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2020/08/31 21:03:21
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Yeah, with the scrum in the middle, it's often hard to get characters isolated from the mobs they're inevitably next to. I think the SJD main merit is that it's one of the few mobile ranged multi-damage weapons we have that have an AP of -3, because marines getting to save on a 5+ or better because of cover is really annoying if you're just relying on rokkit equivalents. Smasha Gunz are still great, but their inability to get to their ideal targets compared to the SJD means that it just means you have to play the SJD for the early game towards linebreaker and EOAF first and then as the attrition takes its toll in the middle to jump back behind now exposed characters/vehicles, rather than T1 alpha striking.
2020/08/31 21:17:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Trukk Boyz have been excellent.
KBB's have been excellent.
Ghazz was great. (He was also rolling super hot)
SJD's have been meh. (Question: with the 9th ed. null on double buff's do the SJD's get +2 to hit with their squig and grot gunner ability or is it capped at +1?)
Dakkajet's have been meh.
Grots are also actually pretty good, they are great at scoring points (but kommando's might be a better choice?)
SJD's were explicitly errated to count as having BS3+ when shooting their kustom shokk rifle, so they can benefit from freebootas and not be capped at 4+ BS.
I'm kinda surprised that you mentioned grots being good given that almost every Ork player I know basically shelving them until our next codex hits. As far as units go, I feel like they're way too expensive and weak even for objective holding, and their previous use as Grot Shields is far less useful with lootas/flash gitz price hikes making them both less cost efficient and worthy of wasting the CP on.
grots are probably still our best screen to block deepstrikes against good rearline units like Mek gunz, gunwagons, nauts, etc... and they are also a cheap unit for shadow operations secondaries in your backline or, depending on the terrain, your list, and enemy lists, even midfield (though in this regard kommandos are probably better) like investigating sites or raising banners. True they are not as good as they were in 8th but frankly they were probably one of the best units of the entire edition on account of how many cp they generated cheap and how effective they were at screening.
2020/08/31 21:25:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
tulun wrote: Couldn't I just use deathskull kommando squads for a similar role to grots, except potentially being cheaper and not total deadweight?
I think you only take grots when you really don't wanna buy another boy squad for that mandatory slot.
it's kind of list and table dependant for me. kommandos are far better for midfield and enemy objectives but for your own backline, especially if your using units like mek gunz, i think grots are better as they simultaniously get vps and screen out an enemy deepstrike more effectively (easy to hide height wise and large footprint) while also potentially giving a KFF mek some extra survivability via grot shields if the enemy has snipers. Not auto-includes but for certain lists they do have merit
0017/08/31 00:08:25
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Does anyone else feel weird having less than 90 boyz on the tabletop? I saw the GT list that had Ghaz and 90 boyz and even that felt strange to me. Im used to running 120 boyz to the point that the all buggy list I struggle to see how it works.
This message was edited 1 time. Last update was at 2020/08/31 22:08:33
probably feel that way because for the longest time that was all orks had going for them was green tide.
I used to run that many too because other than Big Gunz, Lootas, and Bikernobz (6th or earlier for that last one) everything else sucked hardcore.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/08/31 23:03:59
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
I had two games against Tau today, which went quite good for me.
With minimum changes he played the same list twice: 3 Riptides, 2 Commanders, 1 Ethereal, 3 Crisis, 30 Drones and 3 x 5 Fire Warriors.
In my first game i wanted to try how viable a green tide with Grots and Boys could be.
I had an Cheeky Zoggers Detachment with SSAG, KFF, 130 Grots, 2 x 5 Kommandos, 2 Koptas and Dok (Warlord with Follow me Lads) + an Evil Sunz detachment with 90 Boys, Biggest Boss Killaklaw Warboss and Warphead Wyrdboy.
I went for Raise the banners, Engage on all fronts and While we stand we fight as secondaries.
He got the first turn and deleted 1 Boymob and 20 Grots, i moved up the table with some SSAG fire and Koptas getting engage.
Second & third turn he deleted the second / third Boymob, that i had both jumped for some shooting, blocking and scoring, i used my Kommandos / Koptas to maximise secondaries.
In turn 4 i had just my 5 characters and about 50 Grots left, while raising banners + scoring and him castling up. I wrapped my characters to get most of while we stand and killed the first Riptide - his drones and 3++ rolls were on fire today.
I played it safe over turn 5, in the end i had just 4 characters and 10 Grots left, while just killing 1 Riptide, 20 Drones, 5 Firewarriors and 1 Crisis.
But the plan was a success with an 92:58 win for da boys.
Honestly all that rolling and moving was quite exhausting and i was not able to bring 1 Boy mob back due to some bad luck with the last Boys before i could use the green tides strategem. Wouldn`t have changed much though. The Grots were quite resilient with KFF / 6++ and the doks 6+++.
Will take 3 x 5 Kommandos and 3 Koptas next time to have some additional flexibility with secondaries, i lost some points in turns i couldn`t get to all 4 quarters.
Might skip the warboss and just play 90 shootaboys to save some points and CP next time, he did exactly nothing this game.^^
Second game i wanted some vehicle fun - it`s just so more interesting to play.
Sparkling bitz Morkanaut, Wazbom Blastajet, Dakkajet, Da Boomer, 3 SJD, 2 MSJ, 2 x Trukkboys, 10 Grot, SSAG and KFF.
I got the first turn and killed all Drones in 1 shooting phase while spreading on the board - he had castled up in a -1 to hit forest.
After that i lost about 2 vehicles each turn but managed to score good an primaries and secondaries (raise the banners, engage and the mission specific secondary where you get points for 75% / 50% / 25% of your units being alive by the end of the game).
I thought with the Drones gone turn 1 that would be an easy one, but his first Riptide managed to 3++ save all my shooting for 2 complete turns while i cleared all his other stuff except the Riptides and 2 Commanders. That way i could deny him kill more 4/5 turns while scoring good with my stuff.
Turn 4 i finally killed 2 Riptides and after that it was just farming points for an 87:50.
Primary points vs. Tau are really the way to go, both games had a Primary Score of 45:20
2020/08/31 23:10:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Billagio wrote:Does anyone else feel weird having less than 90 boyz on the tabletop? I saw the GT list that had Ghaz and 90 boyz and even that felt strange to me. Im used to running 120 boyz to the point that the all buggy list I struggle to see how it works.
I'm running 39 boys and 5 kommandos at 1500 points, and I've done alright with BW spam. Not amazing, but I've definitely won more than I've lost.
2020/08/31 23:42:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Trukk Boyz have been excellent.
KBB's have been excellent.
Ghazz was great. (He was also rolling super hot)
SJD's have been meh. (Question: with the 9th ed. null on double buff's do the SJD's get +2 to hit with their squig and grot gunner ability or is it capped at +1?)
Dakkajet's have been meh.
Grots are also actually pretty good, they are great at scoring points (but kommando's might be a better choice?)
SJD's were explicitly errated to count as having BS3+ when shooting their kustom shokk rifle, so they can benefit from freebootas and not be capped at 4+ BS.
I'm kinda surprised that you mentioned grots being good given that almost every Ork player I know basically shelving them until our next codex hits. As far as units go, I feel like they're way too expensive and weak even for objective holding, and their previous use as Grot Shields is far less useful with lootas/flash gitz price hikes making them both less cost efficient and worthy of wasting the CP on.
grots are probably still our best screen to block deepstrikes against good rearline units like Mek gunz, gunwagons, nauts, etc... and they are also a cheap unit for shadow operations secondaries in your backline or, depending on the terrain, your list, and enemy lists, even midfield (though in this regard kommandos are probably better) like investigating sites or raising banners. True they are not as good as they were in 8th but frankly they were probably one of the best units of the entire edition on account of how many cp they generated cheap and how effective they were at screening.
I mean, grot's aren't super good but they're cheaper than 80 points. You also have to take into account that people aren't scared of a grot mob and often ignore them in shooting. Find a hole for them to hide ii on an objective and you're gonna score points. And while idk if point for point they're worth the 50 they cost I'll still take them.
God is real!
2020/09/01 00:30:59
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Grotrebel wrote: I had two games against Tau today, which went quite good for me.
With minimum changes he played the same list twice: 3 Riptides, 2 Commanders, 1 Ethereal, 3 Crisis, 30 Drones and 3 x 5 Fire Warriors.
In my first game i wanted to try how viable a green tide with Grots and Boys could be.
I had an Cheeky Zoggers Detachment with SSAG, KFF, 130 Grots, 2 x 5 Kommandos, 2 Koptas and Dok (Warlord with Follow me Lads) + an Evil Sunz detachment with 90 Boys, Biggest Boss Killaklaw Warboss and Warphead Wyrdboy.
I went for Raise the banners, Engage on all fronts and While we stand we fight as secondaries.
He got the first turn and deleted 1 Boymob and 20 Grots, i moved up the table with some SSAG fire and Koptas getting engage.
Second & third turn he deleted the second / third Boymob, that i had both jumped for some shooting, blocking and scoring, i used my Kommandos / Koptas to maximise secondaries.
In turn 4 i had just my 5 characters and about 50 Grots left, while raising banners + scoring and him castling up. I wrapped my characters to get most of while we stand and killed the first Riptide - his drones and 3++ rolls were on fire today.
I played it safe over turn 5, in the end i had just 4 characters and 10 Grots left, while just killing 1 Riptide, 20 Drones, 5 Firewarriors and 1 Crisis.
But the plan was a success with an 92:58 win for da boys.
Honestly all that rolling and moving was quite exhausting and i was not able to bring 1 Boy mob back due to some bad luck with the last Boys before i could use the green tides strategem. Wouldn`t have changed much though. The Grots were quite resilient with KFF / 6++ and the doks 6+++.
Will take 3 x 5 Kommandos and 3 Koptas next time to have some additional flexibility with secondaries, i lost some points in turns i couldn`t get to all 4 quarters.
Might skip the warboss and just play 90 shootaboys to save some points and CP next time, he did exactly nothing this game.^^
Second game i wanted some vehicle fun - it`s just so more interesting to play.
Sparkling bitz Morkanaut, Wazbom Blastajet, Dakkajet, Da Boomer, 3 SJD, 2 MSJ, 2 x Trukkboys, 10 Grot, SSAG and KFF.
I got the first turn and killed all Drones in 1 shooting phase while spreading on the board - he had castled up in a -1 to hit forest.
After that i lost about 2 vehicles each turn but managed to score good an primaries and secondaries (raise the banners, engage and the mission specific secondary where you get points for 75% / 50% / 25% of your units being alive by the end of the game).
I thought with the Drones gone turn 1 that would be an easy one, but his first Riptide managed to 3++ save all my shooting for 2 complete turns while i cleared all his other stuff except the Riptides and 2 Commanders. That way i could deny him kill more 4/5 turns while scoring good with my stuff.
Turn 4 i finally killed 2 Riptides and after that it was just farming points for an 87:50.
Primary points vs. Tau are really the way to go, both games had a Primary Score of 45:20
Props to you man, I cannot imagine playing with that many grot and boyz models, I've only gone up to 100 boyz that one time Green Tide as a formation was a thing in 7th ed. Classic example of having too many bodies for your opponent to handle, but I feel like that really drains you when it comes to gaming, at least it's not feasible IMO for most people in tournaments.
2020/09/01 06:23:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Kaptin_Grubkrumpa wrote: I mean, grot's aren't super good but they're cheaper than 80 points. You also have to take into account that people aren't scared of a grot mob and often ignore them in shooting. Find a hole for them to hide ii on an objective and you're gonna score points. And while idk if point for point they're worth the 50 they cost I'll still take them.
All my opponent clear them out ASAP, usually by split-firing some secondary guns of tanks or planes. Even if they send a dedicated unit after my gretchin, it usually means losing 10+ VP for me, so using terminators or similar to kill gretchin is no longer a waste of point, but a game-winner.
IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
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.
2020/09/01 07:08:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Jidmah wrote: ...IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
I agree, scoring is important but denying your opponent VP is equally so, especially with primary objectives. Grots still have some value in deepstrike screening, but for holding objectives? Unless buffed with kff and a painboy are situational at best.
This message was edited 2 times. Last update was at 2020/09/01 07:09:58
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984
2020/09/01 07:11:55
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Billagio wrote: Does anyone else feel weird having less than 90 boyz on the tabletop? I saw the GT list that had Ghaz and 90 boyz and even that felt strange to me. Im used to running 120 boyz to the point that the all buggy list I struggle to see how it works.
I abandoned 90+ boyz lists long before Saga of the Beast, replacing boyz with grots basically or fielding lots of vehicles/walkers after SotB. It's never been my style of playing going with massed footslogging infantries and I'm glad there are competitive alternatives in this edition.
Ghaz and 90 boyz is still a very solid combination.
Automatically Appended Next Post:
tulun wrote: I could see people taking 45 point kommandos squads as backfield objective holders, as they are 5 points cheaper than grots; I could see people taking 30 point Meks solely to raise banners in certain armies for similar reasons.
9th is a weird edition where a throw away unit that does 0 damage and is pretty crap on paper might net you 5-10 VPs because of how secondaries work.
Kommandos, (solo) koptas, and even meks are definitely legit units at the moment. I'd consider grots only for filling a mandatory troop slot.
This message was edited 1 time. Last update was at 2020/09/01 07:14:01
2020/09/01 07:17:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Jidmah wrote: ...IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
I agree, scoring is important but denying your opponent VP is equally so, especially with primary objectives. Grots still have some value in deepstrike screening, but for holding objectives? Unless buffed with kff and a painboy are situational at best.
I don't know about the screening part. With two mobs and the new coherency rules, it's quite difficult to cover your side and not be in LoS of some random heavy bolter equivalent. In one of my last games a minimum unit of flayed ones(!) almost caused me to lose the game because they butchered their way through two mobs of gretchin and there was little I could do about it outside having my naut move back and stomp on them.
This message was edited 1 time. Last update was at 2020/09/01 07:18:13
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.
2020/09/01 07:40:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Kaptin_Grubkrumpa wrote: I mean, grot's aren't super good but they're cheaper than 80 points. You also have to take into account that people aren't scared of a grot mob and often ignore them in shooting. Find a hole for them to hide ii on an objective and you're gonna score points. And while idk if point for point they're worth the 50 they cost I'll still take them.
All my opponent clear them out ASAP, usually by split-firing some secondary guns of tanks or planes. Even if they send a dedicated unit after my gretchin, it usually means losing 10+ VP for me, so using terminators or similar to kill gretchin is no longer a waste of point, but a game-winner.
IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
Yep. When I faced orks with necrons early in 9th ed I used 10 praetorians(that's 230 pts) to clear out 10 grots. Overkill but still that was pretty big in terms of vp's securing 15 vp for me and leaving him with 0 for a turn.
Grots might not kill much but if they are sitting on objective killing them helps in what matters. VP's.
2024 painted/bought: 109/109
2020/09/01 07:44:44
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Kaptin_Grubkrumpa wrote: I mean, grot's aren't super good but they're cheaper than 80 points. You also have to take into account that people aren't scared of a grot mob and often ignore them in shooting. Find a hole for them to hide ii on an objective and you're gonna score points. And while idk if point for point they're worth the 50 they cost I'll still take them.
All my opponent clear them out ASAP, usually by split-firing some secondary guns of tanks or planes. Even if they send a dedicated unit after my gretchin, it usually means losing 10+ VP for me, so using terminators or similar to kill gretchin is no longer a waste of point, but a game-winner.
IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
I mentioned this a few pages back: backfield protection, which is something that need to be considered imho.
Grotz job is screening away deep strikes (which their larger footprint suits better than Kommandos), but you also need a countercharge option. Everything can´t just go into the central scrum or chase glory at the far end of the battlefield. I´m thinking of the various dreads here. They have big footprints and work well as multi purpose threats at short-midrange that is the backfield area. These units need to last at least one battle round so the relief can get there in the next.
Over all I believe you need to see the whole army and battlefield as an interlinked entity that reacts depending on the development of the battle. Not a tool to eliminate the most enemies at point x which has been 40k since Rogue Trader. This game has matured into a modern game where pursuing kills just doesn´t cut it.
2020/09/01 07:57:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Personally, I think durable or killy backfield units will be the what orks need. Units like kommadoz or flayed ones will become more common, so a cheap deff dread with two saws and two KMB sitting on an objective might be an actual option.
A trukk with the boyz sitting inside also worked well for me - even if they deny your objective for one turn (which can be made harder by positioning the trukk as a shield), you can get out and krump them afterwards to get it back. With gretchin, the objective is just gone for the rest of game, unless you park an expensive buggy there.
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.
2020/09/01 08:18:14
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Props to you man, I cannot imagine playing with that many grot and boyz models, I've only gone up to 100 boyz that one time Green Tide as a formation was a thing in 7th ed. Classic example of having too many bodies for your opponent to handle, but I feel like that really drains you when it comes to gaming, at least it's not feasible IMO for most people in tournaments.
It`s ok, i am using MDF movement trays (check out the ebay seller 2005helliwell), they have less than 1mm space between models and rounded edges, so you can move fast and basicly without loss of space. The GW apocalypse trays are trash for that matter and way more expensive. So coherency is no issue and movement takes less than 5 minutes.
Still thats not a list i play regularly, except for sparring matches with the tournament players in my hobby club. Its effective but just moving 200+ models on objectives without killing much and do not much besides scoring and blocking enemy movement is really boring. Also while the trays help with playing fast you still gotta roll LOTS of dice for 5++ & 6+++ and want to keep as much stuff as possible within KFF (and Dok).
Jidmah wrote: All my opponent clear them out ASAP, usually by split-firing some secondary guns of tanks or planes. Even if they send a dedicated unit after my gretchin, it usually means losing 10+ VP for me, so using terminators or similar to kill gretchin is no longer a waste of point, but a game-winner.
IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
Thats true. Only good thing is, that in 8th edition loosing 7 Grots meant they run away automaticly with 4 losses this being also possible.
In 9th edition morale is way less punishing for them, even loosing 9 has the chance to roll a 1 and just loosing 7-8 gives you a good chance that at least 1 grot will survive combat attrition tests.
But like you said, most of the time there is enough small guns that can still clear 10 dudes and good players will use more expensive stuff to kill them if that means you score just 5 or 10 primary points next turn.
Nevertheless they are a nice backup for Raising banners though, which is sometimes still one of the best secondary choices in particular matchups & missions.
In my second game yesterday i had 2 x Trukkboys and 1 x Grot and had to disembark them turn 1 to raise the two flags in front of my deployment zone, in that moment i really wished i had 3 mobs. ^^
But what might be a good alternative for them? My kommandos are for engage and to get to other objectives and the characters don`t really want to do it either while the koptas can`t. If they were a little cheaper i might even consider running 2 x 5 Stormboys to Raise banners while the vehicles drive around them and maybe get even to hide them.
At least they are the only options if you want to raise midfield banners turn one that are more than 8" from your deployment zone. (Which is 2/3 of the missions)
I had many games where i did not max out Engage & Raise the banners ending up with 12-14 points each.
Scactha wrote: Grotz job is screening away deep strikes (which their larger footprint suits better than Kommandos)
For screening it`s not that big of a difference. With their 32mm bases kommandos can spread about 14" while 10 Grot can spread 16".
Unless you make "T`s" with the Grotz for 2-1-1-1-1-1-1-2 instead of 1-2-2-2-2-1, but if you get 1 loss that means at least 5 of them are gone afterwards. Might be still worth it if you prevent a key unit from deepstriking.
This message was edited 1 time. Last update was at 2020/09/01 08:27:21
2020/09/01 09:00:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Jidmah wrote: Personally, I think durable or killy backfield units will be the what orks need. Units like kommadoz or flayed ones will become more common, so a cheap deff dread with two saws and two KMB sitting on an objective might be an actual option.
A trukk with the boyz sitting inside also worked well for me - even if they deny your objective for one turn (which can be made harder by positioning the trukk as a shield), you can get out and krump them afterwards to get it back. With gretchin, the objective is just gone for the rest of game, unless you park an expensive buggy there.
I actually use dreads for babysitting backfield units sometimes, they do work but they also eat up a HS slot, a CP and 200-300 points.
2020/09/01 12:28:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Kaptin_Grubkrumpa wrote: I mean, grot's aren't super good but they're cheaper than 80 points. You also have to take into account that people aren't scared of a grot mob and often ignore them in shooting. Find a hole for them to hide ii on an objective and you're gonna score points. And while idk if point for point they're worth the 50 they cost I'll still take them.
All my opponent clear them out ASAP, usually by split-firing some secondary guns of tanks or planes. Even if they send a dedicated unit after my gretchin, it usually means losing 10+ VP for me, so using terminators or similar to kill gretchin is no longer a waste of point, but a game-winner.
IMO, once all players have realized how important taking away primary VP is, gretchin will stop being an option.
Can't disagree with that logic. Perhaps my opponents aren't well versed in the meta of 9th yet. I was just saying what has worked well for my games up to this point!
God is real!
2020/09/01 14:57:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Main issue i see is Boyz or Grotz. If you have to fill the troop slots which is better. And honestly, I am leaning more towards boyz than ever.
stubbers and S3 equivalent guns are fairly common around here and S4 even more so. S3 wounds a Boy on a 5 but a grot on a 3. a S4 wounds the boy on a 4 but the Grot on a 2! and the math is 3 to 2 all the way until S8. The armor saves are the same so its a wash, so what you have left over is the point difference and their ability to actually hurt people going after your objective. And for 3pts more per model you get double S and double or more attacks. I just don't see Grotz being a viable unit in 9th unless they receive some new rules/buffs. If you have to take 3 troops choices the difference is 150 for 30 grotz or 240 for 30 boyz.
As far as objective camping, ive had some success with plopping boyz in a trukk on them but i've also had my opponent pop both trukkz i brought turn 1 so its still a toss up. On the other hand, I ran a pure Tide list, 180 Boyz backed by characters and NO vehicles of any sort, I won on points easily because I had too many bodies for him to remove and most of them had a 5++ and a 6+++.
Boyz are better than grots even for objective holding.
Its so easy to hurt grots my opponent doesnt even have to intentionally focus them, just throw the random odd gun their way from each unit and they die. Boyz at least arent wounded as easy and get access to deathskull invuls.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/09/01 16:30:03
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: Boyz are better than grots even for objective holding.
Its so easy to hurt grots my opponent doesnt even have to intentionally focus them, just throw the random odd gun their way from each unit and they die. Boyz at least arent wounded as easy and get access to deathskull invuls.
Grots aren't good objective campers, I agree. Best thing they'd do is be a deep strike screen on turn 2 / 3, and saving you 30 points. They could also quickly plant a flag and die.
I think you should generally avoid them, although I also think the key to really strong mech ork lists will largely be looking at 0 boys as well.
2020/09/02 05:27:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
They are ORK BIKER SPEEDFREAK so you can use SQIUG TIRES for 1CP to get +2 move.
In case you take Evil sunz + Wartrike they get:
- Move = 14 +2 (ES) + 2 (ST) = 18” move
- Adv = 3,5+1= 4,5”. => move 22,5” and can shoot without penalties
And charge thanks to WARTRIKE. Due ES, they have +1 to charge = about 9” 50% chance border.
== real thread range is 31.5”
Or can move after shooting once again via DRIVEN-BY-KRUMPIN strategem but can' t charge.
Plus you can pimp them more:
- BILLOWINGN EXHAUST strategem to get -1 hit for 1CP per turn
- FULL SPEED LADZ! for 1CP to get +1 S per turn
nobz on bikes could be max 9 per unit
So we speak about 9x3= 27 atacks hitting on 4+ = 13,5 hits with 12 S -4 AP and 2 DMG able to charge 31,5” in turn 1 and have -1 modifier.
In case, they can have dual killsaw, it' s 25% more. But I don' t know, how can even ork can ride a bike with 2 killsaw.... But RAW they can, so
36 attacks = 18 hits for 450 points
Landrider test = 12 wounds save 6+ = 10 hits x 2DMG = landrider down with overkill of 4
Intrecessor test = 10 down
Plus they are not Fast Attack, but Elites = save slot in buggy list.
I don't make a conclusion. I just recording my digging of possibilites. Because I have a great idea for conversion
Automatically Appended Next Post: Appendix 1: Deathskull version has range 27,5” but gains 6++ which is pretty interesting, because than you have the bikers with -1 hit and 6++ T5 9x3= 27 Wounds in models per 3. This is not so easy to clean up.
And gain some rerolls + WRECKERS = reroll wounds if VEHICLE
This message was edited 5 times. Last update was at 2020/09/02 14:52:52
They are ORK BIKER SPEEDFREAK so you can use SQIUG TIRES for 1CP to get +2 move.
In case you take Evil sunz + Wartrike they get:
- Move = 14 +2 (ES) + 2 (ST) = 18” move
- Adv = 3,5+1= 4,5”. => move 22,5” and can shoot without penalties
And charge thanks to WARTRIKE. Due ES, they have +1 to charge = about 9” 50% chance border.
== real thread range is 31.5”
Or can move after shooting once again via DRIVEN-BY-KRUMPIN strategem but can' t charge.
Plus you can pimp them more:
- BILLOWINGN EXHAUST strategem to get -1 hit for 1CP per turn
- FULL SPEED LADZ! for 1CP to get +1 S per turn
nobz on bikes could be max 9 per unit
So we speak about 9x3= 27 atacks hitting on 4+ = 13,5 hits with 12 S -4 AP and 2 DMG able to charge 31,5” in turn 1 and have -1 modifier.
In case, they can have dual killsaw, it' s 25% more. But I don' t know, how can even ork can ride a bike with 2 killsaw.... But RAW they can, so
36 attacks = 18 hits for 450 points
Landrider test = 12 wounds save 6+ = 10 hits x 2DMG = landrider down with overkill of 4
Intrecessor test = 10 down
Plus they are not Fast Attack, but Elites = save slot in buggy list.
I don't make a conclusion. I just recording my digging of possibilites. Because I have a great idea for conversion
Automatically Appended Next Post: Appendix 1: Deathskull version has range 27,5” but gains 6++ which is pretty interesting, because than you have the bikers with -1 hit and 6++ T5 9x3= 27 Wounds in models per 3. This is not so easy to clean up.
And gain some rerolls + WRECKERS = reroll wounds if VEHICLE
But the age old question remains: point cost vs value. Nob bikers fill a role, but their cost precludes them from being taken in most lists up to this point.
God is real!
2020/09/02 18:28:24
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I'll probably give Nob Bikers a try at some point to see how they synergize with a buggy list. They may not be as crazy as they were way back in 5th ed, but I'm glad to see Nob Bikerz aren't complete wastes of time like they were before.
2020/09/03 07:50:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
They are ORK BIKER SPEEDFREAK so you can use SQIUG TIRES for 1CP to get +2 move.
In case you take Evil sunz + Wartrike they get:
- Move = 14 +2 (ES) + 2 (ST) = 18” move
- Adv = 3,5+1= 4,5”. => move 22,5” and can shoot without penalties
And charge thanks to WARTRIKE. Due ES, they have +1 to charge = about 9” 50% chance border.
== real thread range is 31.5”
Or can move after shooting once again via DRIVEN-BY-KRUMPIN strategem but can' t charge.
Plus you can pimp them more:
- BILLOWINGN EXHAUST strategem to get -1 hit for 1CP per turn
- FULL SPEED LADZ! for 1CP to get +1 S per turn
nobz on bikes could be max 9 per unit
So we speak about 9x3= 27 atacks hitting on 4+ = 13,5 hits with 12 S -4 AP and 2 DMG able to charge 31,5” in turn 1 and have -1 modifier.
In case, they can have dual killsaw, it' s 25% more. But I don' t know, how can even ork can ride a bike with 2 killsaw.... But RAW they can, so
36 attacks = 18 hits for 450 points
Landrider test = 12 wounds save 6+ = 10 hits x 2DMG = landrider down with overkill of 4
Intrecessor test = 10 down
Plus they are not Fast Attack, but Elites = save slot in buggy list.
I don't make a conclusion. I just recording my digging of possibilites. Because I have a great idea for conversion
Automatically Appended Next Post: Appendix 1: Deathskull version has range 27,5” but gains 6++ which is pretty interesting, because than you have the bikers with -1 hit and 6++ T5 9x3= 27 Wounds in models per 3. This is not so easy to clean up.
And gain some rerolls + WRECKERS = reroll wounds if VEHICLE
But the age old question remains: point cost vs value. Nob bikers fill a role, but their cost precludes them from being taken in most lists up to this point.
Indeed. Death stars is harder to argue for when the game is one turn shorter, we score per turn and you need to have a response for all parts of the board. The good part of this is that the tools doesn´t matter as much as long as you cover all bases.
On the topic in question, Nobz Bikes is abit like a Swiss knife imo. Fast enough to contest objectives and killy enough to chase things off.whilst decently durable. The problem is cost vs efficiency. 450 is a Death star, but I´d like them scaled down.
2020/09/03 10:52:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I've had a thought and wonder what you guys think to this.
In 9th edition, the game is all about scoring objectives, and usually there are bonus points for infantry units to perform actions. this, of course, ties up the unit for the whole turn.
I've heard of people bringing units of kommandos for objectives, but I'm considering bringing some Meks and perhaps even a Runtherd or two, grots dependent, to ride in vehicles with my units and to perform these actions while the unit gets to give them cover and still perform their day-to-day killing.
I'm thinking 10 boys, in a trukk, with a mek. get them into the opponents deployment zone, screen the mek with the boys and screen the boys with the trukk, and then the mek can repair teleport homer or another action, and the boys still get to use their guns.
Advantages over kommandos being that the mek has a decent gun for opportunistic shots, is easier to hide, can ride in a trukk with a unit of boys, and has character protection.
has anyone tried using meks or runtherds to this capacity?
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
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