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.
2020/09/05 17:16:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
em_en_oh_pee wrote: So, looks like Nob Bikers might not be ideal, but I love the modelling opportunity. That being said, how are folks modelling paired Killsaws on them? Or on normal Nobz for that matter?
I figured maybe using the saw parts on the big choppas attached to the PK hands maybe? Anyone else have some clever solutions?
i just use a single double saw hand per nob from the meganob box for double saws on bikes. also have chopped off the pointy part of the power stabba and replaced it with chainsword and/or chainaxe bits.
2020/09/05 17:41:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
em_en_oh_pee wrote: So, looks like Nob Bikers might not be ideal, but I love the modelling opportunity. That being said, how are folks modelling paired Killsaws on them? Or on normal Nobz for that matter?
I figured maybe using the saw parts on the big choppas attached to the PK hands maybe? Anyone else have some clever solutions?
Don't hack up BC, you are going to regret it.
There is one official killsaw in the nobz box, besides that you could use chain-choppas from boyz boxes in pairs. Kans and Dreads also tend to have extra saw bits. Besides that, there plenty of non-ork models with saw-like bits that you might get from other people.
As for being able to drive - I have nob bikers holding big choppas in both hands. Do you really think an ork wouldn't just wedge the handle and swing at things while driving in a straight line?
This message was edited 2 times. Last update was at 2020/09/05 18:14:17
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.
2020/09/05 19:04:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: I feel like so far for most of my games (at least if you're using a buggy list) that Engage on All Fronts and Linebreaker are my two mains, and then I decide on the final one based on the mission, since stuff like Scorched Earth or other ones are usually more feasible than the other kill more or action based secondaries.
You can have Engage on all Fronts and Linebreaker at the same time though?
Yeah, I brainfarted and thought they were separate ones for some reason. I meant Engage on All Fronts and Repair Teleport Homer. With Kommandos properly placed behind LoS blocking terrain, it's one of the few reliable ways of taking advantage of the majority of enemy units being forced to fight for the middle, and a 5 man squad is easy to hide, or at the very least tuck into their corner of the table and draw firepower from your guys contesting the middle.
2020/09/05 19:28:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: I feel like so far for most of my games (at least if you're using a buggy list) that Engage on All Fronts and Linebreaker are my two mains, and then I decide on the final one based on the mission, since stuff like Scorched Earth or other ones are usually more feasible than the other kill more or action based secondaries.
You can have Engage on all Fronts and Linebreaker at the same time though?
Indeed he can´t. Those are the same category.
One thing that is premuim now imho is cheap deeping infantry and characters who can do Scramblers or Homer. We are well positioned there with Kommandos and Trukks bearing Boyz + Runtherds, Zagstrukk and Snikrot. In a pinch I´d say most of my 2nds are: Engage or Linebreaker and Scrambler or Homer + kill depending on opponent. Banners can be a choice vs more gunline builds like AM.
Next level is building to counter opponents Secondaries, and I don´t mean kill points since that distorts the army build. Despite claims to the contrary it´s not easy to create a viable list that also does not give up close to 10 points on either characters, monsters or vehicles. Rather how to react on their attepts at moving to score. Screening, strats, etc.
Characters can't do scramblers, unfortunately.
I know. It was supposed to be a conditional can, but came out worse than intended. My bad.
2020/09/05 20:08:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: Put their face to the handles so theyre driving with their mouth lol
This made me laugh way to hard.^^
em_en_oh_pee wrote: So, looks like Nob Bikers might not be ideal, but I love the modelling opportunity. That being said, how are folks modelling paired Killsaws on them? Or on normal Nobz for that matter?
I figured maybe using the saw parts on the big choppas attached to the PK hands maybe? Anyone else have some clever solutions?
Back when i did my 9 Nobbikers i made 3 nobs with double saw and all others with choppa + big choppa. I combined warbikers with 2 boxes nobs for this, so i had plenty leftover biz + my other ork stuff.
I mixed and went for different options. One nob had his 2 saws mounted at his bike (left and right side to saw off enemy legs^^), another had 1 saw hand and another attached and the third had 2 saw hands and was driving freehand.
My choppa dudes had some of them between their teeth or were riding freehand as well.
I bought some modeling chains (about the sice of a small necklace) and wrapped it around arms + the bikes handles, so they had some kind of "controll" over their bikes.
Because the handles in the box have hands attached i used leftover choppers a lot to build handles for my bikes without hands that could get wrapped some chains around them.
Some bikers had 1 (big) choppa attached to the bike, so there are plenty options to build them.
There is just one thing that sucks so hard: I sold them almost a year ago because i thought i`d never play them again, and now i need to go for warbikes or some conversions again. Oh boy.
2020/09/05 23:05:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
em_en_oh_pee wrote: So, looks like Nob Bikers might not be ideal, but I love the modelling opportunity. That being said, how are folks modelling paired Killsaws on them? Or on normal Nobz for that matter?
I figured maybe using the saw parts on the big choppas attached to the PK hands maybe? Anyone else have some clever solutions?
Back when i did my 9 Nobbikers i made 3 nobs with double saw and all others with choppa + big choppa. I combined warbikers with 2 boxes nobs for this, so i had plenty leftover biz + my other ork stuff.
I mixed and went for different options. One nob had his 2 saws mounted at his bike (left and right side to saw off enemy legs^^), another had 1 saw hand and another attached and the third had 2 saw hands and was driving freehand.
My choppa dudes had some of them between their teeth or were riding freehand as well.
I bought some modeling chains (about the sice of a small necklace) and wrapped it around arms + the bikes handles, so they had some kind of "controll" over their bikes.
Because the handles in the box have hands attached i used leftover choppers a lot to build handles for my bikes without hands that could get wrapped some chains around them.
Some bikers had 1 (big) choppa attached to the bike, so there are plenty options to build them.
There is just one thing that sucks so hard: I sold them almost a year ago because i thought i`d never play them again, and now i need to go for warbikes or some conversions again. Oh boy.
Makes sense to me for bikers to have their close combat weapons actually mounted on the front of the bikes - and if attached via a peg on the weapon into a hole on the bike, that makes weapon swaps easy every time GW change the rules on us Another option is forearm-mounted close combat weapons - not sure how killsaws would look though...
2020/09/06 03:53:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Bclion wrote: Paint them as freebooters and use a chain leg!
Exalted
Another thing that came to my mind was attaching the saw to the bike, just like the buzz saws on the SJD or the squig buggy.
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.
2020/09/06 08:18:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
tneva82 wrote: Guns are part of model for all purposes except you can't draw los from grot(to grot is fine). That's why you can't really play without at least putting base to them to cover space crew would take
? The question is, from where to where are you measuring the distance between during deployment?
Grots count for part of model for all purposes except drawing LOS FROM gun.
There's no exception to measuring for deployment like there is measuring from the unit in shooting.
Ergo as grots are part of the model and you measure from any part of the model...You measure from gun or grot depending which is outermost part of the measure.
So I did answer. Grots are part of the model for all purposes. Only time you don't measure from grots same as gun itself is when shooting at the enemy and you can't use grot for LOS. But that's because there's specific rule against it. No such rule for measuring for deployment measuring.
2024 painted/bought: 109/109
2020/09/06 09:20:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
tneva82 wrote: Guns are part of model for all purposes except you can't draw los from grot(to grot is fine). That's why you can't really play without at least putting base to them to cover space crew would take
? The question is, from where to where are you measuring the distance between during deployment?
Grots count for part of model for all purposes except drawing LOS FROM gun.
There's no exception to measuring for deployment like there is measuring from the unit in shooting.
Ergo as grots are part of the model and you measure from any part of the model...You measure from gun or grot depending which is outermost part of the measure.
So I did answer. Grots are part of the model for all purposes. Only time you don't measure from grots same as gun itself is when shooting at the enemy and you can't use grot for LOS. But that's because there's specific rule against it. No such rule for measuring for deployment measuring.
So it' s Option A! Because a lot of people is sticked to Index version of the rules and play it from Gun! Also me, I played it gun-gun. But the more I look at it, the more I agree, that it could be grot to grot, because as you said:
“ Grot Krew: Each Mek Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.”
So Mek Gun incl 5 grots around are one model compound from more physicaly independent pieces of plastic that can move and change the footprint of the model during the game.
For nob bikes with dual killsaws I'd just model them with one and tell the opponent every killsaw counts as a pair. I can't stand models that make no sense, orks or otherwise
Hydra Dominatus
2020/09/06 19:11:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Does anyone play battlewagons full of boyz anymore? They were my go to in 5th and 6th, and even in 7th and 8th had some teeth if you could get them out in the right spot.
2020/09/06 19:33:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
So with range not really being to far anymore I’m thinking about the tankbustas using dual rocket pistols with more dakka. Exploding on 5&6s and two shots per tankbustas they might have some teeth now. You could either start In transport and move up for second round or maybe even disembark first turn do your move for total eight inches and find a target within 12 to unload on.
2020/09/06 23:01:54
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
You can just take 1 pistol per 5 Tankbustas though.
Also it has S7 instead S8, damage D3 instead 3 and if you really get in range for the pistol you might as well use the granade strategem and throw up to 10 tankbusta bombs.
2020/09/07 00:18:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Bclion wrote: So with range not really being to far anymore I’m thinking about the tankbustas using dual rocket pistols with more dakka. Exploding on 5&6s and two shots per tankbustas they might have some teeth now. You could either start In transport and move up for second round or maybe even disembark first turn do your move for total eight inches and find a target within 12 to unload on.
I feel like you still miss out on a lot by taking pistols since the extra shot doesn't really make up for the fact that even with a smaller board range that going from 24" to 12" is a huge difference. It means screening works a lot more against you, and since tankbustas are basically either outflanked or tellyported in the majority of games, being limited to only what is in 12" in front of you makes it very hard for you get your ideal target. Even in a transport its not ideal since in many cases you will be losing out on another shot of a regular rokkit because your pistols aren't quiiite in range. Furthermore, S8 is in one of the biggest sweet spots of strength in the game. You wound most transports on 3's with that, 2's on the multi-tude of T4 multi-wound targets that you may have to shoot at some point, and more importantly that flat 3 damage of regular rokkits are a big selling point for TB, so to take that away for S7 AND D3 damage, means that the extra shot you get is, IMO, not worth it. You don't get enough volume of fire to make it worth swapping IMO.
2020/09/07 01:09:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
If the pistols were still flat3 damage i could see an argument for them.
But the D3D coupled with the lower strength and range makes them significantly weaker, the only upside being pistols so they can fire in combat....uh...like thats ever gonna happen lol.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/09/07 01:50:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
It's really a weird attempt for GW to fashion rules for the Tankbusta sculpts that have them, if they ever do make a plastic kit that has them as an actual feasible option (i.e., the whole unit can equip it and not just 1 in 5 guys), they'd have to be flat 2 or 3 damage like Vineheart01 says to consider, or at least 18" range to make it more interesting to have a larger volley of slightly weaker and shorter range rokkits versus a smaller amount of quality shots.
2020/09/07 04:07:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
tneva82 wrote: Guns are part of model for all purposes except you can't draw los from grot(to grot is fine). That's why you can't really play without at least putting base to them to cover space crew would take
? The question is, from where to where are you measuring the distance between during deployment?
Grots count for part of model for all purposes except drawing LOS FROM gun.
There's no exception to measuring for deployment like there is measuring from the unit in shooting.
Ergo as grots are part of the model and you measure from any part of the model...You measure from gun or grot depending which is outermost part of the measure.
So I did answer. Grots are part of the model for all purposes. Only time you don't measure from grots same as gun itself is when shooting at the enemy and you can't use grot for LOS. But that's because there's specific rule against it. No such rule for measuring for deployment measuring.
So it' s Option A! Because a lot of people is sticked to Index version of the rules and play it from Gun! Also me, I played it gun-gun. But the more I look at it, the more I agree, that it could be grot to grot, because as you said:
“ Grot Krew: Each Mek Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.”
So Mek Gun incl 5 grots around are one model compound from more physicaly independent pieces of plastic that can move and change the footprint of the model during the game.
Fun fact, because the Grot counts as a Mek Gun for all rule purposes, the grots themselves can move out of cohesion and away from the gun, because they are a "Mek Gun:" for all rules purposes, self satisfying that rule clause.
2020/09/07 04:47:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Heafstaag wrote: Does anyone play battlewagons full of boyz anymore? They were my go to in 5th and 6th, and even in 7th and 8th had some teeth if you could get them out in the right spot.
I'm using wagons and boys with reasonable success.
2020/09/07 06:38:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Heafstaag wrote: Does anyone play battlewagons full of boyz anymore? They were my go to in 5th and 6th, and even in 7th and 8th had some teeth if you could get them out in the right spot.
Transports have a good spot as objective grabbers. First the enemy has to get rid of the vehicle and then the passengers. Meanwhile you get Primary VP. I think of them as tarpits for the opponent.
2020/09/07 06:56:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Heafstaag wrote: Does anyone play battlewagons full of boyz anymore? They were my go to in 5th and 6th, and even in 7th and 8th had some teeth if you could get them out in the right spot.
They're a staple in my lists since 5th, well also 3rd but you could only bring a single wagon back then. Of course I've played multiple alternatives but I really love wagon boyz. In 9th they are pretty solid; I use these combinations: 10 Boyz + 5 Meganobz, 2x10 Boyz, 19 Boyz + Warboss, 18 Boyz + Warboss + Big Mek with KFF/Weirdboy. Since we want to save CPs and vehicles love kustom jobs I don't bring more than 2 wagons at most, saving the 3rd HS to a shooty unit like a Morkanaut or Mek Gunz. Most of the times I play a single wagon though, with Warboss, second HQ and 18 Boyz.
2020/09/07 17:24:46
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I had 2 more games this weekend, Orks won both of them which was nice
Game 1 was 1500 points, both of us went for a completely different list to our usual - I ran 3 units of 5 bikers and a unit of 5 biker nobs, and my opponent ran a primaris horde of ultramarines. it was very odd being outnumbered.
My list, roughly, was:
Spoiler:
Outrider detachment
deffkilla wartrike, supa cybork, might is right, squighide tyres
I was running evil suns as, between the wartrike and the klan trait, the bikes could move insanely fast and still shoot & charge with impunity.
I got first turn, so my bikes essentially rammed down their throats, leaving an 18" bubble around his CC unit to stay out of charge range. I forgot the blast rule for smashas turn 1 so they only did sporadic damage. shokkjumps both appeared in his deployment, so linebreaker for me, and I managed to effectively hold his army back from the objectives with my bikers and blast them with my smasha guns. It worked a treat, I think I won 26-96 in the end. I held loads of objectives and got my secondaries (linebreaker, investigate sites, slay the warlord) so it was a massive win.
Shokkjumps with whirlygigs and evil suns are awesome - automatically appear anywhere with no to-hit penalty for advancing & shooting the assault weaponry.
Evil suns on bikers with other gubbinz is also amazing. The wartrike with evil suns, ramming speed and squighide tyres can move 17"+7"(once per battle,D6+1otherwise)+3D6"+1". Average of 35.5" charge, maximum of 43"!!!!!! Plus he minces primaris quite well, which is excellent! The bikes themselves were also crazy fast, effectively 16+D6" advancing and not caring if they are just shooting, and not caring about charging at they are with the wartrike, they just charge anyway!
It was a thoroughly fun army to use, I definitely recommend evil suns bikers + wartrike!
Second game was 1000 points. Can't remember the exact list I had but it as 3 trukks; 2 with 3 meganobs, 1 with 8 flashgits, a klawboss and mad dok, and a weirdboy with 10 grots. huh. that was the exact list. oh well!
It went well - faced a smaller primaris horde. Trukks got mostly destroyed early, the meganobs fell to AP-1 bolters, but the flashgits - oh, the flashgits! they sat in their trukk, didn't move all game, and mowed down every squad they pointed at to 1-2 models left (from 10). They popped gun crazy showoffs once, when the closest unit was a single dude with 1 wound left - who, surprisingly, died. The Warboss killed marines, then was killed by a librarian, who he then killed by fighting before dying, who then killed my last meganobs by fighting before dying, so everyone died but grotsnik, who ended up stood facing a single primaris, all that was left. The primaris charged, and tried really hard - we stuck a gold star to his mangled corpse once grotsnik was done with him. I had 2 fee turns to play out after that, and won by a fair margin.
So, to summarise:
Flashgits in a trukk - awesome!
speed freeks with evil suns trait - awesome!
meganobs - less awesome. AP-2 just made them expensive meh. might as well save the points and bring lots of nobs with a KFF mek.
Nob Bikers - Aright? I had a sub-par loadout, I'll be packing killsaws on them for my next game... 3 twin-killsaws, and 2 twin-choppas to take the inevitable casualties.
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!
I was running evil suns as, between the wartrike and the klan trait, the bikes could move insanely fast and still shoot & charge with impunity.
I got first turn, so my bikes essentially rammed down their throats, leaving an 18" bubble around his CC unit to stay out of charge range. I forgot the blast rule for smashas turn 1 so they only did sporadic damage. shokkjumps both appeared in his deployment, so linebreaker for me, and I managed to effectively hold his army back from the objectives with my bikers and blast them with my smasha guns. It worked a treat, I think I won 26-96 in the end. I held loads of objectives and got my secondaries (linebreaker, investigate sites, slay the warlord) so it was a massive win.
Love this. The list utlizes Evil Suns speed to corral the opponent and capture the objectives whilst taking a middle road approach to the fighting part (because that isn´t the most important thing any more). And you won by a crushing margin. This is exactly why I love 9th. Clever strategy on the board should be rewarded over list buidling. Well done
2020/09/09 05:09:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
On 40kstats, which apparently confirms this stuff.
If you saw the first place list, you can see why he lost. He basically had no good answers to that list, including a 430 point flyer with almost no way to to seriously interact with it. I bet it was a bloodbath.
2020/09/09 07:48:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I was about to ask how he has kommandos without a powerklaw, until I realised he just isn't taking the boss nob. That seems unwise to me, since you're not only getting some S10 attacks for those points, but an extra attack, wound and point of leadership. That said, I'm not coming second in tournaments.
Hydra Dominatus
2020/09/09 08:09:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I don't think that those kommandos are ever going to do any fighting, so spending less points is probably the better option, especially since two kommandoz cost less than one PK nob.
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.