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![[Post New]](/s/i/i.gif) 2020/11/19 21:48:14
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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Yes, the threshold is 18+ and all wagons have 16
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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) 2020/11/19 22:49:26
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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cody.d. wrote:I can't remember, but Kannonwagons would fit under the lower casting value for Visions correct?
Correct.
They shred. I got the chance to test one out Sunday, and just based on how it did on that matchup alone, I would probably consider it an A tier unit for us.
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![[Post New]](/s/i/i.gif) 2020/11/19 22:52:54
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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Really does seem like you could make a decent artillery based army now with orks. Da boomer alongside 3 Kannon wagons, maybe a trio of dakka killtanks to take care of infantry killing and be frontline units
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![[Post New]](/s/i/i.gif) 2020/11/19 22:58:56
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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cody.d. wrote:Really does seem like you could make a decent artillery based army now with orks. Da boomer alongside 3 Kannon wagons, maybe a trio of dakka killtanks to take care of infantry killing and be frontline units
If you were looking to try out a <CLAN> that doesn't normally get play, Blood Axes would actually be really cool for that army.
The kannonwagons might actually stay outside of 18", so could actually get a 2+ save. In addition, that army is very susceptible to being tagged, which is no longer an issue, since the Wagons can fallback and shoot, and the Kill Tanks can fallback, shoot *and* charge, since titantic can fallback and shoot.
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![[Post New]](/s/i/i.gif) 2020/11/19 23:13:22
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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tulun wrote:cody.d. wrote:Really does seem like you could make a decent artillery based army now with orks. Da boomer alongside 3 Kannon wagons, maybe a trio of dakka killtanks to take care of infantry killing and be frontline units
If you were looking to try out a <CLAN> that doesn't normally get play, Blood Axes would actually be really cool for that army.
The kannonwagons might actually stay outside of 18", so could actually get a 2+ save. In addition, that army is very susceptible to being tagged, which is no longer an issue, since the Wagons can fallback and shoot, and the Kill Tanks can fallback, shoot *and* charge, since titantic can fallback and shoot.
That's a really good point. For once we have units that don't want to be THAT close and have the range to take advantage of the BA rules. Huh, never think I'd see something viable with BA until we got a new codex, tanks are back on the menu boyz!
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![[Post New]](/s/i/i.gif) 2020/11/19 23:20:07
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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May have to mathhammer that out later. But yeah, making the kannon wagons to look like looted basilisks is also very fun fluffy BA style. Though I sort of feel the killtanks can fit into pretty much every single klan with relative ease.
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![[Post New]](/s/i/i.gif) 2020/11/20 01:49:30
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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So this is 1130 points:
Blood axes
Bike boss
KFF Mek
3x 10 grots
2x Kannon wagon
1x Da Boomer
Kill Tank w/ Giga
There’s probably a real list there for beer hammer.
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![[Post New]](/s/i/i.gif) 2020/11/20 02:05:37
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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tulun wrote:So this is 1130 points:
Blood axes
Bike boss
KFF Mek
3x 10 grots
2x Kannon wagon
1x Da Boomer
Kill Tank w/ Giga
There’s probably a real list there for beer hammer.
For extra lols and points add more grots and a weirdboy. Then not only are you launching shells at the enemy but random units of grots just to irritate and distract them as you bombard their lines while keeping your tanks out of close combat.
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![[Post New]](/s/i/i.gif) 2020/11/20 04:17:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Heroic Senior Officer
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I'm glad I ordered 3 supakannon from FW now. Honestly my plan was a sort of tank list that could actually fight without much infantry, and I figured it was one of the only ways to really get much use out of blood axes. Keep in mind I doubt this would win a serious event, but it'd be funny to see. I call it "Kunnin but brutal but kunnin"
Big mek gets the finkin cap so he can either reposition the scrapjets and the bikerboss, or some of the gunwagons. The boyz go into deepstrike for 2cp total, you now have two mobs who can show up wherever as well as two small kommando squads for secondaries. Shokkjumps provide accurate fire and objectives. Boss and the scrapjets distract the enemy for your kannonwagons and Shokkjumps to kill things and your boys to grab objectives. Overall it might not be the best but I imagine it would throw your average player seriously off balance, as it is not what you think of for orks in the slightest. The sheer amount of unusual mobility and flexibility, along with most guns being bs4+ for orks is a cool combo, I'm excited to try it.
Yeah you burn 9 cp before the game even starts, that's definitely a bit of a flaw. But it's enough to do a clutch fight twice, supercharge kff, or bring back a boyz mob, which may be all you need. I'm not an expert on orks though, honestly 90% of this strategy is to mess with my local store as much as humanly possible, I know it's got some flaws.
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This message was edited 2 times. Last update was at 2020/11/20 04:39:15
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2020/11/20 04:45:13
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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MrMoustaffa wrote:I'm glad I ordered 3 supakannon from FW now. Honestly my plan was a sort of tank list that could actually fight without much infantry, and I figured it was one of the only ways to really get much use out of blood axes. Keep in mind I doubt this would win a serious event, but it'd be funny to see. I call it "Kunnin but brutal but kunnin"
Big mek gets the finkin cap so he can either reposition the scrapjets and the bikerboss, or some of the gunwagons. The boyz go into deepstrike for 2cp total, you now have two mobs who can show up wherever as well as two small kommando squads for secondaries. Shokkjumps provide accurate fire and objectives. Boss and the scrapjets distract the enemy for your kannonwagons and Shokkjumps to kill things and your boys to grab objectives. Overall it might not be the best but I imagine it would throw your average player seriously off balance, as it is not what you think of for orks in the slightest. The sheer amount of unusual mobility and flexibility, along with most guns being bs4+ for orks is a cool combo, I'm excited to try it.
Yeah you burn 9 cp before the game even starts, that's definitely a bit of a flaw. But it's enough to do a clutch fight twice, supercharge kff, or bring back a boyz mob, which may be all you need. I'm not an expert on orks though, honestly 90% of this strategy is to mess with my local store as much as humanly possible, I know it's got some flaws.
As a possible refinement what do you think of making the patrol evil sunz? the shokkjumps want to be advancing so it makes them more accurate, the boyz want to be charging so it makes them reliable, same with the Kommandos. If you don't intend to have the boss making vehicles advance and charge you can swap detachments with him and the mek for even FASTA charges from him.
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![[Post New]](/s/i/i.gif) 2020/11/20 05:29:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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I'm just glad I have an excuse to use my looted tanks as kannon wagons now. They've been collecting dust for a full edition, now at long last they get their explosive time in the sun.
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![[Post New]](/s/i/i.gif) 2020/11/20 05:47:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Grotrebel - deathskulls scrapjets are far superior. Invu and rerolls shifts them to totaly different level. But I totaly understand what you mean. I tried Evil Sunz for the same reason as well. Not so good...
Well, I add to the core same like you 2 important parts
1. 3x5 kommandos to do secondaries
2. 2 transports with some infantry and character inside to move to the midle, sit on the objective die slowly, obsec etc. I think, it is an important task, to have some sitting ducks that holds in 9th.
Back to the scrapjets - deepstriking them is definitely an option. I try it today and write a feedback
Flyiers - there was a list with 4 flyiers from some tournament aprox 10-15 pages back. That inspired me. But since then nothing. That is right. But honestly, I play flyiers last 2 years and I like them. They fear enemy a lot, soak all fire but criple it little with -1 to hit and can do a huge damage. The fact I' ve found in 8th was, that you need 3 of them. They will kill you 2 in 1st turn and than you can do something. Due the changes in army building, I' ve skipped the 3rd flyier and keep myself on 2. And it is a margin solution.
However their mobility and now the Eadbutt gives them a great power totaly disrupt opponents plans and kill important stuff. That is the reason why everybody shoot at them. They are scared like a hell and they know why.
So one flyiers sucks 100%. Two are 50% and 4 is crazy option due the huge price. But crazy option needs to be tried. 4th jet is my project for January, so wait, I' ll write a report
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![[Post New]](/s/i/i.gif) 2020/11/20 07:29:40
Subject: Re: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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I like tandem flyers like Wazbom with KFF and a Bomber. Decent durability, threatlevel and large footprint are all nice features. They´re a mix tool to control the opponents actions rather than board control or front line fighters.
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![[Post New]](/s/i/i.gif) 2020/11/20 08:28:14
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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cody.d. wrote: I sort of feel the killtanks can fit into pretty much every single klan with relative ease.
The issue is you need to take 3 to benefit from the klan abilities, so you can fit them in a super heavy detachment. Super heavy auxiliary detachment deletes LOW klan abilities; despite keeping the keyword, so you can give visions of the smoke to an evil sunz Kill Tank chosen in a super heavy aux detachment for example. Or Ghaz can give reroll 1s to hit to a goff kill tank (they are pretty good in cc these kill tanks).
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This message was edited 3 times. Last update was at 2020/11/20 08:29:56
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![[Post New]](/s/i/i.gif) 2020/11/20 09:04:37
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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SemperMortis wrote: Blackie wrote: Canadian 5th wrote:The Big Shoota could go and be Orky the other GW approved away. 1d6 shots, AP d3, Dd3 with all other stats staying the same. Sometimes you get 6 shots, AP -3, D3 other times 1 shots, AP -1, D1. It's fun because it's random.
*Note that this is pure sarcasm and not an actual idea anybody should embrace.*
Big shootas/dakkaguns simply need to be AP-1. Makes also sense, since they are S5 and quite big.
Maybe with a stratagem to make them AP-2 and D2, like the Sisters' blessed bolts. That could be fun on a Gunwagon or a 5 man squad of Kanz. Alternatively AP-2 or +1 to hit or damage if they fire within half range could be nice as well.
The Heavy Bolter is the Imperial equivalent of the Big Shoota. 3 shots, -1AP 2dmg. 10pts. 3 shots, 2 hits, against T4 3+ thats 1.33 wounds and 0.67 unsaved wounds which average 1.33dmg a turn.
For the same price we can currently take 2 big shootas, basically 7 shots ( DDD) 2.33 hits, 1.55 wounds and .52dmg a turn.
if they gained -1 AP the numbers chance to .77dmg a turn, or a bit more than 1/2 what the Heavy Bolter does. So the question becomes, do you add more shots or do you give it 2dmg on top of getting -1AP. Otherwise yet again, the ork equivalent weapon is significantly worse. And from an ork perspective I think the correct answer is, give it more shots.
I know people some people don't like it, but I want more dice for my orkz, I can not stand that the official GW sanctioned DAKKA faction has less shots than the damn elite space marines, doesn't make any sense.
To be honest Heavy Bolters always had better AP than big shootas (AP4 vs AP5) and they've always been a bit more expensive. But since SM can have doctrines to boost the AP and now HB are D2 I don't see why big shootas shouldn't be AP-1. A weapon that costs 5 points sounds already fine with 3 S5 shots: 10 points D2 and Heavy vs 5 points D1 and Assault IMHO is fair, as long as both have AP-1. In the orky perspective, rather than firing more shots, the correct answer can be cheaper and without the penalty for moving and firing, since ork weapons are made from scrap and they don't really aim anyway.
SM are definitely able to bring massive firepower but pointswise we do have more dakka. A guy with a big shoota costs 13 points, a SM with a HB is 28, which means for the same points we can already have more than twice the shots comparing boyz with big shootas vs marines with heavy bolters, even if both weapons fire 3 shots each.
And I'm against rolling tons of dice with little effort. 6 Scrapjets already fire 84 big shootas shots (counting DDD) for the "great" result of 12 dead GEQ or 3 primaris. That's already a massive amount of dice rolling, I'd rather make it more deadly than doubling the shots. 168 dice to kill 20ish GEQs or 6 primaris? No thanks.
Automatically Appended Next Post:
Scactha wrote:I like tandem flyers like Wazbom with KFF and a Bomber. Decent durability, threatlevel and large footprint are all nice features. They´re a mix tool to control the opponents actions rather than board control or front line fighters.
They're both good options, I disagree with people saying they are not worthy in 9th. It's the dakkajet that probably aged, mostly because it lost the synergy with the archetype of the competitive 8th Freeboota list.
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This message was edited 3 times. Last update was at 2020/11/20 11:46:02
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![[Post New]](/s/i/i.gif) 2020/11/20 10:34:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Stabbin' Skarboy
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Blackie wrote:SemperMortis wrote: Blackie wrote: Canadian 5th wrote:The Big Shoota could go and be Orky the other GW approved away. 1d6 shots, AP d3, Dd3 with all other stats staying the same. Sometimes you get 6 shots, AP -3, D3 other times 1 shots, AP -1, D1. It's fun because it's random.
*Note that this is pure sarcasm and not an actual idea anybody should embrace.*
Big shootas/dakkaguns simply need to be AP-1. Makes also sense, since they are S5 and quite big.
Maybe with a stratagem to make them AP-2 and D2, like the Sisters' blessed bolts. That could be fun on a Gunwagon or a 5 man squad of Kanz. Alternatively AP-2 or +1 to hit or damage if they fire within half range could be nice as well.
The Heavy Bolter is the Imperial equivalent of the Big Shoota. 3 shots, -1AP 2dmg. 10pts. 3 shots, 2 hits, against T4 3+ thats 1.33 wounds and 0.67 unsaved wounds which average 1.33dmg a turn.
For the same price we can currently take 2 big shootas, basically 7 shots ( DDD) 2.33 hits, 1.55 wounds and .52dmg a turn.
if they gained -1 AP the numbers chance to .77dmg a turn, or a bit more than 1/2 what the Heavy Bolter does. So the question becomes, do you add more shots or do you give it 2dmg on top of getting -1AP. Otherwise yet again, the ork equivalent weapon is significantly worse. And from an ork perspective I think the correct answer is, give it more shots.
I know people some people don't like it, but I want more dice for my orkz, I can not stand that the official GW sanctioned DAKKA faction has less shots than the damn elite space marines, doesn't make any sense.
To be honest Heavy Bolters always have better AP than big shootas (AP4 vs AP5) and they've always been a bit more expensive. But since SM can have doctrines to boost the AP and now HB are D2 I don't see why big shootas shouldn't be AP-1. A weapon that costs 5 points sounds already fine with 3 S5 shots: 10 points D2 and Heavy vs 5 points D1 and Assault IMHO is fair, as long as both have AP-1. In the orky perspective, rather than firing more shots, the correct answer can be cheaper and without the penalty for moving and firing, since ork weapons are made from scrap and they don't really aim anyway.
SM are definitely able to bring massive firepower but pointswise we do have more dakka. A guy with a big shoota costs 13 points, a SM with a HB is 28, which means for the same points we can already have more than twice the shots comparing boyz with big shootas vs marines with heavy bolters, even if both weapons fire 3 shots each.
And I'm against rolling tons of dice with little effort. 6 Scrapjets already fire 84 big shootas shots (counting DDD) for the "great" result of 12 dead GEQ or 3 primaris. That's already a massive amount of dice rolling, I'd rather make it more deadly than doubling the shots. 168 dice to kill 20ish GEQs or 6 primaris? No thanks.
Automatically Appended Next Post:
Scactha wrote:I like tandem flyers like Wazbom with KFF and a Bomber. Decent durability, threatlevel and large footprint are all nice features. They´re a mix tool to control the opponents actions rather than board control or front line fighters.
They're both good options, I disagree with people saying they are not worthy in 9th. It's the dakkajet that probably aged, mostly because it lost the synergy with the archetype of the competitive 8th Freeboota list.
Yeah I fully agree, I dont think Big Shootas should be over 4 shots, atleast keep them on par with Ironhail Heavy Stubbers and keep the price how it is now. 6 Shots will just inflate the time to roll and usually knowing Orks, amounts to not much gain. If they gave use some new toys to fight Primaris solely like a new Boyz unit that can take Big Choppas for every 5/10 models or gain access to a larger array of special weapons like Deffguns/Burnas.
Or what if they give Big Choppas a damage spill over mechanic to represent the Nob just making great cleaves with it. I think there is lots that GW COULD do in our new Codex, we just have to trust that they have revised our options and gave them a nice boost instead of leaving them how are are for countless editions.
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/11/20 11:38:26
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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I'm glad to hear about the kannonwagon being useful on the tabletop.
That option will give me a use for the looted Rhino with earthshaker gun that I built years back!
I think Choppas could use some AP, at least AP -1 on the charge. Seeing a bunch of Nobz bounce off a squad of Necron Warriors was quite dissapointing in my last game.
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![[Post New]](/s/i/i.gif) 2020/11/20 14:14:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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the fact that you can charge boyz across the field, lose most of them, and when you finally get there and start hitting, doing your thing, then it becomes meh due to no AP, that sucks.
Everyone seemingly has a lot of AP on melee weapons, why shouldnt we? Orks are made for attacking, not defending, so hopefully there will be a -1AP on Choppas, and -2AP on Big Choppas.
I also kinda feel like Mega Nobz should be toughness 5. A thought that occured to me was like, Maybe boyz 4, Nobz 5, Mega Nobz 5. In any case, Mega Nobz shouldnt stay at 4. Terminators who are only toughness 4 at least retain a good balistic skill, making them killy at all ranges. Mega Nobz with their Ballistic skill couldnt hit a barn in front of them, the least they could do would be more duable since their ranged powers are terrible and their movement is terrible. Or they could be given the Deepstrike ability by default instead.
I also dont understand why our regular ranged attacks have to hit on 5s. I was told we have a lot of shots to make up for it, but do we really have many more shots than anyone else? I dont feel like we do, so we just seem to have terrible shooting over all. Dakka Dakkas dont feel like they occur often enough for me to thinking BS 5 would make sense.
And to top that off, again, many ranged attacks we have dont even have -AP.
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This message was edited 3 times. Last update was at 2020/11/20 14:24:47
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2020/11/20 15:17:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Stabbin' Skarboy
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Beardedragon wrote:the fact that you can charge boyz across the field, lose most of them, and when you finally get there and start hitting, doing your thing, then it becomes meh due to no AP, that sucks.
Everyone seemingly has a lot of AP on melee weapons, why shouldnt we? Orks are made for attacking, not defending, so hopefully there will be a -1AP on Choppas, and -2AP on Big Choppas.
I also kinda feel like Mega Nobz should be toughness 5. A thought that occured to me was like, Maybe boyz 4, Nobz 5, Mega Nobz 5. In any case, Mega Nobz shouldnt stay at 4. Terminators who are only toughness 4 at least retain a good balistic skill, making them killy at all ranges. Mega Nobz with their Ballistic skill couldnt hit a barn in front of them, the least they could do would be more duable since their ranged powers are terrible and their movement is terrible. Or they could be given the Deepstrike ability by default instead.
I also dont understand why our regular ranged attacks have to hit on 5s. I was told we have a lot of shots to make up for it, but do we really have many more shots than anyone else? I dont feel like we do, so we just seem to have terrible shooting over all. Dakka Dakkas dont feel like they occur often enough for me to thinking BS 5 would make sense.
And to top that off, again, many ranged attacks we have dont even have - AP.
I think with Meganobs if they choose to be equipped with any ranged weapon they should get a gitfinda aswell, they have targeters on the guns. And if you give them the stikkbombs just allow them to fire them in additional to the shoota. That doesn't do much for them but it's a good start. I really think Meganobs should be a wound more than a Terminator. Space Marines always got their invun instead of the extra wound so it should remain that way. And I a strong believer that DDD should just gen extra hits, not attack rolls.
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This message was edited 1 time. Last update was at 2020/11/20 15:17:46
How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/11/20 15:18:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Heroic Senior Officer
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cody.d. wrote: MrMoustaffa wrote:I'm glad I ordered 3 supakannon from FW now. Honestly my plan was a sort of tank list that could actually fight without much infantry, and I figured it was one of the only ways to really get much use out of blood axes. Keep in mind I doubt this would win a serious event, but it'd be funny to see. I call it "Kunnin but brutal but kunnin"
Big mek gets the finkin cap so he can either reposition the scrapjets and the bikerboss, or some of the gunwagons. The boyz go into deepstrike for 2cp total, you now have two mobs who can show up wherever as well as two small kommando squads for secondaries. Shokkjumps provide accurate fire and objectives. Boss and the scrapjets distract the enemy for your kannonwagons and Shokkjumps to kill things and your boys to grab objectives. Overall it might not be the best but I imagine it would throw your average player seriously off balance, as it is not what you think of for orks in the slightest. The sheer amount of unusual mobility and flexibility, along with most guns being bs4+ for orks is a cool combo, I'm excited to try it.
Yeah you burn 9 cp before the game even starts, that's definitely a bit of a flaw. But it's enough to do a clutch fight twice, supercharge kff, or bring back a boyz mob, which may be all you need. I'm not an expert on orks though, honestly 90% of this strategy is to mess with my local store as much as humanly possible, I know it's got some flaws.
As a possible refinement what do you think of making the patrol evil sunz? the shokkjumps want to be advancing so it makes them more accurate, the boyz want to be charging so it makes them reliable, same with the Kommandos. If you don't intend to have the boss making vehicles advance and charge you can swap detachments with him and the mek for even FASTA charges from him.
Good idea, hadn't thought of that. Was mainly thinking just pure blood axes from a thematic point and being able to just deepstrike the boyz but that could work well. Basically the idea was you have a ton of vehicles dedicated to killing things that can't be tied ip and the infantry don't need rides, they just show up wherever you need them, no pysker power or transports needed.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2020/11/20 15:20:14
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 am expecting them to goto 4w.
We are just in this extremely annoying period of Marines/Necrons getting "upscaled weapons and stats" but nobody else so it feels incredibly unfair.
I wish GW would stop doing this. I was semi fine with it with 8th because it was a major design shift initially but this time it just feels artificially forcing the same issue of "until you get your new codex, you suck"
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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) 2020/11/20 15:43:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Tournament style Goff list vs something a kin to a silver tide.
(only the first half is the game, they answer questions after)
https://www.youtube.com/watch?v=MtFkxycfkAo
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![[Post New]](/s/i/i.gif) 2020/11/20 15:52:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Blackie wrote:SemperMortis wrote: Blackie wrote: Canadian 5th wrote:The Big Shoota could go and be Orky the other GW approved away. 1d6 shots, AP d3, Dd3 with all other stats staying the same. Sometimes you get 6 shots, AP -3, D3 other times 1 shots, AP -1, D1. It's fun because it's random.
*Note that this is pure sarcasm and not an actual idea anybody should embrace.*
Big shootas/dakkaguns simply need to be AP-1. Makes also sense, since they are S5 and quite big.
Maybe with a stratagem to make them AP-2 and D2, like the Sisters' blessed bolts. That could be fun on a Gunwagon or a 5 man squad of Kanz. Alternatively AP-2 or +1 to hit or damage if they fire within half range could be nice as well.
The Heavy Bolter is the Imperial equivalent of the Big Shoota. 3 shots, -1AP 2dmg. 10pts. 3 shots, 2 hits, against T4 3+ thats 1.33 wounds and 0.67 unsaved wounds which average 1.33dmg a turn.
For the same price we can currently take 2 big shootas, basically 7 shots ( DDD) 2.33 hits, 1.55 wounds and .52dmg a turn.
if they gained -1 AP the numbers chance to .77dmg a turn, or a bit more than 1/2 what the Heavy Bolter does. So the question becomes, do you add more shots or do you give it 2dmg on top of getting -1AP. Otherwise yet again, the ork equivalent weapon is significantly worse. And from an ork perspective I think the correct answer is, give it more shots.
I know people some people don't like it, but I want more dice for my orkz, I can not stand that the official GW sanctioned DAKKA faction has less shots than the damn elite space marines, doesn't make any sense.
To be honest Heavy Bolters always had better AP than big shootas (AP4 vs AP5) and they've always been a bit more expensive. But since SM can have doctrines to boost the AP and now HB are D2 I don't see why big shootas shouldn't be AP-1. A weapon that costs 5 points sounds already fine with 3 S5 shots: 10 points D2 and Heavy vs 5 points D1 and Assault IMHO is fair, as long as both have AP-1. In the orky perspective, rather than firing more shots, the correct answer can be cheaper and without the penalty for moving and firing, since ork weapons are made from scrap and they don't really aim anyway.
SM are definitely able to bring massive firepower but pointswise we do have more dakka. A guy with a big shoota costs 13 points, a SM with a HB is 28, which means for the same points we can already have more than twice the shots comparing boyz with big shootas vs marines with heavy bolters, even if both weapons fire 3 shots each.
And I'm against rolling tons of dice with little effort. 6 Scrapjets already fire 84 big shootas shots (counting DDD) for the "great" result of 12 dead GEQ or 3 primaris. That's already a massive amount of dice rolling, I'd rather make it more deadly than doubling the shots. 168 dice to kill 20ish GEQs or 6 primaris? No thanks.
2 Boyz with big shootas with -1AP = 26pts compared to SM with Heavy bolter 28pts.
Heavy bolter is 3 shots, 2 hits, 1.33 wounds, .67 unsaved wounds for 1.33 dmg
Boyz = 6 shots, 2.33 hits, 1.55 hits for .77dmg
That is why just giving Big shootas -1 isn't enough. The difference between them is 2pts but the dmg difference is the heavy bolter Marine being 72% better.
I understand that 5pts for 3 S5 shots sounds good but you have to factor in the piss poor BS and the durability issue. Both have 2 wounds, both are T4, the difference is the Marine is 3x more durable vs small arms fire while the orkz are twice as hard to kill with 2dmg weapons due to 2 models.
5 shots with -1 AP as I showed above is about equal with a Heavy bolter. The issue I see is that GW will probably than make Ork big shootas go up in price even though it doesn't make sense to.
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![[Post New]](/s/i/i.gif) 2020/11/20 22:35:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Ok next game vs IG today.
Big Trakk is perfect. These +2”vs Trukk makes a significant difference between T1 objective taken or not.
And 2 Big shootas and spiked ram do some damage. Small, but help to be annoying and clear some last guardsmans etc. I really like it. Worth the points againts the Trukk.
I tried deepstriking Scrapjets and well, it makes sence. Not always but valid option. Keep them safe but lost a turn of fire. Deepstrike gets scrapjets close to the enemy and fast into CC so definitely with corkscrew. Today I used it a lot.
Kaptin Badrukk is a badass! Sit on the objective and killing the tanks with last wounds like the sitting ducks
The key to win with dragstas and scrapjets cover well, keep back and shoot on longer distance! Do not rush forward.
And generaly - holding 2 objectives is absolutely alright. You don' t need more. Keep 2 of them and shoot to one pr 2 others from the cover to deny them to your opponent. Nonsence rush to take third objective almost costed me a game today and I was almost tablet. I won on points from secondaries, because my 5 SMG and grots and the rest of the army controlled the board and succesfully deny opponent his secondaries. Just 9 points difference and thanks good screen, he failed Scramblers...
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This message was edited 1 time. Last update was at 2020/11/20 22:39:43
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![[Post New]](/s/i/i.gif) 2020/11/21 10:57:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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He took meganobz with shootas instead of double saw, and the bull charge psy power for his weird boy... Why ??
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This message was edited 1 time. Last update was at 2020/11/21 10:57:28
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2020/11/21 11:16:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Loving that I can dust off my old looted wagons and rebrand them as bigtrakks or kannonwagons.
for 1030 points you can get a spearhead with 2 supa-kannon bigtrakks, 3 kannon wagons and a gunwagon with the boomer, with a KFF mek to try and support them or a weirdboy to cast shadows. I may be trying this out as a base for an army list!
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![[Post New]](/s/i/i.gif) 2020/11/21 11:27:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Stabbin' Skarboy
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addnid wrote:
He took meganobz with shootas instead of double saw, and the bull charge psy power for his weird boy... Why ??
The Bullcharge did pay off 2 times during the batrep due to charging through dense terrain giving the -2 and Bullcharge ignoring modifiers. Odd pick but it worked in this game.
The Meganobs and Nobs all had powerklaws except on the Stormboy Nob. I dont get this choice either, killsaws are the same price as powerklaws as a single and are just flat superior. My guess is that his models are modelled with Killsaws and Table Top Titans dont proxies. Adrian also didnt know Ghaz actually is affected by his own abilities due to the FAQ and that Warboss are indeed str 6 base and also Boss Nobs dont get an extra attack like normal sarges of other races (something I hope will change In the next codex...).
Overall it was a good game as usual from TTT. My favourite batrep channel out there. Necrons are just a bit too resilient it would seem and with reamination allowing you to congaline to objectives, it's hard to tackle a big blob of warriors unless you can guarantee killing them with 1 unit.
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How many kans can a killa kan kill if a killa kan can kill kans? |
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![[Post New]](/s/i/i.gif) 2020/11/21 13:02:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I also hope they update the Weirdboyz psychic abilities.
Since the new morale changes im not sure i would go for "Roar of Mork" which i didnt even use in the 8th edition.
Furthermore, Ead' banger seems to be inferior to just casting smite.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2020/11/21 13:14:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Well, eadbanger is nice in special scenarios - resilient t3 models like celestine, solitair or archons are really good targets... I'd never pick it for an all comers list though.
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![[Post New]](/s/i/i.gif) 2020/11/21 13:27:05
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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deffrekka wrote:The Bullcharge did pay off 2 times during the batrep due to charging through dense terrain giving the -2 and Bullcharge ignoring modifiers. Odd pick but it worked in this game. The Meganobs and Nobs all had powerklaws except on the Stormboy Nob. I dont get this choice either, killsaws are the same price as powerklaws as a single and are just flat superior. My guess is that his models are modelled with Killsaws and Table Top Titans dont proxies. Adrian also didnt know Ghaz actually is affected by his own abilities due to the FAQ and that Warboss are indeed str 6 base and also Boss Nobs dont get an extra attack like normal sarges of other races (something I hope will change In the next codex...). Overall it was a good game as usual from TTT. My favourite batrep channel out there. Necrons are just a bit too resilient it would seem and with reamination allowing you to congaline to objectives, it's hard to tackle a big blob of warriors unless you can guarantee killing them with 1 unit. Agree, I rarely watch any battle reps, but those from TTT are just great because of their format and the guys being awesome. That said, Adrian getting ork rules wrong and making add decisions has been a constant theme ever since I started watching them, I think the 8th edition codex release was the first time. Orks clearly aren't his first army, so while I value his insight and opinion, you should always take it with a grain of salt. And then there is the issue of Brian always managing to roll horrible in important situations, which skews many results against him... So, if you want to watch two cool guys having fun and see some out-of-the-box thinking in a fairly "normal" game, TTT is great, but they are not cutting edge competitive.
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This message was edited 3 times. Last update was at 2020/11/21 13:30:16
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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