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Made in gb
Stabbin' Skarboy





crewe

 Jidmah wrote:
 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.


I might be wrong but I believe Orks are his first army and his favourite love, he started them with playing the original DoW (I did the same haha!) I think its more that he just doesnt play them enough in 9th, and previously 8th, to keep a memory of what Orks can do. Where as if you soley play Orks or couple other armies youll retain more info on them when playing.

Adrian is my favourite due to his energy but Brian is probably the better player when he plays more competitively (he has also done some devil pacts with his dice rolls). On the opposite end you have Art of War. I watch these guys but I cant stand them that much! Nick Nanavati and John Lennon I find to be quite toxic, Mark Perry is too over the top (the last batrep with him playing Orks was awful, he got so many rules wrong), its only Richard Sieglar I like on their channel. But if I had to pick between the two channels, Titans all the way.

This message was edited 1 time. Last update was at 2020/11/21 13:40:49


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






With "first" I was referring to priority, not when he started them

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 gb
Stabbin' Skarboy





crewe

 Jidmah wrote:
With "first" I was referring to priority, not when he started them


Yeah I agree with that. Overall I enjoyed the Ork vs Necrons batrep, i just wanna see Orks winning for once and played well.

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




 deffrekka wrote:
 Jidmah wrote:
With "first" I was referring to priority, not when he started them


Yeah I agree with that. Overall I enjoyed the Ork vs Necrons batrep, i just wanna see Orks winning for once and played well.


The first bat rep of there's I watched has a very close game of Orks vs Death Guard I would recommend a viewing.

Overall I wanted to post this bat rep to spurn the discussion on whether or not Green Tide is actually a good list.

Caveats being this is one game, and there were a couple rules mistakes / odd list choices (The Saws vs Klaws DIDN'T matter though.. see the bat rep why ).

But if you watch it, I don't think Adrian made any major mistakes, nor do I think dice swung the game.

I just see the opinion floating around that Goff Tide is at its core a very strong list. I would love to see Shane Watts or something pilot it, because this just seemed like a perfect example of how it completely fell apart if your opponent was remotely ready for it.

So I guess my question is: Is Goff / green tide actually strong, or does it solely rely on this meta which is completely geared for killing elite / vehicles?

This message was edited 1 time. Last update was at 2020/11/21 15:37:28


 
   
Made in ca
Gargantuan Gargant






Yeah, nothing bothers me more than watching an ork player in a batrep getting their rules consistently wrong, it ruins the video for me. I find too many of the more general batrep people only ever have Orks as a side army than a main one, so they have the classical mistake of going combined arms for their army build or play them like they would marines. I've noted that a lot of good batreps with Orks are usually written rather than in a video format.
   
Made in us
Longtime Dakkanaut




 Grimskul wrote:
Yeah, nothing bothers me more than watching an ork player in a batrep getting their rules consistently wrong, it ruins the video for me. I find too many of the more general batrep people only ever have Orks as a side army than a main one, so they have the classical mistake of going combined arms for their army build or play them like they would marines. I've noted that a lot of good batreps with Orks are usually written rather than in a video format.


Ive been watching MWG's new campaign between Aeldari and Orkz with Dave playing orkz. Its made me want to reach through the screen and slap him with the codex For some reason he keeps forgetting Deathskullz re-rolls, invulns and the basic weapons load out of the Scrapjet.

On the scrapjet he routinely fires only 6 shots from the big shootas, all at BS5 he also rolls 1D3 for shots from the Rokkit Kannon instead of 2D3 and too my knowledge he hasn't used it in CC yet...which with the new rules for vehicles in 9th, is exactly where it wants to be all game long.


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tulun wrote:
The first bat rep of there's I watched has a very close game of Orks vs Death Guard I would recommend a viewing.

I think this was the game where Brian rolled like zero successful DR rolls against the burna bommer and lost roughly 500 points of death guard to it because he had his stuff clumped up for no reason. The DG should have trashed the orks if not for playing errors and bad luck.

I will have a game against a good harlequins player soon, I think I might challenge him with a goff tide to make myself a picture of how they perform against a powerful army.

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 ca
Longtime Dakkanaut




 Jidmah wrote:
tulun wrote:
The first bat rep of there's I watched has a very close game of Orks vs Death Guard I would recommend a viewing.

I think this was the game where Brian rolled like zero successful DR rolls against the burna bommer and lost roughly 500 points of death guard to it because he had his stuff clumped up for no reason. The DG should have trashed the orks if not for playing errors and bad luck.

I will have a game against a good harlequins player soon, I think I might challenge him with a goff tide to make myself a picture of how they perform against a powerful army.


Let us know how it goes.

I honestly think mechanized Orks might fair better in that matchup -- Haywire cannons are awesome, but they actually don't scale much vs vehicle quality.

Like, they do ~10 wounds to a trukk (if they hit on 3s) and the same to a rhino or a Leviathan...

I think green tide would get shredded though if they take 15 Skyweavers, as they would get 90! shots with haywire cannons being blast. And you'd also be hard pressed to force them into any engagement given how slow you are.
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
tulun wrote:
The first bat rep of there's I watched has a very close game of Orks vs Death Guard I would recommend a viewing.

I think this was the game where Brian rolled like zero successful DR rolls against the burna bommer and lost roughly 500 points of death guard to it because he had his stuff clumped up for no reason. The DG should have trashed the orks if not for playing errors and bad luck.

I will have a game against a good harlequins player soon, I think I might challenge him with a goff tide to make myself a picture of how they perform against a powerful army.


Which Goff horde are you going to run? 90 and meganobz or 120 with Painboy/KFF and Ghaz?

next time I get a competitive game I really want to break out the old Ghaz model and run 120 boyz, ghaz, warboss, KFF, Painboy and see what happens.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Stabbin' Skarboy





crewe

tulun wrote:
 deffrekka wrote:
 Jidmah wrote:
With "first" I was referring to priority, not when he started them


Yeah I agree with that. Overall I enjoyed the Ork vs Necrons batrep, i just wanna see Orks winning for once and played well.


The first bat rep of there's I watched has a very close game of Orks vs Death Guard I would recommend a viewing.

Overall I wanted to post this bat rep to spurn the discussion on whether or not Green Tide is actually a good list.

Caveats being this is one game, and there were a couple rules mistakes / odd list choices (The Saws vs Klaws DIDN'T matter though.. see the bat rep why ).

But if you watch it, I don't think Adrian made any major mistakes, nor do I think dice swung the game.

I just see the opinion floating around that Goff Tide is at its core a very strong list. I would love to see Shane Watts or something pilot it, because this just seemed like a perfect example of how it completely fell apart if your opponent was remotely ready for it.

So I guess my question is: Is Goff / green tide actually strong, or does it solely rely on this meta which is completely geared for killing elite / vehicles?


Saws definitely do matter, making sure none of the Necrons actually get an armour save is even more crucial if you want to stop them reanimating. So yeah whilst in batrep it would only amount to a couple more dead Immortals due to the crazy rolls vs the Triarch Praetorians meaning the extra AP wasnt needed in that instance, there is no reason not to take saws over klaws. He spent pts on kustom shootas and never used them or got value out of them... thats pts that can be used on dual saws meaning more dead Immortals.

I dont think he made huge mistakes, but little ones from list building to poor optimisation can lead up to a overall mistake that costs the game. Ive watched the original 9e batrep vs DG and Brian wasnt rolling well for DR, and being that clumped up is a receipe for disaster when facing a Burna-Bommer.


Automatically Appended Next Post:
SemperMortis wrote:
 Grimskul wrote:
Yeah, nothing bothers me more than watching an ork player in a batrep getting their rules consistently wrong, it ruins the video for me. I find too many of the more general batrep people only ever have Orks as a side army than a main one, so they have the classical mistake of going combined arms for their army build or play them like they would marines. I've noted that a lot of good batreps with Orks are usually written rather than in a video format.


Ive been watching MWG's new campaign between Aeldari and Orkz with Dave playing orkz. Its made me want to reach through the screen and slap him with the codex For some reason he keeps forgetting Deathskullz re-rolls, invulns and the basic weapons load out of the Scrapjet.

On the scrapjet he routinely fires only 6 shots from the big shootas, all at BS5 he also rolls 1D3 for shots from the Rokkit Kannon instead of 2D3 and too my knowledge he hasn't used it in CC yet...which with the new rules for vehicles in 9th, is exactly where it wants to be all game long.



MWG are notoriously bad for not reading rules or FAQs, or they prerecord videos and release them well after a FAQ has been dropped. ive stopped watching MWG years ago, I just dont value them. I watched the first Crusade match vs Skari and the mismatch was horrid. If your playing a PL game and dont take wargear then thats the players fault. 5 Nobz, why werent they equipped with Dual Killsaws? Cyborg Bodies on 1? Stuff like this. His force was all over the place where Skari's had some form of direction and tactics. He probs never even saw the Ork Faq to even see that the MTSJ has a grot gunner for its other twin Big Shoota.

MWG, Dark Artisan and Winters SEO are all channels I cant stand due to just not knowing the rules.A little bit more time dedicated to reading the rules/having a cheat sheet nearby, would increase the watchability ten fold. No one wants to watch someone play an army incorrectly. I dont mind watching someone loose, but if they loose because they didnt know half their army abilities or wargear, thats on them not the opponent.

This message was edited 1 time. Last update was at 2020/11/21 19:38:33


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






SemperMortis wrote:
Which Goff horde are you going to run? 90 and meganobz or 120 with Painboy/KFF and Ghaz?


That's... not how the goff horde works?

We have literally seen a dozen or permutations of it doing well so far, I'll have to see what I can fit in the list. My main issue right now is not owning any kommadoz, and due to my job and the pandemic's impact on childcare, I won't be able to convert any until then. I might have to use storm boyz instead.

It shouldn't matter too much though, if the archetype is actually powerful enough the few points lost there shouldn't have a huge impact.

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 fr
Mekboy Hammerin' Somethin'






 deffrekka wrote:
 addnid wrote:
tulun wrote:
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


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.


Ah ok so indeed Bullcharge can be game changing on some terrain heavy tables. And when you think of the huge footprint of a 30 boy mob, going through -2 to charge terrain is pretty common.
30 Skar boyz making or failing a charge can tip the tides of a battle, so perhaps I’ll try it out then, thanks deffreka !

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in it
Waaagh! Ork Warboss




Italy

tulun wrote:


So I guess my question is: Is Goff / green tide actually strong, or does it solely rely on this meta which is completely geared for killing elite / vehicles?


The latter.

Overall a full optimized green tide has potential but it becomes very powerful if it is perceived as a "rock" against a "scissor". Tournaments lists aren't really TAC, they're tailored against the most common powerful lists around, which aren't green tides.

It's the reason why such green tides could perform better against tournament lists than casual (but still optimized) TAC ones.

In my meta for example deleting 30man blobs off objectives seems to be number one priority, more than killing a knight. When I play TAC games basically everyone can kill tons of boyz but not many vehicles (a forktress has been unlikely to die in turn 1 so far), and an ork army that spams T6-8 models for me is more performing than a green tide by a significant margin.

 
   
Made in pl
Grovelin' Grot Rigger



Poland

Hi there,

I have a noob question about visions in smoke power.
It allows me to re-roll hit roll in general? Example. I missed 2 out of 3shots. I can re-roll failed ones, or whole roll for all 3?
   
Made in ca
Longtime Dakkanaut




 Blackie wrote:
tulun wrote:


So I guess my question is: Is Goff / green tide actually strong, or does it solely rely on this meta which is completely geared for killing elite / vehicles?


The latter.

Overall a full optimized green tide has potential but it becomes very powerful if it is perceived as a "rock" against a "scissor". Tournaments lists aren't really TAC, they're tailored against the most common powerful lists around, which aren't green tides.

It's the reason why such green tides could perform better against tournament lists than casual (but still optimized) TAC ones.

In my meta for example deleting 30man blobs off objectives seems to be number one priority, more than killing a knight. When I play TAC games basically everyone can kill tons of boyz but not many vehicles (a forktress has been unlikely to die in turn 1 so far), and an ork army that spams T6-8 models for me is more performing than a green tide by a significant margin.


Yeah, I agree with you.

I'm just hearing a lot of opinions like "Green tide is really strong" and they just point to tournament results. I've found every time I field big blobs of boys they really don't do much of anything in my home games.

I think the Goff Tide list is a gatekeeper. If you don't have an answer, you'll probably lose, but it has real bad matchups. At smaller tournaments, I bet you can even steal a win. I would be dubious it has the legs to top 8 LVO or something, though.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

so i just noticed something...

Ghaz's aura works on Monsters with the faq, not "and Ghaz" to allow him to benefit.

...squiggoths.... lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
so i just noticed something...

Ghaz's aura works on Monsters with the faq, not "and Ghaz" to allow him to benefit.

...squiggoths.... lol


Yeah the Squiggoth is the only thing other than Ghaz that benefits it, but I dont think 1 extra attack will solve the Squiggoths problems, especially not when your already taking Ghaz who is fairly hefty in pts. Squiggoths of both sizes should of had a stomp profile.

This message was edited 1 time. Last update was at 2020/11/22 20:03:19


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in ca
Gargantuan Gargant






 deffrekka wrote:
 Vineheart01 wrote:
so i just noticed something...

Ghaz's aura works on Monsters with the faq, not "and Ghaz" to allow him to benefit.

...squiggoths.... lol


Yeah the Squiggoth is the only thing other than Ghaz that benefits it, but I dont think 1 extra attack will solve the Squiggoths problems, especially not when your already taking Ghaz who is fairly hefty in pts. Squiggoths of both sizes should of had a stomp profile.


I think he's referring to the advance and charge ability, not the +1A which I think only applies to Ork infantry. Because that does make up for the fact that Squiggoths don't have ramming speed to help guarantee their charges.
   
Made in us
Heroic Senior Officer





Western Kentucky

 Grimskul wrote:
 deffrekka wrote:
 Vineheart01 wrote:
so i just noticed something...

Ghaz's aura works on Monsters with the faq, not "and Ghaz" to allow him to benefit.

...squiggoths.... lol


Yeah the Squiggoth is the only thing other than Ghaz that benefits it, but I dont think 1 extra attack will solve the Squiggoths problems, especially not when your already taking Ghaz who is fairly hefty in pts. Squiggoths of both sizes should of had a stomp profile.


I think he's referring to the advance and charge ability, not the +1A which I think only applies to Ork infantry. Because that does make up for the fact that Squiggoths don't have ramming speed to help guarantee their charges.

How would ghaz keep up with the squiggoth though?

'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  
   
Made in dk
Longtime Dakkanaut




Danmark

Hey guys I have two questions im uncertain of.

1)
Is the base the warboss on warbike comes with, from where you draw everything or is it the model it self, like if the base werent there at all like trukks and battlewagons? I ask because the base is so unnatural compared to other bases, being very long, and slim. its not like a regular round or even orval shape.

2)
The stratagem, Orks is never beaten. Am i correct in assuming that if I run in, i attack, i get attacked and get killed, that i can use this stratagem to then attack once more, even though i just attacked? Because the stratagem does say "immididiately" in terms of being able to attack. I just want to be sure so i dont do anything wrong.

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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
Hey guys I have two questions im uncertain of.

1)
Is the base the warboss on warbike comes with, from where you draw everything or is it the model it self, like if the base werent there at all like trukks and battlewagons? I ask because the base is so unnatural compared to other bases, being very long, and slim. its not like a regular round or even orval shape.

2)
The stratagem, Orks is never beaten. Am i correct in assuming that if I run in, i attack, i get attacked and get killed, that i can use this stratagem to then attack once more, even though i just attacked? Because the stratagem does say "immididiately" in terms of being able to attack. I just want to be sure so i dont do anything wrong.


You still draw everything from the base, just because it's sculpted unlike the usual flat black ones doesn't mean you get to discount it unless you have a rule specifically allowing you.

For the Orks is Never Beaten, yes, you get to double dip and fight twice effectively if you had already attacked earlier in the phase.
   
Made in ca
Longtime Dakkanaut




I think I wanna try triple mega Nobs next time.

https://www.dakkadakka.com/dakkaforum/posts/list/0/794118.page#10991376
   
Made in us
Tough-as-Nails Ork Boy





Maine

Got a question for you gitz:

I'm trying to decide what is a better options to take for this Brigade list: Evil Sunz or Goffs?

Spoiler:

HQ:
Biker Boss (Biggest Boss, +1 Toughness Warlord Trait, Killa klaw)
Warboss (Big Choppa, Kustom Shoota)
Warp Head (Da jump and Warpath)
Mek with KFF

Troops:
10x Gretchin
10x Gretchin
10x Gretchin
30 Boyz, Nob with Double Killsaw
30 Boyz, Nob with Double Killsaw
28 Boyz, Nob with Double Killsaw
(Boyz are all upgraded to be Skarboyz IF we go with goffs...)

Fast Attack:
3x Nob Bikers Bossnob with 1 Killsaw
3x Nob Bikers Bossnob with 1 Killsaw
8x Nob Bikers 2x Killsaws

Eiltes:
5x Kommandos
5x Kommandos
1x Painboy

Heavy Support:
Smasha Gun
Smasha Gun
Tractor Kannon

The basic premise of the list is pretty straightforward. Push the bikes up with the bikerboss turn 1 and catch anything near the front in an assault. Min Bikes, Boyz and Gretchin get objectives and push up the board after their key shooters have been tied up.

I'd go over what I think the benefits of both Klans would be for this list but I want to hear what you all have to say first.


Also:
Do you think the painboy is necessary or should he be dropped for another unit of Kommandos? Is the warboss needed (for the potential to advance and charge the boyz) Can the biker nobz take a pair of killsaws? Thanks!

God is real! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Grimskul wrote:
 deffrekka wrote:
 Vineheart01 wrote:
so i just noticed something...

Ghaz's aura works on Monsters with the faq, not "and Ghaz" to allow him to benefit.

...squiggoths.... lol


Yeah the Squiggoth is the only thing other than Ghaz that benefits it, but I dont think 1 extra attack will solve the Squiggoths problems, especially not when your already taking Ghaz who is fairly hefty in pts. Squiggoths of both sizes should of had a stomp profile.


I think he's referring to the advance and charge ability, not the +1A which I think only applies to Ork infantry. Because that does make up for the fact that Squiggoths don't have ramming speed to help guarantee their charges.


Yeah its the adv+charge.
Its not likely a Squiggoth will move so fast it completely bypasses Ghaz's Waaagh. Squiggoths are long, easily twice if not more Ghaz's base in length, im not even sure if Ghaz advancing 1" and the Squig advancing 6" would cause them to be too far away assuming they were sitting right up front to begin with.

This message was edited 1 time. Last update was at 2020/11/23 01:25:11


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Kaptin_Grubkrumpa wrote:
Got a question for you gitz:

I'm trying to decide what is a better options to take for this Brigade list: Evil Sunz or Goffs?

Spoiler:

HQ:
Biker Boss (Biggest Boss, +1 Toughness Warlord Trait, Killa klaw)
Warboss (Big Choppa, Kustom Shoota)
Warp Head (Da jump and Warpath)
Mek with KFF

Troops:
10x Gretchin
10x Gretchin
10x Gretchin
30 Boyz, Nob with Double Killsaw
30 Boyz, Nob with Double Killsaw
28 Boyz, Nob with Double Killsaw
(Boyz are all upgraded to be Skarboyz IF we go with goffs...)

Fast Attack:
3x Nob Bikers Bossnob with 1 Killsaw
3x Nob Bikers Bossnob with 1 Killsaw
8x Nob Bikers 2x Killsaws

Eiltes:
5x Kommandos
5x Kommandos
1x Painboy

Heavy Support:
Smasha Gun
Smasha Gun
Tractor Kannon

The basic premise of the list is pretty straightforward. Push the bikes up with the bikerboss turn 1 and catch anything near the front in an assault. Min Bikes, Boyz and Gretchin get objectives and push up the board after their key shooters have been tied up.

I'd go over what I think the benefits of both Klans would be for this list but I want to hear what you all have to say first.


Also:
Do you think the painboy is necessary or should he be dropped for another unit of Kommandos? Is the warboss needed (for the potential to advance and charge the boyz) Can the biker nobz take a pair of killsaws? Thanks!


Goff, hands down. Most of your units have close to nothing to gain from evil suns unless you da jump them, and the difference between S4 boyz and S5 boyz with exploding sixes is huge.
You should also find a way to either include Thrakka in there or drop the painboy.

In general, I don't think bringing that much tax (especially gretchin) is worth for just an additional HQ slot. I'd rather drop the second warboss and fit the whole thing into a battalion.

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 gb
Longtime Dakkanaut






I've thrown a list together to try and fit as much artillery into an orks list as possible, which can be found here

damage output seems pretty sweet, though I may drop the morkanaught for a pair of gunwagons, which would do a bit more output. Aiming to capitalise on bloodaxe saves and long ranges, making my opponents confused by deploying on the back line instead of the front!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Stabbin' Skarboy





crewe

 Grimskul wrote:
 deffrekka wrote:
 Vineheart01 wrote:
so i just noticed something...

Ghaz's aura works on Monsters with the faq, not "and Ghaz" to allow him to benefit.

...squiggoths.... lol


Yeah the Squiggoth is the only thing other than Ghaz that benefits it, but I dont think 1 extra attack will solve the Squiggoths problems, especially not when your already taking Ghaz who is fairly hefty in pts. Squiggoths of both sizes should of had a stomp profile.


I think he's referring to the advance and charge ability, not the +1A which I think only applies to Ork infantry. Because that does make up for the fact that Squiggoths don't have ramming speed to help guarantee their charges.


I always keep forgetting that they didnt FAQ the second half to effect monsters! Its so dumb, Ghaz should just give it to everyone. Suddenly because your not foot slogging with the rest of the Boyz you dont feel the Waaagh! energy pass through you.

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




Danmark

I forgot replies to lists werent supposed to go here. so this post can be disregarded lol

This message was edited 2 times. Last update was at 2020/11/23 11:23:45


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

- About Dawn of War 3 
   
Made in us
Tough-as-Nails Ork Boy





Maine

 Jidmah wrote:
 Kaptin_Grubkrumpa wrote:
Got a question for you gitz:

I'm trying to decide what is a better options to take for this Brigade list: Evil Sunz or Goffs?

Spoiler:

HQ:
Biker Boss (Biggest Boss, +1 Toughness Warlord Trait, Killa klaw)
Warboss (Big Choppa, Kustom Shoota)
Warp Head (Da jump and Warpath)
Mek with KFF

Troops:
10x Gretchin
10x Gretchin
10x Gretchin
30 Boyz, Nob with Double Killsaw
30 Boyz, Nob with Double Killsaw
28 Boyz, Nob with Double Killsaw
(Boyz are all upgraded to be Skarboyz IF we go with goffs...)

Fast Attack:
3x Nob Bikers Bossnob with 1 Killsaw
3x Nob Bikers Bossnob with 1 Killsaw
8x Nob Bikers 2x Killsaws

Eiltes:
5x Kommandos
5x Kommandos
1x Painboy

Heavy Support:
Smasha Gun
Smasha Gun
Tractor Kannon

The basic premise of the list is pretty straightforward. Push the bikes up with the bikerboss turn 1 and catch anything near the front in an assault. Min Bikes, Boyz and Gretchin get objectives and push up the board after their key shooters have been tied up.

I'd go over what I think the benefits of both Klans would be for this list but I want to hear what you all have to say first.


Also:
Do you think the painboy is necessary or should he be dropped for another unit of Kommandos? Is the warboss needed (for the potential to advance and charge the boyz) Can the biker nobz take a pair of killsaws? Thanks!


Goff, hands down. Most of your units have close to nothing to gain from evil suns unless you da jump them, and the difference between S4 boyz and S5 boyz with exploding sixes is huge.
You should also find a way to either include Thrakka in there or drop the painboy.

In general, I don't think bringing that much tax (especially gretchin) is worth for just an additional HQ slot. I'd rather drop the second warboss and fit the whole thing into a battalion.


Thanks, I think you're right. I've edited the list down again to fit it into a batallion. Here's the new list:
Spoiler:


HQ:
Biker Boss
Weird Boy
Mega Armor Mek w/ KFF(Follow Me Lads & Klevverst Boss)

Troops:
30 Boyz Nob Double KillSaw
30 Boyz Nob Double KillSaw
30 Boyz Nob Double KillSaw
10 Boyz Nob Double KillSaw
10 Boyz Nob Double KillSaw

Fast Attack:
8x Nob Bikes with 3 killsaw
3x Nob Bikes 1 Killsaw
3x Nob Bikes 1 Killsaw

Elites:
5 kommandos
5 Kommandos
1 Pain Boy

Dedicated Transport:
1 Trukk


I like the painboy/kff mek because you are (if you can fit it all in) basically cutting the incoming damage in half T1. ((Although the big mek might have to slap that 3 CP force field projeckta ))

My only debate between goff and eil sunz is the charge range that you get from Evil Sunz.
With the squighide tires on the big biker nobz and evil sunz means their threat range increases by a guaranteed 4 inches on the charge ( from the goff average of 26 to the evil sunz average of 30.) Plus the fact that I do intend on dropping a squad down via da jump for a t1 charge from boyz as well.

Then again, goffs gives such a buff to melee.

Anyways, there's so many factors in this it's kinda hard to math hammer. I think next game I play I'll try it as a goffs and see how that goes.

God is real! 
   
Made in gb
Longtime Dakkanaut






What are peoples views on the best way to run a Kustom Stompa? At 800pts (or a bit more for extra options) it's still expensive, but it's now feeling a bit like it can pack enough punch to be worth it.

Key points which have changed to make it a lot more viable:

1: Killtanks are cheap, so 2 can be brought with it to get it into a superheavy detachment, so it can benefit from klan kultures.
2: It's got a heckuvalot of dakka, and its shooting doesn't get worse as it degrades. Effectively if you run it as a shooting platform, it doesn't degrade at all.
3: It's a fair amount cheaper than it was before!

My current thoughts for contenders for running a stompa (with 2 killtanks):

1: Bad Moons. Obvious choice, it has dakka, dakka is better with rerolling 1's.
2: Snakebites. 6+++ on 40 wounds? yes, please!
3: Evil Suns. Not for the klan trait, but for the weirdboy power - Visions in da smoke, to reroll everything.
4: Bloodaxes. It can already fallback & charge, so can fallback and do anything with this. Also gets cover over 18" range, on a long-ranged gun platform.

Most of the other traits are not brilliant. Goffs might work for a stompa with a mega-choppa and mega-klaw combo, as that gives it 21 attacks at S10 AP-2, with exploding 6's. However, with this loadout it degrades meaningfully, getting slower and with less attacks all game.


I haven't managed to muddle the mathhammer out on this, as there's a lot of factors. There's no denying that if you get Visions in da Smoke off on turn 1, and pop more dakka, the stompa is going to demolish almost everything it shoots at. But, if the weirdboy dies (or is denied) your stompa has no innate helpfulness (except faster movement, yay?). I think bad moons might be edging it for me, with the sheer volume of shots you'll get more than one 1 to reroll, and that makes it better than deffskulls. Though deffskulls gets you a 6++ and a reroll, it's not simple!

What do you lot think?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
 
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