Consider putting this on you warbike/wartrike warlord if you've found them to be too squishy in close combat. Synergises well with units that have rules that trigger of charging like bonebreaker or scrapjets.
Drive-by Krumpin' Enables an Evil Sunz SPEED FREEKS unit to move again at the end of the shooting phase. Allows units like buggies or koptas to get out of dangerous situations and hopefully behind obscuring terrain.
Visions in the Smoke: Low range, a limit to vehicles and the 18 wounds rule make it akward to use. Your best target for this would be a gunwagon. Since you pick the target unit after casting, you can have your weirdboy hang out somewhere between a naut and a wagon and pick depending on your result.

Freebootas
Competitive Streak: Any time a freeboota unit destroys an enemy unit, all other freebootas within 24" add 1 to hit for the phase. The only trait that allows Gretchin units to (indirectly) benefit by causing other non-gretchin freeboota units to gain the +1 to hit. Be aware that some units like dakkajets have inherrent +1 to hit and thus don't benefit from the culture.
Badskull Banner: Being able to ignore morale once per game might be really handy, though there is a chance you don't need it at all, as you can always just spend 2 CP when it matters.
Reputation: Re-roll ones to hit in combat. If you plan on running your warboss warlord with a choppy retinue (even if it's some bonebreaka transporting him), you might want to consider this. The warboss himself will be re-rolling ones to hit, which makes that relic klaw a lot more reliable. Not on Badrukk who is locked into this trait.
Kroozer Broadside: 3CP, D3 roll after you've spent those CP, requires a 5+ or 6+ to do D3 mortal wounds. There are very, very few cases where you'd want to throw this down instead of using the CP for something else, and in those cases you're probably already winning the game and just have CP to burn.
Jolly Ork’s Glare: Situational gimik that often fails to have an impact. 18" range means that many things can still charge or hide even with halved movement.

Deathskullz
Lucky Gitz: 6++ invuln, all infantry gains objective secured, and you may reroll 1 dice per unit per phase to hit, wound, AND damage. Provides excellent benefits for pretty much every ork unit. When playing deffskulls, you should try to put at least single rokkit or KMB on every unit to maximize the benefit you get from re-rolls.
The Fixer Upperz: Gives the big mek repair ability to a model, or improves a big mek's repair ability to automatic 3 wounds. Fun on a deffkilla wartrike to give him regeneration or to repair nearby units, but not actually great.
Wreckers: Allows one unit to re-roll wounds against vehicles. If you really need a big target like a knight gone, use this.
Opportunist: Allows the warlord to reroll 1s to wound vs vehicles and also target enemy characters within 18". Not bad, but big killa boss is usually better for shooty HQs.
Maniacal Seizures: Great power as it debuffs a powerful unit while helping you kill it. At WC7, it is unreliable to cast in a pure vehicle list.

Snakebites
Da Old Ways: 6+++ Feel No Pain. Free painboy aura for everyone - in theory this gives you 16.66% more wound on every unit, in practice variance can make it do nothing for an entire game and doesn't have much impact even if you roll above average.
Monster Hunters: All Snakebites add 1 to wound against a selected enemy model with 10 or more wounds. Good stratagem, but very expensive. If your opponent has a single target, like a knight, and all you want to do is bring it down, this can be good. Otherwise it is a bit niche due to its cost.
Bogrog's Buzzbomb: Single use grenade that causes 3d6 scorcha hits to one target, then another 2d6 to another within 6" of the initial target. Since this is blast now, it will most likely make an entire horde unit disapear.
Surly as a Squiggoth: All models within 6" reroll morale, all gretchin within 12" auto-pass morale. A good trait if your army has a lot of gretchins (particularly more expensive gretchin units like Grot Tanks or Killa Kanz) - but the relatively low power of those units devalues the trait.
Constriction: With 12" range, I see no reason why I wouldn't just cast fists of gork on the weird boy (or a nearby warboss) and half the target's units attacks by smashing it with green fists.

Bad Moonz
Armed To Da Teef: Bad moonz have a fairly mediocre trait, combined with DakkaDakkaDakka it roughly equates to getting +1 to hit on BS 5+ units. For units with less than 12 shots, this inferiror to the deff skulls trait.
Showin' Off: Arguably the best clan-specific stratagem out there, great with tankbustas, lootas, and shoota boyz.
Da Best Armor Teef Can Buy: Excellent if combined with the Supa-Cybork to make an actually surprisingly durable biker HQ or Deffkilla Wartrike. Bad Moonz are typically taken for their shooting units, but this gives them a very interesting tool in their belt.
Gobshot Blunderbuss: Slap it on a Kombi-scorcha to give your HQ model an assault 3d6 heavy flamer.
Gleamin’ Gear: Can be used to give a walker or forktress a 2+ save. In addition, until errataed, it give MANz a save that only fails on ones, irrespecitve of enemy AP.

Blood Axes
Taktiks: While orks rarely find themselves outside of 18", the gives vehicles a 3+ save and walkers a 2+ save during the first turn. Falling back and charging or shooting is only useful on a few units like koptas or bonebreakers as most ork units either don't survive two rounds of combat, the enemy wants to get out of combat ASAP or the orks annihilate whatever they have charge anyways, leaving nothing to fall back from.
Dead Sneaky: Allows an INFANTRY unit under 8PL to deep strike for 1CP. It can deep strike units of 20 boyz or 10 tankbustas (+4 squigs). Also useful for deep striking characters. Otherwise, totally redundant with Tellyporta.
I've got a Plan, Ladz: Refund a CP if you use a stratagem on a 6. Might yield one or two CP over the course of the game, so you might be better off with "Follow Me, Ladz!" and another kulture instead.
Morgarg's finkin cap: Gives the bearer a warlord trait. Basically a relic-for-warlord trait swap. Orks have some great warlord traits so this could be a good option. Basically free if you buy it of 1 CP if you pick Follow Me Ladz! or I've got a plan, Ladz!
Clever Talk: Infinite range and having it last until your next turn makes this quite decent and allows you to pile on a powerful melee unit without the danger of it killing something before all the orks have fought.

Goffs
No Muckin' About: DakkaDakkaDakka in melee as well as shooting. Certain units like nauts synergize extra-well with Goffs, and you do have Ghazzy, Makari and Zagstruk, two pretty good characters.
Skarboyz: The big thing Goffs bring to the table besides their special characters is Skarboyz. 1CP for S5 Boyz is huge, the only struggle is getting them into combat. For just one CP even upgrading a unit of trukk boyz might be worth it.
Proper Killy: Proper Killy is slightly worse than Brutal But Kunning. So there is no reason to give a warlord Proper Killy by choice, however, it still makes sense to give Ghazghull the trait if you do take him in your army because it is a significant boost to his killing power.
Da Lucky Stikk: If you're running classic footslogging goffs, you probably have a gaggle of characters in the center of your green tide: Ghazghull, a Painboy, a KFF mek, and a Waaagh Banner nob. It also give re-rolls to the one carrying the stikk, so it works well in combination with a killsaw.
Bull Charge: In case you want to charge a repulsor across multiple obstacles, this might come in handy, otherwise it's pretty useless.

Subcultures
Boomboyz – Blow It Up! You can build around this culture by maxing out on units like kanz, gunwagons, scrapjets, tank bustas or koptas. Can't compete with deathskulls, but you can make it work if you want.
Feral Orks – Wildboyz If you own a second edition-style army and just want to have a ton of boyz and nobz barrel down the field, this is your clan kulture. I'd rather take goff though.
Flyboyz – Crucial Velocity A slightly better version of the useless Blood Axes traits, minus all the benefits of fielding actual blood axes and it only works for a few units which don't really care about their armor save or getting charged.
Grot Mobs – Cheeky Zoggerz This is the only way to give gretchin a culture, and it's not a bad one either. Might be good enough to shell out those 2 CP for a patrol detachment.
Huntas – Sneaky Devils Could have been decent if terrain wasn't forbidden from being placed on objectives. Then again, having a KFF and a real clan is better than this.
Madboyz – Frantic Roll a d3 to see if you get 1) worse blood axes 2) worse goff or 3) nothing. Oh, and it's infantry and bikers only.
Pyromaniacs – Arsonists There are enough decent units affected by this to build a list around it that will work well enough. Not competitive though.
Tin ’Eads – Krush ’n’ Krump! All the units affected hit hard and benefit a lot from having +1 to hit. It also affects kanz, so if you have a bunch of stompy walkers and some MANz, this might be a culture for you.

Kustom Jobs
Last update 2020-08-03

Blitza-Gatler: Turns the gatler into what it should have been from the beginning. Still far from enough to make the stompa worthwhile.
Da Boomer: With the periscope from a gunwagon it can be shot twice, making an otherwise useless unit powerful enough to compete with mek guns.
Dirty Gubbinz: Can make shooty kanz or deppstriking dreads more surviveable. If you are looking to get into combat, you should use pistons instead.
Forktress: If you want a deff rolla wagon to kill stuff combat or you want to transportprotect valuable cargo, this is the best kustom job to do so.
Gog Klaw: Neither naut needs its minor help in combat, and other kustom jobs are vastly better than this.
Gork’s Roar: The burna upgrade allows you reliable take out infantry, while the melta gets more range which allows you to stay safe while killing vehicles. No trike should go without.
Gyroscopic Whirligig: This job allows your shokk-jump dragsta to jump every time they advance, however you still get -1 to hit to shooting unless you are running evil suns.
Korkscrew: Fighting twice with such a good weapon is pretty powerful, but often enough a scrapjet never gets to fight even once.
Nitro-powered Squigs: You can tell how bad a unit is if a powerful buff like +1 to wound has almost no impact on it. Should you ever be running a squig buggy for any reason, pick this up.
Orkymatic Pistons: Increases the speed of dreads or kanz by a lot and allows them to actually move up the board.
Pincha: A fun upgrade for trukks, but currently broken because of +1 to hit cap.
Red Rolla: Upgrading d6 to 6 hits is not worth a CP unless you have no other kustom jobs left to put on your wagons.
Sizzly Rivets: Even with 3 kustom boosta-blastas it does not happen often enough to have a meaningful impact. Instead spend the CP on burnin' highway.
Slug Gubbin: Great upgrade for Gorkanauts, allows you to completely wipe out any infantry that gets in your way.
Souped-up Speshul: Allows you to downgrade a terrible gun into a worse one, all for the price of one CP.
Sparkly Bitz: Turns the morkanaut into an insane shooting platform that eats a LRBT for breakfast. If you don't have a naut, dreads with multiple KMB can also use this.
Squig-hide Tyres: Can be put on pretty much every model with wheels. Despite being extremely flexible, 2" isn't that game changing. Scrap jets, bonebreakers or biker bosses probably have the best use of this.
Zagzap: By far not as good as da boomer, but automatic hits allow for some pretty reliable damage on things you need dead.

Specialist Detachments
(from Vigilus Defiant)
Note that Specialist Detachments are no longer legal for tournament play. There is no limit on using them in regular matched play games.

Kult of Speed
Any SPEED FREAK model in the detachment gets the KULT OF SPEED keyword, which is everything on a bike (including warboss), buggies (including the wartrike) and koptas.
Quick Ladz! (Warlord Trait) - Friendly KULT OF SPEED units within 12" of your Warlord in the morale phase automatically pass Morale tests if they Advanced in the same turn. Unfortunately the rules writers put "turn" instead of "battle round" hence this ability is practically useless. It only operates in your Morale phase (not your opponenets) and it's unlikely you're going to be taking a ton of casualties then anyway.
Skargrim's Snazztrike (relic) - Deffkilla Wartrike only, the bearer gains +1 T and a 5++. T7 vs T6 can be nice and the 5++ is welcome but in reality the Cybork Body is better. The Deffkilla Wartrike tends to race up the board and get into combat ASAP. Few weapons are affected by the difference between T6 and T7 and while you can invest a warlord trait to make a Deffkilla T8, we have other warlord traits which are much more impact.
Turbo Boostas (Stratagem) - For 2CP a KULT OF SPEED unit doubles its movement when advancing instead of rolling a dice. Useful to guarantee a first turn charges with large units of bikes or koptas.
Charge through 'em! (Stratagem) - For 2CP a KULT OF SPEED unit consolidates 2d6" instead of 3". If you roll a 5"+ consolidation move it is likely you open up possibilities to tie units in combat, tri-point them, or otherwise deny the opponent movement, which can be game winning. If you roll higher still then you can ruin your opponents plans on your first turn and potentially (though this won't be obvious at the time) win the game. It just might do nothing though.

Overall:
Kult of Speed requires investment into mostly mediocre Speed Freek units, but the stratagems can allow those units to perform much better than they normally would and in some cases win you the game. Both stratagems can be game winning but they are hard to use properly and might end up doing nothing but waste your CP because of bad dice rolls.

Stompa Mob
Overall:
You need three super-heavies to upgrade a single stompa with things that still don't make it worth running, so I won't bother typing this out.

Dread Waaaagh!
All big meks, kanz, dreads and nauts get the DREAD WAAAGH! keyword.
Dread Mek (Warlord Trait) - Repairing stuff happens rarely enough, no need to waste a warlord trait on it.
Da Souped-Up Shokka (relic) - shortly called the SSAG, this is an extremely powerful gun when combined with the big killa boss warlord trait.
Kustom Ammo (Stratagem) - Shoot a SSAG, morkanaut or a unit of kanz twice. Has high potential to be absolutely devastating.
Mek Connections (Stratagem) - Increases the chance of getting a consolidation price for powering down one of your DREAD WAAAAGH! units for a turn.

Overall:
Great specialst detachment that encourages you to bring a SAG and a morkanaut just to use the powerful relic and stratagem.

Blitz Brigade (from Vigilus Defiant)
Any warbosses (including Thrakka and Zardsnark) and battle wagon variants (including the lifta wagon and Battlewagon with Supa-Kannon) gain the BLITZ BRIGADE keyword
Back-seat driver (Warlord Trait) - As long as your warlord is embarked on a BLITZ BRIGADE TRANSPORT it gains +1" movement and 'ere we go. Since only warbosses can gain this trait and they need to be inside the wagon during the charge phase for 'ere we go, the only real application I see is stacking it with Rezmekka's redder armour to get a bonebreaka with 15" movement speed.
Blitz Shouta (relic) - A character inside a BLITZ BRIGADE BATTLEWAGON (so not gunwagon or bonebreaka, but any of the FW ones) projects a 6" aura which give re-roll ones to hit against a target in sight during shooting. So you would need a warboss (other characters can't be BLITZ brigade) with the relic inside a battlewagon which is somehow within 6" of other BLITZ BRIGADE members which are worth shooting. Unless you have multiple supa-kannon wagons, this relic is a waste of time since the lifta-droppa hits automatically and all codex options don't shoot well enough to sacrifice a relic, a battlewagon and a warboss on them.
Opening Salvo (Stratagem) - For 1CP a gun wagon can double its range during the first turn, meaning you can usually shoot without moving and thus shoot twice. I guess if you brought a gunwagon and bought this detachment, there is no reason to not use it, but it's by no means a reason to get either a gunwagon nor this detachment. Solid meh.
Krush 'em (Stratagem) - For 1CP you get to roll 2d6 for your bonebreaka ram and pick the highest result. It's basically a CP re-roll for the ram with slightly higher average but you need to use it before rolling. Not terrible, but not a reason to pick the detachment.
Hold on, Boyz! (Stratagem) - For 2CP a battlewagon (not gunwagon or bonebreaka) can pick up a unit of infantry within 3" of it and drop them within 3" after moving, more than 3" away from enemy models but it cannot charge that turn. Note that the infantry unit can move (and advance) before using this stratagem, so a battlewagon can sling a unit to where it's needed. There are some cute tricks, like mobbing up the dragged unit into combat, taking units out of combat or dropping buff characters where they are needed. Besides that, it's basically stratagem version of Da Jump.

Overall:
The Blitz Brigade tries to coax you into fielding a mix of battlewagons, bonekrushas and gunwagons, but sadly fails miserably at doing so since you can't both go slow and shoot and go fast and krush stuff while hanging around a central command tank. Even if you are running multiple bonekrushas and/or battlewagons, you are better off just using your CP for re-rolls, ramming speed and a relic SAG rather than this specialist detachment.

Top tournament lists
None yet.
August 2020, Andy Penn, Adelaide GT, Winner
Spoiler:
CLAN - DEATHSKULLS

OUTRIDER (-3CP)



HQs

WARBOSS on BIKE [110] (100) Relic :- da Killy Klaw (10) WARLORD - MIGHT IS RIGHT

(-1 CP) da Biggest Boss (+ 1 Att and wound & +4 inv)

DEFFKILLA WARTRIKE [125] 2nd Relic (- 1 CP) da Fixer Upper



FAST ATTACK

3 MEGATRAKK SCRAPJETS [330] (90 each) 2 twin big Shootas (20)

3 MEGATRAKK SCRAPJETS [330] (90 each) 2 twin big Shootas (20)

SHOKKJUMP DRAGASTA [110] (100) rokkit (10)

KUSTOM BOOSTA BLASTA (90)

BOOM DAKKA SNAZZWAGON [90] (85) big Shootas (5)

10 WARBIKERS [280] (270) Nob w/ Power Klaw (10)



HEAVY SUPPORT

BONEBRAKER [195] (160) Deff Rolla (20) 2 big Shootas (10) Rigger Grots (5)

(- 1 CP) FORTRESS (+3 save +5 inv)

BONEBRAKER [185] (160) Deff Rolla (20) Rigger Grots (5)



FLYER

BURNA BOMMBER [155] (125) 2 Super shots (20) Twin big Shootas (10)



Army total 2000

Spend six pre game CP on OUTRIDERS, FORTRESS, DA BIGGEST BOSS & a 2nd relic

This message was edited 3 times. Last update was at 2020/08/03 14:10:13


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in ca
Longtime Dakkanaut





Gretchin Our stratagems are good. To use stratagems we need CPs. To generate CPs, gretchins are very efficient. In addition, Grot Shields is incredibly powerful as stratagems go, so you should definitely bring a lot of gretchin.


change this text to: "How the mighty have fallen"
   
Made in de
Waaagh! Ork Warboss on Warbike






tulun wrote:

Gretchin Our stratagems are good. To use stratagems we need CPs. To generate CPs, gretchins are very efficient. In addition, Grot Shields is incredibly powerful as stratagems go, so you should definitely bring a lot of gretchin.


change this text to: "How the mighty have fallen"


Wouldn't it rather be "how the puny have fallen"?

On a more serious note, lots of things have moved around and while I started changing and adding things yesterday it was getting really late and I wasn't even halfway through the list.
Instead of a rushing this now, I'd rather take care of it properly.

The color codes for the Kustom Jobs and Clan Powers are done already, in case you lads want to start fighting about something.

This message was edited 1 time. Last update was at 2020/07/26 06:57:38


Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in fi
Stalwart Veteran Guard Sergeant




Finland

YAY for the new thread

I would lower down Red Rolla in Kustom Jobs. Only one that stood down "wrong" in the list.
   
Made in de
Waaagh! Ork Warboss on Warbike






You know what? I agree. I somehow remembered it better than it actually is. Going from 6+d6 attacks to 12 attacks isn't as much of a buff as it sounds.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in us
Battlewagon Driver with Charged Engine




I'd argue the Pincha is (at best) yellow as well. It's basically what a grabbing klaw should be, but wasting a CP on one attack seems like it'll rarely be a sound investment. Especially since it's currently wonky with + to hit modifiers and those are also coming with specific conditions (only monsters and vehicles).

This message was edited 1 time. Last update was at 2020/07/26 09:01:45


 
   
Made in de
Waaagh! Ork Warboss on Warbike






PiñaColada wrote:
I'd argue the Pincha is (at best) yellow as well. It's basically what a grabbing klaw should be, but wasting a CP on one attack seems like it'll rarely be a sound investment. Especially since it's currently wonky with + to hit modifiers and those are also coming with specific conditions (only monsters and vehicles).


I have found it hilarious to put on trukks, but true, the +1 to hit cap killed it. Another clear case of "PA was written with 9th in mind"

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in us
Battlewagon Driver with Charged Engine




Well, you get to negate all those super common occurrences of your opponent stacking -2 to hit in melee.

Have you thought about how you want to deal with certain units, like the gunwagon, which is currently red but has a really good build with da boomer? Should it stay yellow/red but the text simply recommends the kustom job, or should it be teal in assumption that you took it?
   
Made in gb
Sneaky Kommando






Sorry to break the seal on asking stuff, but my question was at the very end of the last thread!

What is the best loadout for a BW?

I'm planning on running three with boys and MANz inside each and wanted to get the best bang for my buck.
   
Made in us
Battlewagon Driver with Charged Engine




Both bonebreakas and battlewagons are good choices IMO (don't give them any big shootas though and always opt or the "Forktress" kustom job on one of them). It's really dependent on if you need the extra 8 transport slots and have the points to spare.

The gunwagon is only ever really good with "Da Boomer" kustom job and, to a much lesser extent, the "Zagzap" kustom job.

   
Made in de
Dakka Veteran




PiñaColada wrote:
Both bonebreakas and battlewagons are good choices IMO (don't give them any big shootas though and always opt or the "Forktress" kustom job on one of them). It's really dependent on if you need the extra 8 transport slots and have the points to spare.

The gunwagon is only ever really good with "Da Boomer" kustom job and, to a much lesser extent, the "Zagzap" kustom job.

my major gripe with the gunwagon is that it has a ard case. would be great if it were open topped and you could put some shooty stuff inside.

but since it only moves 5,9" it failes at beeing a delivery vehicle... so the space inside always feels kinda wasted
   
Made in it
Stormin' Stompa




Italy

Basically the Gunwagon with Da Boomer is an alternative of a battery of Mek Gunz. Choose between 4 Smasha Gunz and Da Boomer. Depending on what the enemy has they have basically the same damage output (Da Boomer is a bit more killy but it's also +15 points and costs 1 CP) and the same durability.

Between Bonebreaka and Battlewagon I prefer the BW, of course with the 'ard Case and Deff Rolla. It's 25 points cheaper, which is significant and the extra transport capacity IMHO is more valuable than +D6 attacks with the rolla.

If you conisder a T7 open topped BW for large units of Tankbustas or Flash Gitz just split them into two Trukks instead.

This message was edited 1 time. Last update was at 2020/07/26 10:52:12


Orks 7000
Space Wolves 4000
 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

the 25pt difference between the BW and bonebreaker is usually the reason i use the BW. Often i find i need to shed a few points...and D6 extra attacks that gets denied if someone charges me first isnt that appealing.

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Regular Dakkanaut




The color coding gets harder to parse when it's divided into Clan access. I think it'd be better if you had sections for "Clan Kulturs"(could include the new specialist kulturs here too, though most of them would inevitably be red), "Warlord Traits", "Relics", "Stratagems", "Psychic Powers" and included the clan specific options in those with a note as to what they belong to. That way the hierarchy in each is as plain and clear as it is in the units and kustom jobs sections.

This message was edited 1 time. Last update was at 2020/07/26 13:42:09


 
   
Made in fi
Decrepit Dakkanaut





Madjob wrote:
The color coding gets harder to parse when it's divided into Clan access. I think it'd be better if you had sections for "Clan Kulturs"(could include the new specialist kulturs here too, though most of them would inevitably be red), "Warlord Traits", "Relics", "Stratagems", "Psychic Powers" and included the clan specific options in those with a note as to what they belong to. That way the hierarchy in each is as plain and clear as it is in the units and kustom jobs sections.


How much effort is worth it when megathreads are going to be banned though? This is temporary thread anyway

12 factions for Lord of The Rings
4663
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in ca
Longtime Dakkanaut




 Jidmah wrote:


Wouldn't it rather be "how the puny have fallen"?

On a more serious note, lots of things have moved around and while I started changing and adding things yesterday it was getting really late and I wasn't even halfway through the list.
Instead of a rushing this now, I'd rather take care of it properly.

The color codes for the Kustom Jobs and Clan Powers are done already, in case you lads want to start fighting about something.


Love it.

Yeah I was mostly kidding -- like, even if we changed stuff now, it's really preliminary.

Vineheart01 wrote:
the 25pt difference between the BW and bonebreaker is usually the reason i use the BW. Often i find i need to shed a few points...and D6 extra attacks that gets denied if someone charges me first isnt that appealing.


Capacity too. If Trukks are looking like really common takes for your boys, you basically save 65 points by taking a Battlewagon.

Heck, if you compare two trukks to a Battlewagon w/ Deff Rolla, it's only 25 extra points for a much better chassis (130 vs 155), considering you can also give it a 3+, 5++ for 1 CP.

I think Battlewagons are going to be very highly rated in this edition. And Trukks, too.
   
Made in us
Regular Dakkanaut





I noticed in the 40k app the KFF ability on big mek in mega armor and the Morkanaut are the same ability as the new KFF rule from the saga big mek w/kff on their datasheet, but the wazbomb is still the old KFF wording.
   
Made in ca
Longtime Dakkanaut




Can you use Mega trakks as psuedo Deff Dreads?

I've been thinking that Deff Dreads might be decent. The typical load out of 2x CCW, 2x KMB is looking solid as DS, and even a CC focused one with 6 attacks, or 5 and 1 skorcha, doesn't seem too bad at 100 and 105 respectively. There are even some interesting kustom jobs (+movement, -1 to hit range, +1 BS) to make them stronger.

But let's compare this to the Mega Trakk with Korkscrew. It is 5-10 extra points per model, depending on likely loadout of the Dread.

Megatrakk -
Shooting potential: Baked in, 20 points of Big Shootas, half of which hit on a 4+. Averaging 5 rocket attacks a round (50 points), one of which hits on a 4+ against vehicles.

CC potential: 8 attacks, hitting on 4's, with STR8, AP-2, Dd3 damage. (as a net benefit, can get 2 hit and 2 wound and 2 damage re-rolls to smooth out their damage potential with death skulls).

Deff Dread: Shooting varies. Likely only getting a skorcha or 2 KMB.

CC: Varies. 4-5 attacks in all likelihood, albeit with a better profile (STR 9/10, AP-2/3, D2/D3), hitting on 3's, with 1 re-roll to hit and wound.

Defensively contrast: Megatrakk is +1 wound, -1 T, -1 Save. It also has a massive base, which is good and bad (hard to maneuver, but also a better screen for blocking an objective).

The Megatrakk also Moves 10" default, which is basically the +movement kustom job on a Deff Dread for free.

The Mega trakk looks really solid. It gets you a ton of guns baked in (~70 points worth on average), and in CC it's probably doing roughly as well or BETTER, because it can get bonus re-rolls from fight twice. The tradeoff is a weaker defensively profile, which I think can partially be made up for by KFFs, which you should have nearby anyway.

The madman in me wants to see a Waaaagh banner near the Mega Trakks when they fight in CC which would really make them shine, but I dunno how you'd realistically pull this off.
   
Made in de
Dakka Veteran




idk

the problem with dreads is... they are slooooow... mixing ranged weapons with them makes them even slower as you're kinda inclined to shoot with them instead of advancing.

a skorcha would be a decent addition if it wasnt so damn overpriced.

the only way i could make them kinda work.. .was putting three of em in the teleporter. and even then they were medicore at best. because 300+ points are usually a big chunk of your army

EDIT
also dont forget the MW of the scrapjet

This message was edited 1 time. Last update was at 2020/07/26 20:11:04


 
   
Made in au
Dakka Veteran





Some predictions for 9e:
- MSU Deffkopta squads will be great for denying overwatch
- Mek Gunz still going to be amazing
- Da Jumping 30 sized gretchin squads to deny reinforcements (t1, on their board edge) will be meta
- Mekanized lists, as the new FAQ to "Open Topped" allows units inside to benefit from buffs twice
- Stompa still useless
- Moving "Death star" bad moon lootas in from reserves will be meta
- More Mek Gunz
   
Made in au
Ork Boy Hangin' off a Trukk





tulun wrote:
Can you use Mega trakks as psuedo Deff Dreads?

I've been thinking that Deff Dreads might be decent. The typical load out of 2x CCW, 2x KMB is looking solid as DS, and even a CC focused one with 6 attacks, or 5 and 1 skorcha, doesn't seem too bad at 100 and 105 respectively. There are even some interesting kustom jobs (+movement, -1 to hit range, +1 BS) to make them stronger.

But let's compare this to the Mega Trakk with Korkscrew. It is 5-10 extra points per model, depending on likely loadout of the Dread.

Megatrakk -
Shooting potential: Baked in, 20 points of Big Shootas, half of which hit on a 4+. Averaging 5 rocket attacks a round (50 points), one of which hits on a 4+ against vehicles.

CC potential: 8 attacks, hitting on 4's, with STR8, AP-2, Dd3 damage. (as a net benefit, can get 2 hit and 2 wound and 2 damage re-rolls to smooth out their damage potential with death skulls).

Deff Dread: Shooting varies. Likely only getting a skorcha or 2 KMB.

CC: Varies. 4-5 attacks in all likelihood, albeit with a better profile (STR 9/10, AP-2/3, D2/D3), hitting on 3's, with 1 re-roll to hit and wound.

Defensively contrast: Megatrakk is +1 wound, -1 T, -1 Save. It also has a massive base, which is good and bad (hard to maneuver, but also a better screen for blocking an objective).

The Megatrakk also Moves 10" default, which is basically the +movement kustom job on a Deff Dread for free.

The Mega trakk looks really solid. It gets you a ton of guns baked in (~70 points worth on average), and in CC it's probably doing roughly as well or BETTER, because it can get bonus re-rolls from fight twice. The tradeoff is a weaker defensively profile, which I think can partially be made up for by KFFs, which you should have nearby anyway.

The madman in me wants to see a Waaaagh banner near the Mega Trakks when they fight in CC which would really make them shine, but I dunno how you'd realistically pull this off.


I've been trying both out and I'm finding Megatrakks to be good in general but not as good in melee as I had expected. I did the mathhammer and its a bit of a mouthful. The tl;dr is Korkscrew elevates the damage output to be comparable to the Deff Dread but the Deff Dread often comes out on top against tougher targets. The Megatrakk will eke out an extra hit from two sets of re-rolls and the number of unsaved wounds will be better against chaff but about the same in general. Even if its slightly ahead in unsaved wounds it is still d3 damage. If you're pummelling into infantry with 1-2 wounds then you'll be getting some work done. If you're pummelling into Infantry with 3 wounds or vehicles/monsters then you'll find the Deff Dread to be more valuable.
Both of them will benefit from buffs like the Goff Kultur, Ghaz's re-roll aura, or a +1 to hit but they'll still have their preferred targets. Getting auras off on the buggies would be cool but I think it's hard to pull off due to their greater mobility to our support characters.
The real benefit of the Megatrakk over the Deff Dread is it provides mobility and flexibility. Even though the Deff Dread will tear through armour easily, the Megatrakk can still get stuck in and chip away at it and force your opponent to fall back or stay engaged. The Megatrakk is also valid at clearing chaff. The use of the Deff Dread will be a lot more focused and its usage will be dependent on its load out.
With that said, I've mostly ran these in seperate lists and am now eager to run a list with 3 of each so I can have a direct comparison.

This message was edited 2 times. Last update was at 2020/07/27 03:29:28


Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in dk
Fresh-Faced New User





A thing I noticed was how gently FW units were treated.
Very soft price increases, a lot of weapons became free, heck Zhadsnark just plain dropped 10%.

This message was edited 1 time. Last update was at 2020/07/27 05:28:06


 
   
Made in de
Dakka Veteran




 Diakos wrote:
A thing I noticed was how gently FW units were treated.
Very soft price increases, a lot of weapons became free, heck Zhadsnark just plain dropped 10%.


well squiggoth got canned (for no good reason, since there was a model avaiable) and zhadsnark has become a regular warboss (without any special rules for all we know + 20% price increase 85 to 100)
   
Made in us
Longtime Dakkanaut





Curious as your guy's thoughts on this. Is it possible to run Ghaz in a Mechanized Goffs list? Or is still spamming Boys the way to go? Was considering the following Ideas:

-Trukk Spam: Everything that can goes into a Trukk for mobility and a little more survivability, Tankbustas for main Anti-Armour/Gunwagon perhaps.

-Battlewagon Rush: Take as many Battlewagons with Killkannons and Deffrollas.

Also is the Bonebreaker worth taking over the Battlewagon now? Sorry total noob with CC oriented Orks

7th Krieg Armored Division: 5,000pts.
Goff Waaaaagh! 2,500pts. 
   
Made in de
Dakka Veteran




 gmaleron wrote:
Curious as your guy's thoughts on this. Is it possible to run Ghaz in a Mechanized Goffs list? Or is still spamming Boys the way to go? Was considering the following Ideas:

-Trukk Spam: Everything that can goes into a Trukk for mobility and a little more survivability, Tankbustas for main Anti-Armour/Gunwagon perhaps.

-Battlewagon Rush: Take as many Battlewagons with Killkannons and Deffrollas.

Also is the Bonebreaker worth taking over the Battlewagon now? Sorry total noob with CC oriented Orks


idk about trukks... seems still overpriced for 65 points. its basically a roadblock capable of grabbing objectives.

Maybe the holy trinity of battlewagons? a deffrolla with forktress, gunwagon with boomer and a battlewagon with shooty guys inside... would've loved to field a squiggoth instead of a battlewagon filled with flashgitz or lootaz though :/
two KFFs inside the wagons, mekgunz for backfield fire and buggys (KBB comes to mind) zipping around to provide support. could work...
   
Made in se
Rogue Grot Kannon Gunna






Battlescribe 9th is online, please help sending all the bugs you find. I already sent a note about the Nov being for free instead of costing 8 as it should
   
Made in dk
Fresh-Faced New User





RedNoak wrote:
 Diakos wrote:
A thing I noticed was how gently FW units were treated.
Very soft price increases, a lot of weapons became free, heck Zhadsnark just plain dropped 10%.


well squiggoth got canned (for no good reason, since there was a model avaiable) and zhadsnark has become a regular warboss (without any special rules for all we know + 20% price increase 85 to 100)


The three "missing" units are just GW print-team quality control working as usual, they are all in the App version (Naturally the KFF Mek is missing in that one.)

This message was edited 1 time. Last update was at 2020/07/27 10:51:26


 
   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

I doubt the squiggoth was removed, its still being sold.
Legends is for models that are no longer sold and havnt been updated.
Plus it got updated in the FW FAQ. Which none of the legend FW models did that i could see.

Its both amusing and infuriating how listbuilding works now. I have been fielding what feels like way too few troops (2-3 units) yet at the same time i feel like i dont have the points to try what im thinking about lol. Man its gonna take awhile to get used to this...

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

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Regular Dakkanaut





People have looked at the points and been very discouraged about orks, but I'm starting to believe we might have a chance.

Just got to change your mind space from killing everything they have to playing so your opponent cant win.

There is alot more counter play possible, even if it just be through shadey reserve choices after the opponent picks their secondaries.
   
Made in de
Dakka Veteran




Oh goody That's right

Well... Then I think I'm gonna try a triple list... Gunwagon with Nobz, deffrolla with manz and a squiggoth with either gitz or lootas, a burnabomba and maybea kopta with tankbustaz inside.
   
 
Forum Index » 40K Tactics
Go to: