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Made in us
Waaagh! Warbiker





elgermen wrote:
Hi. I haven't gotten the time to read all this thread yet, but just wanted to give my two cents.

Played a 1000pts. game as soon as i got the codex with what i had around. Some comments:

-Used a 12 loota mob. Got 36, 36 and 12 shots first 3 turns, with more dakka! strat and DDD did 14 wounds 12 wounds and 8 wounds in 3 rounds of shooting. Used 2 10 gretchin mobs and used Grot shield Strat on the lootas after i got first blood on a Space Wolves cavalry that has that 3++ save. After that he shot with everything on the lootas for 3 turns and i only lost 2 thanks to the grots. Also thinking about it, more dakka basically let lootas move and fire without penalty as they would auto hit on 5"s.

-Warboss is not a beatsnik, unless you use shiny gubbinz. Headwoppas Killchoppa is nasty with the mortal wound ability, but if you don't roll a 6, don't expect to survive a space wolves, etc. return attacks. Gave him kunnin but brutal trait and it was a nice surprise to give my opponent.

-Ran Evil Sunz: warbikers and deffkoptas were super fast. Even the Deff Dread got a chunk of terrain in no time.Bikers had a nice softening round of shooting thanks to DDD.

-Btw, watch out for Space Wolves units with a termi in them. They can try to save all shots with the invulnerable.
gave skorchas to the deff Dread, is nice to auto hit but agaisnt any marine is difficult to wound anything. Oh, and obviously watch out for power fists, ouch!

Really enjoyed using the new codex. Looking for some things i wanna try.
-Grot shield for lootas with a few spanners to heal 2 deff dreads. Would make this bad moons and give the dread Rokkits or maybe even KMB"s.
-Can't wait to get a deff killa wartrike and try to get a big mob of bikers charge on turn one with the new buggies to support.

Any more ideas?
-


Ya Lootas are probably alot more viable when considered with grots as a shield and are potentially the unit that benefits the most from grot shielding.

Bosses are still pretty pillowfsted in most cases due to lack of non relic options. When you consider relics, warlord traits and Psychic powers they become pretty ridiculous.

Bikers are probably soemthing that alot of people will start to play around with a bit more due to the sheer number of shots you get along with decent durability and mobility.

with the wartrike the T1 charge is very real for quite a few vehicles, with suns and ramming. Im pretty pumped to start porting in groups of 3 dreads and boxing in units with them.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Sweet mork, I love your chibi stompa profile pic.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Waaagh! Warbiker





 Kap'n Krump wrote:
Sweet mork, I love your chibi stompa profile pic.


I know I need to have a pin made or something. Cant remember where I came across it. Props to who ever made it. Not sure if im in the wrong by using someone elses pic...

Found the guy. hes got quite a few Chibi 40k pieces. Props to him. Ill definately have to contact him at some point about making pins or something

https://www.deviantart.com/skeenoman/gallery/

This message was edited 1 time. Last update was at 2018/11/05 22:16:02


 
   
Made in us
Liche Priest Hierophant






Hol' on, so the Bonebreaka- when you say 'no limitation' that doesn't mean 'can take as many as it wants of anything', does it?

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Longtime Dakkanaut




Oklahoma City

Lol the idea of a tank with 90 lobbas on it... a kff mek and some grots .. if the periscope wagon could take 90 and shoot them all twice...


Saw someone about nobs being able to take items from nobs list... something about double killsaws and a kombi...

Both of these sound so orky.


Surely there has to be some limit on number of lobbas they can have, lol. Funny idea though.

This message was edited 1 time. Last update was at 2018/11/05 23:34:02


http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Lead-Footed Trukkboy Driver






MT

So I played two games this weekend with the new codex and los both of them. So the Codex obviously sucks [sarcasm].

Here are my takes:

1) I am terrible at managing and using stratagems (I have only played orks in 8th ed). There is a learning curve and I missed out.
2) 3 or more Knights are still a problem match up for our army
3) Bikes are still not great, they die too easily, and do not have enough output.
4) Flash gitz seem good
5) The buggies are probably overpriced...but the dragster seems useful
6) I kinda like having the MA Big Mek w/ the KMB, he does work with the deathskullz trait.

I have been trying to make every list with 90 boyz, 1 KFF and a painboy. I don't know if the is correct.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Fresh-Faced New User




Thought about a list with all 2000 points trying for a turn 1 rush, ended up with 5 mek gunz on the back line but the rest could see a charge turn 1 with a good advance/charge roll, ill be looking to shoot targets behind the screen units if it looks like I can charge them, since a good round of shooting usually messes up my would have been charge... the big mek on foot is staying with the kannons, so the odd boy gets a 6++, 5+++ to run off and fight stuff. With 16 CP I like the pain this list can bring out T1 - 2.

- 2000 points orks - 16 CP
- Battalion detachment - + 5 CP (Death-skullz)
- HQ -
- Lv 2 Weird boy - 62 pts
(Da-jump/Fist of gork/Super cyborg body)
- Big mek - 55 pts - KFF - 20 pts
- Troop -
- Grechin x 10 - 30 pts
- Grechin x 10 - 30 pts
- Grechin x 10 - 30 pts
- Heavy -
- Smasha Guns x 5 - 155 pts
- Battalion detachment - + 5 CP (Evil-Sunz)
- HQ -
- D-Killa War-trike - 120 pts
(warlord/follow me ladz!) +1 CP
- Big Mek on Bike - 81 pts - KFF - 20 pts
- Troop -
- Grechin x 10 - 30 pts
- Boyz x 10 - 70 pts - Nob BC - 5 pts
- Boyz x 30 - 210 pts - Nob BC - 5 pts
- Elites -
- Nobs x 10 - 144 pts - 10 x BC's - 50 pts
(1 x Runt)
- Tanbustas x 10 - 170 pts - 1 x Squig - 10 pts
- Tanbustas x 10 - 170 pts - 2 x Squig - 20 pts
- Fast Attack -
- Warbikers x 9 - 207 pts - Nob BC - 5 pts
- Heavy -
- Bonebreaker - 140 pts - Death -R - 19 pts
- Transport -
- Trucks - 59 pts - Rokit - 12 pts
- Trucks - 59 pts - Rokit - 12 pts

This message was edited 3 times. Last update was at 2018/11/06 00:24:13


 
   
Made in ca
Waaagh! Warbiker





 Geemoney wrote:
So I played two games this weekend with the new codex and los both of them. So the Codex obviously sucks [sarcasm].

Here are my takes:

1) I am terrible at managing and using stratagems (I have only played orks in 8th ed). There is a learning curve and I missed out.
2) 3 or more Knights are still a problem match up for our army
3) Bikes are still not great, they die too easily, and do not have enough output.
4) Flash gitz seem good
5) The buggies are probably overpriced...but the dragster seems useful
6) I kinda like having the MA Big Mek w/ the KMB, he does work with the deathskullz trait.

I have been trying to make every list with 90 boyz, 1 KFF and a painboy. I don't know if the is correct.


Im with you on boys. Before codex, you basically couldnt go wrong by having boys in any quantity. Now that there are potentially better options I dont know what the resonable number of boys is any more. Im thinking at the least of running 2 30 and 1 10 to make a 40 and fill out slots. Past that maybe more grots for Cp.

This message was edited 1 time. Last update was at 2018/11/06 00:45:24


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Grots seem pretty useful.
They are cheap screening unit that can double as literal meat shields. I'm going to try to incorporate at least 2 squads of 20.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Battlewagon Driver with Charged Engine





Im really struggling putting a list together without tons of boyz. Its burned into my head. If I make a list without atleast 90-120 it feels wrong.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Lead-Footed Trukkboy Driver






MT

 Billagio wrote:
Im really struggling putting a list together without tons of boyz. Its burned into my head. If I make a list without atleast 90-120 it feels wrong.


Same here, I get it.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Longtime Dakkanaut




 lord_blackfang wrote:
 Dr.Duck wrote:
 CthuluIsSpy wrote:
So it turns out Tankbusta nobz can't have power klaws anymore.
Well gak, looks like I'm going to have to maim one of my models just because the tankbusta kit doesn't have a power klaw in there


We need to sticky a pic of the chart on the front of this topic so this can stop being discussed. You can use index options if there is a discrepancy.

Not universally. The ETC competitive scene in Europe does not allow Index datasheets in any capacity, nor Forgeworld for that matter. And it's very likely only a matter of months before official GW policy follows suit and legacy options are moved to open play only, like they were in AoS.

Considering they JUST updated the index with a faq... your matter of months is complete gak...
At worst I expect the index to be allowed until they release genecult, sisters, agents of imperium/inquisition/assassins, khorne, slannesh codecs... at the point every list in the index will be updated and then they will update the index as power level only....
that however won’t happen until chapter approved 2019 at the very least!!!

So as it currently stands all of North America including any itc event allows forgeworld and index (power level limit not withstanding) and most of England including warbanner world... it’s just those darn euros and thier ETC that restricts your options.

But i don’t expect GW to make the index power level only until every model they make has a codex... that’s a long ways off. We will probably be in 9th edition by then.

This message was edited 3 times. Last update was at 2018/11/06 02:29:09


 
   
Made in ca
Waaagh! Warbiker





 Geemoney wrote:
 Billagio wrote:
Im really struggling putting a list together without tons of boyz. Its burned into my head. If I make a list without atleast 90-120 it feels wrong.


Same here, I get it.


Honestly tho I feel liberated that I can play Orks MSU to much greater effect. Will take time to get over the old dogma of boys before toys but I encourage everyone to break out and dust off the old stuff and start playing outside of the box to the fullest and see if you really like and and if you can win games.
   
Made in fi
Locked in the Tower of Amareo





 Geemoney wrote:


I have been trying to make every list with 90 boyz, 1 KFF and a painboy. I don't know if the is correct.


Maximum number of units of boyz you want to have is number you put to teleporter+1 for da jump if you want. KFF is okay if you plan to use it for non-boyz. Ditto for painboy. But if you plan to use those for boyz as the boyz will teleport ahead it's going to be hard to get them into range to protect the boyz.

2024 painted/bought: 109/109 
   
Made in ca
Ork Boy Hangin' off a Trukk





Just want to throw this out there, I agree that it looks like Nobz can take two choppas, but GW may rule that the second one doesn't give an extra attack. Before you start trying to logic this out by quoting rules, be aware that GW did exactly this recently by ruling that (in Killteam at least) a 'nid Warrior with two sets of boneswords does not get an extra attack for the second set. This seems like exactly the same thing, so they may (or may not) FAQ it the same way.
Two killsaws seems legit, and it talks about an extra attack in the weapon profile so I can't see any way for that to go sideways.
   
Made in us
Dakka Veteran




How many MekGunz is too many MekGunz?

Here's a list I threw together in Battlescribe; if the points aren't accurate, that's unfortunate. -- The plan is to castle up with all the MekGunz+KFF+Grotz, then Jump the boyz in (Mobbed Up), preferably with "Monster Hunter"+"Get in, Boyz!". Chinork+Nobz are there entirely just so I can use "MoreDakka"+"Showin'Off"+"LongUncontrolledBursts", and just have fun; maybe it can even get a ramming move off. The Deff Dreads will try to charge/ram something.

Really, this list is super vulnerable to everything, and doesn't have enough punch in return - but it's got some fun things in it I guess? Too many MekGunz most likely though.

2000/2000 points
CP: 3+5+5+1= 14, -1-1 (Warphead+More Gitz) = 12

Battalion
Kultur: Snakebites
HQ1: Weirdboy, "Warphead"+"Skorched Gitbonez", [Da Jump]+[Warpath]
HQ2: Big Mek (Index), KFF+Choppa
Troops1: 1 Nob (Choppa+Choppa), 29 Boyz w/Choppa+Slugga
Troops2: 1 Nob (Choppa+Choppa), 9 Boyz w/Choppa+Slugga
Troops3: 30 Gretchin

Battalion
Kultur: Bad Moonz
HQ1: Weirdboy, [Fists of Gork]
HQ1: Big Mek (Index), Big Choppa+Slugga
Troops1: 10x Gretchin
Troops2: 10x Gretchin
Troops3: 10x Gretchin
Elites1: 10x Nobz, 10x Kustom Shoota+Choppa
Dedicated Transport1: Chinork Warkopta, 2x Rattla Kannon, 2x Bigbomm

Spearhead
Kultur: Evil Sunz
HQ1: [WARLORD] Warboss on Warbike (Index), "Da Killa Klaw", Kustom Shoota, Attack Squig, "Brutual but Kunnin" (Trait)
Heavy Support1: 6x Mek Gunz, 6x Smasha Gun
Heavy Support2: 6x Mek Gunz, 6x Smasha Gun
Heavy Support3: 6x Mek Gunz, 6x Smasha Gun
Heavy Support4: 3x Deff Dread (4 DreadKlaws each)

Deepstriking: (Chinork:111+160)+(DeffDreads:357)=628; +210 if Boyz, +186 if MekGunz

This message was edited 2 times. Last update was at 2018/11/06 04:09:35


 
   
Made in es
Krazy Grot Kutta Driva




Played my first codex game yesterday.

- I think the optimal number of boyz is 30 (teleport) + 30*n (being n the number of weirdboys for jumping).

- Tankbustas + battlewagon is a real strong comp.

- Deffkopters are very strong for their price, you can deepstrike with rockets and then stratagem to scape after shooting (like if it was mov.phase), being Evil Sunz you can go safe for sure.

- Killa kans still useless, playing deepstrike let them out of meta, they are too slow and not being able to obtain buffs due to their Gretchlin condition, Evil Sunz cannot help them.

- Traktor Kannon can be the key to win in a lot of matches.

I think the meta now is not 150 boyz and trying to survive going into the front, the meta is deepstrikes and charges from every angle with Evil Sunz + reroll charges, Da Jump boyz, battlewagon+tankbustas obliterating tanky gak.

Maybe orks are now harder to play and need more skill and tactics about how to manage your CP, because you need CP to use your boyz.

Orks 5000p 
   
Made in ca
Waaagh! Warbiker





Shrapnelbait wrote:
Just want to throw this out there, I agree that it looks like Nobz can take two choppas, but GW may rule that the second one doesn't give an extra attack. Before you start trying to logic this out by quoting rules, be aware that GW did exactly this recently by ruling that (in Killteam at least) a 'nid Warrior with two sets of boneswords does not get an extra attack for the second set. This seems like exactly the same thing, so they may (or may not) FAQ it the same way.
Two killsaws seems legit, and it talks about an extra attack in the weapon profile so I can't see any way for that to go sideways.


Did they do this for double chainsword vanguard vets? If not I think we are on the safer side.


Automatically Appended Next Post:
Kebabcito wrote:
Played my first codex game yesterday.

- I think the optimal number of boyz is 30 (teleport) + 30*n (being n the number of weirdboys for jumping).

- Tankbustas + battlewagon is a real strong comp.

- Deffkopters are very strong for their price, you can deepstrike with rockets and then stratagem to scape after shooting (like if it was mov.phase), being Evil Sunz you can go safe for sure.

- Killa kans still useless, playing deepstrike let them out of meta, they are too slow and not being able to obtain buffs due to their Gretchlin condition, Evil Sunz cannot help them.

- Traktor Kannon can be the key to win in a lot of matches.

I think the meta now is not 150 boyz and trying to survive going into the front, the meta is deepstrikes and charges from every angle with Evil Sunz + reroll charges, Da Jump boyz, battlewagon+tankbustas obliterating tanky gak.

Maybe orks are now harder to play and need more skill and tactics about how to manage your CP, because you need CP to use your boyz.


I love how we went from a dumb foot slogging faction to nothing but warspiders. That will teach em to underestimate dat orks.

This message was edited 1 time. Last update was at 2018/11/06 04:41:33


 
   
Made in us
Dakka Veteran




That lines up with what I've been thinking;

Orks will need a lot more CP than usual; I think Battalion:[2 Weirdboyz+3x10 Gretchin] will be the go-to core for every list.
MekGunz will be a staple, either the Smasha Gun, or Traktor Kannon; depending on how the metas evolve (local and regional)
Gretchin units of all kinds are largely useless, the inability for kultur or stratagems hurts them significantly
The go-to strategy will be Da Jump + Tellyporta; backed up by Evil Sunz first and second turn charges galore - I'm not sure if Orks can rally a solid shooting list, outside of spamming 18 Mek Gunz.

I'm not sure if footslogging will still be viable; jump+tellyporta are too good, and the points cost hurts Boyz/Stormboyz, who already got wiped out on their way in; now the same thing happens, but with even less models fieldable.

This message was edited 1 time. Last update was at 2018/11/06 04:44:34


 
   
Made in ca
Waaagh! Warbiker





fe40k wrote:
That lines up with what I've been thinking;

Orks will need a lot more CP than usual; I think Battalion:[2 Weirdboyz+3x10 Gretchin] will be the go-to core for every list.
MekGunz will be a staple, either the Smasha Gun, or Traktor Kannon; depending on how the metas evolve (local and regional)
Gretchin units of all kinds are largely useless, the inability for kultur or stratagems hurts them significantly
The go-to strategy will be Da Jump + Tellyporta; backed up by Evil Sunz first and second turn charges galore - I'm not sure if Orks can rally a solid shooting list, outside of spamming 18 Mek Gunz.

I'm not sure if footslogging will still be viable; jump+tellyporta are too good, and the points cost hurts Boyz/Stormboyz, who already got wiped out on their way in; now the same thing happens, but with even less models fieldable.


Ive been feeling that brigades are more viable than ever for orks now that more than a few selections got more viable and function ideally as MSU due to Deffskullz traits. Double Battalion is probably much more versatile

3HQs
MSU kommandos, bustas or nobs in trucks
90 boys and 30 grots
3 of the new buggies or deffkoptas
3 Mek guns

I havent mathed out the points yet but im sure You can fit plenty more in here.

This message was edited 1 time. Last update was at 2018/11/06 04:51:50


 
   
Made in us
Dakka Veteran




Brigade is definitely a possibility as well.

It'll likely come down to:

1 Brigade
1 Battalion+2 1cp divisions
2 Batalion+?

A Patrol can substitute for a third division as well, if you're looking for 1-2 units in particular.

The biggest problem will be Klan+Kultur; EvilSunz is the best for just about everything, but if you want any sort of shooting element - you'll want to take BadMoonz (Or Deathskullz, if you're going Tankbustas).

I'm curious to see which ends up winning out, mass MekGunz, or Tankbustas; it's possible a mix will form as well.

This message was edited 1 time. Last update was at 2018/11/06 05:01:09


 
   
Made in ca
Waaagh! Warbiker





fe40k wrote:
Brigade is definitely a possibility as well.

It'll likely come down to:

1 Brigade
1 Battalion+2 1cp divisions
2 Batalion+?

A Patrol can substitute for a third division as well, if you're looking for 1-2 units in particular.

The biggest problem will be Klan+Kultur; EvilSunz is the best for just about everything, but if you want any sort of shooting element - you'll want to take BadMoonz (Or Deathskullz, if you're going Tankbustas).

I'm curious to see which ends up winning out, mass MekGunz, or Tankbustas; it's possible a mix will form as well.


For this reason you are probably right and double battalion might be better so you are not locked in to a single clan.

Hard to say for mek guns and bustas. Guns will tend to be less of a points investment I feel and can act as psuedo silverbuillets against certain units. The amount of damage that bustas can do with the investment of points and CP is pretty amazing tho.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Okay so I'm sure this is already discussed, but can someone explain the Goff warlord trait (+1A)? I read people saying "well because Ghaz..." which doesn't make any sense because I don't see why Ghaz could not take Might Is Right (+1S, +1A).

Am I missing something and do you think there exists a chance the Goff warlord trait gets FAQ'd? I mean they did mess up the Space Wolves trait page after all... thoughts?

7000+
3500
2000 
   
Made in es
Krazy Grot Kutta Driva




With the army i've got, im thinking about this

Battalion
- HQ: Warboss + Big Mec KFF
- Troops: 30 boyz, 30 boyz, 10 gretch

Outrider
- HQ: Weirdboy
- FastAttack: 3xDeffkopta

Then i've got battlewagon, tankbustas, nobz... I must think what to do with them, maybe this is enough CP for 1500 points aprox

This message was edited 1 time. Last update was at 2018/11/06 06:08:21


Orks 5000p 
   
Made in au
Ork Boy Hangin' off a Trukk





 Weazel wrote:
Okay so I'm sure this is already discussed, but can someone explain the Goff warlord trait (+1A)? I read people saying "well because Ghaz..." which doesn't make any sense because I don't see why Ghaz could not take Might Is Right (+1S, +1A).

Am I missing something and do you think there exists a chance the Goff warlord trait gets FAQ'd? I mean they did mess up the Space Wolves trait page after all... thoughts?


From the rulebook:
NAMED CHARACTERS AND WARLORD TRAITS
If a named character with a specific clan keyword is your Warlord, they must be given the associated Warlord Trait. For example, Ghazghkull Thraka must take the Goff ‘Proper Killy’ Warlord Trait (see opposite) as he has the GOFF keyword.


So Ghaz can't actually take Might Is Right, if he's your warlord he must take Proper Killy. I think it's like that since there's three goff characters with good melee profiles. The real question is why couldn't they just have come up with a more interesting warlord trait, like they did for the other klans.

This message was edited 1 time. Last update was at 2018/11/06 06:18:48


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 fi
Locked in the Tower of Amareo





 Weazel wrote:
Okay so I'm sure this is already discussed, but can someone explain the Goff warlord trait (+1A)? I read people saying "well because Ghaz..." which doesn't make any sense because I don't see why Ghaz could not take Might Is Right (+1S, +1A).

Am I missing something and do you think there exists a chance the Goff warlord trait gets FAQ'd? I mean they did mess up the Space Wolves trait page after all... thoughts?


GW is idiot. That's what. The Ghaz isn't even that super hyper guy the Might is Right would be ridiculous for him for that price.

2024 painted/bought: 109/109 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 Quackzo wrote:
 Weazel wrote:
Okay so I'm sure this is already discussed, but can someone explain the Goff warlord trait (+1A)? I read people saying "well because Ghaz..." which doesn't make any sense because I don't see why Ghaz could not take Might Is Right (+1S, +1A).

Am I missing something and do you think there exists a chance the Goff warlord trait gets FAQ'd? I mean they did mess up the Space Wolves trait page after all... thoughts?


From the rulebook:
NAMED CHARACTERS AND WARLORD TRAITS
If a named character with a specific clan keyword is your Warlord, they must be given the associated Warlord Trait. For example, Ghazghkull Thraka must take the Goff ‘Proper Killy’ Warlord Trait (see opposite) as he has the GOFF keyword.


So Ghaz can't actually take Might Is Right, if he's your warlord he must take Proper Killy. I think it's like that since there's three goff characters with good melee profiles. The real question is why couldn't they just have come up with a more interesting warlord trait, like they did for the other klans.


Okay I have missed that. Do you have a page reference?

7000+
3500
2000 
   
Made in dk
Longtime Dakkanaut




1) I think Evil Sunz and Death Skullz will be our go to clans. Evil Sunz has a ton of uses, and MSU Death Skullz squads will pack a punch in both shooting and fighting, and can generate some CPs.

2) Blood Axes and Bad Moonz will be useful for the stratagems. The shoot twice stratagem can make for a very powerful bomb. 15 doubletapping tankbustas in a BW can kill a knight or a baneblade. The Blood Axe dead sneaky stratagem can work like an extra tellyporta, and bloodaxe bone breaker wagons might be popular.

3) Goffs and Snakebites are pretty so-so clans, I think.
They are essentially getting a 17% upgrade in fighting or durability respectively. Not bad, bot not great either.

4) The Frrebooterz trait I am not sure of. It might be great, but it requires list-building and deploying with the buff-trigger in mind, and it will suffer disproportionately against knight lists.
   
Made in ca
Sneaky Kommando





 Dr.Duck wrote:
fe40k wrote:
Brigade is definitely a possibility as well.

It'll likely come down to:

1 Brigade
1 Battalion+2 1cp divisions
2 Batalion+?

A Patrol can substitute for a third division as well, if you're looking for 1-2 units in particular.

The biggest problem will be Klan+Kultur; EvilSunz is the best for just about everything, but if you want any sort of shooting element - you'll want to take BadMoonz (Or Deathskullz, if you're going Tankbustas).

I'm curious to see which ends up winning out, mass MekGunz, or Tankbustas; it's possible a mix will form as well.


For this reason you are probably right and double battalion might be better so you are not locked in to a single clan.

Hard to say for mek guns and bustas. Guns will tend to be less of a points investment I feel and can act as psuedo silverbuillets against certain units. The amount of damage that bustas can do with the investment of points and CP is pretty amazing tho.


Just to throw this out there, I actually think a Goff brigade backed up by a Bad Moonz battalion or detachment might be really effective...I know, I know, Evil Sunz, but hear me out.

The skarboyz stratagem gives the Goff clan enormous flexibility in what the Boyz can deal with. Being able to throw S5 onto 90 boyz for a measly 3 CP if facing Knights, Death Guard, Custodes, or other high toughness enemies expands the range of things the Boyz can handle. Add in exploding 6's in melee, mob up, grot shield, the 'ard boyz stratagem depending what you're up against, and the ability to bring a mob back on when it's nearly wiped out and you have a combination of lethality and staying power that I think has a lot to recommend it. Not to mention the option to take Ghaz. Admittedly the Evil Sunz kultur is stronger in a vacuum, but the boost from 57% to 72% for making a charge out of deep strike is probably not going to be decisive most of the time.

Throw mek gunz in for heavy support, probably stormboyz for fast attack and free deep strike (saving precious CP's for other stuff), and maybe small units of meganobz or nobz for elites (or kommandos to keep it cheap), you could put together a brigade for ~1400 points, leaving you 600 points for Bad Moonz lootas and grots in a battalion with a couple of weirdboyz or big meks for HQ's to wreck things at range. Or bring in Tankbustas that you can deep strike and double shoot to basically remove one thing you hate from the battlefield on the turn they arrive. Drop battalion for smaller detachment to cut back on HQ choices to save points.

To my mind, the greatest strength here is the ability to adapt to your opponent so easily with stratagems that you can pick after you know what you're up against. You can tellyport different units depending on what you're facing, for example, and being able to add skarboyz to the mix of things you can do to adapt to your opponent might make the Goffs a better choice than their kultur makes them first appear.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in fi
Locked in the Tower of Amareo





pismakron wrote:
1) I think Evil Sunz and Death Skullz will be our go to clans. Evil Sunz has a ton of uses, and MSU Death Skullz squads will pack a punch in both shooting and fighting, and can generate some CPs.

2) Blood Axes and Bad Moonz will be useful for the stratagems. The shoot twice stratagem can make for a very powerful bomb. 15 doubletapping tankbustas in a BW can kill a knight or a baneblade. The Blood Axe dead sneaky stratagem can work like an extra tellyporta, and bloodaxe bone breaker wagons might be popular.

3) Goffs and Snakebites are pretty so-so clans, I think.
They are essentially getting a 17% upgrade in fighting or durability respectively. Not bad, bot not great either.

4) The Frrebooterz trait I am not sure of. It might be great, but it requires list-building and deploying with the buff-trigger in mind, and it will suffer disproportionately against knight lists.


1) Yep. Evil sun except for some specific usages. Bad moon grot+2xweirdboy+either lootas or tank bustas could work. Blood axes, goffs, snakebites are going to be much more rare I think. Freebotas remains to be seen. Some of their units can be very good if you can trigger that +1BS but can you do that without already exhausting your freebootas...Not going to be small detachment to plug in among main force at least.
2) Blood axe strategem suffers from unit not having reliable charge. With tellyporta and da jump that is rather unusual need.
3) Goffs problem is killyness has never been orks biggest problem. Maybe good for trukk boyz but not sold on 12 boyz+trukk. As for snakebite effect is actually less than 1/6 saved.

2024 painted/bought: 109/109 
   
 
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