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![[Post New]](/s/i/i.gif) 2020/12/17 07:56:35
Subject: Re: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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From the core rules:
"A model that is already touching an enemy model cannot move, but still counts as having consolidated. "
If you manage to fight, you can always fight a second time.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2020/12/17 08:01:07
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Jidmah wrote:From the core rules:
"A model that is already touching an enemy model cannot move, but still counts as having consolidated. "
If you manage to fight, you can always fight a second time.
Yea. i started playing just before 9th got out, so maybe i got confused from the 8th edition rules for a moment there (if thats how it was back then, i somehow recall it being like that).
But that reminds me, i was looking at Flashgits and Kaptain Badrukk, am i correct in assuming that the Kaptain himself, Badrukk, hits on 4s (shooting) but the Kaptain of a flashgits unit hits on 3 with his gitfinda squig (shooting)? That seems awefully odd that a kaptain of a unit hits better than the leader of the freebootaz.
Although Badrukk does have more firepower in his gun so maybe its a balance thing. But still.
Its kinda sad they are heavy weapons and not assault given they are only range 24. It means you are more or less forced to move on turn 1 and thus hit worse, and your enemy will probably target these guys afterwards on their turn.. If it was 36 at least you could perch yourself in a house somewhere and still hit many units. Needing stratagems just to get a proper range is odd. But im not sure about 48 as that would compete too much with Lootas maybe.
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This message was edited 5 times. Last update was at 2020/12/17 08:06:11
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) 2020/12/17 08:35:10
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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Badrukk simply doesn't have the gitfinder wargear, no more reason than that.
Flash gits actually used to be just BS5+ and assault 3, but got +1 to hit for standing still, which was changed to BS4+ and heavy because it's essentially the same, just with less extra rules.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2020/12/17 08:38:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I feel like Badrukk should have a gitfinda squig. Not sure if its balance related that he dont.
I like how flashgits look, a bit of a shame they are expensive with low range given they are heavy.
I dont assume it counts as having moved, if your vehicle you sit in explodes and you fall out?
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This message was edited 1 time. Last update was at 2020/12/17 08:39:33
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) 2020/12/17 09:04:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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deffrekka wrote:
I see this argument a lot about real life money. It doesnt really have an impact on the meta. I know some on who has 30 serberys Raides in the Admech tactica, I own 6. £35 for 3... If someone is willing to chase the meta they will fork out the cost, and thats quite common in GTs, people change armies each month to keep up with the arms race. A Redemptor being £40 doesnt mean much when it still does more than a Naut. Our Mek Gunz are crazy priced but that isnt reflected in the units pts and never has been.
Well, those meta chasers and people that go to GTs are a tiny fraction of the whole player base. People changing armies every year are already uncommon, those who do it every month I don't even think they really exist at all.
And mek gunz are so crazy expensive that pretty much everyone kitbashes or scratches build them. They're another perfect example of a unit that should be 100-120 ppm at least for that price. 40-65ppm and T5 6W was appropriate for old tiny big gunz, but mek gunz should have the profile of buggies or dreads.
About Korkskrew, I'm my experience it's extremely overrated. 1CP for an ability that you may use maybe for one model or none at all. Most of the times you don't want scrapjets in combat, and most of the fights they do they don't need a second wave of attacks. It was a good KJ in 8th when we had like 18+ CPs, but now CPs are extremely limited for our army and although I play scrapjets everytime I don't bother with the upgrade.
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This message was edited 1 time. Last update was at 2020/12/17 09:09:36
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![[Post New]](/s/i/i.gif) 2020/12/17 10:10:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Im actually really surprised the Supa Kannon wasnt buffed when Forge world updates came out, I mean except for its range and damage profile, its exactly like Da Boomer.
I think maybe it should keep its str 8 or maybe go to 9, but at the very least it should have -3AP, not -2AP, to make it stand out more, compared to da boomer. And who knows, maybe 3D6, or retain the 2D6 and just get a -3AP would be sufficient with 9 or so strength. Da Boomer can do almost the same (and on a gunwagon, you probably do more damage over all) and thats just 15 points for a kill kannon, and 1 CP for the kustom job. I guess you pay 35 points for a Supa kannon on a kannonwagon (battlewagon is 135, a kannon wagon is 170), but if you were to go for a big trakk with supa kannon its 50 points for a unit hitting on 5s.
Despite costing a bit more, the Supa kannon doesnt necessarily do more damage when the gunwagon gets to throw down 4D6.
Im not sure what you guys think? I just think its -AP at least is too low for its size and regular cost of 50 points under normal circumstances.
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This message was edited 3 times. Last update was at 2020/12/17 10:26:08
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) 2020/12/17 12:43:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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Yeah, it's a worse version of Da Boomer basically. I don't understand why this model is even considered aside the desire of playing with the cool FW model.
Da Boomer has more shots, costs 1CP and it's more resilient, Kannonwagon only has more range which is typically irrelevant on current boards.
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![[Post New]](/s/i/i.gif) 2020/12/17 12:48:46
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Stabbin' Skarboy
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Blackie wrote: deffrekka wrote:
I see this argument a lot about real life money. It doesnt really have an impact on the meta. I know some on who has 30 serberys Raides in the Admech tactica, I own 6. £35 for 3... If someone is willing to chase the meta they will fork out the cost, and thats quite common in GTs, people change armies each month to keep up with the arms race. A Redemptor being £40 doesnt mean much when it still does more than a Naut. Our Mek Gunz are crazy priced but that isnt reflected in the units pts and never has been.
Well, those meta chasers and people that go to GTs are a tiny fraction of the whole player base. People changing armies every year are already uncommon, those who do it every month I don't even think they really exist at all.
And mek gunz are so crazy expensive that pretty much everyone kitbashes or scratches build them. They're another perfect example of a unit that should be 100-120 ppm at least for that price. 40-65ppm and T5 6W was appropriate for old tiny big gunz, but mek gunz should have the profile of buggies or dreads.
About Korkskrew, I'm my experience it's extremely overrated. 1CP for an ability that you may use maybe for one model or none at all. Most of the times you don't want scrapjets in combat, and most of the fights they do they don't need a second wave of attacks. It was a good KJ in 8th when we had like 18+ CPs, but now CPs are extremely limited for our army and although I play scrapjets everytime I don't bother with the upgrade.
Mek Gunz would be dead at 100-120pts... Its 5-6 Grots manning a ramshackle artillery piece that is dropped off by the Boyz for them to put together and operate. How they are now is absolutely fine, having them in the same ball park as Buggies and Dreads in terms of statlines is a huge stretch.
The power of the korkscrew isnt in its melee lethality, but the movement that you get from it. 9th is very much a movement game, games are won and lost by armies dominating the board, scoring/denying Primaries and being aggressive and up in peoples lines messing with their plans. And as John Lennon said on the latest AoW batrep between Necrons and Admech, if someone wants to reach your lines they will find a way, which is something ive said for ages.
And the Korkscrew provides this by surfing combat. It might have a chunky base but getting the extra potential 6" of movement from an additional pile in and consolidate is big. That could mean the difference of contesting an objective, nabbing one that is poorly defended, tapping the opponents valuable shooting units in melee (say Eradicators or a vehicle that cant fall back and shoot that isnt great blasting into melee), or scoring secondaries like Engage on all Fronts, Line Breaker, and the fact that it happens immediately, yeah I take it every game and Scrapjets do Mork's work for me.
Trading a MTSJ in combat for Primaries/Secondaries is a fair exchange and it doesnt really loose that much in shooting just the Rokkit Kannon, but if its tying up something that would eviscerate your army then thats a win in my book. A potiental 8 powerfist attacks and D3 MWs is nothing to sniff at and you have up to 3 of them on the board that can do this from different locations and not all of them need to be on the board anyway, we have ways to deepstrike or outflank and use Ramming Speed to get better odds of connecting.
Buggy lists dont exactly need CP to begin with, we have very few strats that mesh well with them other than the ones specific to them and a few others like Ramming Speed of Moar Dakka! (the more I use it the less I like it for a 2CP strat that could net you literally nothing)
Automatically Appended Next Post:
Beardedragon wrote:Im actually really surprised the Supa Kannon wasnt buffed when Forge world updates came out, I mean except for its range and damage profile, its exactly like Da Boomer.
I think maybe it should keep its str 8 or maybe go to 9, but at the very least it should have -3AP, not -2AP, to make it stand out more, compared to da boomer. And who knows, maybe 3D6, or retain the 2D6 and just get a -3AP would be sufficient with 9 or so strength. Da Boomer can do almost the same (and on a gunwagon, you probably do more damage over all) and thats just 15 points for a kill kannon, and 1 CP for the kustom job. I guess you pay 35 points for a Supa kannon on a kannonwagon (battlewagon is 135, a kannon wagon is 170), but if you were to go for a big trakk with supa kannon its 50 points for a unit hitting on 5s.
Despite costing a bit more, the Supa kannon doesnt necessarily do more damage when the gunwagon gets to throw down 4D6.
Im not sure what you guys think? I just think its - AP at least is too low for its size and regular cost of 50 points under normal circumstances.
Well you have to think about it in a wider sense. How many Da Boomers can you have? 1. It costs CP. It has to shoot both sets of 2D6 at the same target. The Kannonwagon trades the double shooting for BS4, pretty much infinite range on 9th ed boards (line of sight allowing) and damage 3 over 2. It isnt also limited to 1 per army like Da Boomer. Sure it looses toughness 8 but it is also base 3+.
Againts anything T4 3+ save that doesnt have more than 2 wounds Da Boomer kills on average 2 models if no 6+++ is involved. The Kannonwagon also kills 2. Sure Da Boomer has more potential and you can feed it 2CP to eek more out of it but the Kannonwagon doesnt need CP to begin with and the gun gets more efficient as you start targetting things with 3 or more wounds. Hell Plague Marines with 2 wounds -1 damage, Da Boomer is pretty limp, and it gets worse vs 3 wound Possessed and Blight Lords requiring 3 unsaved wounds to kill one where as the Kannonwagon just needs 2. And Deathguard is swimming in -1 damage now which makes that damage 2 look mighty crap.
Sure if Da Boomer is firing at 20 Warriors youll get more from it but I think id rather have 1 or 2 Kannonwagons instead and not really have to rely on hitting on 5s.
And as a side note the reason it is AP2 is because in prior editions it was AP3 like a Earth Shaker (its competitor) like how the Killkannon was AP 3 like the Battlecannon. AP3 turned in AP2. All the APs got flipped around from 7th to 8th. 1 - 4, 2 - 3, 3 - 2, 4 - 1 and AP 5 and 6 became -. A shoota was AP6 meaning if it wounded a Boy or Gant it bypassed their 6+ save, a Big Shoota was AP5 meaning a Guardsmen died if he was wounded (which a Big Shoota wounded them on 2s). Now all these units get saves with no modifiers making the Shoota and Big Shoota worse vs these targets but remained the same vs Space marines (unless in cover or when they received 2 wounds).
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This message was edited 3 times. Last update was at 2020/12/17 13:12:31
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) 2020/12/17 13:52:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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deffrekka wrote:
Mek Gunz would be dead at 100-120pts... Its 5-6 Grots manning a ramshackle artillery piece that is dropped off by the Boyz for them to put together and operate. How they are now is absolutely fine, having them in the same ball park as Buggies and Dreads in terms of statlines is a huge stretch.
How they are now means that very few people play with the original models and WAAC meta chasers that field 12-18 Smasha Gunz still exist. For 40 euro an appropriate model could have 8-9W T6 and 2.5-3x the current Mek Gunz's firepower. That's what I'm talking about a 100-120 ppm. They'd be legit units to bring, and not even that unreasonable lore wise: they used to be T7 when GW released them. Basically they'd be an alternative to buggies: more firepower and blast oriented, less mobility and no combat abiltiy. At the moment mek gunz are taken only because they're very cheap points wise, the opposite of being absolutely fine.
deffrekka wrote:
The power of the korkscrew isnt in its melee lethality, but the movement that you get from it. 9th is very much a movement game, games are won and lost by armies dominating the board, scoring/denying Primaries and being aggressive and up in peoples lines messing with their plans.
Buggy lists dont exactly need CP to begin with, we have very few strats that mesh well with them other than the ones specific to them and a few others like Ramming Speed of Moar Dakka! (the more I use it the less I like it for a 2CP strat that could net you literally nothing)
I sometimes give the squig KJ to scrapjets, that extra movement is handy and I'll benefit from it even if I don't need to assault. And as you also said the huge bases often messed up with the consolidation move you get from Korkscrew.
Oh, and not everyone plays with full buggy lists, so CPs might get drained too quickly sometimes. I don't for example.
deffrekka wrote:
Well you have to think about it in a wider sense. How many Da Boomers can you have? 1. It costs CP. It has to shoot both sets of 2D6 at the same target. The Kannonwagon trades the double shooting for BS4, pretty much infinite range on 9th ed boards (line of sight allowing) and damage 3 over 2. It isnt also limited to 1 per army like Da Boomer. Sure it looses toughness 8 but it is also base 3+.
Againts anything T4 3+ save that doesnt have more than 2 wounds Da Boomer kills on average 2 models if no 6+++ is involved. The Kannonwagon also kills 2. Sure Da Boomer has more potential and you can feed it 2CP to eek more out of it but the Kannonwagon doesnt need CP to begin with and the gun gets more efficient as you start targetting things with 3 or more wounds. Hell Plague Marines with 2 wounds -1 damage, Da Boomer is pretty limp, and it gets worse vs 3 wound Possessed and Blight Lords requiring 3 unsaved wounds to kill one where as the Kannonwagon just needs 2. And Deathguard is swimming in -1 damage now which makes that damage 2 look mighty crap.
Sure if Da Boomer is firing at 20 Warriors youll get more from it but I think id rather have 1 or 2 Kannonwagons instead and not really have to rely on hitting on 5s.
With buggies, planes, bustas, mek gunz ed eventually walkers I don't think I'd even want a second shooting tank. Single Da Boomer is good enough, there's no need to spam identical tanks to get value out of them. Damage output is basically the exact same one of a kannonwagon except the latter is less resilient and it's also not able to split fire equally efficiently. Damage 3 and BS5+ +1 to Hit isn't really better than damage 2 and BS5+ when you have + 2D6 more shots and can fire in two batches. Range with current board sizes and line of sight issues doens't matter at all.
I always value being able to soak a few more shots more than gaining a little bonus in the damage output anyway.
The only real advantage of the kannonwagon is the open topped ability but if you put inside it any shooting unit it becomes a huge points sink then.
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![[Post New]](/s/i/i.gif) 2020/12/17 16:56:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Not that it's amazing, but has anyone had the joy of using a Wartrike to advance/charge a Stompa and a bunch of Naut's into an enemy deployment on t1?
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This message was edited 1 time. Last update was at 2020/12/17 16:57:01
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![[Post New]](/s/i/i.gif) 2020/12/17 18:03:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Keramory wrote:Not that it's amazing, but has anyone had the joy of using a Wartrike to advance/charge a Stompa and a bunch of Naut's into an enemy deployment on t1?
Usually it's the wartrike itself that I send in to tie up important enemy ranged units since he has the automatic 6" advance that he can do once per game. Stompas and Nauts are almost never worth doing the advance and charge bit from a Speedwaaagh! because of all the shooting you miss out on, especially T1. The best people to take advantage of that are either Deff Dreadz/Killa Kanz who have the Orkymatic Pistons to help guarantee a T1 charge if you also use Ramming Speed. I think from this point on though that you'll almost never see a wartrike over a Warboss on Warbike anymore until the next codex changes points or things up for the wartrike.
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![[Post New]](/s/i/i.gif) 2020/12/17 18:10:25
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Kannon wagon hits on 4s and is also flat 3, not flat 2, and has a 3+ save.
It also doesn't explode on a 4+ in your lines, and can move more than 6" a turn as the Gunwagon has to move half distance.
IMO the Kannon wagon is better because it's easier to use and doesn't cost CP. T8 is nice, but not the be all end all.
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This message was edited 1 time. Last update was at 2020/12/17 18:10:44
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![[Post New]](/s/i/i.gif) 2020/12/17 18:19:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Stabbin' Skarboy
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tulun wrote:Kannon wagon hits on 4s and is also flat 3, not flat 2, and has a 3+ save.
It also doesn't explode on a 4+ in your lines, and can move more than 6" a turn as the Gunwagon has to move half distance.
IMO the Kannon wagon is better because it's easier to use and doesn't cost CP. T8 is nice, but not the be all end all.
Yeah this is what I said too. Ive tried Da Boomer quite a lot and it either does nothing or a lot, there is no inbetween. And it leans more towards nothing in my experience. With DG ignoring 1 damage, it feels even more flat. The 4+ to hit and 3 damage is just more reliable, toughness 8 doesnt do much for you these days excpet vs str 4. If someone wants to kill your Gunwagon, they are gonna do it.
Da Boomer was fine when it didnt have a competitor.
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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) 2020/12/17 18:21:11
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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New FAQ for FW:
“ Page 197 – Squiggoth, Description
Change to read:
‘A Squiggoth is equipped with: gorin’ horns.’
Page 197, 200 – Squiggoth, Gargantuan Squiggoth, Abilities, Enraged Demise
‘When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play.’
Page 203 – Points Values, Nobz on Warbikes
Remove the following options:
- Killsaw (pair)
- Kombi-weapon with rokkit launcha - Kombi-weapon with skorcha
Page 203 – Points Values, Gargantuan Squiggoth
Change the ‘Supa-kannon’ option to ‘Squiggoth supa-kannon’.
”
https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf
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This message was edited 2 times. Last update was at 2020/12/17 18:23:43
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![[Post New]](/s/i/i.gif) 2020/12/17 18:31:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Heroic Senior Officer
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Tomsug wrote:New FAQ for FW:
“ Page 197 – Squiggoth, Description
Change to read:
‘A Squiggoth is equipped with: gorin’ horns.’
Page 197, 200 – Squiggoth, Gargantuan Squiggoth, Abilities, Enraged Demise
‘When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play.’
Page 203 – Points Values, Nobz on Warbikes
Remove the following options:
- Killsaw (pair)
- Kombi-weapon with rokkit launcha - Kombi-weapon with skorcha
Page 203 – Points Values, Gargantuan Squiggoth
Change the ‘Supa-kannon’ option to ‘Squiggoth supa-kannon’.
”
https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf
Yeah figured that was coming, was wondering how the heck they were driving a bike with saws for hands.
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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) 2020/12/17 18:36:56
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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Stupide debate how to drive with 2 killsaws is finally over...
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![[Post New]](/s/i/i.gif) 2020/12/17 18:39:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Tomsug wrote:Stupide debate how to drive with 2 killsaws is finally over...
The loss of the choppa is annoying. it can take 2 sluggas. I guess you can put them on our hip, but it's still a bit dumb.
The issue though is that double kill saw made the unit edging on okay -- not great. But 9 attacks for 120 points is not good enough. 12 for 135 is much better.
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![[Post New]](/s/i/i.gif) 2020/12/17 19:30:16
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Frankly, I always thought they could just mount the killsaws into the bike on the sides, it doesn't take that much imagination how a killsaw pair would work. Too bad they took away some of the options.
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![[Post New]](/s/i/i.gif) 2020/12/17 21:01:19
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Grovelin' Grot Rigger
Poland
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Hi there,
I dont want to be an askhole, but if any of you have some time to take a look at my rooster I would be much appreciated.
https://www.dakkadakka.com/dakkaforum/posts/list/794703.page
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![[Post New]](/s/i/i.gif) 2020/12/17 21:25:50
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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Tomsug wrote:New FAQ for FW:
“ Page 197 – Squiggoth, Description
Change to read:
‘A Squiggoth is equipped with: gorin’ horns.’
Page 197, 200 – Squiggoth, Gargantuan Squiggoth, Abilities, Enraged Demise
‘When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play.’
Page 203 – Points Values, Nobz on Warbikes
Remove the following options:
- Killsaw (pair)
- Kombi-weapon with rokkit launcha - Kombi-weapon with skorcha
Page 203 – Points Values, Gargantuan Squiggoth
Change the ‘Supa-kannon’ option to ‘Squiggoth supa-kannon’.
”
https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf
Hmm, yeah the loss of that extra attack for just 5 points is a bit of a hit to the units killiness. For 40ppm they are still a decent beatstick but do feel somewhat overshone by units both in and out of the codex. Meganobs and Outriders both do what Nob bikers do but better. Be it kill stuff or being fast and durable.
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![[Post New]](/s/i/i.gif) 2020/12/17 23:18:41
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Someone won a small RT with this Ork list:
https://downunderpairings.com/ArmyList.php?ArmyID=30519
Cheeky bugger. He used the SAG meks as a while we stand we fight choice, and basically his entire army is Obsec and infantry.
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![[Post New]](/s/i/i.gif) 2020/12/18 05:47:24
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Blackie wrote:
About Korkskrew, I'm my experience it's extremely overrated. 1CP for an ability that you may use maybe for one model or none at all. Most of the times you don't want scrapjets in combat, and most of the fights they do they don't need a second wave of attacks. It was a good KJ in 8th when we had like 18+ CPs, but now CPs are extremely limited for our army and although I play scrapjets everytime I don't bother with the upgrade.
I have to be honest here Blackie, I completely disagree. I mean, I don't take vehicles to tournaments right now since they tend to implode on arrival right now  but at the cost of 1cp you are getting a 2nd fight phase with up to 3 Scrapjets. That is honestly pretty amazing, but its even more important now that 9th is a thing. With how our vehicles can now shoot in combat, and that 2nd round of attacks, its just amazing. I've used it myself a few times to reposition my vehicles to my benefit, specifically I used it to disengage from a rather murderous enemy CC unit that luckily didn't kill it in 1 go, but allowed itself to reposition safely away and murder a lot of lesser targets while also shielding my boyz who were holding an objective.
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![[Post New]](/s/i/i.gif) 2020/12/18 08:08:38
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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Agree, since you can now still shoot your shootas and the wing missile in combat, there is little reason to not take the korkscrew.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2020/12/18 08:21:24
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:
About Korkskrew, I'm my experience it's extremely overrated. 1CP for an ability that you may use maybe for one model or none at all. Most of the times you don't want scrapjets in combat, and most of the fights they do they don't need a second wave of attacks. It was a good KJ in 8th when we had like 18+ CPs, but now CPs are extremely limited for our army and although I play scrapjets everytime I don't bother with the upgrade.
I have to be honest here Blackie, I completely disagree. I mean, I don't take vehicles to tournaments right now since they tend to implode on arrival right now  but at the cost of 1cp you are getting a 2nd fight phase with up to 3 Scrapjets. That is honestly pretty amazing, but its even more important now that 9th is a thing. With how our vehicles can now shoot in combat, and that 2nd round of attacks, its just amazing. I've used it myself a few times to reposition my vehicles to my benefit, specifically I used it to disengage from a rather murderous enemy CC unit that luckily didn't kill it in 1 go, but allowed itself to reposition safely away and murder a lot of lesser targets while also shielding my boyz who were holding an objective.
Just my experience with scrapjets, which I play a lot. Even with the KJ and even if they made the charge, they typically don't get the full advantage of fighting twice anyway. That's because some of the targets they might hit are dead with a single round of combat or they're so tough that those extra attacks don't make any difference or the buggy's huge footprint prevents the extra movement. Even if they do fight twice we're talking about the extra punch from one vehicle as it's very hard to do it with multiple of them and that KJ gives you an average of 2 weaker PKs extra hits.
That ability would be very handy in later turns but maybe it's me but my buggies don't last that much  .
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![[Post New]](/s/i/i.gif) 2020/12/18 13:20:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Boy Hangin' off a Trukk
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That's clever. I love when people think VP strategically and not just the ever yammer on how to best kill stuff (cuz more dead models always equals more win...right?). I bet it threw most opponents that suddenly they had to reach the Orks dz whilst fighting the midfield primary objectives game. A much harder thing to do than the normal fight-the-middle and circle around for Engage and Scramblers.
There´s an added bonus that he probably had an easier time screening out his dz to negate enemy Scramblers too. Win win
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![[Post New]](/s/i/i.gif) 2020/12/18 14:19:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Tomsug wrote:New FAQ for FW:
“ Page 197 – Squiggoth, Description
Change to read:
‘A Squiggoth is equipped with: gorin’ horns.’
Page 197, 200 – Squiggoth, Gargantuan Squiggoth, Abilities, Enraged Demise
‘When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play.’
Page 203 – Points Values, Nobz on Warbikes
Remove the following options:
- Killsaw (pair)
- Kombi-weapon with rokkit launcha - Kombi-weapon with skorcha
Page 203 – Points Values, Gargantuan Squiggoth
Change the ‘Supa-kannon’ option to ‘Squiggoth supa-kannon’.
”
https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf
This FAQ seems to have managed to miss some of the glaring typos on other Ork IA data sheets.
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![[Post New]](/s/i/i.gif) 2020/12/18 16:29:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Scactha wrote:That's clever. I love when people think VP strategically and not just the ever yammer on how to best kill stuff (cuz more dead models always equals more win...right?). I bet it threw most opponents that suddenly they had to reach the Orks dz whilst fighting the midfield primary objectives game. A much harder thing to do than the normal fight-the-middle and circle around for Engage and Scramblers.
There´s an added bonus that he probably had an easier time screening out his dz to negate enemy Scramblers too. Win win
Kunnin' Ork there.
But yeah, I agree. It only works with proper terrain, though, as the army is quite weak on the chin. But I could see it working out okay by trying to lean in to fully expect to get roughly tabled (minus your Big Meks hopefully) and just getting your other secondaries for sure and using your obsec army to bite / hold objectives.
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![[Post New]](/s/i/i.gif) 2020/12/18 18:08:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Are people still using Mob Up these days?
I was thinking it would be a good way to get multiple killsaws into a single unit and secure that +1 attack. It also makes it pretty interesting for Da Jump.
With the limited number of ranks that can engage in combat, I feel like that's a more efficient option. If I can cram just two dual killsaw nobs into front rank, that's 10 killsaw attacks.
I just don't want to take 90 boyz at 8 ppm. I find 30 boyz + 2 10 man units more appealing. I like the idea of moar hidden power klaws.
Arguably you could never get moar hidden power klaws than right now with green tide and mob up.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2020/12/18 18:29:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I'd rather take 3 Mega Nobs than 10 boys + saw.
That's sort of the problem with small boy squads -- with death skulls giving Obsec, my incentive to take small boy squads is basically 0.
Boys become good in large quantity, and with as many stackable buffs as possible.
Mob up has a place, but do it after two 30 man squads have been whittled under 10... then green tide one, then mob up the other into it.
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![[Post New]](/s/i/i.gif) 2020/12/18 18:36:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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I just mean to fill out your mandatory troop slots, and one big 30 blob to mob them into so that they're not completely useless.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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