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Made in au
Battlewagon Driver with Charged Engine





Okay, so reading the points page in the FW book (on the video others linked earlier) from what i'm understanding with the blurb up the top the points is including the base wargear. So in the case of the grot tank that is 35 points for the grot tank and the big shoota but you can drop the big shoota for a skorcha at the cost 10 points extra correct?

Or is it 35 + 5 then becomes 35 + 10 when you give it a skorcha. I kind of want it to be the former, as saving points is always good.

Also, the stompa with 2 droppas feels time consuming but killy. The klaw is also good for heavy targets. +4 wounds causing d3 mortals in addition to the base damage of 9 (or it looks like a 9, could be 7.)
   
Made in us
Longtime Dakkanaut




Madjob wrote:
I can't believe how completely the Warboss on Bike outclasses the Wartrike now. It's 10 points cheaper, gets Speedwaaagh! which is the main reason people brought a Wartrike, same number of attacks, +1 S, +1 Ld, only sacrificing one wound - which they can get back along with an extra attack and a 4++ thanks to having the Warboss keyword still.

As long as it had the warboss keyword.. it as going to be better... the wartrike was never a great unit.. it was at best decent.
I’m unsure if we even need to give the warboss on bike a killaklaw relic as the killsaw is decent on its own.

This message was edited 1 time. Last update was at 2020/11/01 01:53:14


 
   
Made in ca
Longtime Dakkanaut




gungo wrote:
Madjob wrote:
I can't believe how completely the Warboss on Bike outclasses the Wartrike now. It's 10 points cheaper, gets Speedwaaagh! which is the main reason people brought a Wartrike, same number of attacks, +1 S, +1 Ld, only sacrificing one wound - which they can get back along with an extra attack and a 4++ thanks to having the Warboss keyword still.

As long as it had the warboss keyword.. it as going to be better... the wartrike was never a great unit.. it was at best decent.
I’m unsure if we even need to give the warboss on bike a killaklaw relic as the killsaw is decent on its own.


It's honesty better for the cost of a relic -- which we don't really mind at all. Our relics, with the SSAG gone, aren't top notch outside of Da Killa Klaw.

But it's now super, super easy to take two if you really want. Brutal but kunnin' + kill saw gives you 5 attacks, hitting on 3s, re-rolling all hits, and flat 3 damage at str 12. (so wounding on 2s / 3s).

I think double biker boss, or maybe even one of each if you wanna have one to help infantry charge, might have some play.
   
Made in au
Battlewagon Driver with Charged Engine





Okay, so for real. What do you Ladz think of the Kustom stompa with 2 lifta droppaz. Yeah it's 900pts. But slap more dakka on it and that's 8D3 shots that wound pretty damn easily and do d3+3 damage a piece. Maybe try to cast visions on it just for kicks.

Also, a new keyword has just come to my notice. Walkerz I wonder if we're going to get some actual dread based buff characters?

This message was edited 1 time. Last update was at 2020/11/01 04:05:47


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





Nebraska, USA

Thats what i was thinking.

Sawbikerboss with the trait so he still has 3D on the charge and another with killaklaw. Give one Da Biggest Boss, you got two pretty mean green missiles.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Battlewagon Driver with Charged Engine





Okay, so silly idea. A full unit of Killa kanz, give em sparkley bitz and throw in buzzgob for that nice +1 to hit. All of a sudden you have grotz that are hitting on 2s Naturally a mork or gorkanaut hitting on 3s is likely to more actual work but having grots being stupidly accurate just makes me smile.
   
Made in ca
Gargantuan Gargant






cody.d. wrote:
Okay, so silly idea. A full unit of Killa kanz, give em sparkley bitz and throw in buzzgob for that nice +1 to hit. All of a sudden you have grotz that are hitting on 2s Naturally a mork or gorkanaut hitting on 3s is likely to more actual work but having grots being stupidly accurate just makes me smile.


Let's hope they make Kanz exempt from not gaining klan kulturs or that the grot subkultur is what grotz get instead baseline in return for not gaining Klan kulurs. Would make taking grot units more relevant beyond just Mek Gunz.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Cody.d - try Tin Heads culture or Grot mob + waaagh banner + warphead

You can buff them up pretty well both melee in shooting.

But still beerhammer option imho

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in au
Battlewagon Driver with Charged Engine





 Tomsug wrote:
Cody.d - try Tin Heads culture or Grot mob + waaagh banner + warphead

You can buff them up pretty well both melee in shooting.

But still beerhammer option imho


Though the changes to caps means you still can't get them hitting better than a 4+ in melee. Still such a shame we lost the Kustom Ammo strat from Mek mobs. Could you imagine the chaos a Naught firing twice with all it's guns and being far more accurate than any ork has a right to be.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tomsug wrote:
Cody.d - try Tin Heads culture or Grot mob + waaagh banner + warphead

You can buff them up pretty well both melee in shooting.

But still beerhammer option imho


Buzzgob is goff only and arguably better than tin 'eads.


Automatically Appended Next Post:
Personally, I find the prospective of running a goff Morkanaut that hits on 3s and can be repaired for 4 wounds per turn quite scary. Not to mention that it is hitting on 2s in melee now and each six causes another three attacks.

So basically I envision the goff dread mob to look something like this:

Thrakka
Buzzgob

3x scrapjet, korkscew

3x melee dreads, pistons
5x rokkit kanz, dirty
1 Morkanaut, sparkly bits
1 Gorkanaut, slug gubbin

This message was edited 2 times. Last update was at 2020/11/01 11:18:58


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. 
   
Made in dk
Longtime Dakkanaut




Danmark

Sadly Buzzgob dont come with a kustom force field. That would have been beastly.

This message was edited 1 time. Last update was at 2020/11/01 13:18:10


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in nl
Been Around the Block




 Jidmah wrote:
 Tomsug wrote:
Cody.d - try Tin Heads culture or Grot mob + waaagh banner + warphead

You can buff them up pretty well both melee in shooting.

But still beerhammer option imho


Buzzgob is goff only and arguably better than tin 'eads.


Automatically Appended Next Post:
Personally, I find the prospective of running a goff Morkanaut that hits on 3s and can be repaired for 4 wounds per turn quite scary. Not to mention that it is hitting on 2s in melee now and each six causes another three attacks.

So basically I envision the goff dread mob to look something like this:

Thrakka
Buzzgob

3x scrapjet, korkscew

3x melee dreads, pistons
5x rokkit kanz, dirty
1 Morkanaut, sparkly bits
1 Gorkanaut, slug gubbin


No mega/meka dreads?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Points are limited and you can't kustom-job them, so no.

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





Nebraska, USA

Yeah im kinda disappointed there werent any kustom jobs added for the FW models, or blurps saying the Meka/Mega is a legal target for certain Kustom Jobs (pistons, sparkly, dirty come to mind)

Kinda the only one i can think of that would benefit from a current kustom job that would make sense. Obviously a squad of Grottanks with Sparklybitz would be awesome but...theyre a tank not a walker and thats a walker thing.

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

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




Danmark

When exactly does the new forge world unit rules come in to action? from the moment the book is released?

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
When exactly does the new forge world unit rules come in to action? from the moment the book is released?


Officially yes. But given that the rules/points have basically been let out into the wild, as long as the people you play with know it's legit/have seen it themselves, you can play with them now.
   
Made in gb
Stabbin' Skarboy





crewe

obvs not in a tournament though until the rules are physically out. You cant play with leaked datasheets for example in that manner

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in dk
Longtime Dakkanaut




Danmark

Right. thanks friends.

I think ill play with those rules once i have gotten hold of the book myself, i preordered it this Friday when it was possible to do so.

When will you guys be using the rules? already from today?

I wonder what plans they have for the gorkanaut and morkanaut given they are right now, both more expensive than a kill tank, who is a lord of war with titanic keyword.

thats a bit odd.

This message was edited 1 time. Last update was at 2020/11/01 19:50:14


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
Right. thanks friends.

I think ill play with those rules once i have gotten hold of the book myself, i preordered it this Friday when it was possible to do so.

When will you guys be using the rules? already from today?

I wonder what plans they have for the gorkanaut and morkanaut given they are right now, both more expensive than a kill tank, who is a lord of war with titanic keyword.

thats a bit odd.


I don't see them doing much besides maybe a slight points cut, possibly letting them Fall Back and Shoot+Charge like they used to rather than just falling back and charging, and adding Ramshackle in to their ruleset. Keep in mind that they are a lot more killy than a kill tank in CC, and that they have access to kustom jobs, the HS slot, and thus easy access to klan traits that give them a lot more versatility compared to kill tanks, which need to be taken in a SH detachment to gain klan traits.

This message was edited 1 time. Last update was at 2020/11/01 19:56:16


 
   
Made in pl
Grovelin' Grot Rigger



Poland

Hi,

I have question regarding Tellyport mega-blasta. It says:

"If a model suffers any unsaved wounds from this weapon
and is not slain, roll a D6 at the end of the phase. If the
result is greater than that model’s Wounds characteristic,
it is slain".

This rule refers to remaining Wounds or starting wounds?
   
Made in ca
Gargantuan Gargant






wojtekwroc wrote:
Hi,

I have question regarding Tellyport mega-blasta. It says:

"If a model suffers any unsaved wounds from this weapon
and is not slain, roll a D6 at the end of the phase. If the
result is greater than that model’s Wounds characteristic,
it is slain".

This rule refers to remaining Wounds or starting wounds?


Starting wounds, since it's the characteristic on the datasheet, not wounds remaining. So anything that has a 6 or higher wounds characteristic would be immune to the effect.
   
Made in fr
Mekboy Hammerin' Somethin'






If you were to buy a mega dread, what weapons would you order ? 2 klaws ? 1 klaw 1 KIll Kanon ? Perhaps I should just buy all 4 arms and magnetize

This message was edited 1 time. Last update was at 2020/11/01 20:30:32


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in pl
Grovelin' Grot Rigger



Poland

That sounded too good. Thanks, I will stick to Wazbom Mega-Kannons, they look a tad better in mathhammer.
   
Made in ca
Gargantuan Gargant






 addnid wrote:
If you were to buy a mega dread, what weapons would you order ? 2 klaws ? 1 klaw 1 KIll Kanon ? Perhaps I should just buy all 4 arms and magnetize


Ideally you can just magnetize them because rules change over time, but given how expensive that is, atm I would say it's a toss-up between the klaws or saws. The main problem with the killkannon is that we can take it on a much more cost efficient and accurate platform with a Da Boomer Battlewagon, so it's sort of redundant on a Mega Dread. The Killkannon might be slightly better on a Meka-Dread since it has a base of BS4+, but it still has the same problems of it not doing much compared to other units. Mega Dreads have the ability to roll 3D6 and choose the highest, so they more or less have a slightly worse version of Ramming Speed built in, so I feel like you go all in for CC and tellyport them for a charge.
   
Made in au
Battlewagon Driver with Charged Engine





On the topic of killtanks, it's fairly tempting to take a trio of them in a heavy detachment. Yeah it's half your points (or a full army in a 1K game) but their toughness is okay, their damage is okay and they feel wonderfully cheap for what they give.

But what to run them as, usually i'd say freebootaz but sadly the stacking changes in 9th means that'll rarely be super useful unless you want to keep one or two tanks back and let the forward one try to proc the trait.

Feels like they have too many shots to make use of deffskulls properly, but the invul is nice, even though it's tempting to have a mek sitting nearby for various uses.

Hell even goffs wouldn't be that bad since they seem like they want to be in combat almost as much as they do shooting.

It's too hard to get visions off to make it worth it to my mind. Though you could use the warlord trait to proc their ram over and over again. Badmoons likewise offer some re-rolls and the +1 sv spell but it's not quite worth it.

Maybe axes so you can get cover and make it harder to be pinned down?

This message was edited 1 time. Last update was at 2020/11/01 21:16:07


 
   
Made in ca
Gargantuan Gargant






cody.d. wrote:
On the topic of killtanks, it's fairly tempting to take a trio of them in a heavy detachment. Yeah it's half your points (or a full army in a 1K game) but their toughness is okay, their damage is okay and they feel wonderfully cheap for what they give.


It certainly gives a more concrete feeling of the oldschool "Iron Krumpany" of massed Ork armour better than we could before, given that gunwagons are a joke outside of the one with Da Boomer, and Kannonwagons only recently got updated/added in. The main issue is that which IG currently deal with in terms of tank heavy builds, which is the inability to effectively contest objectives.
   
Made in fr
Mekboy Hammerin' Somethin'






 Grimskul wrote:
 addnid wrote:
If you were to buy a mega dread, what weapons would you order ? 2 klaws ? 1 klaw 1 KIll Kanon ? Perhaps I should just buy all 4 arms and magnetize


Ideally you can just magnetize them because rules change over time, but given how expensive that is, atm I would say it's a toss-up between the klaws or saws. The main problem with the killkannon is that we can take it on a much more cost efficient and accurate platform with a Da Boomer Battlewagon, so it's sort of redundant on a Mega Dread. The Killkannon might be slightly better on a Meka-Dread since it has a base of BS4+, but it still has the same problems of it not doing much compared to other units. Mega Dreads have the ability to roll 3D6 and choose the highest, so they more or less have a slightly worse version of Ramming Speed built in, so I feel like you go all in for CC and tellyport them for a charge.


Thanks ! Yeah I’ll drop the kill kanon, so what is the difference between saws and klaws ? Klaws are 3+d3 dmg, strength X2 (6 attacks if taken in a pair) but what is the saw profile ?

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Stabbin' Skarboy





crewe

 addnid wrote:
 Grimskul wrote:
 addnid wrote:
If you were to buy a mega dread, what weapons would you order ? 2 klaws ? 1 klaw 1 KIll Kanon ? Perhaps I should just buy all 4 arms and magnetize


Ideally you can just magnetize them because rules change over time, but given how expensive that is, atm I would say it's a toss-up between the klaws or saws. The main problem with the killkannon is that we can take it on a much more cost efficient and accurate platform with a Da Boomer Battlewagon, so it's sort of redundant on a Mega Dread. The Killkannon might be slightly better on a Meka-Dread since it has a base of BS4+, but it still has the same problems of it not doing much compared to other units. Mega Dreads have the ability to roll 3D6 and choose the highest, so they more or less have a slightly worse version of Ramming Speed built in, so I feel like you go all in for CC and tellyport them for a charge.


Thanks ! Yeah I’ll drop the kill kanon, so what is the difference between saws and klaws ? Klaws are 3+d3 dmg, strength X2 (6 attacks if taken in a pair) but what is the saw profile ?


Saws are str +1 so str 8, ap4, damage 2, each time it fights make 1 additional attack with the weapon. Pretty god damn awful. As with its name, its a Dread Killsaw, without the -1 to hit but its worse str than a Nob with a Killsaw. Id stick to the Klaw, there is no price difference. The 2 damage is just bad.

This message was edited 1 time. Last update was at 2020/11/01 21:25:20


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in fi
Locked in the Tower of Amareo





cody.d. wrote:
Okay, so reading the points page in the FW book (on the video others linked earlier) from what i'm understanding with the blurb up the top the points is including the base wargear. So in the case of the grot tank that is 35 points for the grot tank and the big shoota but you can drop the big shoota for a skorcha at the cost 10 points extra correct?


Not quite. It shows CHEAPEST configuration which might not be same as datasheet has on default...

Basically you take the basic price and then check if any of your wargear are mentioned in the point cost.

Now I don't know if there's any where this comes into place in ork FW book but necron codex has couple units that has gauss cannon as default wargear with option to swap it to tesla weapon. In points gauss is meanwhile the one you pay for the price...

(Really wish datasheet had cheapest as default)
   
Made in dk
Longtime Dakkanaut




Danmark

And if you pick 2 klaws, you get 1 extra attack.


About the Kill tank being cheaper than a Gorkanaut or possibly morkanaut, i dont think ive ever seen a lord of war, being cheaper than non lord of war units. Maybe its normal, i only play orks, but ive never seen it myself, thats why it struck me as completely weird.


btw im assembling Killa kanz as we speak, which of the melee weapons should it give it? Kan klaw, Drilla, or Buzzsaw?

This message was edited 3 times. Last update was at 2020/11/01 21:52:53


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
 
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