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.
2020/11/11 12:44:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Try to prioritize your ways of scoring/denying points, maybe you're underestimating this mechanics.
Learn what you need to kill/tarpit/cripple as fast as possible, what you can ignore, what you must protect and what you can sacrifice.
Automatically Appended Next Post:
Tomsug wrote: Tiberius - my simple tips how to start:
2. Have enough dakka to kill a knight a turn. Twice. The same with some horde units (check the discuss about this about 10 pages back).
3. Be mobile. Either via Da Jump and other deepstrikes, or because of the fast wheels. You need to control the board, you need to get there.
Those are not absolutes. Some tournament winning lists can't either 1-shot a knight (let alone two) or delete cheap 45+ infantries in one turn. Slow Goffs greentides could work perfectly with all footslogging dudes with no Da Jump or Tellyporta.
This message was edited 1 time. Last update was at 2020/11/11 12:47:02
2020/11/11 13:38:55
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Ah thanks for all the replies. This may change your answers, but I typically play at around 1k points - 1.5k, and then sometimes we do big 2k games.
All the Orkies I have right now are:
-Warboss in Mega Armour (I know it’s legends, our group don’t mind using them)
- Weirdboy
- Big Mek in Mega Armour
- 5x Mega Nobz
- 15x Nobz
- 10x Flash Gitz
- 2x Deff Dreads
- 1x Bonebreaka
- 3x Mek Gunz
- 30x Boyz (Nob, 19 choppas, 10 Shootas)
- 20x Gretchin
- 1x Trukk (though maybe 2, I can’t find the box though within my massive pile of shame)
Pretty sure that’s all I got atm. It was mainly stuff I like the look of, besides the Gork/Morkanaut, planes and other vehicle goodness.
My main issue is I love the walkers, the vehicles and the hordes haha so I’m not super sure on which thing to focus on, as I also like the look of a few different things in an army.
I play Goffs, though I don’t plan on bringing Ghaz any time soon, I just like the Skarboyz, extra hits on 6’s and also the fluff I’ve been coming up with for my Warboss and his weirdboy’s vision of him beating the Beast (the legitimacy of this vision though is yet to be seen Lol).
Anyway! Can I make something worth using with this miss matched collection of ladz?
This message was edited 1 time. Last update was at 2020/11/11 13:40:24
2020/11/11 14:09:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Tiberius501 wrote: Ah thanks for all the replies. This may change your answers, but I typically play at around 1k points - 1.5k, and then sometimes we do big 2k games.
All the Orkies I have right now are:
-Warboss in Mega Armour (I know it’s legends, our group don’t mind using them)
- Weirdboy
- Big Mek in Mega Armour
- 5x Mega Nobz
- 15x Nobz
- 10x Flash Gitz
- 2x Deff Dreads
- 1x Bonebreaka
- 3x Mek Gunz
- 30x Boyz (Nob, 19 choppas, 10 Shootas)
- 20x Gretchin
- 1x Trukk (though maybe 2, I can’t find the box though within my massive pile of shame)
Pretty sure that’s all I got atm. It was mainly stuff I like the look of, besides the Gork/Morkanaut, planes and other vehicle goodness.
My main issue is I love the walkers, the vehicles and the hordes haha so I’m not super sure on which thing to focus on, as I also like the look of a few different things in an army.
I play Goffs, though I don’t plan on bringing Ghaz any time soon, I just like the Skarboyz, extra hits on 6’s and also the fluff I’ve been coming up with for my Warboss and his weirdboy’s vision of him beating the Beast (the legitimacy of this vision though is yet to be seen Lol).
Anyway! Can I make something worth using with this miss matched collection of ladz?
That's not a bad start. To give you more options to play games with (and to help improve your list) I would recommend:
another pack of boys, and make them shootas so you have 20 shootas and 20 sluggas. 20 boys is a pretty good amount as it's a small enough investment but a decent unit. 30 boys can be unwieldly, especially if trying to jump. I'd always go for 3 units of 20 boys over 2 units of 30. Plus, 20 fits in a battlewagon.
Others may disagree but I'd add more trukks to your army. You have several units which do well in trukks - Meganobs, Nobs (not brilliant but still better in a trukk than out of one), flashgitz and, some may disagree further, gretchin. Grots in a trukk is a feeble unit which no-one wants to shoot - it's cheap, and weak, and no threat. But get it into the backfield, being sure not to threaten anyone or allow it to be used for charges, and it becomes a little backup unit scoring linebreaker for you every round. Plus grots can repair teleport homers, which is ace.
Gitz in a trukk, I tend to go for getting the trukk into a piece of central terrain turn 1, and then sit there. Preferably on or near an objective. Shot out of the trukk, knowing every git can see if any can, and that from turn 2 your shooting ramps up a lot. They shred heavy infantry, and do remarkably well vs tanks too. When the trukk dies, pop loot it for a 3+ save, improved to 2+ for the cover they are now stood in. I've never run 10, only 7. 7 seems a threshold for being too much of a target, any more and I feel they would never last a second turn. 7 models shooting for 2 turns does more than 10 models shooting once then disappearing. I'm a firm believer that small units slotted into lists can do remarkably large amounts of damage by virtue of being ignored in favour of targeting the bigger units.
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!
HQ - Warboss in Mega Armour w/ da biggest boss
TROOPS
- 20x Slugga Boyz
ELITES
- 4x Meganobz
- Painboy
HEAVY
- Wagon w/ Forktress
- 5x Flashgitz
TRANSPORT
- Trukk
- Trukk
One issue is that the Warboss and painboy will have to ride in one of the trucks with the mega Nobz or gitz, which seems like easy pickings at that point.
This message was edited 2 times. Last update was at 2020/11/11 14:30:41
2020/11/11 14:51:43
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
So....Megadreads might have sneakily become one of my favorite units...
175pts for a T7 16W 3+sv model that moves 8" and has 6 S14 Ap3 D3+3D melee attacks and 2 12" Assault D6 S5 AP0 flamers. That alone is pretty shwanky, but the real flair is its two rules...
This thing has Ramshackle, and with its durable statline its bound to go off from time to time unlike the stupid Trukk that dies to pokedamage and the one medium gun. It also has Mega Charge, which adds a D6 when charging and discard the lowest.
This thing coupled with 'Ere We Go and Ramming Speed can reliably make a 12" charge.... and even w/o ramming speed has a pretty dang good chance to make a charge out of Tellyporta. These things are freaking FAST! And with the bikerboss having Speedwaaagh, it can adv+charge easily
175pts is totally cheap enough to field a couple of these badboyz and Tellyport them. They have enough attacks to wreck havoc on marine units that actually have numbers, flamers for chaff, and will butcher any vehicles it happens to find. The D3+3 damage means it does not suffer any "lost wounds" from random damage BS against 3/4W targets. The fact that its flamers are AP0 kinda blows but its still 2D6 S5 autohits that feel...totally free based on its price.
You can lose 1 attack to give it a killkannon but honestly its BS5 so unlikely to do anything and also prevents it from advancing, so i'd stick with doubleklaws
This message was edited 4 times. Last update was at 2020/11/11 15:17:18
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/11/11 15:01:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
@Tiberius501: don't leave your mek gunz home. Painboy isn't a solid option unless you play a green tide. Flash gitz are flat out inferior than mek gunz. You could start with:
Which leaves you with 120-150 points to complete a 1K points list. Maybe 10 boyz and the 5th meganob. Alternatively cut the mek gunz and add 2 dreads: if you are Deathskullz give them a couple of KMBs each and they'll be a good option.
This message was edited 1 time. Last update was at 2020/11/11 15:02:17
2020/11/11 15:08:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
HQ - Warboss in Mega Armour w/ da biggest boss
TROOPS
- 20x Slugga Boyz
ELITES
- 4x Meganobz
- Painboy
HEAVY
- Wagon w/ Forktress
- 5x Flashgitz
TRANSPORT
- Trukk
- Trukk
One issue is that the Warboss and painboy will have to ride in one of the trucks with the mega Nobz or gitz, which seems like easy pickings at that point.
The list doesn't look too bad, but what are your tactics?
flashgits in a trukk want to find a place to park on turn 1, where they are in range of as much as possible and can disembark into cover. If they are coming to you, don't even move.
So that's a wagon and a trukk heading at the enemy on turn 1. If the trukk blows, surviving meganobs can turf out the boys and hop in the wagon to complete thir journey. Boys can move forwards and advance, with the warboss staying out to support them getting a charge.
Only real lack in this list is anti-tank shooting, to deal with fast tanks which can quite easily avoid meganobs.
I'm assuming you're not playing matched play as mega armour bosses are legends now so not strictly valid in matched play (obviously entirely up to you and your opponent). What relic and warlord trait are you thinking with your boss? Also, what klan are you going for?
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!
@Blackie, that sounds like a cool list idea. I really like the look of Mek gunz so any excuse to use them is good haha.
@some bloke, my group are fine with using legends in our games, most of us have units we’ve converted from a while back and want to keep using.
In terms of relics and such, I’m thinking the Killa Klaw and Follow me Ladz! And I play the Goff klan, which I know probably isn’t the greatest. It does mean I typically upgrade my boyz as Skarboyz though and I enjoy getting to roll extra hits with both my dakka and my melee.
So this is the alternate list I’m thinking, based on Blackie’s suggestions:
HQ - Warboss in Mega armour w/ Da Killa Klaw, Follow Me Ladz! in Bonebreaka
TROOPS
- 10x Slugga Boyz w/ Skarboyz upgrade, in Truck
- 10x Slugga Boyz w/ Skarboyz upgrade, in Trukk
- 10x Shoota Boyz (probably to sit on a home objective maybe? Or screen the Gunz)
ELITES
- 4x Mega Nobz in Bonebreaka
HEAVY
- Bonebreaka w/ Forktress
- 2x Mek Gunz
TRANSPORT
- Trukk
- Trukk
This message was edited 5 times. Last update was at 2020/11/11 16:23:07
2020/11/11 16:15:41
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
That's a good list, playing to the strengths of Goffs (hittin' stuff) and getting there quick to do it.
In other thoughts, I'm pondering uses of the Mob Up stratagem to speed up our boys. My current thought is to have a couple of trukks with 10 boys inside and then aim to (from turn 2 onwards) disembark them in such a way to create a conga line between the enemy and my big unit, and then mob up to make them one unit. After this, the unit can declare a charge on the enemy (which they are significantly closer to now) and be dragged along with the 2D6" charge move to get there quicker and more efficiently.
I've never seen this sort of thing used to do anything but make a bigger unit of boys, has anyone tried using mob up to create "branches" off of a central mob to assist it in making moves across the table? I'm wondering if an army built around this one, scarily fast blob of boys (evil suns or goffs? decisions decisions...) would be viable. If you had a second unit of 30 which you kept from mobbing up, they could EGT in after casualties to start the cycle anew.
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!
Tomsug wrote: Tiberius - my simple tips how to start:
2. Have enough dakka to kill a knight a turn. Twice. The same with some horde units (check the discuss about this about 10 pages back).
3. Be mobile. Either via Da Jump and other deepstrikes, or because of the fast wheels. You need to control the board, you need to get there.
Those are not absolutes. Some tournament winning lists can't either 1-shot a knight (let alone two) or delete cheap 45+ infantries in one turn. Slow Goffs greentides could work perfectly with all footslogging dudes with no Da Jump or Tellyporta.
Show me this list and I show you, how to kill knight twice... if you speak about top lists from goonhammer etc..
Afrodactyl wrote: I've adjusted my wagon list, including a jump to 2k points as lockdown boredom has finally given me the motivation to finish painting some models.
I would love to know what my fellow greenskins think and can be improved upon.
Your list looks really solid! All I would potentially suggest is that you maybe drop the KBB and replace the two Nobz with PK in your Kommando squads with regular kommandos to fit in another Shokk Jump Dragsta. This way you have a more efficient use of the kustom job for them and it makes stuff like linebreaker and engage on all fronts even more trivial for you to achieve since you have 2 guaranteed teleports into board corners. The Kommandos are unlikely to be engaging in CC anyhow so I think it's worth saving the points on the PK so you have more board control/potential anti-tank. I also typically find that KBB work best if you have at least 2 since once people know what it's capable of, if you only have one it's gone the moment it's in line of sight.
This message was edited 1 time. Last update was at 2020/11/11 23:41:55
2020/11/11 23:53:15
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Afrodactyl wrote: I've adjusted my wagon list, including a jump to 2k points as lockdown boredom has finally given me the motivation to finish painting some models.
I would love to know what my fellow greenskins think and can be improved upon.
Your list looks really solid! All I would potentially suggest is that you maybe drop the KBB and replace the two Nobz with PK in your Kommando squads with regular kommandos to fit in another Shokk Jump Dragsta. This way you have a more efficient use of the kustom job for them and it makes stuff like linebreaker and engage on all fronts even more trivial for you to achieve since you have 2 guaranteed teleports into board corners. The Kommandos are unlikely to be engaging in CC anyhow so I think it's worth saving the points on the PK so you have more board control/potential anti-tank. I also typically find that KBB work best if you have at least 2 since once people know what it's capable of, if you only have one it's gone the moment it's in line of sight.
I'll give that a try, thanks for the input.
2020/11/12 00:46:38
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Looks neat!
As already said, i would also skip on the kommando nobs.
Personally i played Da Boomer many games but i am not really sold on him.
I play very similar lists a lot with the only major change to take out Da Boomer and the KBB to field 3 Dragsta & 3 Scrapjets.
Not saying he is wortless but i had no real luck with him.
2020/11/12 01:27:46
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Grotrebel wrote: Looks neat!
As already said, i would also skip on the kommando nobs.
Personally i played Da Boomer many games but i am not really sold on him.
I play very similar lists a lot with the only major change to take out Da Boomer and the KBB to field 3 Dragsta & 3 Scrapjets.
Not saying he is wortless but i had no real luck with him.
I feel like the 4D6 shots a turn from the boomer is a little bit of a trap since unless you are firing against a horde you often don't have an optimal amount of shooting and can be very swingy similar to the SSAG of old. Unlike the SSAG, your AP and Damage are comparatively sub-par and it can be easily targeted. I feel like it needs the rerolls from Visions in the Smoke or getting the crucial S9 and AP-3 stats from being part of a BoomBoyz detachment to really make it feel like it's worth your while IMO. Gunwagons should be BS4+ base given what they're competing against in the HS slot.
2020/11/12 01:35:14
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Grotrebel wrote: Looks neat!
As already said, i would also skip on the kommando nobs.
Personally i played Da Boomer many games but i am not really sold on him.
I play very similar lists a lot with the only major change to take out Da Boomer and the KBB to field 3 Dragsta & 3 Scrapjets.
Not saying he is wortless but i had no real luck with him.
Thanks for the input.
I'm going to have a go with the KBB swapped out for another SJD (and the kommando nobs dropped to make up the points)
I've had some reasonable success with Da Boomer just treating it like a big mek gun and leaving it more or less stationary to just shell stuff. Between itself, the mek guns, buggies and the other BWs I've got some nice target saturation.
2020/11/12 07:52:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Show me this list and I show you, how to kill knight twice... if you speak about top lists from goonhammer etc..
Page 1 of this thread, there are listed the top tournament lists. Pick one of them, your preference, and show me how to guarantee to kill twice a knight in one turn.
2020/11/12 08:01:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
gungo wrote: I haven’t seen good pictures of the mek dread profile how did they Redo it’s feel no pain ability
It's just the Ramshackle rule from the Trukk ported over to them, so they no longer have a pseudo 5+ FNP that degrades, they get a 6+ save to reduce damage to 1.
It was a 4+ fnp that degraded
So this is a pretty big hit.
They did go down close to 100 points, so they are much easier to include in a list now. However they lost access to the KFF, most likely because it was never part of the model.
Ouch the kff is gone too? What’s the entire point of the meka dread.. also the meka dread body had a kff on it.
I just checked the assembly manual for my Meka Dread, and actually it is not modelled with a KFF. It does have an exposed engine and exhaust though.
right side of the body above the servo arm has the kff antenna
Those rods are listed as "power coils" on the assembly sheet. You could proxy it as a KFF, but it was clearly not intended as such since the designers removed the rule from the Meka Dread.
2020/11/12 08:05:37
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
1) How do you generally deal with Custodes? I find them frustrating to deal with and they seem to have a large pool of CP due to getting them back on 5s and 6s each.. round? i believe. And then theres the stratagems and terminators being deployed 3 inches away from me, reducing my damage by one, ignoring AP -1 and 2s, stopping my charge by X inches. All sorts of shinanigans that i have to deal with. and thats on top of the ridiculous saves of +3 and 2 i think, and good toughness and strength means great survivability and damage which means my boyz generally dont do anything at all. I had a Mek gun with a Kustom mega kannon, 4 grot tanks with Kustom mega blastas, and 4 Killa Kanz with Rokkits with sparkly bits all shooting against a venerable custodes dreadnought, and i did a total of 2 damage. It was a nightmare.
Every time i try to kill a unit of Custodes usually nothing much happens even with AP attacks. When i fight against any other army i have a general idea of what will happen before i start my action, like, you attack a deathguard player with a deff dread, i have a general idea of how much it will kill, or space marine units etc. But custodes? I have no idea, i cant predict it. often Nothing much happens. Like when i attacked the dreadnought as explained above, i expected at least 6 damage to be taken but it only took 2. Sure ive had ghaz take out 4 bikers in a single melee phase but thats not the norm, usually nothing much happens due to shields and invulsaves on +2s or 3s and such.
The maps are also considerably smaller these days so its difficult to isolate Custodes units and destroy them. Now ive had 3 matches against custodes, 2 losses, and 1 victory, but i feel like he messed up and he could have won which could be 3 losses.
I run a 2000 point Ghaz army which is not a typical army, but its sadly what i have. I have a total of 2000 thus i cant really change anything but i want to plan for the future. In general, what helpful tips do you have for fighting custodes? Also which secondaries do you take? i rarely know what secondaries to take except for engage on all fronts and maybe assassinate depending on the amount of characters when fighting custodes. My deploy scramblers failed pretty much last time.
My army:
Spoiler:
Goff detatchment:
Ghaz the man
Warboss (warlord) with kombi flamer and squig. Uses da Killa Klaw and brutal but kunning.
WeirdBoy with Da jump, Warpath or fist of gork, + smite for 1 cp.
9x boyz with slugga and choppa + a nob with powerklaw
9x boyz with shootas + a nob with powerklaw
19 boyz with sluggas and choppa + a nob with powerklaw (Skarboyz for 1 cp)
6x nobz with big choppas + a nob boss with powerklaw
3xMega nobz with powerklaw and kustom shoota
Painboy
Deff dread with 2 klaws and 2 buzzsaws
Chinork warkopta with 2x rattler kannons and big shoota
Trukk w. big shoota.
Grot mob patrol for 2CP:
Big Mek with KFF 10x Grots
3x Grot tanks with Kustom mega blasta, + a kommanda with 2 kustom mega blastas
4x Killa Kanz with Rokkit launchers, 2 of them with saws, 2 of them with klaws. Sparkly bitz for 1 CP.
1x Mek gun with Kustom Mega kannon.
I have a Warboss on Warbike and Big Trakk still in their package i havent put together yet. And a Supa Kannon. Dont know if any of that helps. I have dealt with Space marine players, but custodes really gets on my nerves.
2) How do you guys think a full Buzzgob army of 2000 point could look? What characters would you go for? Buzzgob gives no KFF so you will lose that, will you take a warboss still for the advance and charge for infantry? Will you take another Big mek for the KFF or weirdboy? How many and what infantry? What vehicles?
I ask because i want to make a Vehicle waaagh with buzzgob, and see what would be useful.
This message was edited 7 times. Last update was at 2020/11/12 08:30:08
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2020/11/12 09:23:27
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
2) How do you guys think a full Buzzgob army of 2000 point could look? What characters would you go for? Buzzgob gives no KFF so you will lose that, will you take a warboss still for the advance and charge for infantry? Will you take another Big mek for the KFF or weirdboy? How many and what infantry? What vehicles?
I ask because i want to make a Vehicle waaagh with buzzgob, and see what would be useful.
I'm afraid I have no experience vs custards so I cannot advise you there.
However, IIRC Buzzgob's abilities are to select a walker unit and give it +1 to hit, which is pretty cool. I'd be looking to use a Morkanaught for KFF cover (nice big base) and as it's a beast in both CC and shooting, especially with +1 to hit. I'd use a gorkanaught because the goff's exploding 6's can be amazing (IIRC each 6 to hit generates 3 fresh attacks, due to the klaws rules). I've also hard good things about mega/meka dreads, so might be inclined to take 2 of them. I'd cap it off with a unit of fighty dreads and a deffkilla wartrike (or bikerboss now, come to think of it) which would allow the whole army to advance and charge. If the points were around, I would then bolster with 2 units of 20 slugga boys for objective claiming, and a weirdboy with warpath to further capitalize on the goff culture of hittin' fings.
Just thrown together a potential list:
Spoiler:
Goff Spearhead Detachment: 1998pts.
HQ:
Buzzgob
Warboss on Warbike, Biggest boss, Killa Klaw, Dead Killy, Warlord
Heavy Support:
3 Deff Dreads, all: 1 klaw, 2 saw, skorcha. Dirty Gubbinz.
Gorkanaught, Orkymatic Pistons
Mega Dread, 2 rippa klaws
Mega Dread, 2 rippa klaws
Morkanaught, KFF, Sparkly bits.
Upsides of the list:
2 units of skarboys with a waaagh banner to back them up will be quite brutal.
Morkanaught, with sparkly bitz and buzzgob, hits on a 3+ when shooting. Ouch. Even effective vs fliers.
Gorkanaught + warboss can hit turn 1. Warboss because he's fast, gorkanaught because he's fast and has ramming speed.
3 dreads with -1 to hit is good. Could even tellyport them.
Good mix of anti-tank, anti-infantry and all of it 'ard as 'ell!
Downsides of the list:
Mixes infantry and vehicles, but you do need something to hold objectives. Hope the opponent gets caught up on hurting the dreads!
only 3CP left when all spent on upgrades! maybe drop scarboys, as there's a good chance of them dying to every anti-infantry thing out there! Mabe instead invest in Meganobs, who also need anti-tank to hurt, completing your redundancy taktiks.
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!
No experience against golden bananas either. I'd just like to point out that with kanz and grot tanks you are running quite a few sub-optimal choices and that there is no real shooting in your list able to kill a bunch of 3W/2+ models.
In addition, I would like to remind everyone asking for advice on their lists, that dakka has an army list forum dedicated to that. Just drop the link to your thread here, and people will follow it. It's impossible to discuss multiple lists in one thread.
On the same account, I would ask people reading those links here to actually follow them hand provide help as if they were part of this thread.
This message was edited 1 time. Last update was at 2020/11/12 09:53:07
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.
2020/11/12 10:30:16
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
2) How do you guys think a full Buzzgob army of 2000 point could look? What characters would you go for? Buzzgob gives no KFF so you will lose that, will you take a warboss still for the advance and charge for infantry? Will you take another Big mek for the KFF or weirdboy? How many and what infantry? What vehicles?
I ask because i want to make a Vehicle waaagh with buzzgob, and see what would be useful.
I'm afraid I have no experience vs custards so I cannot advise you there.
However, IIRC Buzzgob's abilities are to select a walker unit and give it +1 to hit, which is pretty cool. I'd be looking to use a Morkanaught for KFF cover (nice big base) and as it's a beast in both CC and shooting, especially with +1 to hit. I'd use a gorkanaught because the goff's exploding 6's can be amazing (IIRC each 6 to hit generates 3 fresh attacks, due to the klaws rules). I've also hard good things about mega/meka dreads, so might be inclined to take 2 of them. I'd cap it off with a unit of fighty dreads and a deffkilla wartrike (or bikerboss now, come to think of it) which would allow the whole army to advance and charge. If the points were around, I would then bolster with 2 units of 20 slugga boys for objective claiming, and a weirdboy with warpath to further capitalize on the goff culture of hittin' fings.
Just thrown together a potential list:
Spoiler:
Goff Spearhead Detachment: 1998pts.
HQ:
Buzzgob
Warboss on Warbike, Biggest boss, Killa Klaw, Dead Killy, Warlord
Heavy Support:
3 Deff Dreads, all: 1 klaw, 2 saw, skorcha. Dirty Gubbinz.
Gorkanaught, Orkymatic Pistons
Mega Dread, 2 rippa klaws
Mega Dread, 2 rippa klaws
Morkanaught, KFF, Sparkly bits.
Upsides of the list:
2 units of skarboys with a waaagh banner to back them up will be quite brutal.
Morkanaught, with sparkly bitz and buzzgob, hits on a 3+ when shooting. Ouch. Even effective vs fliers.
Gorkanaught + warboss can hit turn 1. Warboss because he's fast, gorkanaught because he's fast and has ramming speed.
3 dreads with -1 to hit is good. Could even tellyport them.
Good mix of anti-tank, anti-infantry and all of it 'ard as 'ell!
Downsides of the list:
Mixes infantry and vehicles, but you do need something to hold objectives. Hope the opponent gets caught up on hurting the dreads!
only 3CP left when all spent on upgrades! maybe drop scarboys, as there's a good chance of them dying to every anti-infantry thing out there! Mabe instead invest in Meganobs, who also need anti-tank to hurt, completing your redundancy taktiks.
Thanks friend, your advice is good. I like the list already and can fill out a few gaps here and there. While you dont have experience with Buzzgob, do you think this list could work better than a potential Deathskulls list? Im assuming that deathskulls are, in general, the main mech army otherwise, but i hope that Buzzgobs Goffs mechs can contest that first place.
Automatically Appended Next Post:
Jidmah wrote: No experience against golden bananas either. I'd just like to point out that with kanz and grot tanks you are running quite a few sub-optimal choices and that there is no real shooting in your list able to kill a bunch of 3W/2+ models.
In addition, I would like to remind everyone asking for advice on their lists, that dakka has an army list forum dedicated to that. Just drop the link to your thread here, and people will follow it. It's impossible to discuss multiple lists in one thread.
On the same account, I would ask people reading those links here to actually follow them hand provide help as if they were part of this thread.
Sorry, I just thought my question was fit for here. I dont understand, Jidmah what you mean about dropping a link to my thread?
Do you mean i should make another thread in the list section of the forum, if it has such a thing, and then drop a link here to that thread?
Im a little confused.
But yea sadly the enemy tends to eat my grot tanks and Killa Kanz for the Bring em Down secondary as well as my Chinork, yet surprisingly they all tend to survive well in to turn 3. Sometimes my Killa kanz dont die at all, but still, yea they are both generally sub optimal. I am thinking about going for maybe a kannonwagon or something else. My Grot tanks are intended to become Mek Gunz, but they havent been converted yet.
This message was edited 3 times. Last update was at 2020/11/12 10:35:05
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2020/11/12 11:06:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
If Custodes are generally summed up as 3W 2+sv models, then I'd be looking to use:
1: Rokkits, rokkits, rokkits! flat damage 3 and -2AP, they'll connect well.
2: Deff Dreads - klaw attacks are flat 3 damage, and decent AP.
3: Loads of boys - in a horde list, not in addition to vehicles. I seem to recall that custodes have very few models, so should struggle to deal with over 100, and won't do well at taking objectives.
4: smasha guns, they are great for sniping elite models, and on occasion you get 6 models clumped up for guaranteed 3 shots!
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!
Beardedragon wrote: Do you mean i should make another thread in the list section of the forum, if it has such a thing, and then drop a link here to that thread?
Correct. Usually posting lists here is not a problem, but right now we have four people asking for advice with their lists and this simply doesn't work.
But yea sadly the enemy tends to eat my grot tanks and Killa Kanz for the Bring em Down secondary as well as my Chinork, yet surprisingly they all tend to survive well in to turn 3. Sometimes my Killa kanz dont die at all, but still, yea they are both generally sub optimal. I am thinking about going for maybe a kannonwagon or something else. My Grot tanks are intended to become Mek Gunz, but they havent been converted yet.
The issue is more that you get preciously little shooting out of your points compared to a naut or a 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.
2020/11/12 12:47:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Who here thinks we will be getting new models for boyz, like necron got with their warriors ? There was a rumor some time in a not too far distant past...
I am debating buying 30 boyz from a friend at a not too bad price.
I think there may be others here facing the same dilemma. Sorry I know it has little to do with taktiks
This message was edited 1 time. Last update was at 2020/11/12 12:48:27
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2020/11/12 13:15:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
addnid wrote: Who here thinks we will be getting new models for boyz, like necron got with their warriors ? There was a rumor some time in a not too far distant past...
I am debating buying 30 boyz from a friend at a not too bad price.
I think there may be others here facing the same dilemma. Sorry I know it has little to do with taktiks
As much as Id like it to be true (id happily trade in my Boyz for new sculpts) I dont think its happening, it could be a second in command type character as when they previewed the ork it was with other commanders, the new Sisters Palatine, the Skitarii Primus, that new Deathguard HQ and Lelith for DE. My hope is that they bring out new Boyz, Kommandos/Tankbustas and maybe even redo the Burna/Lootas whilst they are at it and then get that Big Mek with KFF out.
i have around 380 Boyz but I only use about 90 of them and ive updated them with new heads from the Ironjaw range, kommando backpacks from FW, all of them have spent ammo cases (I raid bits sites as soon as they are up for new spent casings), unique looking shootas (swapping ammo mags/belts, changing the barrel, using exhausts as barrels etc) and they look miles better for it. Im already on the fence about selling all but the 90 boys ive updated.
How many kans can a killa kan kill if a killa kan can kill kans?
2020/11/12 13:26:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I don’t want to crowd this space with more army lists but I would like to ask if spending the points on trucks or more boyz is better? For the price of 20 boyz and 2 trukks, I could have 40 boyz. Are the trukks worth losing out on that many bodies and attacks?
EDIT: tbf I’m only looking at power, they’re cheaper in points so that makes more sense. But if I were using power, a Trukk is 4 power, the same as 10 boyz. Which is more worth it?
This message was edited 1 time. Last update was at 2020/11/12 13:28:16
2020/11/12 14:01:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
my money is that new "boy" model we know about isnt boyz but something between boyz and nobz. I.e. our "primaris boyz"
They really wont gain anything by releasing new boy sculpts. Unless you are just starting out every ork player has hundreds of boyz, as its super easy to get a ton of them for dirt cheap even today.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2020/11/12 14:05:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Tiberius501 wrote: I don’t want to crowd this space with more army lists but I would like to ask if spending the points on trucks or more boyz is better? For the price of 20 boyz and 2 trukks, I could have 40 boyz. Are the trukks worth losing out on that many bodies and attacks?
EDIT: tbf I’m only looking at power, they’re cheaper in points so that makes more sense. But if I were using power, a Trukk is 4 power, the same as 10 boyz. Which is more worth it?
That depends on what you want the unit to do, and what army it is with.
In a pure foot army, 2 trukks will draw all the anti-tank. In a vehicle list, 2 units of 20 boys will draw all the anti infantry.
If you have a taktik involving the trukk, then it's an option - I am wondering about using trukks of shoota boys to help me maneuver a big blob of boys (put trukks tactically around boys, when the 10 boys get out they can mob up with the big unit and dramatically reduce charges, increase chances of surrounding the unit to stay in combat, being in range of a warboss, etc.) and if they don't need to, then it's time for shootas to roll around scoring objectives and being a nuisance. Still has the issue of being vehicles in an infantry heavy list, though, so it's not ideal.
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!
Vineheart01 wrote: my money is that new "boy" model we know about isnt boyz but something between boyz and nobz. I.e. our "primaris boyz"
They really wont gain anything by releasing new boy sculpts. Unless you are just starting out every ork player has hundreds of boyz, as its super easy to get a ton of them for dirt cheap even today.
So Skarboyz pretty much its not just goffs who have them, but goffs have the highest ratio of them due to their highly aggressive nature.
How many kans can a killa kan kill if a killa kan can kill kans?