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 us
Longtime Dakkanaut




He does make a viable 3D print chinork....
He was using da supa shokka... sad it’s mostly gone

Chinorks will either go legends or nerfed to oblivion soon
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yup, i'm subbed to that guy on his patreon. We were discussing the ridiculousness of chinorks and him being....disturbingly fast at painting....already has that many chinorks of his own design ready to go lol.
Im laughing my butt off watching that video. There is just no way this chinork buff lasts.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Shadowy Grot Kommittee Memba






Having played a bunch of games using the new tournament pack, this is what I'm going to be testing for Orks in 9th:

Goffs Battalion

HQ: Ghazghkull Thraka 300pts
HQ: Makari 65pts
HQ: Big Mek with KFF 75pts

Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 29x Sluggas, Klaw Nob 10
Troops: 30x Ork Boyz 240 with 26x Shootas, 3x Big Shootas 15, Kombirokkit Nob 10

Elites: Nob with Waagh Banner and Klaw 95 (Relic: Da Killa Klaw)
Elites: Mek 30
Elites: Mek 30
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5
Elites: Kommandos x5 45 with Big Choppa Nob 5

Fast: Shokkjump Dragsta 100
Fast: Megatrakk Skrapjet 110
Fast: Deffkopta with Rokkits 50

Flyer: Burna-Bommer 155

Heavy: Gunwagon 160 with Kilkannon 15 (Boomer)

Meks, KFF, Ghaz and Banner Nob roll up into the middle of the board with the Boyz. Skrapjet, Dragsta, Deffcopta, Boomers, Burna Bommer etc prioritize hitting enemy hard targets that have the potential to wipe out lots of boyz, prioritizing Blasts for obvious reasons. Kommandos, Meks, and mobile elements get on top of objectives and do their damnedest to be obnoxious and make the enemy consider diverting their firepower (e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then).

Meks can perform actions while still repairing vehicles, so mission secondaries that involve actions are very good for me, and I have good options between Raise the Banners High and Repair Teleport Homer. Grind them Down is a good cheeky one to take if I want to make it even more painful for my opponent to focus their firepower optimally. Domination seems like the no-brainer secondary I'd take almost every game - I'm here to control the board with this list.

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

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

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

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






So, I had my goff game yesterday. We were playing 12 - Scorched Earth from the tournament pack, my secondaries were Thin Their Ranks, Teleport Homer and the mission objective, which rewards 6 VP for performing an action at the BEGINNING of your movement phase to permanently destroy an objective in the enemies deployment zone.
My opponent was a necron player experimenting with some of the indomitus rules (no new models yet), his secondaries were Bring it down, Grind them down and the mission objective as well.

Here is my list:
Spoiler:
Ghazghkull Thraka: Warlord
Makari
Weirdboy: 2. Warpath, 4. Fists of Gork, Warphead

Boyz: Skarboyz
. Boss Nob: Big Choppa, Slugga
. 12x Ork Boy W/ Slugga & Choppa: 12x Choppa, 12x Slugga, 12x Stikkbombs

Boyz: Skarboyz
. Boss Nob: Big Choppa, Slugga
. 12x Ork Boy W/ Slugga & Choppa: 12x Choppa, 12x Slugga, 12x Stikkbombs

Gretchin
. 10x Gretchin: 10x Grot Blaster

Meganobz
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

Painboy: Da Lucky Stikk, Killsaw (Index)

Bonebreaka: Deff Rolla, Grot Rigger
. Kustom Job: Forktress

Deff Dread Mob
. Deff Dread: Dread Saw, Dread Saw, Dread Saw, Dread Saw
. Deff Dread: Dread Saw, Dread Saw, Dread Saw, Dread Saw
. Kustom Job: Dirty Gubbinz

Morkanaut: Kustom Force Field, Kustom Mega-blasta, 2x Rokkit Launcha, 2x Twin Big Shoota
. Kustom Job: Sparkly Bitz

Trukk: Big Shoota
Trukk: Big Shoota


I can pick the deployment zones and pick the one with the most amount of movement-blocking terrain so it doesn't get in my way. MANz go in the bonebreaka, for some reason I did not put my dreads into reserves - you have to declare this before deploying anything now!
We alternate deployments and I start by putting the trukk on the flanks, the bonebreaka in the middle and wait for him to commit somewhere before deploying the naut. The board has tons of ruins, but since the naut is 18 wounds I have no way of placing it outside of the his doomsday ark's view I just deploy it where it can shoot the entire enemy army. Thrakka and his retinue just run up in the middle as well. Gretchin go onto my right objective.

Turn 1 - Necrons
He wins the roll-off and starts moving up and shooting. 40 Warriors manage to deal no more than 2 wounds to the Prophet of the Waaagh!, scarabs move onto an objective on the flank, wraiths move towards the naut and the bonebreaka, doomsday ark blows 6 wounds off the forktress. Not a whole lot happened here.

Turn 1 - Orks
Left trukk advances and dives out of sight behind a ruin. Right trukk unloads boyz whole move up to charge the scarabs sitting on the objective. Thrakka, Makari and the Doc advance, medi squig heals the two wounds on Thrakka and completely destroys any will of my opponent to shoot him again
First dread fails its advance roll and decides to sit on my left objective instead. Second dread fails slightly less and tries to get towards the center objectives, but doesn't quite get there.
Weird boy smites a wraith and casts warpath on the bonebreaka.
Naut moves forward and tries to shoot the doomsday ark, but quantum shielding(+stratagem) just ignores all of its shooting. Assorted big shootas kill a bunch of warriors for the tally.
The forktress uses ramming speed and a re-roll to speed past the wraiths and into one of the warrior blobs, killing lots. The boyz succeed their 9" charge thanks to 'ere we go and murder the scarabs.

Turn 2 - Necrons
He scores 10 VP for primary objectives and 0 for all his secondaries,
Most necron warriors get back up and one unit falls back from the bonebreaka. Wraiths move towards the weirdboy and naut.
A monolith deep strikes onto the roof of the (European) third story of a ruin, making it impossible to reach for the dread and naut right next to it. A unit of flayers appears to take out my gretchin and burn down the objective they are sitting on.
He pours all shooting he can spare into bonebreaka, but it remains at 4 wounds. A unit of immortals tries to avenge the scarabs and kill 9 boyz.
Flayers succeed their charge, wiping out the gretchin. Wraiths charge the weird boy and the naut, pain boy makes a heroic intervention on them. Weird boy dies, naut takes 6 damage. Bonebreaka grinds through more warriors.
The goff morkanaut swung back at the wraiths. Holy . 12 hit rolls with 6" of Thrakka, so re-rolling ones, yielded three sixes, adding another 9 (!) hit rolls, pulverizing three wraiths and puting one at 1 wound. The painboy kills that one, leaving only one wraith alive. Trading one weird boy for four wraiths seems like a good deal for me.
I use insane bravery for my shot down trukk boyz, because a single moral casualty would have forced me to decide between the Nob and holding the objective. Due to coherency rules I could not have both.

Turn 2 - Orks
I score 10 VP for primaries because the gretchin are dead, tally is somewhere around 25 (=2 VP)
Trukk boyz on the left keep speeding towards my opponent's movement zone out of sight, but lose a lot of movement due to the terrain (3" deep river bed). Deff dread#2 moves onto left center objectve, deff dread #1 just stays where it is, not willing to hand over the objective to the monolith. Empty trukk drives next to the flayers to prevent them from burning down the objective. Thrakka moves down the middle, followed by Makari. Doc shows the surviving wraith the finger and embarks onto the naut. MANz get out of the bonebreaka and deploy between the doomsday ark and the immortals.
The naut tries to kill the wraith through shooting, but fails. Thrakka guns down seven warrior's with Mork's roar, MANz throw a stikkbomb (yay, blast!) at the warriors in front of the bonebreaka for another kill.
Wraith fails to hurt the naut, the naut overkills it by dealing 8 damage to it. Goff nauts are figgin' vicious. Bonebreaka kills another pile of warriors by driving into them again. Thrakka and Makari charge the other mob of warriors, killing very few due to their 5++ save and good rolls. Makari takes one wound in return, tanking most of the necron's attacks.
MANz abandon mission "kill the ark" and save the trukk boyz from the immortals instead, killing all but two. The trukkboy nob kills the remaining two, wounding on twos thanks to being a scarboy and exploding sixes. MANZ are now standing on one of the objectives you can raze.

Turn 3 - Necrons
He scores 10 for two objectives, 0 for his secondaries.
As usual, almost all his warriors get back up He can't raze my objective because of the trukk, both units of warriors are stukk to bone breaka and Thrakka respectively. Doomsday ark fires at MANz and kills two. Monolith does some damage to naut.
In assault his flayers barely manage to kill the trukk, warriors deal enough damage to the forktress to have it go to the lowest bracket.

Turn 3 - Orks
I score 15 VP for holding more objectives than him, tally is somewhere in the 50s
Trukk boyz on the left side disembark, advance behind a ruin and start setting up a teleporta homer. Dread #2 arrives near Thrakka, the empty trukk advancing on its objective. Trukk boyz on the right keep holding onto their objective. Pain boy gets out of the naut and starts climbing the ruin to charge the monolith. Naut tries to move towards flayers, but it would still be a 10" charge. Dread #1 stays where it is, angrily shaking its saws at the Monolith sitting right above it, holding the objective.
Naut tries to use the blast rules to clear out the flayers, but despite 9 shots only hits one. Flayers still lose half their unit to the big shootas. He pulls enough models get out of 12" so I can't charge them.
Bonebreaka keeps killing necrons as fast as they are getting back up. Thrakka kills a bunch of warriors with Mork's Roar and even more with his klaw. Makari stabs one dead. Deff dread gets the dreaded death machine stratagem and charges the same mob Thrakka is fighting and kills all but four (16 dead warriors between Thrakka, Makari and the dread). He pulls models in a way to not leave his cryptec and lord exposed, but in return Thrakka, Makari and the dread are no longer in comat with the dread sitting on the other objective I can raze. Painboy with da lucky stikk takes 8 wounds out of the monolith.
He uses insane bravery to keep the flayers from taking casualties.
MANz raze his objective, boyu set up a teleport homer.

Turn 4 - Necrons
5 VP for holding one objective, 2 VP for killing a trukk, 3 VP for killing more units than me.
Necron warriros fighting the bonebreaka all get back up. The other mob was killed out of the cryptec's range so only 7 get back up. Doomsday ark kills the remaining three MANz, necron lord kills the dread, flayers move towards trukk boyz.
MONOLITH KILLS PAIN BOY WITH CLOSE COMBAT ATTACKS. WTF.
Flayers raze my objective

Turn 4 - Orks
15 VP for primaries, 6 VP for razing an objective, 4 VP for the teleport homer, tally somewhere in the 70s
Naut blasts the warriors around the lord to expose him, Thrakka tries to kill him but it makes three out of four 4++ saves. Makari fails to kill the last necron warrior. Bone breaka kills the necrons that just got back up. Trukk boyz on the left set up another teleporter homer. Dread still swearing at monolith.

Turn 5 - Necrons
5 VP for his last objective, as the one warrior is troops and Makari is not. He gets another 3 VP for killing more than me because I failed to kill anything, 2 VP for the dred and 6 VP for razing.
He surrenders at this point because of my massive VP lead and inability to impact the game anymore.

Turn 5 - Orks
I max out primaries, gain 2x 4 VP for another teleport homer and push the tally to well beyond 100

Final score
Orks 45+12+10+6 = 73
Necrons 30+4+6+6 = 46

Lessons learned:
- If you run Thrakka, make him goff, make him your warlord. The additional attack is extremely important, as are exploding sixes. It also pretty much knocks out any incentive of your opponent to pick the "Slay the Warlord" secondary.
- Makari does a lot less than expected. Many secondaries exclude characters for their actions, and the 6++ didn't save a single wound despite there being plenty of chances to do so.
- Units of 10 gretchin suck. They lack the ability to survive anything and due to new coherency rules, they can't protect themselves from deep strikes.
- Trukk boyz are actually decent. Trukks can't perform most actions (they can raze, for example) but they can hold objectives, interrupt enemies and the boyz inside are fairly safe from shooting when you have other threats around. Being able to move fast from one obscuring terrain to the next also makes them difficult to kill. Might try shoota boyz next time though, as boyz should not be doing any fighting by themselves.
- Goff are a lot better in 9th than in 8th because even an army like necrons was forced to move towards me. I got a ton of extra attacks out of the trait, where I would be looking at single digit numbers in 8th.
- Dreaded murdermachine on a goff dread is silly awesome, it can easily kill 10 models of a horde unit that way.
- Maxing primaries is what wins the game. I had an all-melee dread sitting on an objective all game and it was a good decision. Probably should something else do that job, but don't be shy of parking a murder-bot on a critical objective if that mean 5 more VP each turn.
- If you max or almost max your primary during turn 4, there is no need to keep hogging all objectives.
- Thin their ranks is awesome against necrons, because it counts all models that don't resurrect in the same turn. The bonebreaka and Thrakka easily scored me 4VP by killing necron warriors over and over again.
- tulun was right on with his analysis of the teleporter homer stratagem. With enough terrain, it shouldn't be too hard to sneak a unit of trukkboyz into your opponent's deployment zone and haven them perform the action behind some ruin. 8 VP should be easy, 12 possible.
- My opponent has shown me that grind them down is a trap. Whether you kill more or less than your opponent is mostly luck based for most armies, and it's extremely hard to make a comeback with this when you are behind.


Automatically Appended Next Post:
We are fethed.

https://www.warhammer-community.com/wp-content/uploads/2020/07/kA6zZq83YtZHZ9Ea.pdf

Get FAQ for us otherwise(Boomer works, Thrakka can Waaagh! again, Makari can join other clans), utterly ruined by this gem:

Q: Can I use the Kustom Job Stratagem if I do not have a Mekboy
Workshop in my army?
A: No.

This message was edited 1 time. Last update was at 2020/07/27 18:46:27


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Longtime Dakkanaut




Haha Jid, we're good. They've backtracked.
   
Made in fi
Locked in the Tower of Amareo





Sounds rather bad necron army. 40 warriors(junk), monolith(junk), flayed ones(junk).

Mek workshop was "error" so it will be changed. So we arent' screwed

2024 painted/bought: 109/109 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Dont worry Jid, they already admitted they messed up on that one. Its not required.
The entire ork fanbase kinda exploded on that one lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Longtime Dakkanaut




Glad teleport homers worked out for you.

Were you happy with the dirty gubbins on the Dreads? You didn't miss the movement? I guess if their goal was just to camp objectives in the middle, maybe they get there fast enough anyway.

And would you have swapped the weirdboy for a KFF Mek in retrospect?

This message was edited 1 time. Last update was at 2020/07/27 19:15:18


 
   
Made in us
Longtime Dakkanaut




That back track saves a lot...

I’d say skip trukks and go chinorks for better shooting
   
Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:

- tulun was right on with his analysis of the teleporter homer stratagem. With enough terrain, it shouldn't be too hard to sneak a unit of trukkboyz into your opponent's deployment zone and haven them perform the action behind some ruin. 8 VP should be easy, 12 possible.


Wouldn't 5 kommandos be even better for that job? Way cheaper than trukk boyz and they can appear wherever they need to be. Might need troops for objectives if you don't play Deathskullz also.

Anyway, awesome battle report, thank you.


Automatically Appended Next Post:
the_scotsman wrote:

e.g. a kommando unit starting to perform Repair Teleport Homer behind a piece of obscuring terrain - you could divert your ignores LOS blast weapon to wipe them out, but you don't get to shoot it at the boyz then.


Many armies don't even have ingores LOS weapons, and some couldn't throw fast units to catch them either, especially without aircraft and flying stuff. We can da jump stuff or re-position a SJD if the opponent goes for the same tacticts. Or let a plane going after them.

This message was edited 1 time. Last update was at 2020/07/27 20:20:02


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tulun wrote:
Haha Jid, we're good. They've backtracked.


Thank Mork and Gork. I was about to start Waaagh! Jidmah headed for Nottingham.


Automatically Appended Next Post:
tneva82 wrote:
Sounds rather bad necron army. 40 warriors(junk), monolith(junk), flayed ones(junk).


It's not like my army was that much better

And I'm not to sure about the 40 warriors being junk, if he had more experience with 9th (it was his first game) he might have done a lot better than he did. Flayed ones might be junk because they can't charge reliably, but they did make their charge.
He himself said that monolith should have been a unit of destroyers though. His plan was to deep strike it onto an objective and hold it that way, but there were none available for that.


Automatically Appended Next Post:
tulun wrote:
Were you happy with the dirty gubbins on the Dreads? You didn't miss the movement? I guess if their goal was just to camp objectives in the middle, maybe they get there fast enough anyway.

Extra movement would have been a game changer, -1 to hit definitely was not. I wouldn't pick it again for all melee dread again, but a DS deff dread with two KMB might make more use of it.

And would you have swapped the weirdboy for a KFF Mek in retrospect?

Probably would have taken neither and a klaw warboss or wartrike instead. All important targets already had KFF coverage or were otherwise invulnerable, the best thing a mek could have done would be repairing the dread or bonebreaka.

This message was edited 2 times. Last update was at 2020/07/27 21:15:52


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






gungo wrote:
That back track saves a lot...

I’d say skip trukks and go chinorks for better shooting


Chinorks can't hide behind ruins though because they are AIRCRAFT. The whole reason why my trukks could not be stopped from getting where they wanted was obscuring terrain.

I attached a picture of my deployment to make the issue more clear, both trukks cannot be shot by any part of the necron army (except by the wraiths, obviously, but who cares about their shooting).
[Thumb - orkse.jpeg]

This message was edited 3 times. Last update was at 2020/07/27 21:20:48


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Flashy Flashgitz




North Carolina

Thanks for the report Jidmah. Considering how important objective secured is now, do you think you would try to fit more boyz in the list?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Blackie wrote:
Wouldn't 5 kommandos be even better for that job? Way cheaper than trukk boyz and they can appear wherever they need to be. Might need troops for objectives if you don't play Deathskullz also.

You also need troops for battalions so it's either gretchin or boyz, and trukks are much more flexible because they can drive 12" and are actually not easy to kill. The good part about the unit is the trukk itself, not the boyz inside. 12 boyz are just barely strong enough to not be gunned down by a single unit, something that cannot be said for 10 gretchin.


Automatically Appended Next Post:
 Dendarien wrote:
Thanks for the report Jidmah. Considering how important objective secured is now, do you think you would try to fit more boyz in the list?


Definitely not. As I explained in the other thread, this was a 1800 points game for confusing reasons. With full 2000 points I would definitely fit another burna bommer inside and upgrade the gretchin to more truck boyz.

I also don't see why objective secured would be more important for orks than it was before. If you murder everything on the objective, no one cares if the corpses have objective secured

This message was edited 1 time. Last update was at 2020/07/27 21:53:42


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Longtime Dakkanaut




 Jidmah wrote:


I also don't see why objective secured would be more important for orks than it was before. If you murder everything on the objective, no one cares if the corpses have objective secured


i think the one reason you might want more Obsec is that it could be easy for your opponent to steal an objective from you without it. A single obsec troop that gets within range of an objective can steal it from any number of enemy non-obsec, even if they die after. I could see that being an issue against the likes of guard with move, move, move, where they might lose a 50 point unit, but deny you 5-10 VP for their effort
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






But wouldn't they still outnumber a unit of boyz when anything shoots them during their turn?

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Longtime Dakkanaut




Well imagine a unit of 3 Evil Sun Mega Nobs, after they've krumped a unit off an objective. Great.

But then a single obsec model touches the objective and you lose it.

Now if they were all Death Skull Mega Nobs, it requires the unit to basically pile on.

Just something to keep in mind. I imagine there will be a lot of games where obsec troops will steal off of you, even if they are dead after. As Death skulls, we can do the same, as we are up to the gills with Obsec infantry.

It's just sounding like one shouldn't underestimate the usefulness of Obsec. And if the unit is also quite tanky on top of it...
   
Made in us
Longtime Dakkanaut




I’ll add my attempt at a list

Spoiler:


HQ-
Ghazskull- 300pts warlord +1 atk goff trait
Warpead- warpath and da jump -75pts 1cp
Bigmek in mega armor with KFF- kustom shoota instead of kmb (kleverest boss, lukky stikk)- 118pts 1cp

Troops-
29x skar choppa boys, nob w big choppa, tankbusta bombs -237pts, 1cp
10x ork shoota boys, nob and tankbusta bombs -80pts
...... Dedicated transport trukk- 65pts
10x ork shoota boys, nob and tankbusta bombs -80pts
...... Dedicated transport trukk- 65pts

Elite-
Painboy - 65pts (maybe relic klaw 1cp)
5x Doublesaw mega nobs -200pts
..... dedicated transport trukk... (the kff big Mek jumps in trukk too) -65pts

Heavy support-
Morkanaut, kff and kustom job- shiny gubbins -340pts, 1cp

Flyers-
Burna bombers x2 - 155x2=310


I got to double check points but I kinda wish I had a few Mek guns included and had points for a killsaw on big mek
Idea is simple
10 man trukk boys go grab objectives
30 man boy blob is warpath and da jumped
Ghaz, painboy and trukk full of meganobs/megamek move adv and charge
Morkanaut shoots
Burna bombers kill stuff

This message was edited 13 times. Last update was at 2020/07/28 02:19:46


 
   
Made in us
Scuttling Genestealer





Transports are getting highly recommended for 9th, and in spite of being T6 with a 4+, trukks still provide good utility and are 20++ points cheaper than nearly every dedicated transport in the game, making it less painful to field several of them. Plus having open-topped gives them an opportunity to contribute something more than just being a roadblock.

Chinorks sound good too, but I'm also waiting to see how GW handles their sudden boost in viability.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

at the very least im expecting the Aircraft tag to go away on chinorks. It never was considered the same category as planes so its really weird to give it that tag.
Realistically they'll probably remove the tag AND neuter the rattlercannon somehow (deny it on chinorks, make it cost a lot, or make the Chinork expensive as hell to compensate despite it also has free Deffguns...a way weaker gun..as an option)

Quite frankly if they just remove rattlers as an option and leave it alone im still running them. Theyre a D6 Timebomb that can fall back and shoot + the things inside can fall back and shoot (because technically they dont fall back as an aircraft so RULE DODGE). They'll just hug my opponent's face daring them to kill them and/or forcing them to move so if they blow up they dont do D6 damage to their face lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tulun wrote:
Well imagine a unit of 3 Evil Sun Mega Nobs, after they've krumped a unit off an objective. Great.

But then a single obsec model touches the objective and you lose it.

Now if they were all Death Skull Mega Nobs, it requires the unit to basically pile on.

Just something to keep in mind. I imagine there will be a lot of games where obsec troops will steal off of you, even if they are dead after. As Death skulls, we can do the same, as we are up to the gills with Obsec infantry.

It's just sounding like one shouldn't underestimate the usefulness of Obsec. And if the unit is also quite tanky on top of it...


Eh, but isn't that backwards? Obsec is definitely useful, but boyz and gretchin lack the staying power to hold an objective against enemy rank&file and the speed to steal an objective from enemy elite units or vehicles.

The only time obsec mattered in my game is when Makari failed to kill the necron warrior, so my opponent got another 5 VP despite the one warrior standing between Marki, a Dread and Thrakka.


Automatically Appended Next Post:
gungo wrote:
I’ll add my attempt at a list

Spoiler:


HQ-
Ghazskull- 300pts
Warpead- warpath and da jump -75pts
Bigmek in mega armor with KFF super cybork and kleverest boss)- 125pts, 1cp

Troops-
30x skar boys, nob w big choppa, tankbusta bombs -245pts
10x ork boys, nob and tankbusta bombs -80pts
...... Dedicated transport chinork, rattlers and bomb
10x ork boys, nob and tankbustas bombs -80pts
...... Dedicated transport chinork, rattlers and bomb

Elite-
Painboy with lukky stikk - 65pts, 1cp
5x Doublesaw mega nobs -200pts
..... dedicated transport trukk... (the kff big Mek jumps in trukk too) -65pts

Heavy support-
Morkanaut, kff and kustom job- shiny gubbins -340pts, 1cp

Flyers-
Burna bombers x2 - 155x2=310


I got to double check points but I kinda wish I had a few Mek guns included.


From my experience in my last game, I'd put the lucky stikk on the MA Big Mek. Thanks to cleverest boss the mek has one more attack to benefit from the stikk, and he has the durability to throw that extra damage around. It will upgrade his PK to hit on 2+ and re-roll all hits and wounds. You can upgrade him to a killsaw as well, as a goff KMB is not going to hit a lot anyways.
With just 6+/6+++ the pain boy simply took too much damage too fast to actually make use of a relic that actually did a lot of damage in my game.

This message was edited 1 time. Last update was at 2020/07/28 00:21:37


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Longtime Dakkanaut




Ya I’m still playing with it the points are messing me up....

Edit: I fixed the list and points so it works... the original link has been updated
Chinorks gone they didn’t fit in points wise and the kustom mega blasts on big Mek downgrades to kustom shoota and dropped a boy from 30 man squad.

This message was edited 5 times. Last update was at 2020/07/28 01:32:17


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

know what i never noticed about the MAMek and now find kinda silly?
He cant replace his PK. At all. He actually cannot use dual-saws, but he still can swap the KMB for a saw. The heck? Why on earth would you ever put a saw on him when you still pay for a PK and dont get the extra attack for dual-saws?

This message was edited 1 time. Last update was at 2020/07/28 01:30:48


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




 Vineheart01 wrote:
know what i never noticed about the MAMek and now find kinda silly?
He cant replace his PK. At all. He actually cannot use dual-saws, but he still can swap the KMB for a saw. The heck? Why on earth would you ever put a saw on him when you still pay for a PK and dont get the extra attack for dual-saws?

The kmb is unreliable so you can just switch it for saw
He only has base 3 atks and 3+ ws but kleverest boss gives him 2+ ws and another atk and wound
Da lukky stikk removes the hit penalty from the saw/klaw.
Making the big Mek w kff into a 2+ reroll hit and str10 4x atk reroll wound beast.... who gives any characters around him like painboys +1 hit
Give the painboy the relic klaw and as long as he’s near the big Mek the painboy is 2+ to hit and str10 reroll wound

This message was edited 1 time. Last update was at 2020/07/28 01:39:52


 
   
Made in ca
Longtime Dakkanaut




gungo wrote:

The kmb is unreliable so you can just switch it for saw
He only has base 3 atks and 3+ ws but kleverest boss gives him 2+ ws and another atk and wound
Da lukky stikk removes the hit penalty from the saw/klaw.
Making the big Mek w kff into a 2+ reroll hit and str10 4x atk reroll wound beast.... who gives any characters around him like painboys +1 hit
Give the painboy the relic klaw and as long as he’s near the big Mek the painboy is 2+ to hit and str10 reroll wound


I guess paying 7 points to go to flat 2, AP-4 is probably worth it (Kustom Shoota is 3 points). Give him the Brutal but Kunnin, and he's now flat 3.

This message was edited 2 times. Last update was at 2020/07/28 01:46:09


 
   
Made in nl
Regular Dakkanaut




gungo wrote:
 Vineheart01 wrote:
know what i never noticed about the MAMek and now find kinda silly?
He cant replace his PK. At all. He actually cannot use dual-saws, but he still can swap the KMB for a saw. The heck? Why on earth would you ever put a saw on him when you still pay for a PK and dont get the extra attack for dual-saws?

The kmb is unreliable so you can just switch it for saw
He only has base 3 atks and 3+ ws but kleverest boss gives him 2+ ws and another atk and wound
Da lukky stikk removes the hit penalty from the saw/klaw.
Making the big Mek w kff into a 2+ reroll hit and str10 4x atk reroll wound beast.... who gives any characters around him like painboys +1 hit
Give the painboy the relic klaw and as long as he’s near the big Mek the painboy is 2+ to hit and str10 reroll wound


That's pretty sweet. If you really want to hurt something with the BM, slap a killa klaw on him for a flat 3 damage and -3ap. You can also reroll wounds. You lose the hit rerolls and the +1 to hit buff though, but you're still hitting on 2+.

But the cybork is also quite nice. I'd find that a hard choice.
   
Made in us
Longtime Dakkanaut




The kill saw w kleverest and lukky stikk is better then killaklaw

2+ reroll, str10 reroll ap-4 2 damage with +1hit aura
Vs
2+, str10 reroll, ap-3 3 damage

Give the relic klaw to the painboy and it can finally hit something (especially when near the lukky stikk)

Painboy by himself is
4+ Str10 d3
With Relic and by lukky stikk
2+ str10 reroll 3dam

He hits hard now but will die like a wet noodle when he loses look out sir...

I gave up on cybork body on mega Mek he’s a little more durable but a lot less Killy...

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yes, the kmb is unreliable but you are still paying 10pts for a klaw you arent using..
Why get a slight melee boost at the cost of shooting when you arent saving any points? Swap the KMB with a Rokkit if youre afraid of nuking yourself with a 1 to hit, he is allowed Kombi weapons after all. And a Kombi Rokkit is also 10pts

This message was edited 1 time. Last update was at 2020/07/28 02:51:45


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




To be fair I agree on my list above I switched it out for a kustom shoota just to save points and be able to fit it all in a 2k list...

I think goffs is the most competitive list mainly because ghaz makes it extremely hard for you to get slay the warlord.

But I think death skull buggy list can work as well as evil suns mix buggy boy lists...
I’d like to see what the new fw book does to the warboss on bike/zhardsnark though...
   
Made in us
Krazed Killa Kan






@Jidmah, Skarboyz only changes your strength to 5, which the Nob already has. You shouldn't have been wounding on 2's against T4.

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. 
   
 
Forum Index » 40K General Discussion
Go to: