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2020/02/26 14:50:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Max number of dedicated transports is number of infantry, not troops.
Elites/heavies that are infantry also grant a transport. Technically HQs that arent ghaz or wartrike too.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/26 15:32:11
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
So over in YMDC I've posted a little thought experiment about Tankbustas, Bomb Squigs and being embarked in a transport giving some wacky rules interactions. So because of this, I was thinking about how best to run them.
Things I can think of:
10 'bustas and 2 squigs in a trukk
15 'bustas and 5 squigs in a battlewagon
no chinork for me, so I can't really consider it
Until the inevitable FAQ clarifying how abilities and transports truly work together, what do you all reckon is the best way to run Tankbustas in a transport?
The trukk is of course cheap and expendable, likely giving higher threat diversity, but the battlewagon is hardier and could pari well with something like a morkanaut and a bonebreaka to really gum up the works for the opponent.
2020/08/26 15:51:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Depends on the rest of the army. Personally, I'd probably use the battlewagon to have counter-weight to my morkanaut and burna bommers.
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.
2020/08/26 15:54:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
if youre going to abuse the no-rules-affect-embarked-units thing with bombsquigs wouldnt you want min sized squads for more bombsquigs?
Admittedly i have literally never used them, but isnt the limit per unit for them and not based on the number in the unit?
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/26 16:10:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: if youre going to abuse the no-rules-affect-embarked-units thing with bombsquigs wouldnt you want min sized squads for more bombsquigs?
Admittedly i have literally never used them, but isnt the limit per unit for them and not based on the number in the unit?
It's 2 bomb squigs per 5.
And yeah, that's hilarious. Shows that the rule they are trying to follow is pretty against intent, isn't it?
2020/08/26 16:21:16
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I'd go for 2 lootas and 3 KMS meks, 4 times, for 12 12" range KMB shots with utter safety.
Yeah, the rule's clearly gak, I'm fortunate that my regular opponent has agreed to houserule it to make sense (own rules affect self).
I wouldn't be surprised if GW do eventually fix the rule, but at the same time make it such that any unit in a transport must also be removed due to being out of coherency with itself, because that's how GW writes rules.
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
Loadout is probably double saw for the Big boss, 4 Big Choppas, because that is roughly enough to kill a Primaris MSU unit. Comes out to 185 vs 210. Add an ammo runt if you want (190) for a cheap emergency disembark wound.
Nobs in trukks as Deathskulls are basically just free Skarboys in any clan. With Obsec, and the ability to beef up their squad by upgrading their base 3 attacks to a Big Choppa, they are can hit decently hard. Definitely will do more work than the similarly costed 10 man boy squad (if you go on the cheap, 5 nobs w/ saw is 160... boys with that kit are only 10 points cheaper). The only real edge is that boys take up the mandatory troop slot if you are going with a battalion or patrol, which is not necessarily a given. Biggest issue I see is that Trukks give up bring it down and the unit can't really advance and charge... you have to position properly. And without a warboss on bike, you'd have to probably give your wartrike Follow me Lads! for the bonus.
Nobs on bikers are much easier to use, though. They can just straight up advance and charge if there's a wartrike nearby (also the loss of the biker boss is really felt here...), that 3rd wound is actually quite nice, and they can have a couple of roles on the battlefield. You can give them a -1 to hit, and if under a KFF, they can be annoying to shift. Yeah you gotta choose it at the start of the turn, but it is 1 CP to do it, and you can bait the enemy into firing at them if they are holding an important objective.
2020/08/26 16:56:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
tulun wrote: Thoughts on nob bikers vs nobs in trukks?
Loadout is probably double saw for the Big boss, 4 Big Choppas, because that is roughly enough to kill a Primaris MSU unit. Comes out to 185 vs 210. Add an ammo runt if you want (190) for a cheap emergency disembark wound.
Nobs in trukks as Deathskulls are basically just free Skarboys in any clan. With Obsec, and the ability to beef up their squad by upgrading their base 3 attacks to a Big Choppa, they are can hit decently hard. Definitely will do more work than the similarly costed 10 man boy squad (if you go on the cheap, 5 nobs w/ saw is 160... boys with that kit are only 10 points cheaper). The only real edge is that boys take up the mandatory troop slot if you are going with a battalion or patrol, which is not necessarily a given. Biggest issue I see is that Trukks give up bring it down and the unit can't really advance and charge... you have to position properly. And without a warboss on bike, you'd have to probably give your wartrike Follow me Lads! for the bonus.
Nobs on bikers are much easier to use, though. They can just straight up advance and charge if there's a wartrike nearby (also the loss of the biker boss is really felt here...), that 3rd wound is actually quite nice, and they can have a couple of roles on the battlefield. You can give them a -1 to hit, and if under a KFF, they can be annoying to shift. Yeah you gotta choose it at the start of the turn, but it is 1 CP to do it, and you can bait the enemy into firing at them if they are holding an important objective.
If you go for Nob Bikers you will most likely lose. they are beyond trash. over priced, dont do any real damage either for their cost
This message was edited 2 times. Last update was at 2020/08/26 16:56:42
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2020/08/26 16:58:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Jidmah wrote:Depends on the rest of the army. Personally, I'd probably use the battlewagon to have counter-weight to my morkanaut and burna bommers.
The current list I'm toying around with has 15 Tankbustas with 2 squigs (I have to kitbash a few more before I can run more) in a kitted out Battlewagon, alongside a Mork and a SJD. Those are the only vehicles. I'm not sure whether it would be better to keep that, or divvy the bustas out to two trukks and spend the extra points on other goodies.
tulun wrote:
Vineheart01 wrote: if youre going to abuse the no-rules-affect-embarked-units thing with bombsquigs wouldnt you want min sized squads for more bombsquigs?
Admittedly i have literally never used them, but isnt the limit per unit for them and not based on the number in the unit?
It's 2 bomb squigs per 5.
And yeah, that's hilarious. Shows that the rule they are trying to follow is pretty against intent, isn't it?
Yeah, the intent is super clear I think, but a lot of people go with some pretty strict RAW in my area, so if I have to suffer under something that clearly isn't intended, I feel like I better make it worth my time as well.
some bloke wrote:I'd go for 2 lootas and 3 KMS meks, 4 times, for 12 12" range KMB shots with utter safety.
Yeah, the rule's clearly gak, I'm fortunate that my regular opponent has agreed to houserule it to make sense (own rules affect self).
I wouldn't be surprised if GW do eventually fix the rule, but at the same time make it such that any unit in a transport must also be removed due to being out of coherency with itself, because that's how GW writes rules.
That's actually not a bad idea, you could spam out a bunch of trukks running around with KMB that are totally safe.
Lot's to think about. I have a game coming up in a week against my usual gaming opponent where he'll be running Drukhari, I'll have to see how my current list fares, but I might be looking to include some more KMB...
2020/08/26 17:43:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
If you go for Nob Bikers you will most likely lose. they are beyond trash. over priced, dont do any real damage either for their cost
You do realize someone fielded Warbikers, probably an objective worse unit, and won a GT a few weeks ago, right?
I think it's probably a bit early to dismiss the unit as "beyond trash".
they were beyond trash in 8th edition, and these point changes didnt help them.
I'll let Andy know.
8th and 9th edition are not the same game. Relatively speaking, Nob Bikers barely went up (33 -> 35). They are actually relatively cheaper than they were last edition.
Warbikers got hammered much harder (23 -> 27) and apparently got play in a GT winning list.
2020/08/26 18:08:55
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Jidmah wrote: That depends heavily on the printer. In my group two new players opted for getting 3D printers instead of GW boxes and they both had some problems in the beginning but after some learning curve on how to print certain things they have no more issues and the stuff looks great.
I'd suggest running some tests with smaller models/terrain first, that way you don't waste too much of your material.
Automatically Appended Next Post: Interesting thing for those of you who don't follow YMDC:
If your group insists that your units inside open-topped transports can't be affected by *any* abilities, bring a battlewagon with 15 tank bustas and 5 bomb squigs. Bomb squigs are not affected by abilities either and therefore are not slain after an attack and not prohibited from targeting fliers. Bonus points for using boarding action with tankhammers.
The issue will probably fix itself quickly afterwards.
My workflow atm is absolutely awesome. I can´t believe hos easy has been to learn how to print !
Nice trick Jid, nice
2020/08/26 19:09:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Learning the basics of 3D printing is easy, its the more advanced settings needed to print higher quality stuff that takes forever (FDM-wise anyway, i dont have an SLA printer yet).
So many settings you dont think about that are the ultimate reason why the print kept failing lol.
Currently printing a gargant...so much paint....
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/26 19:56:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
If you go for Nob Bikers you will most likely lose. they are beyond trash. over priced, dont do any real damage either for their cost
You do realize someone fielded Warbikers, probably an objective worse unit, and won a GT a few weeks ago, right?
I think it's probably a bit early to dismiss the unit as "beyond trash".
they were beyond trash in 8th edition, and these point changes didnt help them.
I'll let Andy know.
8th and 9th edition are not the same game. Relatively speaking, Nob Bikers barely went up (33 -> 35). They are actually relatively cheaper than they were last edition.
Warbikers got hammered much harder (23 -> 27) and apparently got play in a GT winning list.
Of note they were normal warbikers not Nob bikers, most things went up in 9th so it's not that big of a deal. It was an unit of 10, soblot of chaff clearing shots, and iirc they were deathskulls which is a pretty amazing Klan in terms of traits, and really makes klaws and killsaws good on a random unit nob.
There were a lot of strong reactions to rules when considered alone for 9th, and honestly it was mostly knee jerk reaction. 9th is more about threatening units on objectives and holding them then sitting in a castle and shooting, and warbikers do that well. They can move to places quickly, have a high volume of shots, and are a threat in melee to 5 model troops units that would hold an objective. I'm not sure running 3 units of 10 would be good, but one unit is obviously effective at doing the above from actual gameplay
This message was edited 2 times. Last update was at 2020/08/26 20:04:53
2020/08/26 20:12:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Just thrown together a dreadmob list (I used to run an IA8 dreadmob in 7th, almost entirely metal. you could sometimes feel the table tilting once my army was deployed!), and I'm curious as to how people are running their dreads.
I've already ascertained that with T5, kans are not qualified for a dreadmob - they give targets for anti-infantry guns, which is bad.
My list (about 1450 points, need to round to 1500):
totals 1468 points, so a few bits to add. but the stumbling block I've hit is what faction to run them as?
Evil Suns gives speed boosts, which couple with orkymatic pistons and the wartrikes ability to let my dreads surge across the board at an alarming rate.
Bad Moons lets me reroll the 1's on all of those kustom-mega weapons, and is currently in the lead (also lets me put the gobshot blundabuss on my banner nob, for the luls)
Snakebites gives everything a 6+++, which will be quite handy with high-damage weapons being the main concern.
So the question is, when you lot run your dreads - how do you use them? What klan works best for you?
I'm thinking they will be getting a new lease of life now they can shoot whilst in combat, hence the skorchas on the CC ones - need to clear out the gribblies as well as the tanks!
72 T7 3+ wounds to clear out is a fairly big ask for most armies, so durability should be fine, and only the mork degrades so it can, theoretically, lose 63 wounds with no decrease in damage output!
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
Of note they were normal warbikers not Nob bikers, most things went up in 9th so it's not that big of a deal. It was an unit of 10, soblot of chaff clearing shots, and iirc they were deathskulls which is a pretty amazing Klan in terms of traits, and really makes klaws and killsaws good on a random unit nob.
There were a lot of strong reactions to rules when considered alone for 9th, and honestly it was mostly knee jerk reaction. 9th is more about threatening units on objectives and holding them then sitting in a castle and shooting, and warbikers do that well. They can move to places quickly, have a high volume of shots, and are a threat in melee to 5 model troops units that would hold an objective. I'm not sure running 3 units of 10 would be good, but one unit is obviously effective at doing the above from actual gameplay
Yeah, it was a mob of 10 with a klaw. I wonder if he used it because he owned the regular unit and it wasn't strictly Nobs.
I wonder if he'd have been better off doing a squad of 8 nob bikers with a Saw (which runs 290). Yeah, you lose out on 6 18" BS attacks, but you net more wounds total (24 vs 21), you're more resistant to the more common 2 damage weapons, and all of your bikes get a free strength upgrade. You also get more CC attacks too (36 Choppa attacks and 3 Kill Saw attacks) vs 27 choppa at str 4, and 1 str 5 choppa and 3 kill saw strikes.
2020/08/27 01:11:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Hey guys, going to be playing against Harlequins soon sometime next week, and given how they are one of the few factions that were largely untouched from the price bumps in the edition, what do you think would be a better list against them? I can't compete against their mobility, but we can still bring more bodies, so should I go for a green tide style list with Ghazzy, or a buggy list? I'm assuming he'll be bringing fusion pistols, so I don't know if the usual buggy list I'll bring will be a liability with how many ideal targets he'll get, but on the other hand stuff like KBB will do real work on any troupe squads left exposed. What do you guys think?
2020/08/27 03:11:39
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Personally i'd say go with your heart. Use what you feel like trying rather than what you feel will work well against your expected opponent. You'll likely learn more if you happen to have a bad matchup than if you have the perfect counter to the enemy loadout.
2020/08/27 04:08:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
some bloke wrote: Just thrown together a dreadmob list (I used to run an IA8 dreadmob in 7th, almost entirely metal. you could sometimes feel the table tilting once my army was deployed!), and I'm curious as to how people are running their dreads.
I've already ascertained that with T5, kans are not qualified for a dreadmob - they give targets for anti-infantry guns, which is bad.
My list (about 1450 points, need to round to 1500):
totals 1468 points, so a few bits to add. but the stumbling block I've hit is what faction to run them as?
Evil Suns gives speed boosts, which couple with orkymatic pistons and the wartrikes ability to let my dreads surge across the board at an alarming rate.
Bad Moons lets me reroll the 1's on all of those kustom-mega weapons, and is currently in the lead (also lets me put the gobshot blundabuss on my banner nob, for the luls)
Snakebites gives everything a 6+++, which will be quite handy with high-damage weapons being the main concern.
So the question is, when you lot run your dreads - how do you use them? What klan works best for you?
I'm thinking they will be getting a new lease of life now they can shoot whilst in combat, hence the skorchas on the CC ones - need to clear out the gribblies as well as the tanks!
72 T7 3+ wounds to clear out is a fairly big ask for most armies, so durability should be fine, and only the mork degrades so it can, theoretically, lose 63 wounds with no decrease in damage output!
As is so often the case, Death Skulls would seem to offer a ton of utility. Free triple rerolls on each and every dread every phase is quite juicy (even with the quad kmb the odds of rolling multiple 1s is pretty low - and anything that wants an ork model dead is going to kill it anyway, so a wound every game or two won't matter much). The 6++ lets you operate away from your only kff and still get the odd armor save against AP-4 weapons, too, though that's obviously more of a bonus rather than a plan.
2020/08/27 04:41:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Hey guys, going to be playing against Harlequins soon sometime next week, and given how they are one of the few factions that were largely untouched from the price bumps in the edition, what do you think would be a better list against them? I can't compete against their mobility, but we can still bring more bodies, so should I go for a green tide style list with Ghazzy, or a buggy list? I'm assuming he'll be bringing fusion pistols, so I don't know if the usual buggy list I'll bring will be a liability with how many ideal targets he'll get, but on the other hand stuff like KBB will do real work on any troupe squads left exposed. What do you guys think?
Honestly, I'd say buggy spam with wagons. You'll probably do better with double choppa or big choppa nobs than mega nobs weirdly enough.
Harlequins don't have amazing long ranged anti tank. Even their famous bikes will maybe kill a scrapjet in 1 turn on average. Haywire cannons are super swingy. Even fusion boats might get frustrated when you pull a couple lucky KFF saves or 6++.
Big shootas are money, get stuff with +hit (IE: Mega trakks), because a lot of their army has -1 to hit naturally. You'll also typically be at -1 to wound and -6" range.
It's a tough matchup I think, Harlequins look strong, but they are relying on 7 datasheets... learn what they do.
2020/08/27 08:21:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
some bloke wrote: Just thrown together a dreadmob list (I used to run an IA8 dreadmob in 7th, almost entirely metal. you could sometimes feel the table tilting once my army was deployed!), and I'm curious as to how people are running their dreads.
I've already ascertained that with T5, kans are not qualified for a dreadmob - they give targets for anti-infantry guns, which is bad.
My list (about 1450 points, need to round to 1500):
totals 1468 points, so a few bits to add. but the stumbling block I've hit is what faction to run them as?
Evil Suns gives speed boosts, which couple with orkymatic pistons and the wartrikes ability to let my dreads surge across the board at an alarming rate.
Bad Moons lets me reroll the 1's on all of those kustom-mega weapons, and is currently in the lead (also lets me put the gobshot blundabuss on my banner nob, for the luls)
Snakebites gives everything a 6+++, which will be quite handy with high-damage weapons being the main concern.
So the question is, when you lot run your dreads - how do you use them? What klan works best for you?
I'm thinking they will be getting a new lease of life now they can shoot whilst in combat, hence the skorchas on the CC ones - need to clear out the gribblies as well as the tanks!
72 T7 3+ wounds to clear out is a fairly big ask for most armies, so durability should be fine, and only the mork degrades so it can, theoretically, lose 63 wounds with no decrease in damage output!
As is so often the case, Death Skulls would seem to offer a ton of utility. Free triple rerolls on each and every dread every phase is quite juicy (even with the quad kmb the odds of rolling multiple 1s is pretty low - and anything that wants an ork model dead is going to kill it anyway, so a wound every game or two won't matter much). The 6++ lets you operate away from your only kff and still get the odd armor save against AP-4 weapons, too, though that's obviously more of a bonus rather than a plan.
I would agree. Low number, high impact units benefit more from the triple re-roll.
some bloke How will you counter various infantry deeping in and catching objectives? E.g. Marine Scouts will gladly step up and just outnumber the odd dread for a massive VP swing.even if they die the next turn.
2020/08/27 08:45:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
As is so often the case, Death Skulls would seem to offer a ton of utility. Free triple rerolls on each and every dread every phase is quite juicy (even with the quad kmb the odds of rolling multiple 1s is pretty low - and anything that wants an ork model dead is going to kill it anyway, so a wound every game or two won't matter much). The 6++ lets you operate away from your only kff and still get the odd armor save against AP-4 weapons, too, though that's obviously more of a bonus rather than a plan.
Yeah it's about 0.34 MW per shot assuming you reroll 2-4 even when there's no 1's in original roll. Minus the cases where there's no misses whatsoever in first roll and are in new shots(didn't want to go that far because that's fairly irregular event I would say).
Though I still would prefer one claw over 4th KMB to give bit more utility.
This message was edited 1 time. Last update was at 2020/08/27 08:45:45
2024 painted/bought: 109/109
2020/08/27 14:53:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Hey guys, going to be playing against Harlequins soon sometime next week, and given how they are one of the few factions that were largely untouched from the price bumps in the edition, what do you think would be a better list against them? I can't compete against their mobility, but we can still bring more bodies, so should I go for a green tide style list with Ghazzy, or a buggy list? I'm assuming he'll be bringing fusion pistols, so I don't know if the usual buggy list I'll bring will be a liability with how many ideal targets he'll get, but on the other hand stuff like KBB will do real work on any troupe squads left exposed. What do you guys think?
I'd probably go with the green tide with Ghaz list. Focus on secondaries like "Investigate Sites" I think it's called, where you have to hold the center of the board. Let him dance all around the board firing fusion into boyz, and laugh as he can't kill enough. If he wants to stop you from holding the center, he has to wade through so many goff boyz who will mulch the 4++ save troupes. Plus, if he does try to do that, you'll be there with Ghaz to mop up anything left.
2020/08/27 15:07:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Hey guys, going to be playing against Harlequins soon sometime next week, and given how they are one of the few factions that were largely untouched from the price bumps in the edition, what do you think would be a better list against them? I can't compete against their mobility, but we can still bring more bodies, so should I go for a green tide style list with Ghazzy, or a buggy list? I'm assuming he'll be bringing fusion pistols, so I don't know if the usual buggy list I'll bring will be a liability with how many ideal targets he'll get, but on the other hand stuff like KBB will do real work on any troupe squads left exposed. What do you guys think?
I'd probably go with the green tide with Ghaz list. Focus on secondaries like "Investigate Sites" I think it's called, where you have to hold the center of the board. Let him dance all around the board firing fusion into boyz, and laugh as he can't kill enough. If he wants to stop you from holding the center, he has to wade through so many goff boyz who will mulch the 4++ save troupes. Plus, if he does try to do that, you'll be there with Ghaz to mop up anything left.
If they go fusion boats, sure.
What if they go foot slogging Frozen Stars or mixed with Skyweaver spam? Haywire cannons are great at two things: Horde clearing (d6str 4 ap-1 d1 shots Blast) or vehicle killing. Getting 30-36 shots per unit will absolutely cleanup boys.
Their troupes are just faster than the boys. 8" move, strat for a 6" auto advance, then they can charge after with a 3++ invul, and a unit of 8-10 or so will absolutely clean up a boy squad if they want to (str 5, +1 wound, potentially re-rolling all wounds).
I think you'd need to pack in 12+ mek guns to have a chance. Otherwise he'll just outmaneuver and crump you. Ghaz is largely irrelevant in this matchup. He sucks against spammed invuls. He might be lucky to kill 2-3 troupes a round in CC... I'll take that and the primary point as they are Obsec. And they can all fallback and charge / shoot, you can't just tag stuff to stay safe.
This message was edited 2 times. Last update was at 2020/08/27 15:08:51
2020/08/27 15:09:58
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
There haywire cannons shred vehicles and infantry, but monsters like ghaz probably arent quite as concerned about them so he seems reasonable.
Getting them out of there transports early seems critical against harlies to stop all there bs. Traktor cannons are probably decent against harlies if you want to list tailor. They'll ignore all the negative hit modifers and send starweavers to an early grave. A few smites from weird boyz wont go amiss either, harlies have very low wound count.
Likewise the burn bomma flying headbutt will cause havoc to harlies if they group up. And if they split up there characters wont overlap buffs.
This message was edited 1 time. Last update was at 2020/08/27 15:14:43
2020/08/27 16:34:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Man...the more i try to make lists for 9th the more i realize we are kinda shoehorned into buggy lists right now.
Buggy lists are fun but i like running different lists now and then. Is it just me, or does it feel like anything that isnt buggy spam related doesnt have both the punch needed or the objective taking power?
Seems like i always have at least 5 buggies, a burnabomma, and a gunwagon. The rest is dedicated to just objective jobs for the most part.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/27 16:45:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: Man...the more i try to make lists for 9th the more i realize we are kinda shoehorned into buggy lists right now.
Buggy lists are fun but i like running different lists now and then. Is it just me, or does it feel like anything that isnt buggy spam related doesnt have both the punch needed or the objective taking power?
Seems like i always have at least 5 buggies, a burnabomma, and a gunwagon. The rest is dedicated to just objective jobs for the most part.
the cynic in me thinks it hilarious that our best units are all the newest things and then when we were using a model GW doesn't make anymore its just like... nope deleted, us the wartrike instead. its like the primaris , invalidate the old stuff by being overcosted with bad rules and slow removal