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![[Post New]](/s/i/i.gif) 2021/01/09 02:17:20
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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Or they could just have the regular SAG cost 80 and make the SSAG a 40 point upgrade.
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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) 2021/01/09 03:02:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy on Kustom Deth Kopta
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gungo wrote: G00fySmiley wrote:fair point on 55 so... 5.5 points per model though the sarg probably accounts for a few of those points vs grots where its 40 point for a runtherd (admittedly better than the sarg but not 40 points good). I hope you ar right on the codex front vine. making something like grot shield a innate ability would mayeb work. that and make the grot blaster the equivalent of a lasgun to use that BS4+
If they would included the runtherder free with a squad of grots.... I’d probably use one..
Automatically Appended Next Post:
addnid wrote:I want grot units which we could feed to a giant shock attack gun or something. Each turn you feed them you get a massive "Supa shock attack gun" effect, like we had in the supplement with the relic SSAG. If the unit has like at least 6 grots remaining in it. Booom headshot 
shock atk guns use to require snotling bases... not sure reverting back to that is a good idea. I still use my original shokk atk gun and still have my snotling bases in a box in the basement.
Just reduce the overnerfed price and bring back the relic.
even a runt herd included for 9 grots and a runtherd for 50 compare that to 9 boyz and a nob for 80. 30 points for +2 str, +2T and everything but BS better... but still having better guns.
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![[Post New]](/s/i/i.gif) 2021/01/09 06:40:15
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Jidmah wrote:Or they could just have the regular SAG cost 80 and make the SSAG a 40 point upgrade.
Yeah, that'd work. Though I don't think we'd make many friends with multiple SSAG Meks in lists, like we need more people yelling cheese about Orks haha  .
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![[Post New]](/s/i/i.gif) 2021/01/09 08:59:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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I'd like 100ppm Big Mek with SAG and the SSAG as a relic. Or a point upgrade like the Chapter Master for SM, one per army anyway. Multiple SSAG could be overpowered.
Gretchins at 5ppm are extremely overcosted; to be good they'd have to gain Grot Shields as a free ability that works for any infantry model that satisfies the requirements. Maybe just on a 4+, incresed to 2+ by stratagem.
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This message was edited 1 time. Last update was at 2021/01/09 09:01:48
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![[Post New]](/s/i/i.gif) 2021/01/09 14:14:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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The whole reason for the 5pt grits is they get a 6+ invulnerable save with their culture. Guardsmen or any other Troops besides Deathskulls rarely have invulnerable saves. If you use grots chances are you are taking a detachment with only grots Mek guns and a big Mek kff so in that case using their culture is not a problem at all.
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![[Post New]](/s/i/i.gif) 2021/01/09 15:54:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I still think subcultures is mostly a failure...
I think they need to just incorporate subcultures as unit themed buffs.
If clans are akin to chapter tactics
I think subkulturs need to be akin to doctrines, acts fo faith or canticles etc
A set of additional rules we can get each turn maybe give us a choice and we choose which order and which turn they are in effect?
Or better yet a sub doctrine where a subkulture affects a certain slot such as fast attack with the first subkulture being free and the next costing a command point.
For example tin heads could be a heavy support subkulture.
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This message was edited 2 times. Last update was at 2021/01/09 15:56:16
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![[Post New]](/s/i/i.gif) 2021/01/09 16:27:48
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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GW is just slowly killing off the cheap troops that people are spamming instead of their respective signature troops. Gretchin got a points hike so people would bring boyz.
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This message was edited 1 time. Last update was at 2021/01/09 16:27:56
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) 2021/01/09 16:48:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Crushing Black Templar Crusader Pilot
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Hey fellas! Any thoughts about Stormboy Nobs? Got some stormboyz that need buildin', and I must say, as much as I want to give my unit leader more grenades than he can carry, I also like the idea of hurling a screaming, power-claw wielding maniac into my enemy's lines with my lil 5-man distraction carnifex.
What say you?
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![[Post New]](/s/i/i.gif) 2021/01/09 17:02:17
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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Currently the killsaws are the best weapon points can buy. This is likely to change with the codex, so if you want to future-proof scratch-build something that passes as both a PK and a killsaw (some big choppa heads work for this). If you want max power now, go for double killsaws.
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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) 2021/01/09 17:11:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy on Kustom Deth Kopta
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posermcbogus wrote:Hey fellas! Any thoughts about Stormboy Nobs? Got some stormboyz that need buildin', and I must say, as much as I want to give my unit leader more grenades than he can carry, I also like the idea of hurling a screaming, power-claw wielding maniac into my enemy's lines with my lil 5-man distraction carnifex.
What say you?
considering he is the same price as a normal stormboy yes always take a nob if you want to take them. power klaw/choppa imo is the loadout to use lets you have a chance vs tanks at str 10. the idea of them flying around is not going to happen though unless your opponent bring zero shooting. The only effective use I have found is 5 drop in out of LOS then chase down a vehicle or your opponent's backfield objective holder. at T4 6+ armor they die to a still breeze (seriously, one round of bolter fire from one squad is likely to wipe them)
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![[Post New]](/s/i/i.gif) 2021/01/09 17:12:50
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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Subkultures need to be a unit specific kulture swap thats independent of the detachment.
Only 1 unit can be chosen per subkulture, but its a free swap (note that it means you lose the normal kulture and any <CLAN> effects change)
Yeah, it would mean Killakanz would never NOT be Grotmobz but tbh who cares they need a bone anyway. It would also enable all those weird subkultures that never get used purely because half the requirements for any detachment (namely HQs) dont benefit at all.
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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) 2021/01/09 22:57:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Vineheart01 wrote:Subkultures need to be a unit specific kulture swap thats independent of the detachment.
Only 1 unit can be chosen per subkulture, but its a free swap (note that it means you lose the normal kulture and any <CLAN> effects change)
Yeah, it would mean Killakanz would never NOT be Grotmobz but tbh who cares they need a bone anyway. It would also enable all those weird subkultures that never get used purely because half the requirements for any detachment (namely HQs) dont benefit at all.
Yeah, this would definitely be one of the better ways of having it being implemented into the main Ork codex. It does really emphasize the "subkultur" part of it being a subset within a klan than one that's the equivalent to klan traits in general. As you pointed out, the fact that they are all so unit specific for their buffs means they may as well only apply to them within a detachment.
With the rumour engine pics of decidely Orky stuff, we'll definitely have something by the end of this year, and we'll probably have something thrown for us in the Charadon campaign, so we'll get some juicy 9th ed paradigm stuff soon.
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![[Post New]](/s/i/i.gif) 2021/01/10 00:04:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Honestly all the cultures need reworking in my opinion. There is really only two Deathskulls and Goffs. And Goffs only if you bring Ghaz.
I mentioned the grot subculture because I’m sick of people complaining that guardsmen have better guns at the same price. I would take 6++ over any version of 3 strength gun you can come up with.
All that being said I would take Boyz over grots 10 out of 10 times regardless of edition/meta
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This message was edited 1 time. Last update was at 2021/01/10 00:06:53
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![[Post New]](/s/i/i.gif) 2021/01/10 00:22:51
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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technically speaking, Goff sucks too. The only reason its performing well right now is because boy spam is anti-meta, and the game is mosh-pit focused rather than get to the other side of the battlefield, so their lower mobility doesnt make as big a difference. The moment boy spam becomes too easy to counter, again, they will suck. Again. I'd agree that all of them except Deathskullz need a rework. Some minor, some major. Hell just give me Bad Moonz' reroll on all hits and call it good lol
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This message was edited 1 time. Last update was at 2021/01/10 00:23:28
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) 2021/01/10 02:28:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Like I said Goffs are dependent on Ghaz to be optimally effective but they hardly suck. 9th is all about the midfield or mosh pit as you said. That won’t change any time soon. Green tide is our most competitive option and Goffs lead by Ghaz do it better than anybody.
Gaining an extra attack on 6s on its own does suck I’ll give you that but if that’s how you play Goffs then your doing it wrong. Throw in a reroll on 1s from Ghaz and a +1 to hit from the banner nob and now all of a sudden you are getting more wounds then you had attacks to begin with.
Throw in a painboy and a big Mek with kff and now you have some serious staying power especially since everyone you face will shoot their best guns at Ghaz. 120 boys with obsec and legit killing power is a problem for anyone.
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This message was edited 1 time. Last update was at 2021/01/10 02:51:24
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![[Post New]](/s/i/i.gif) 2021/01/10 04:03:56
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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I would agree with Vineheart01 that Goffs as a standalone trait isn't great tbh. Sure, it's not bad once you've stacked the odds in your favour with Ghaz and the Skarboyz strat, but when you look at Deffskullz you literally just need the trait and the army is golden. Similar to how they should update DDD! to getting an additional hit rather than shot when rolling an unmodded 6, Goffs should also just give a flat extra hit on unmodded 6's to save time for rolling and making it more consistent. Also, given that the 9th ed mainline subfaction traits are shown to have at least two rules components to them, that Goffs should gain an additional AP on their weapons on the turn they charge. Now the Goffs trait makes units beyond just boyz legitimately scarier in CC. Goff stormboyz with Zagstruk could actually do something when they get stuck in. Goff walkerz and even small units of Kommandos suddenly have a lot more oomph in clearing out units. There's also incentive to take guys like Nobz or Nob Bikerz, who now hit a lot harder, even with just regular Choppas.
Deffskullz is so good precisely because it has like traits in one, and all of them are exceedingly good even on their own.
Snakebitez, Goffs, and Bad Moonz are all one trait klanz that rely on strats and specific units to do anything. Blood Axes suck because the two traits they do have are pretty much pointless for the majority of Ork units and Evil Sunz only recently went down in usage due to the smaller table size and decrease in tellyporting boyz units as a tactic. I'd like that to change so there's more nuance in look at the traits baseline so there isn't such a disparity.
Bad Moonz could be gaining two hits instead of one when DDD! goes off for a unit with the klan trait that makes a shooting attack. The second trait could be adding an additional AP to any shoota type weapon fired by a Bad Moon Unit (this would specify it as regular shootas, big shootas, supa shootas, kustom shootas, boomsticks, and, if deffguns remain the same, them as well).
Assuming Snakebitez keep the 6+ FNP, make it improve to a 5+ FNP if they're in range of a Painboy (infantry/biker only of course). The secondary trait should be allowing units to reroll wound rolls of 1 against MONSTERS and VEHICLES.
These are just a couple of examples of what they could do. Update or touch up on some of the more useless strats/relics and we'd finally have some more HQ composition options besides the obligatory killa klaw warboss.
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![[Post New]](/s/i/i.gif) 2021/01/10 08:33:45
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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tulun wrote:to the person asking how Liam Hackett's list would play.
Adrian of Tabletop Titans is literally playing the list he brought to masters tomorrow 
Good tip! So the answer is:
Sit 3 SMG on the second floor in the midle of your deploy + one unit of MANz in the 1st flor to babysit them. Nobody can shoot on them and if you want to CC with them, you have to pass the MANz.
2 Truks takes the rest of the MANz
1 Trukk takes the Tanbustas
No trick with Trukks protecting the SMGs or driving them around.
Of course it' s semi answer, it' s how Adrian from TT plays Liam Hacket list is....
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This message was edited 1 time. Last update was at 2021/01/10 08:34:41
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![[Post New]](/s/i/i.gif) 2021/01/10 15:47:15
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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Yeah, what Grimskul said. Deathskullz just has all the traits, quite frankly im surprised they never nerfed them to remove something. They not only have 3 bonuses but all 3 are amazing (6+++, reroll 1 hit/wound/dmg die per unit per attack, infantry has obsec) How does any single trait stack up against that w/o being borderline broken in its own right? Its fine for some kultures to have more traits than others but there shouldnt be any singletrait ones. Especially since orks are a diverse codex, we have both pure shooty and pure assault and a hybrid so a kulture that only benefits one of them is stupid. Its anothing thing changing subkultures to how i mentioned it earlier would solve, those main kultures that basically shelve half the codex can still use those units, but as a subkulture
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This message was edited 1 time. Last update was at 2021/01/10 15:47:55
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) 2021/01/10 17:35:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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Vineheart01 wrote:Yeah, what Grimskul said.
Deathskullz just has all the traits, quite frankly im surprised they never nerfed them to remove something. They not only have 3 bonuses but all 3 are amazing (6+++, reroll 1 hit/wound/ dmg die per unit per attack, infantry has obsec)
How does any single trait stack up against that w/o being borderline broken in its own right?
Its fine for some kultures to have more traits than others but there shouldnt be any singletrait ones. Especially since orks are a diverse codex, we have both pure shooty and pure assault and a hybrid so a kulture that only benefits one of them is stupid.
Its anothing thing changing subkultures to how i mentioned it earlier would solve, those main kultures that basically shelve half the codex can still use those units, but as a subkulture
Based on what happened to the Salamanders trait, it seems likely DS is getting a nerf with the next codex.
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![[Post New]](/s/i/i.gif) 2021/01/10 17:49:49
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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wasnt the main thing that reeled salamanders back was stratagem changes? i though their faction rules werent the main issue
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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) 2021/01/10 18:02:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Them losing the single free reroll to hit for each unit was still big in terms of them having to rely on the aura/CM buffs like every other chapter, whereas before you could basically MSU all their units and only need to bring the one captain for one big blob unit that relied more on mass amount of attacks rather than lower quantity, but higher quality attacks. The changes to their strats were definitely another big reason to their competitive status taking a bit of a hit.
I agree that Deffskullz are only likely to keep the 6++ invuln and obsec. (though it may be buffed to be given to everything rather than just infantry, since the Necron one does that for all their units). If they do somehow keep the reroll buff, I'd expect it to be only for a to-wound roll and not both to hit and the damage roll as well.
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![[Post New]](/s/i/i.gif) 2021/01/10 18:26:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
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Grimskul wrote:... If they do somehow keep the reroll buff, I'd expect it to be only for a to-wound roll and not both to hit and the damage roll as well.
If they only had that, it'd still be a strong trait.
Grimskul wrote:...Assuming Snakebitez keep the 6+ FNP, make it improve to a 5+ FNP if they're in range of a Painboy (infantry/biker only of course). The secondary trait should be allowing units to reroll wound rolls of 1 against MONSTERS and VEHICLES.
To keep it thematic, I'd drop the VEHICLE, and give them them the re-roll to hit, wound and damage against MONSTERS only. Maybe also give them immunity to poison wounds, or the ability to have poison weapons in combat.
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"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2021/01/11 04:51:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Crushing Black Templar Crusader Pilot
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More dumb questions from myself!
I got the SC orks box, 20 gretchin, and a box of stormboyz for xmas - any tips for loadouts? I dream of having a green tide army with lots of kans and dredds and gargants etc, but for now, what are some decent killy ways of tooling up me boyz?
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![[Post New]](/s/i/i.gif) 2021/01/11 07:23:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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posermcbogus wrote:More dumb questions from myself!
I got the SC orks box, 20 gretchin, and a box of stormboyz for xmas - any tips for loadouts? I dream of having a green tide army with lots of kans and dredds and gargants etc, but for now, what are some decent killy ways of tooling up me boyz?
For the boyz, you probably want them as slugga boyz, with the boyz Nob equipped with a Killsaw or Power Klaw (The Killsaw bit is from the Nobz kit part of the box). The Deff dread is best with all klaws and saws or with 2 klaws, 1 saw and a Kustom Mega Blasta. Nobz are in a bit of a weird spot currently in the Ork codex, I would actually save them for bitz and boyz nobz when you inevitably add more boyz but if you want to run them as a separate unit, double choppas with a few big choppas or dual killsaws are okay loadouts for them.
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![[Post New]](/s/i/i.gif) 2021/01/11 08:01:26
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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Definitely magnetize your dread. You will regret it otherwise, as every single codex has changed what load-outs work best. It's also not very hard to do, they were among the first models I've ever magnetized.
If you need any suggestions on how to do that, just ask.
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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) 2021/01/11 08:25:55
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 have two of the older metal Deff Dreads, and I really wish they could have been magnetized, because the best loadout depends a lot on how you field them, in what type of list and so on. If I were to get some of the newer plastic ones, then I would definitely have magnetized them.
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This message was edited 1 time. Last update was at 2021/01/11 08:26:24
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![[Post New]](/s/i/i.gif) 2021/01/11 09:32:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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I also have a 3rd edition metal dread. I prefer it to the plastic one and I love to bring it to the table. That said proxying the two ranged weapons into KMBs, or any other desired ranged weapons, is definitely an acceptable proxy, I never had anyone complaining about that.
I have and ancient 3rd edition White Dwarf with a battle report involving orks and SM, and the ork player had a metal dread modelled with two big shootas but he proxied as rokkit launchas for that game.
The most modern dread I had it magnetized and thankfully its kit comes with all the available combinations, barring the odd ones with just one or no CCWs. Old model didn't have the extra CCWs or even a duplicate of each ranged weapon.
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![[Post New]](/s/i/i.gif) 2021/01/11 13:28:02
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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New tales from our recurring segment "Why would you do that? - Jidmah tries stupid things in games".
I actually ran my buggy list yesterday, except I brought rukkatrukk squigbuggies instead of megatrakk scrapjets and it almost lost me the game.
Obviously, I bought the kustom job for them, because they need any help they can get. I was facing a CWE list heavily leaning on FW units, bringing a total of 20 shadow specters, a wraith seer and 3 hornets.
The table was suffering from the "moar terrain!" issue many 9th editions games have these days, so the game started out with a huge traffic jam. There was nowhere I could drop mines without blowing up my own units. Damage-wise they did a little better than KBB due to the +1 to wound, but honestly that is the least I'd expect from spending 60 additional points and a CP. Anyways, they weren't that impressive at all. The bile squig was useless against eldar infantry in cover, the biter squig only mattered when locked in combat (because it's the only mode without blast), so you end up shooting everything from infantry to hornets to wraith seer with boom squigs which feels like the perfect weapon against... nothing.
In the end, the new scoring rules came to the rescue, in the last turn of the game, da biggest boss on bike massacred the occupants of one objective, one surviving squigbuggy managed to kill four rangers on another by shooting and charging which was then enough to score me 15 VP in my last turn, ending the game at 50 to 36. My opponent didn't pick it, but bring it down would still have awarded him 11 VP, with a single trukk and a squigbuggy as my remaining vehicles.
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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) 2021/01/11 13:43:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
England
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Is there a reason, Freebooters are overlooked? +1 to hit in the fight and shooting phase with a 24 inch aura per unit being buffed seems pretty good. If you go for beatstick warboss, the FB warlord trait is also pretty good
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![[Post New]](/s/i/i.gif) 2021/01/11 13:45:46
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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Elfric wrote:Is there a reason, Freebooters are overlooked? +1 to hit in the fight and shooting phase with a 24 inch aura per unit being buffed seems pretty good. If you go for beatstick warboss, the FB warlord trait is also pretty good You actually need to kill something in order to trigger it, and especially marines regularly deny that kill. In that case, you are effectively without trait. It also doesn't help that you can still stack -2 to hit against it.
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This message was edited 1 time. Last update was at 2021/01/11 13:46:11
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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