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![[Post New]](/s/i/i.gif) 2020/09/23 15:35:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Y'all are lucky. My regular sparring opponent is an eldar player, so basically I think Gorks / Morks are basically ass useless.
Doom + Guide + Jinx just makes big targets a joke.
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![[Post New]](/s/i/i.gif) 2020/09/23 16:26:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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tulun wrote:Y'all are lucky. My regular sparring opponent is an eldar player, so basically I think Gorks / Morks are basically ass useless.
Doom + Guide + Jinx just makes big targets a joke.
Definitely easier to focus fire than dealing with a bunch of TP dreds or buggies. I haven't used my Morkanaut since we started the new edition.
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![[Post New]](/s/i/i.gif) 2020/09/23 16:41:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Grimskul wrote:tulun wrote:Y'all are lucky. My regular sparring opponent is an eldar player, so basically I think Gorks / Morks are basically ass useless.
Doom + Guide + Jinx just makes big targets a joke.
Definitely easier to focus fire than dealing with a bunch of TP dreds or buggies. I haven't used my Morkanaut since we started the new edition.
I think the Mork is fine, but man it's just brutal against CWE.
My battlewagon is 155 points and dies about as quickly as a 340 point Morkanaut. And it's not even that strenuous when it's Doomed, Jinxed, and something horrible has been guided haha. So I might as well just take 2 wagons instead.
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![[Post New]](/s/i/i.gif) 2020/09/23 16:51:37
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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It dies just as quick because for whatever reason the "anti tank guns" are really easy to outnumber their intended targets with.
And despite what GW thinks, +1 save and +2 wounds doesnt mean squat.
Unfortunately its an issue i dont see them fixing without doing another 8th-style shakeup to the statlines. Big stuff doesnt feel any more powerful than the medium stuff that is also far more numerous.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/09/23 17:47:12
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazy Grot Kutta Driva
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Had a fantastic game yesterday vs. Imperial Fists.
We played the mission with 5 objectives, three of them midfield with two disappearing turn 4 + 5 and a secondary that gives you points for holding those 3.
18" between us with the 3 middle objectives 9" from the deployment zones.
I played 2 detachments:
Cheeky Zoggers:
SSAG (Bigkilla Boss), Warphead (da jump, warpath, Super Cybork Body)
15 + 4 x 10 Gretchin
Evil Sunz:
Warboss (big choppa)
KFF Mek
Dok
4 x 30 Boys (dual saw)
10 boys (dual saw)
2 x 5 kommandos
2 Kopta
His list:
Lysander, Chapter Master Captain, Techmarine
2 x Intercessors
1 x Infiltrators
Leviathan + 2 Contemptors + Venerable Dreadnought
2 x Thunderfire Cannons
5 Terminators
I had 1 boymob in tellyporta, the rest was deployed because i wanted to have my kommandos at the obcectives turn 1.
I went for Domination, Raise the banners & the mission secondary, he had thin their ranks, Kill the Warlord & raise)
30 + 10 Boys were hiding for jump turn 1, 2 boymobs and Kommandos at the edge of my deployment zones with all characters behind them.
The gretchin filled the empty scace and gave me character screening.
He got the first turn, marched up to the objectives and killed 29 boys in 1 mob and 15 gretchin.
My first turn i used 5 CP to pass morale and bring back those 30 boys.
Oh and he tried to Orbital bambard the 1 remaining boy for 3 CP but didn`t roll a 4+ - lucky me! But i had also completely forgotten about the dok here, so it was kinda fair.
40 mobbed up boys failed their charge on the left objective, 1 boymob charged the Venerable on the mid objective and my kommandos raised banners on the left and right midfield objective, supported by gretchin and the koptas to have as many bodies there as possible.
The boymob that got green tided used a gap in his back, charged his Captain + Techmarine and grabbed his deployment zone objective, while my gretchin wrapped my characters and raised banner on my deployment objective. Killed a few Marines and did some wounds on his Walkers and Characters.

His second turn he went all in on the 40 boys, killed over 30 of them and charged them with all he got. His Termis & Lysander deepstriked on my right flank and both charged my gretchin. After bad hits, good 6++ and a roll of 1 at morale phase 1 heroic Grot stood there, still defending my homebase banner. Hrhrhr.
His infantry had taken both outer objectives while my 2 other boy mobs were still fighting his characters and bots.
My second turn i jumped the remaining boy + 2 nobs from the 40 boy squad to the right midfield objective and cleared the Intercessors. (8 Saw attacks.  )
The Warphead killed 1 Termi and my gretchin blocked his movement.
My 4th boy mob tellyported on the left objective and with the help of the warboss i killed all Intercessors and Infiltrators there.
At this point all his bots were in CC and the venerable Dreadnought was killed. I was also holding all 5 objectives and scored quite a few points.
His 3rd & 4th turn he managed to kill all remaining boys but i had killed the Venerable, all infantry, 1 Contemptor, his Techmarine and the Captain.
My SSAG oneshotted Lysander and Wyrdboy + Gretchin waves had killed 3 of the Terminators and prevented them from coming close to my characters.
Dok and Warboss were fighting the Leviathan over the left (and only remaining mid-objective turn 5).
His 5th turn he had killed all of my stuff except the 2 Meks, the Wyrdboy and about 10 gretchin, he had The Leviathan, 1 Contemptor, 2 Thunderfire Cannons and 2 Terminators.
But except maxing out thin their ranks and 5 primary points he had not really scored anything so in the end i won 82:30.
Conclusion: Again the green tide proved as really strong, but still i lost over 200 models.
I had good board control and could tarpit a lot of his stuff while holding objectives, but especially his Leviathan was brutal with all his shots & flamers he could still use in CC.
The 6++ gretchin worked great, they protected my characters, hold of the Terminators and helped scoring. The new morale rules really help them - i had often just the 1 or 2 left that i needed for ObSec.
But i guess next time i will run 2 x 5 Stormboys instead of the Koptas to raise banners more easily. I had luck those objectives were just 9" away, otherwise it would have been really hard to get to them.
Oh and with his Leviathan and the two Thunderfire Cannons i felt like freakin`John Snow in battle of the bastards.
So many shots raining down on me was brutal. But we know how this story ended so all good.
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![[Post New]](/s/i/i.gif) 2020/09/23 17:56:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Vineheart01 wrote:It dies just as quick because for whatever reason the "anti tank guns" are really easy to outnumber their intended targets with.
And despite what GW thinks, +1 save and +2 wounds doesnt mean squat.
Unfortunately its an issue i dont see them fixing without doing another 8th-style shakeup to the statlines. Big stuff doesnt feel any more powerful than the medium stuff that is also far more numerous.
Yup, its basically why Land Raiders will never be an actual thing in a competitive scene unless they overhaul it from the ground up. Thankfully the Morkanaut/Gorkanaut isn't as bad as LR but they have the same issue of not having enough wounds to actually survive reliable, consistent anti-tank salvos. I feel like Mork/Gorkanauts need to go to borderline Knight level wounds or more before they've reached a point where quality matches a quantity of vehicles.
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![[Post New]](/s/i/i.gif) 2020/09/23 19:02:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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I never understood why there isnt any "damage cap" abilities for big vehicles to show just how beefier they are. I.e. a single shot cant cause more than 3 damage or something like that. It would be a way to make the obviously bigger things actually feel tough to take down while only having slightly higher statlines than the medium stuff that pops to 2-3 D6 damage guns. Surely the largest machines would get to the point where simple level of armor isnt enough, redundancies and ablatives make it beefier not just raw thickness of the metal plates. That would be shown in damage caps, and allow the truely big guns to ignore it anyway (a REAL reason for Macro to be a thing instead of its current rule) But, speculation that'll never happen. Only reason the Nauts are considered good compared to the LR is because unlike the LR, the Naut is a beast in melee AND shooting, while the LR is just an overpriced gun platform that happens to have transport capacity. Its such a weird unit for a marine mentality.
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This message was edited 2 times. Last update was at 2020/09/23 19:03:18
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/09/23 20:33:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Squishy Squig
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![[Post New]](/s/i/i.gif) 2020/09/23 20:44:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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None becuase i dont expect a single player to give a hoot about it.
Everyone in my group thinks its stupid beyond the narrative "fortress assault" mission
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/09/23 21:17:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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It's unlikely to make a big splash IMO competitively because giving terrain into the hands of players is going to get weird, real fast. Not to mention practically, it's already a haul to bring most competitive tourney armies, now you have to bring your own terrain as well? I'm not sure about you, but most terrain isn't exactly transport ready, so I feel people are going to leave it to TO's and local LGS to do their own tables than have 10,000 crate deployments from players themselves.
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This message was edited 2 times. Last update was at 2020/09/23 21:17:32
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![[Post New]](/s/i/i.gif) 2020/09/23 21:30:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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That too.
Theres a reason people rarely, if ever, put as much effort into painting terrain as they do minis.
Terrain bumps things, smacks walls, falls on the ground, gets crunched and in general abused. If youre expected to bring it as part of your list people are going to want to paint it to match the army and oh the headaches of making sure it doesnt get dinged up.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/09/23 21:36:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Vineheart01 wrote:That too.
Theres a reason people rarely, if ever, put as much effort into painting terrain as they do minis.
Terrain bumps things, smacks walls, falls on the ground, gets crunched and in general abused. If youre expected to bring it as part of your list people are going to want to paint it to match the army and oh the headaches of making sure it doesnt get dinged up.
Exactly, I painted my own terrain up mainly because our gaming group almost exclusively plays at my place and I wanted the terrain to reflect they were effectively in "Ork territory" so I started sprucing the table up. If I had to actually bring terrain constantly from place to place I'd leave everything with a base colour and a wash and that's it.
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![[Post New]](/s/i/i.gif) 2020/09/23 22:03:32
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Yeah, making your own terrain is a blast. Do have to make some ork themed stuff honestly. All I got is 2 batches of the speed freaks terrain and a bastion that's been orkified. Hmm, sadly I'm fairly certain any freebootaz in a bastion cannot use the trait, since the building itself doesn't get the modifier.
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![[Post New]](/s/i/i.gif) 2020/09/23 22:41:41
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
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This message was edited 1 time. Last update was at 2020/09/23 22:42:12
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![[Post New]](/s/i/i.gif) 2020/09/23 22:46:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Billagio wrote:Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
Loo rolls with extra spikey bits added - I suspect that the rolls from kitchen foil would be good as they are narrower and sturdier.
anything dangerous-looking added to the front of the vehicle, really! I imagine if you covered the front ram in various blades and such, then said it was a deffrolla, most people would be fine with it!
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![[Post New]](/s/i/i.gif) 2020/09/23 22:53:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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some bloke wrote: Billagio wrote:Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
Loo rolls with extra spikey bits added - I suspect that the rolls from kitchen foil would be good as they are narrower and sturdier.
anything dangerous-looking added to the front of the vehicle, really! I imagine if you covered the front ram in various blades and such, then said it was a deffrolla, most people would be fine with it!
True! How would you mount it? I wouldnt want to stick it on permenantly
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![[Post New]](/s/i/i.gif) 2020/09/23 23:05:14
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Automatically Appended Next Post:
Billagio wrote:Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
Have you ever played a game by the name of Terratech? If you wanted ideas for dangerous things to put on the front of your vehicle that's a great place to start.
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This message was edited 2 times. Last update was at 2020/09/23 23:08:17
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![[Post New]](/s/i/i.gif) 2020/09/24 00:58:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy on Kustom Deth Kopta
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Billagio wrote:Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
there are several good files out there for 3d printing. my first ones were pieces of copper pip with sprue bits glued to it then i used thinner copper pipe wrapped around and into the door of the battlewagons.
https://www.thingiverse.com/thing:350175
another option
https://www.thingiverse.com/thing:3485594
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![[Post New]](/s/i/i.gif) 2020/09/24 01:12:23
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Squishy Squig
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Billagio wrote:Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
If you have any friends in retail old receipt rolls can make for good deff rollas or cannons
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![[Post New]](/s/i/i.gif) 2020/09/24 08:01:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Boy Hangin' off a Trukk
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tulun wrote:My battlewagon is 155 points and dies about as quickly as a 340 point Morkanaut. And it's not even that strenuous when it's Doomed, Jinxed, and something horrible has been guided haha. So I might as well just take 2 wagons instead.
This is an important point imo. Target saturation is a must for these strategies to work. Trike + Big Threat isn´t enough. We need to divide the opponents attention and even screen off reinforcements if possible. Like adding a Trukk of Boyz to bodyblock the area where the Trike and BW engages.
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![[Post New]](/s/i/i.gif) 2020/09/24 09:05:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Billagio wrote:True! How would you mount it? I wouldnt want to stick it on permenantly
Just have whatever you build fit in with the bits that hold up the ram and switch them out as needed.
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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. |
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![[Post New]](/s/i/i.gif) 2020/09/24 11:24:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
Denmark
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So my first game in 9th started very well, but ended with a loss.
I got an early lead of 45 VP in the first two turns, but ended up losing. At the end of turn 5 I had 56 points while my opponent had 86.
The reason why was basically that I survived in my vehicles to begin with and got on the objectives early, but as soon as they were gone, the boyz and tankbustas did not have any staying power.
The next game I am going to play will be against Necrons, and probably be something like 1500pts, but the questions is, how should I avoid being killed off the objectives (and the board) after a couple of turns?
I really want mech orks to work, as I find the vehicles really cool.
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This message was edited 1 time. Last update was at 2020/09/24 11:25:36
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![[Post New]](/s/i/i.gif) 2020/09/24 11:38:16
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I've done something which I seldom do when making lists - thought about what worked before  normally I just pick a theme I want to use and make it seemright in my head. This time, I'm making the list tactically!
The list:
So the plan is to use the effect I had in a previous game with evil suns to use the ultra-speedy bikes to hold the opponent back for a turn, allowing my boys to capitalize on the objectivesand establish themselves on the board without the enemy making it very far out of their deployment zone. The bikes will be moving, advancing and charging, for a healthy 16+ D6" move, or 18+ D6" move on the squighide bikes. Their goal is to act as a barrier to keep the enemy back, rather than to cause lots of damage - though 42 S5 shots per unit won't be overly shabby, and might hose down one unit of infantry before I charge. If they survive, then the wartrike's warlord trait gives them the ability to fall-back and then charge, allowing them to reposition into a single unit if they are all weakened. The boys may also be able to join in on turn 2, depending on the distances involved.
Bubblechukka was because I had a few points spare and enjoyed using it - I know smashas are statistically better, but the bubblechukka was a fun gun of randoms which lightened my shooting phase, until it rolled S5 and AP-6 on 6 shots, then it died. so I thought it much more fun to bring a bubblechucka than adding a killsaw to a boss nob - which may have been a better option.
what do you guys think?
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![[Post New]](/s/i/i.gif) 2020/09/24 11:43:55
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Locked in the Tower of Amareo
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Specifically against necrons lots of smaller vehicles work better than few big ones. DDA is good vehicle buster yes. But it can only target one vehicle at a time and is rather swingy(5.5 dmg or so vs T8 W12 3+ target, 11% chance of one shotting though new overlord helps it somewhat). If you bring in multiple small guns he finds himself overkilling stuff.
Now though necrons have some options for punching vehicles to death in melee though. Watch out any skorpek destroyers or their lord who can make short work of vehicle in melee. Though whether he has them is another thing.
3 dreadnoughts>gorkanaut in terms of survivability vs necrons and not just due to wound count. DDA can whiff completely and do nothing or blow apart gorkanaut at once. Won't kill 2 deff dreads at once though...
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/09/24 12:54:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Boy Hangin' off a Trukk
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some bloke wrote:So the plan is to use the effect I had in a previous game with evil suns to use the ultra-speedy bikes to hold the opponent back for a turn, allowing my boys to capitalize on the objectives and establish themselves on the board without the enemy making it very far out of their deployment zone. The bikes will be moving, advancing and charging, for a healthy 16+ D6" move, or 18+ D6" move on the squighide bikes. Their goal is to act as a barrier to keep the enemy back, rather than to cause lots of damage - though 42 S5 shots per unit won't be overly shabby, and might hose down one unit of infantry before I charge. If they survive, then the wartrike's warlord trait gives them the ability to fall-back and then charge, allowing them to reposition into a single unit if they are all weakened. The boys may also be able to join in on turn 2, depending on the distances involved.
/.../
what do you guys think?
Body blocking and being a nuisance seems like a legit strategy in an objectives based game  It´s not a matter of how, but if. The question is staying power vs points gained as durability of the rest of the army isn´t that impressive. Maybe something to bolster the foot ladz?
Sidenote: that Trike can use the Snagga Grapple (1 CP for 1D3 MW) Stratagem if he falls back as planned. Might be worth remembering.
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![[Post New]](/s/i/i.gif) 2020/09/24 14:25:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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In over 50 games with the wartrike, I never had the chance to fall back from anything even once
Snagga Grapple should work when the enemy falls back, not when you do.
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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. |
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![[Post New]](/s/i/i.gif) 2020/09/24 14:29:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Billagio wrote:Anyone got good conversion ideas for deffrollas? Dont think I want to spend $45 on 3 of them
I'm beyond cheap and hate the idea of upgrade sprues but if you've never bought the BW one... I'd consider at least getting 1. I actually loved mine. It's a great detailed sprue with a lot of goodies for the price. I tried the thingiverse models and alternatives and they were meh in comparison. I wish other upgrade sprues we're at the BW level.
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![[Post New]](/s/i/i.gif) 2020/09/24 14:40:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I bought 4 back in 5th edition when you could get it with a BW for the same price as the BW is without it today, and the single sprue was almost half today's sprue.
The killkannon, the rolla and the grot rigger are all great bits, but you need the killkannon before you build the turret.
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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. |
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![[Post New]](/s/i/i.gif) 2020/09/24 14:44:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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i've ALWAYS thought it should work when the enemy falls back.
It also shouldnt be a damn stratagem. I hate it when GW gives obvious base-line rules a unit should have as a stratagem instead. If its something super powerful like suddenly full rerolls, sure, but a generic ability to cause a mortal or two on a very specific scenario? dafuq.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2020/09/24 15:04:43
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Jidmah wrote:In over 50 games with the wartrike, I never had the chance to fall back from anything even once
Snagga Grapple should work when the enemy falls back, not when you do.
I'm contemplating whether I can marry "da jump" and the exceedingly fast warbikes/trike to make it impossible to leave combat without spending CP - jump the boys behind, move the bikes up front, and then close the sandwich - turn 1 and you can have them in a hold. Then I'd be available to fall back & charge with all of them (assuming the boys stay within 6" of the wartrike), allowing snagga-grapple to go off, and then the bikes & such can go charge something else.
If needed the boys can just back off, let other stuff shoot, then charge back in to finish them off.
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