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2020/06/20 14:34:09
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
IMO sparkly bits should go on the morkanaut and the relic gatler on the gorkanaut.
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.
2020/06/20 14:41:27
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Rogerio134134 wrote: Just starting an ork army and yesterday picked up some bikes a plane, loads of boys and a few buggies. Hoping that a relatively speedy Ork list with a couple of planes will be half decent as I absolutely love the planes.
Hi, the planes do have an appeal, don’t they? Do you have an idea as to which Clan you favour, yet?
2020/06/20 15:59:32
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: IMO sparkly bits should go on the morkanaut and the relic gatler on the gorkanaut.
Seconded, the Morkanaut just gains way too much from sparkly bitz compared to all the other walkers when it comes to guns, point for point. The Gorkanaut's main threat isn't through shooting IMO, it's mainly a bonus in my eyes, you really want him for the TP and Ramming Speed charge to get in with his 18 sweeping attacks to mess up a unit, rather than shooting things up with its cannon.
2020/06/20 17:09:35
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: Keep in mind that your SSAG will be dead as soon as it doesn't have any models within 3" left and that any ruin will be an infinitely high LOS blocker.
If obscuring terrain makes shooting vehicles and monsters with an immobile platform impossible, while it does much easier, it doesn't really matter how often you can shoot it.
I'm not 100% sure it will become obsolete, but some of its big advantages - character protection and long range - will take a big hit in 9th.
Once I lose any intervening models or Mek guns within 3in
I still have Grot shields
I still have new better terrain rules to protect him
And Last but not least I still have a grot orderly
The SSAG is doing fine and Just as protected as it was prior. I was using grot shields long before 9th edition to protect him.
Monster and vehicles with a base of 18+ wounds can’t hide in terrain unless it’s completely out of sight.
Monsters and vehicles between 10-18 is going to have Thier own targeting issues with targeting.. and below 10 hps is likely spammed units that are harder to hide.
I don’t think the ssag will have target issues and ironically it’s better vs horde units too
I think I agree here.
Monsters are just such a big issue, and I can’t imagine things like triple lords of skulls are going away next edition.
What I do think is true, though, is the SSAG is going to be a lot harder to use. Well have to figure out the best way to get your bang for your buck.
But at it’s current cost, it’s hard to say it’s a bad choice. Even one round of shooting can make it worth it.
2020/06/20 17:39:00
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
One thing that didn't really occur to me until I read that article was warbikers, warbosses on warbike being considerably more spicy. Being able to bring their relatively efficient guns to close combat is definitely intriguing and makes things like the speed mob less silly.
It also makes weapons like the Buzzbomb a lot more interesting. If you took it on a Wartrike or a Warboss with Warbike, you could throw it in close combat.... If classified as a blast weapon it could yet again be pretty intriguing, but the two would be mutually exclusive. It's a shame they can't get kombi skorchas any more. Also, Wartrike basically gets skorcha autohits in close combat shooting phase now.
I just want to know now if shoota boys can shoot out of a Trukk engaged in close combat, etc etc.
That would make burna boyz packed in a trukk quite an interesting proposition indeed. Theoretically, if you could do this, it wouldn't make Trukk boyz such an idiotic idea. 10 shootas in a trukk with a kombi skorcha would suddenly make a Trukk interesting and justify taking an MSU of boyz.
This message was edited 5 times. Last update was at 2020/06/20 17:42:11
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2020/06/20 20:10:08
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
“
Sam: An already great pairing of units made even better by the new rules is a big unit of Blightlord Terminators backed up by a Foul Blightspawn. Since the player who isn’t taking their turn gets to choose the first non-charging unit to fight with, the Foul Blightspawn’s Revolting Stench ensures that the Blightlords will fight first against any enemy units that dare charge them. Blightlords are already brutal in combat and incredibly durable, and this combo makes them even harder for your opponent to deal with. I know I’ll be making these units a central component of my army”
How do we feel about this?
This message was edited 1 time. Last update was at 2020/06/20 20:10:24
2020/06/20 21:45:10
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Had a fun game against a friend and his Ravenguard today, playing the mission from the latest white dwarf. Thought I'd try a couple of the bits from the Saga of the Beast. I made a detachment of StormBoyz with the Huntas sub-kulture.
It's quite effective. Their ability to fly into combat, especially with enemy troops in cover was clutch. The 5++ they got and the extra AP was very useful, especially with the big choppa on the Nob. I took 3 units of 14, and they proved quite effective. Situational, obviously but definitely gave the StormBoyz a bit of teeth.
The +1 Str Strat on the bikers wasn't bad either, and it was nice to have the Nob's big choppy at Str 8 for 2+ wounding against Primaris.
I use big Choppas everywhere now. My Warboss on bike has the biggest boss upgrade, brutal but kunning, a big choppa and a cybork body for a highly durable 4++ 5+++ 7 wound beast, rerolling hits and 3 flat damage is very useful indeed.
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984
2020/06/21 01:19:54
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
“
Sam: An already great pairing of units made even better by the new rules is a big unit of Blightlord Terminators backed up by a Foul Blightspawn. Since the player who isn’t taking their turn gets to choose the first non-charging unit to fight with, the Foul Blightspawn’s Revolting Stench ensures that the Blightlords will fight first against any enemy units that dare charge them. Blightlords are already brutal in combat and incredibly durable, and this combo makes them even harder for your opponent to deal with. I know I’ll be making these units a central component of my army”
How do we feel about this?
Probably good for us, as we would get a round of fighting in with a unit of boyz before the arrested unit fights back. Outside of that, I don't think it matter much unless you charge into foul blightspawns.
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.
2020/06/21 08:02:15
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: Keep in mind that your SSAG will be dead as soon as it doesn't have any models within 3" left and that any ruin will be an infinitely high LOS blocker.
If obscuring terrain makes shooting vehicles and monsters with an immobile platform impossible, while it does much easier, it doesn't really matter how often you can shoot it.
I'm not 100% sure it will become obsolete, but some of its big advantages - character protection and long range - will take a big hit in 9th.
Once I lose any intervening models or Mek guns within 3in
I still have Grot shields
I still have new better terrain rules to protect him
And Last but not least I still have a grot orderly
The SSAG is doing fine and Just as protected as it was prior. I was using grot shields long before 9th edition to protect him.
Monster and vehicles with a base of 18+ wounds can’t hide in terrain unless it’s completely out of sight.
Monsters and vehicles between 10-18 is going to have Thier own targeting issues with targeting.. and below 10 hps is likely spammed units that are harder to hide.
I don’t think the ssag will have target issues and ironically it’s better vs horde units too
If you have grot screen stratagem you have look out sir.how many grot units you plan and can carry there along? Killing couple grot units isn't hard. Before not many bothered because short of snipers you still couldn't. Now he will be free target after bunch of t2 grots are dead
2024 painted/bought: 109/109
2020/06/21 08:53:25
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Agree, some armies have no issues plowing through 30 gretchin and 15 lootas in one shooting phase, so wiping enough gretchin for the mek to become targetable should not be that hard, especially when we will be bringing less gretchin in general anyways.
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.
2020/06/21 11:17:43
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: IMO sparkly bits should go on the morkanaut and the relic gatler on the gorkanaut.
Seconded, the Morkanaut just gains way too much from sparkly bitz compared to all the other walkers when it comes to guns, point for point. The Gorkanaut's main threat isn't through shooting IMO, it's mainly a bonus in my eyes, you really want him for the TP and Ramming Speed charge to get in with his 18 sweeping attacks to mess up a unit, rather than shooting things up with its cannon.
Absolutely, but I only have one magnetized naut so it's either a gork or a morkanaut, can't have both. I've played the morkanaut so many times in this edition that I'd like to try something different. If I choose the gork I wouldn't have another candidate for Sparkly Bitz, except maybe a large squad of rokkit kanz.
The way I'd like to play the gork is to tellyport it, fire it twice and then assault, not just fielding it as a shooty platform. It has a lot of firepower and IMHO its shooting can be more killy than the SSAG. Not to mention that there are tons of good ranged anti tank units in the ork codex, other than the SSAG, and basically nothing that is anti infantry oriented with a significant rate of fire, like a double tapping BS4+ naut. Just flash gitz probalby.
The relic weapon is hands down better if the big walker manages to fire its main gun always at near targets, but I'm confident it will shoot 3 times on average (double tapping the turn it shows up and the following turn, as with many armored units on the table it won't be instant killed in one turn every game) so the +1BS upgrade could grant more damage overall. But I'm open to try both kustom jobs actually, unfortunately with the lockdown I couldn't play enough games using SotB rules and I don't have lots of experience with the new stuff.
I use big Choppas everywhere now. My Warboss on bike has the biggest boss upgrade, brutal but kunning, a big choppa and a cybork body for a highly durable 4++ 5+++ 7 wound beast, rerolling hits and 3 flat damage is very useful indeed.
If he's your warlord, why not giving him the killa klaw instead of a regular big choppa? Flat 3 is good, but AP is only -1.
This message was edited 1 time. Last update was at 2020/06/21 11:20:33
2020/06/21 17:28:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
2x Eadbut in the middle of Ultramar castle with 8characters in one game. Despite the fact, it was just a dakkajet and wazboom (both with last wounds), the damage was awesome. About 20-30 mortal wounds total? 7 from 8 characters and couple of marines k.o. before they come out of the cover? Brutal... This is strat is really the top. I have to build the burna bommer.....
Plus - with Hit them harder & Get stuck in ladz, there is nothing that can' t be eaten by 8 Meganobz. Deathwing Termies disappeared. Belial and this crazy baroque smurf heroe with a lot of stars aroudn do not have a single swing....
Btw interesting topic. Because PK have a D3 dmg, Hit them harder has an intereresting use while killing Termies with 2 wounds. You waste a lot of damage output but you make you sure, that each lost save = killed Terminator. I can' t do do math, but it seems 50-70% more killed T' s.
This message was edited 1 time. Last update was at 2020/06/21 18:03:33
2x Eadbut in the middle of Ultramar castle with 8characters in one game. Despite the fact, it was just a dakkajet and wazboom (both with last wound), the damage was awesome. About 20-30 mortal wounds total? 7 from 8 characters and couple of marines k.o. before they come out of the cover? Brutal... This is strat is really the top. I have to build the burna bommer.....
Plus - with Hit them harder & Get stuck in ladz, there is nothing that can' t be eaten by 8 Meganobz. Deathwing Termies disappeared. Belial and this crazy baroque smurf heroe with a lot of stars aroudn do not have a single swing....
Btw interesting topic. Because PK have a D3 dmg, Hit them harder has an intereresting use while killing Termies with 2 wounds. You waste a lot of damage output but you make you sure, that each lost save = killed Terminator. I can' t do do math, but it seems 50-70% more killed T' s.
Interesting! We all thought that the flying 'eadbutt would be useful I'm glad to see it's showing results in competitive play. Did your opponent see it coming or was he surprised by it?
God is real!
2020/06/21 17:47:58
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Well, I said that, but he can' t do anything. He need to keep units and characters in aura range and long range units on the LOS to their targets. He desperately tried to kill the planes, but was not able. Always some wound left...
This message was edited 2 times. Last update was at 2020/06/21 18:03:46
Rogerio134134 wrote: Just starting an ork army and yesterday picked up some bikes a plane, loads of boys and a few buggies. Hoping that a relatively speedy Ork list with a couple of planes will be half decent as I absolutely love the planes.
Hi, the planes do have an appeal, don’t they? Do you have an idea as to which Clan you favour, yet?
I'm thinking evil sunz but to be honest I'm not really sure. Evil sunz makes sense as I'm trying to do a mobile army with multiple bikes and buggies backed up by 2 burna bombers and wartrikes. Not sure how viable it is as I think that a kanwall would probably make more sense now with the new rules but I bought the models I love.
2020/06/21 18:31:40
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Tri-pointing is gone, which I honestly expected to happen because it was the product of players trying to work with a broken system. Worth doing still, so maybe "gone" is the wrong word because forcing 2 CP and MW rolls is significant enough to warrant setting up tri-points still.
2020/06/21 18:39:13
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Rogerio134134 wrote: Just starting an ork army and yesterday picked up some bikes a plane, loads of boys and a few buggies. Hoping that a relatively speedy Ork list with a couple of planes will be half decent as I absolutely love the planes.
Hi, the planes do have an appeal, don’t they? Do you have an idea as to which Clan you favour, yet?
I'm thinking evil sunz but to be honest I'm not really sure. Evil sunz makes sense as I'm trying to do a mobile army with multiple bikes and buggies backed up by 2 burna bombers and wartrikes. Not sure how viable it is as I think that a kanwall would probably make more sense now with the new rules but I bought the models I love.
Unfortunately, contrary to the fluff of Evil Sunz, their traits are arguably the most redundant for most Ork flyers. They move fast enough that you'll never need to advance and shoot with no penalties, which also means the movement benefits are moot (especially since flyers can't charge). Their stratagem also really doesn't do anything for flyers. The best ones to me so far seem to be either Bad Moonz or Deffskullz if you're aiming for Dakkajets and Wazbom Blastajets, since they allow for crucial rerolls for their shooting, or Pyromaniacs if you're going all in on Burna-Bommers.
2020/06/21 22:10:17
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Madjob wrote: Tri-pointing is gone, which I honestly expected to happen because it was the product of players trying to work with a broken system. Worth doing still, so maybe "gone" is the wrong word because forcing 2 CP and MW rolls is significant enough to warrant setting up tri-points still.
And if you 3point more than 1 unt opponent can only get 1 unit out of combat.
2024 painted/bought: 109/109
2020/06/22 03:57:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: Keep in mind that your SSAG will be dead as soon as it doesn't have any models within 3" left and that any ruin will be an infinitely high LOS blocker.
If obscuring terrain makes shooting vehicles and monsters with an immobile platform impossible, while it does much easier, it doesn't really matter how often you can shoot it.
I'm not 100% sure it will become obsolete, but some of its big advantages - character protection and long range - will take a big hit in 9th.
Once I lose any intervening models or Mek guns within 3in
I still have Grot shields
I still have new better terrain rules to protect him
And Last but not least I still have a grot orderly
The SSAG is doing fine and Just as protected as it was prior. I was using grot shields long before 9th edition to protect him.
Monster and vehicles with a base of 18+ wounds can’t hide in terrain unless it’s completely out of sight.
Monsters and vehicles between 10-18 is going to have Thier own targeting issues with targeting.. and below 10 hps is likely spammed units that are harder to hide.
I don’t think the ssag will have target issues and ironically it’s better vs horde units too
If you have grot screen stratagem you have look out sir.how many grot units you plan and can carry there along? Killing couple grot units isn't hard. Before not many bothered because short of snipers you still couldn't. Now he will be free target after bunch of t2 grots are dead
Grot shield is 6in and requires every Gretchin model in the entire unit to die first
So again nothing has really changed in 9th regarding SSAG Mek durability
Your opponent still needs to clear through
All units of 3 Or more models and Mek guns (or vehicles but likely only mekguns) within 3
Then every single Grot model in a unit within 6
And then the orderly
All through increased intervening terrain rules
In order to hit your SSAG
If boys are as bad as they seem your going to have at least 30 grots and possibly 1-2 Mek guns within range of your SSAG plus whatever else is within 3in.
Also remember your opponent is not killing grots. Grot shields requires your opponent to wound your SSAG. He’s basically killing 30 orks in terrain (the only terrain rule that matters For Grot shields is the -1 to hit keyword)
I don’t see any of this making the SSAG Mek less desireable. It will be a significant pain to kill until a bunch of chaff units are dead.
This message was edited 3 times. Last update was at 2020/06/22 04:22:40
2020/06/22 06:10:34
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Rogerio134134 wrote: Just starting an ork army and yesterday picked up some bikes a plane, loads of boys and a few buggies. Hoping that a relatively speedy Ork list with a couple of planes will be half decent as I absolutely love the planes.
Hi, the planes do have an appeal, don’t they? Do you have an idea as to which Clan you favour, yet?
I'm thinking evil sunz but to be honest I'm not really sure. Evil sunz makes sense as I'm trying to do a mobile army with multiple bikes and buggies backed up by 2 burna bombers and wartrikes. Not sure how viable it is as I think that a kanwall would probably make more sense now with the new rules but I bought the models I love.
Never a bad idea to get what you like the look of, then worry about tactics :-) If you play what you have often enough, you will have an edge over someone who keeps changing their army every week to follow the meta.
2020/06/22 06:39:12
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
So again nothing has really changed in 9th regarding SSAG Mek durability
Your opponent still needs to clear through
All units of 3 Or more models and Mek guns (or vehicles but likely only mekguns) within 3
Then every single Grot model in a unit within 6
And then the orderly
All through increased intervening terrain rules
In order to hit your SSAG
Nothing? Common tactic with SSAG is put him on tall place for good LOS. He ain't in any range of mek gun there. So by the very least your LOS is reduced...Previously there was no point shooting at grots as without sniper you your whole army giving character protection. 20-30 grots is dirt easy to shoot. Before killing those was useless though.
Oh and every grot minus 2. 2 per squad is irrelevant.
And terrain rules make it easier to get LOS than commonn 8th ed. Virtually nobody played 8th ed LOS by the book.
2024 painted/bought: 109/109
2020/06/22 10:01:39
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I use big Choppas everywhere now. My Warboss on bike has the biggest boss upgrade, brutal but kunning, a big choppa and a cybork body for a highly durable 4++ 5+++ 7 wound beast, rerolling hits and 3 flat damage is very useful indeed.
If he's your warlord, why not giving him the killa klaw instead of a regular big choppa? Flat 3 is good, but AP is only -1.
Because I've been experimenting with a resilient warboss with cybork body with 4++, and 5+++. The appeal of big choppas is hitting on 2's at Str8. The -1 is a trade off for the flat 3 damage, and the extra resilience which is significant I've found.
You could swop out for a PK for extra armour pen, but I've found that my tough buddy goes up against enemy warlords with invulnerable saves toe to toe very nicely. The extra ap of the kilka klaw is worthless for that situation.
Head woppas kill choppa could work, but I prefer the extra fnp.
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984
2020/06/22 11:42:49
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
The tall building tactic is semi-going away with 5" tall terrain causing permanent, infinitely high LoS blocking.
Its going to be a LOT more common than usual to not get to shoot it. Depending on terrain, you might be better off having him on the ground in 9th as the only spot he has more than one path to shoot down isnt on a tower.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/06/22 11:54:04
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I use big Choppas everywhere now. My Warboss on bike has the biggest boss upgrade, brutal but kunning, a big choppa and a cybork body for a highly durable 4++ 5+++ 7 wound beast, rerolling hits and 3 flat damage is very useful indeed.
If he's your warlord, why not giving him the killa klaw instead of a regular big choppa? Flat 3 is good, but AP is only -1.
Because I've been experimenting with a resilient warboss with cybork body with 4++, and 5+++. The appeal of big choppas is hitting on 2's at Str8. The -1 is a trade off for the flat 3 damage, and the extra resilience which is significant I've found.
You could swop out for a PK for extra armour pen, but I've found that my tough buddy goes up against enemy warlords with invulnerable saves toe to toe very nicely. The extra ap of the kilka klaw is worthless for that situation.
Head woppas kill choppa could work, but I prefer the extra fnp.
It largely depends what you want it to fight.
Like, good luck sending your warboss against a Knight, for instance. Da Killa Klaw allows him to be a threat to basically any target and doesn't require you to give up your warlord trait to the warboss for that flat 3 damage. Plus, with re-rolls to wound, he's *really* consistent. You could even up it to 4 wounds with that trait, and re-rolling all hits and wounds.
I sort of think if you want this style of character, keep your Killa Klaw boss and also take a Wartrike with the trait. Gives you 2 threats with pretty consistent damage. Wartrike even gets to re-roll wounds naturally too at a higher AP.
2020/06/22 12:25:24
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I use big Choppas everywhere now. My Warboss on bike has the biggest boss upgrade, brutal but kunning, a big choppa and a cybork body for a highly durable 4++ 5+++ 7 wound beast, rerolling hits and 3 flat damage is very useful indeed.
If he's your warlord, why not giving him the killa klaw instead of a regular big choppa? Flat 3 is good, but AP is only -1.
Because I've been experimenting with a resilient warboss with cybork body with 4++, and 5+++. The appeal of big choppas is hitting on 2's at Str8. The -1 is a trade off for the flat 3 damage, and the extra resilience which is significant I've found.
You could swop out for a PK for extra armour pen, but I've found that my tough buddy goes up against enemy warlords with invulnerable saves toe to toe very nicely. The extra ap of the kilka klaw is worthless for that situation.
Head woppas kill choppa could work, but I prefer the extra fnp.
It largely depends what you want it to fight.
Like, good luck sending your warboss against a Knight, for instance. Da Killa Klaw allows him to be a threat to basically any target and doesn't require you to give up your warlord trait to the warboss for that flat 3 damage. Plus, with re-rolls to wound, he's *really* consistent. You could even up it to 4 wounds with that trait, and re-rolling all hits and wounds.
I sort of think if you want this style of character, keep your Killa Klaw boss and also take a Wartrike with the trait. Gives you 2 threats with pretty consistent damage. Wartrike even gets to re-roll wounds naturally too at a higher AP.
I'm aware of all that I've been playing him fora while in that configuration as a sort of one shot death missile. This configuration is not meant to be a knight killer, he's a hero killer.
The new Bigger Boss strat improves his viability beyond the knight killing role as it grants more durability, especially with cybork body. I used to find it frustrating that he would go toe to toe with SM characters and he mostly kept getting squashed after whiffing against their invulnerable saves.
It's just another fairly viable alternative to the one shot Warboss that's been played for the last edition, it means we can play him in a different way and actually has a viable way of taking on elites and heroes with a good chance of killing them, surviving and then moving on.
5 attacks, hitting on 2s with re-rolls and wounding marines on 2+ with flat 3 damage is not to sniffed at and is a decent compliment to the army now, rather than one shot heavy enemy target killer he's been rolling with.
I like to experiment, and he's worked well against marines and necrons so far, providing a genuine source of frustration to my opponent who has to put a significant more amount of firepower into him than ever before, leaving the rest of my army with breathing space.
Give it a go, you maybe plesantly surprised.
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984
2020/06/22 13:11:16
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Totally fair. If you're getting use out of it, that's awesome. It seems, as you said, to be designed to do herohammer, and very specifically SM heroes, as they often have 3++ or 4++ saves anyway.
I'm just not 100% sure I would generally build for that. I'm much more scared of a paladin / centurion bomb (for example) than an individual SM character personally.
5+++ is great but I don't think I'd give up a relic for it. If they want my warboss dead (especially SM), he's gonna die. The 4++ alone adds way more survivability for much cheaper.
What I'm interested in, though, is if the SSAG starts to have problem like some people here are predicting, if we won't start to see more proper Warbosses leading the army, or Wartrikes, as that warlord trait actually makes its CC weapon far less crappy.
This message was edited 1 time. Last update was at 2020/06/22 13:11:25
2020/06/22 13:40:52
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Yesterday, I had a fun game with SotB orks against Tyranids. It was a rather weird game because we had lots of 3D terrain (walkways, stairs, towers) which both his monsters and my vehicles can't use causing some weird movement things going on, so no full battle report. I used my vehicle list with lots of buggies, warbikers, gretchin, da boomer, a morkanaut and two burna bommers. We were playing CA2019 crusade, my opponent conceded by the end of turn 3 at 7:3 VP, having only the swarmlord and one gargoyle left.
However, I have some lessons learned: - Da Boomer finally performed well for me. I picked up someone's thoughts and put three big shootas on the gunwagon and oddly I didn't regret doing so. Having some big shootas on a model that is not worth killing adds up over time. - Sparkly bits is an insane upgrade for a morkanaut. It is almost guaranteed to destroy a vehicle or monster every turn, as well as kill half a unit of chaff. - Wartrike with Gork's roar remains awesome. This time it was reliably wiping out chaff infantry and went through an entire unit of genestealers like a hot knife through butter. Definitely will keep buying this kustom job whenever I bring a wartrike. - Da Burnin' Highway is scary for horde armies. Not only does it enable the KBB to delete a unit of 20 models, it also makes it pretty much immune to getting charged - the carnifex trying to take to overwatch ended being reduced to ashes. - Da biggest boss does not enable a warboss to survive a monster charging it - I will be dropping Manical Seizures from my vehicle list and most likely the weird boy along with it. It's simply too unreliable, and da boomer and my two KBB provide enough D2 shots for force damage on units with good invul saves. - For those who can take legends options, Big Mek on Warbike with a killsaw, brutal but kunnin' and da cleverest boss works really well. He solo'ed a mawloc with ease and would have taken twelve wounds of the swarmlord if not of godlike save rolls, while the warboss was smashing more monsters elsewhere. It's also the first time my KFF wasn't useless after turn one. - Nids really struggled to take out T8 vehicles, after failing to scratch the paint on the naut T1 and me blowing up/locking most of his big guns, he ignored it and killed all but one KBB instead. Unchecked. the sparkly naut basically shot a monster dead every turn and wiped a unit of infantry during its fight phases. - Due to our discussion here (and notorious CP shortage), I left my SSAG at home. I didn't miss it one bit. The vehicle list has so many weapons which are really good at killing monsters between the scrapjet, SJD, morkanaut, da boomer, killa klaw and rivet guns, there simply was no need for it. - Death Leaper sucks. He failed to kill my weird boy and he clobbered him to death with his staff.
We also sent off overwatch with a literal bang - the morkanaut killed an unwounded Tyrannocyte in overwatch, by hitting it five times with the kustom-mega-zappa.
This message was edited 2 times. Last update was at 2020/06/22 13:42:31
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.
2020/06/22 13:40:55
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
tulun wrote: ...What I'm interested in, though, is if the SSAG starts to have problem like some people here are predicting, if we won't start to see more proper Warbosses leading the army, or Wartrikes, as that warlord trait actually makes its CC weapon far less crappy.
I hope so, the footslogging Warboss has been neglected for so long, it would be nice to see them back on the table again. Perhaps a new multi part, non-named Warboss model should be in the offing?
I've been using my last gen Ghaz model as a proxy for the standard Warboss with the big boss upgrade and killa klaw, as it seems more apt than my other Warboss models.
I really should get around to kitbashing a suitable Head woppa kill choppa version.
The wartrike is disappointing most of the time, I've played him a number of times especially when backed up with a ton of buggies and he mostly gets splattered fairly early on due to a residual fear of Warbosses of the past. Which sometimes works in my favour but not always, however his shooting isn't terrible at the sort of ranges he's engages from. His unbuffed CC is pretty mediocre too, not awful, just pretty meh.
I mostly just use him to give advance and charge to my scrapjets for those occasions when it's needed, but generally he's there to give my OPs a sense that I'm playing to a theme, and not just power gaming.
Plus I kinda like the model.
Automatically Appended Next Post:
Jidmah wrote: ...- Due to our discussion here (and notorious CP shortage), I left my SSAG at home. I didn't miss it one bit. The vehicle list has so many weapons which are really good at killing monsters between the scrapjet, SJD, morkanaut, da boomer, killa klaw and rivet guns, there simply was no need for it....
I've not used it for quite a while, mainly down to the fact that most of my OPs hated facing it. I too found that the variety of tools available on the buggies tended to make up for its lack of appearance.
Obvs not a good points swop, but it's worked for me and lead to less complaints.
This message was edited 2 times. Last update was at 2020/06/22 13:48:51
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984
2020/06/22 13:51:39
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
tulun wrote: ...What I'm interested in, though, is if the SSAG starts to have problem like some people here are predicting, if we won't start to see more proper Warbosses leading the army, or Wartrikes, as that warlord trait actually makes its CC weapon far less crappy.
I hope so, the footslogging Warboss has been neglected for so long, it would be nice to see them back on the table again. Perhaps a new multi part, non-named Warboss model should be in the offing?
I've been using my last gen Ghaz model as a proxy for the standard Warboss with the big boss upgrade and killa klaw, as it seems more apt than my other Warboss models.
I really should get around to kitbashing a suitable Head woppa kill choppa version.
The wartrike is disappointing most of the time, I've played him a number of times especially when backed up with a ton of buggies and he mostly gets splattered fairly early on due to a residual fear of Warbosses of the past. Which sometimes works in my favour but not always, however his shooting isn't terrible at the sort of ranges he's engages from. His unbuffed CC is pretty mediocre too, not awful, just pretty meh.
I mostly just use him to give advance and charge to my scrapjets for those occasions when it's needed, but generally he's there to give my OPs a sense that I'm playing to a theme, and not just power gaming.
Plus I kinda like the model.
I actually think the Wartrike is looking better in 9th. It can shoot its guns in CC now if it gets tagged -- and with the kustom job, guaranteeing 6 Skorcha shots is really nice. On paper its only 2.5 shots more on average, but consistency is really underrated in an army like Orks.
The nice thing too is that I really think it only needs a Warlord trait to be decent in CC. It already has 5 base attacks, and re-rolls to wounds. If it's Deathskull, it can even fish a low damage roll, has a T6 body with a 6++, and if you really want, you can give it a 5+++.
Plus vehicle spam is looking more and more likely to actually be competitive. We just need to see if points costs cooperate. I wouldn't be shocked if stuff like the Gork and Mork didn't get any points increases, as they were already quite expensive for what they actually do.